3D-Viewer: Parameterize body board transparency
Fix/workarround raytracing render issues related with refraction
This commit is contained in:
parent
0302fe5570
commit
40d5746df6
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@ -195,13 +195,6 @@ bool BOARD_ADAPTER::Is3DLayerEnabled( PCB_LAYER_ID aLayer ) const
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default:
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// the layer is an internal copper layer, used the visibility
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if( GetFlag( FL_SHOW_BOARD_BODY ) && ( m_render_engine == RENDER_ENGINE::OPENGL_LEGACY ) )
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{
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// Do not render internal layers if it is overlap with the board
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// (on OpenGL render)
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return false;
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}
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return m_board->IsLayerVisible( aLayer );
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}
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@ -256,8 +256,6 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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97.0f / 255.0f,
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47.0f / 255.0f );
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m_materials.m_EpoxyBoard.m_Diffuse = m_boardAdapter.m_BoardBodyColor;
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m_materials.m_EpoxyBoard.m_Specular = SFVEC3F( 18.0f / 255.0f,
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3.0f / 255.0f,
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20.0f / 255.0f );
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@ -303,7 +301,6 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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// Epoxy material
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m_materials.m_EpoxyBoard.m_Ambient = matAmbientColor;
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m_materials.m_EpoxyBoard.m_Diffuse = m_boardAdapter.m_BoardBodyColor;
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m_materials.m_EpoxyBoard.m_Specular = matSpecularColor;
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m_materials.m_EpoxyBoard.m_Shininess = matShininess;
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m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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@ -500,6 +497,38 @@ void init_lights(void)
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}
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void C3D_RENDER_OGL_LEGACY::render_board_body( bool aSkipRenderHoles )
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{
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if( m_ogl_disp_list_board )
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{
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m_ogl_disp_list_board->ApplyScalePosition( -m_boardAdapter.GetEpoxyThickness3DU() / 2.0f,
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m_boardAdapter.GetEpoxyThickness3DU() );
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m_materials.m_EpoxyBoard.m_Diffuse = m_boardAdapter.m_BoardBodyColor;
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m_materials.m_EpoxyBoard.m_Transparency = m_boardAdapter.m_BoardBodyColor.a;
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OGL_SetMaterial( m_materials.m_EpoxyBoard, 1.0f );
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m_ogl_disp_list_board->SetItIsTransparent( true );
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if( (m_ogl_disp_list_through_holes_outer_with_npth) && (!aSkipRenderHoles) )
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{
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m_ogl_disp_list_through_holes_outer_with_npth->ApplyScalePosition(
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-m_boardAdapter.GetEpoxyThickness3DU() / 2.0f,
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m_boardAdapter.GetEpoxyThickness3DU() );
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m_ogl_disp_list_board->DrawAllCameraCulledSubtractLayer(
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m_ogl_disp_list_through_holes_outer_with_npth,
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NULL );
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}
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else
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{
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m_ogl_disp_list_board->DrawAll();
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}
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}
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}
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bool C3D_RENDER_OGL_LEGACY::Redraw(
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bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter )
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{
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@ -625,37 +654,6 @@ bool C3D_RENDER_OGL_LEGACY::Redraw(
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const bool skipRenderVias = aIsMoving &&
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m_boardAdapter.GetFlag( FL_RENDER_OPENGL_VIAS_DISABLE_ON_MOVE );
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// Display board body
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// /////////////////////////////////////////////////////////////////////////
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if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
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{
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if( m_ogl_disp_list_board )
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{
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m_ogl_disp_list_board->ApplyScalePosition( -m_boardAdapter.GetEpoxyThickness3DU() / 2.0f,
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m_boardAdapter.GetEpoxyThickness3DU() );
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OGL_SetMaterial( m_materials.m_EpoxyBoard, 1.0f );
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m_ogl_disp_list_board->SetItIsTransparent( false );
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if( (m_ogl_disp_list_through_holes_outer_with_npth) && (!skipRenderHoles) )
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{
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m_ogl_disp_list_through_holes_outer_with_npth->ApplyScalePosition(
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-m_boardAdapter.GetEpoxyThickness3DU() / 2.0f,
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m_boardAdapter.GetEpoxyThickness3DU() );
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m_ogl_disp_list_board->DrawAllCameraCulledSubtractLayer(
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m_ogl_disp_list_through_holes_outer_with_npth,
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NULL );
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}
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else
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{
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m_ogl_disp_list_board->DrawAll();
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}
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}
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}
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if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
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{
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// Draw vias and pad holes with copper material
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@ -683,15 +681,16 @@ bool C3D_RENDER_OGL_LEGACY::Redraw(
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ii != m_ogl_disp_lists_layers.end();
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++ii )
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{
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const PCB_LAYER_ID layer_id = (PCB_LAYER_ID)(ii->first);
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// Mask kayers are not processed here because they are a special case
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// Mask layers are not processed here because they are a special case
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if( (layer_id == B_Mask) || (layer_id == F_Mask) )
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continue;
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// Do not show inner layers when it is displaying the board
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if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
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// and board body is full opaque
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if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) &&
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( m_boardAdapter.m_BoardBodyColor.a < 0.01f ) )
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{
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if( (layer_id > F_Cu) && (layer_id < B_Cu) )
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continue;
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@ -802,12 +801,17 @@ bool C3D_RENDER_OGL_LEGACY::Redraw(
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glPopMatrix();
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}
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// Render 3D Models (Non-transparent)
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// /////////////////////////////////////////////////////////////////////////
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render_3D_models( false, false );
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render_3D_models( true, false );
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// Display board body
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// /////////////////////////////////////////////////////////////////////////
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if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
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{
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render_board_body( skipRenderHoles );
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}
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// Display transparent mask layers
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// /////////////////////////////////////////////////////////////////////////
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@ -150,6 +150,8 @@ private:
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bool aDrawMiddleSegments,
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bool aSkipRenderHoles );
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void render_board_body( bool aSkipRenderHoles );
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void get_layer_z_pos( PCB_LAYER_ID aLayerID,
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float &aOutZtop,
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float &aOutZbot ) const;
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@ -168,7 +168,7 @@ void C3D_RENDER_RAYTRACING::setupMaterials()
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8.0f / 255.0f,
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10.0f / 255.0f ) ), // specular
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0.1f * 128.0f, // shiness
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0.10f, // transparency
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m_boardAdapter.m_BoardBodyColor.a, // transparency
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0.0f ); // reflection
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m_materials.m_EpoxyBoard.SetAbsorvance( 10.0f );
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@ -364,6 +364,7 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
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&m_materials.m_EpoxyBoard,
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g_epoxyColor );
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#else
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CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
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m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
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m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
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@ -375,6 +376,7 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
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}
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else
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{
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CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D(
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object2d_A,
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object2d_B,
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@ -390,6 +392,7 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
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objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
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objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
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m_object_container.Add( objPtr );
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}
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}
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@ -974,7 +977,7 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
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}
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m_accelerator = 0;
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m_accelerator = new CBVH_PBRT( m_object_container );
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m_accelerator = new CBVH_PBRT( m_object_container, 8, SPLITMETHOD::MIDDLE );
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if( aStatusReporter )
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{
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@ -1658,21 +1658,20 @@ SFVEC3F C3D_RENDER_RAYTRACING::shadeHit( const SFVEC3F &aBgColor,
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unsigned int aRecursiveLevel,
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bool is_testShadow ) const
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{
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if( aRecursiveLevel > 2 )
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return SFVEC3F( 0.0f );
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SFVEC3F hitPoint = aHitInfo.m_HitPoint;
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if( !m_isPreview )
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hitPoint += aHitInfo.m_HitNormal * m_boardAdapter.GetNonCopperLayerThickness3DU() * 0.6f;
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const CMATERIAL *objMaterial = aHitInfo.pHitObject->GetMaterial();
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wxASSERT( objMaterial != NULL );
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const SFVEC3F diffuseColorObj = aHitInfo.pHitObject->GetDiffuseColor( aHitInfo );
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SFVEC3F outColor = objMaterial->GetEmissiveColor() + objMaterial->GetAmbientColor();
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if( aRecursiveLevel > 5 )
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return outColor;
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SFVEC3F hitPoint = aHitInfo.m_HitPoint;
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hitPoint += aHitInfo.m_HitNormal * m_boardAdapter.GetNonCopperLayerThickness3DU() * 0.6f;
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const SFVEC3F diffuseColorObj = aHitInfo.pHitObject->GetDiffuseColor( aHitInfo );
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const LIST_LIGHT &lightList = m_lights.GetList();
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#if USE_EXPERIMENTAL_SOFT_SHADOWS
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@ -1874,9 +1873,7 @@ SFVEC3F C3D_RENDER_RAYTRACING::shadeHit( const SFVEC3F &aBgColor,
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{
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// This increase the start point by a "fixed" factor so it will work the
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// same for all distances
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const SFVEC3F startPoint = aRay.at( NextFloatUp(
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NextFloatUp(
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NextFloatUp( aHitInfo.m_tHit ) ) ) );
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const SFVEC3F startPoint = aRay.at( aHitInfo.m_tHit + m_boardAdapter.GetNonCopperLayerThickness3DU() * 0.25f );
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const unsigned int refractions_number_of_samples = objMaterial->GetNrRefractionsSamples();
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@ -1904,36 +1901,39 @@ SFVEC3F C3D_RENDER_RAYTRACING::shadeHit( const SFVEC3F &aBgColor,
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HITINFO refractedHit;
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refractedHit.m_tHit = std::numeric_limits<float>::infinity();
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SFVEC3F refractedColor = objMaterial->GetAmbientColor();
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SFVEC3F refractedColor = aBgColor;
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if( m_accelerator->Intersect( refractedRay, refractedHit ) )
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{
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refractedColor = shadeHit( aBgColor,
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refractedRay,
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refractedHit,
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true,
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!aIsInsideObject,
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aRecursiveLevel + 1,
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false );
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const SFVEC3F absorbance = ( SFVEC3F(1.0f) - diffuseColorObj ) *
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(1.0f - objTransparency ) *
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objMaterial->GetAbsorvance() * // Adjust falloff factor
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-refractedHit.m_tHit;
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refractedHit.m_tHit;
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const SFVEC3F transparency = SFVEC3F( expf( absorbance.r ),
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expf( absorbance.g ),
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expf( absorbance.b ) );
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const SFVEC3F transparency = 1.0f / ( absorbance + 1.0f );
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sum_color += refractedColor * transparency * objTransparency;
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sum_color += refractedColor * transparency;
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}
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else
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{
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sum_color += refractedColor * objTransparency;
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sum_color += refractedColor;
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}
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}
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outColor = outColor * (1.0f - objTransparency) +
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(sum_color / SFVEC3F( (float)refractions_number_of_samples) );
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objTransparency * sum_color / SFVEC3F( (float)refractions_number_of_samples);
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}
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else
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{
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outColor = outColor * (1.0f - objTransparency) + objTransparency * aBgColor;
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}
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}
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}
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@ -45,6 +45,8 @@ CLAYERITEM::CLAYERITEM( const COBJECT2D* aObject2D, float aZMin, float aZMax )
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m_bbox.Set( SFVEC3F( bbox2d.Min().x, bbox2d.Min().y, aZMin ),
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SFVEC3F( bbox2d.Max().x, bbox2d.Max().y, aZMax ) );
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m_bbox.ScaleNextUp();
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m_bbox.Scale( 1.0001f );
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m_centroid = SFVEC3F( aObject2D->GetCentroid().x,
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aObject2D->GetCentroid().y,
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(aZMax + aZMin) * 0.5f );
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@ -221,6 +223,11 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
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{
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if( tOut > 0.99f ) // Workarround for refraction artifacts on board sides
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{
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return false;
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}
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// The hitT is a hit value for the segment length 'start' - 'end',
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// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
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// and calculate the real hitT of the ray.
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@ -256,8 +263,11 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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}
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else
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{
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// Started inside
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// Disabled due to refraction artifacts
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// this will mostly happen inside the board body
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#if 0
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// Started inside
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const SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
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const SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
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@ -317,8 +327,8 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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}
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}
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}
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#endif
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}
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return false;
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}
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@ -940,18 +940,22 @@ bool EDA_3D_VIEWER::Set3DBoardBodyColorFromUser()
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{
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CUSTOM_COLORS_LIST colors;
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colors.push_back( CUSTOM_COLOR_ITEM( 51/255.0, 43/255.0, 22/255.0, "FR4 natural, dark" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 109/255.0, 116/255.0, 75/255.0, "FR4 natural" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 78/255.0, 14/255.0, 5/255.0, "brown/red" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 146/255.0, 99/255.0, 47/255.0, "brown 1" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 160/255.0, 123/255.0, 54/255.0, "brown 2" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 146/255.0, 99/255.0, 47/255.0, "brown 3" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 63/255.0, 126/255.0, 71/255.0, "green 1" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 117/255.0, 122/255.0, 90/255.0, "green 2" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 51/255.0, 43/255.0, 22/255.0, 1.0 - 0.1, "FR4 natural, dark" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 109/255.0, 116/255.0, 75/255.0, 1.0 - 0.1, "FR4 natural" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 78/255.0, 14/255.0, 5/255.0, 1.0 - 0.1, "brown/red" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 146/255.0, 99/255.0, 47/255.0, 1.0 - 0.1, "brown 1" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 160/255.0, 123/255.0, 54/255.0, 1.0 - 0.1, "brown 2" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 146/255.0, 99/255.0, 47/255.0, 1.0 - 0.1, "brown 3" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 63/255.0, 126/255.0, 71/255.0, 1.0 - 0.1, "green 1" ) );
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colors.push_back( CUSTOM_COLOR_ITEM( 117/255.0, 122/255.0, 90/255.0, 1.0 - 0.1, "green 2" ) );
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if( Set3DColorFromUser( m_boardAdapter.m_BoardBodyColor, _( "Board Body Color" ), &colors ) )
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if( Set3DColorFromUser( m_boardAdapter.m_BoardBodyColor, _( "Board Body Color" ), &colors, true ) )
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{
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if( m_boardAdapter.RenderEngineGet() == RENDER_ENGINE::OPENGL_LEGACY )
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m_canvas->Request_refresh();
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else
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NewDisplay( true );
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return true;
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}
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@ -201,7 +201,7 @@ COLOR_SETTINGS::COLOR_SETTINGS( wxString aFilename ) :
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// Colors for 3D viewer, which are used as defaults unless overridden by the board
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CLR( "3d_viewer.background_bottom", LAYER_3D_BACKGROUND_BOTTOM, COLOR4D( 0.4, 0.4, 0.5, 1.0 ) );
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CLR( "3d_viewer.background_top", LAYER_3D_BACKGROUND_TOP, COLOR4D( 0.8, 0.8, 0.9, 1.0 ) );
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CLR( "3d_viewer.board", LAYER_3D_BOARD, COLOR4D( 0.2, 0.17, 0.09, 1.0 ) );
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CLR( "3d_viewer.board", LAYER_3D_BOARD, COLOR4D( 0.2, 0.17, 0.09, 0.1 ) );
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CLR( "3d_viewer.copper", LAYER_3D_COPPER, COLOR4D( 0.7, 0.61, 0.0, 1.0 ) );
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CLR( "3d_viewer.silkscreen_bottom", LAYER_3D_SILKSCREEN_BOTTOM, COLOR4D( 0.9, 0.9, 0.9, 1.0 ) );
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CLR( "3d_viewer.silkscreen_top", LAYER_3D_SILKSCREEN_TOP, COLOR4D( 0.9, 0.9, 0.9, 1.0 ) );
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