3d viewer: fix current shading issues with some models.
This commit is contained in:
parent
f87577ca72
commit
8e7bc5666b
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@ -563,7 +563,7 @@ void EDA_3D_CANVAS::InitGL()
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void EDA_3D_CANVAS::SetLights()
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{
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// activate light. the source is above the xy plane, at source_pos
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GLfloat source_pos[4] = { 0.0, 0.0, 30.0, 0.0 };
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GLfloat source_pos[4] = { 0.0, 0.0, 1000.0, 0.0 };
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GLfloat light_color[4]; // color of lights (RGBA values)
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light_color[3] = 1.0;
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@ -342,16 +342,9 @@ void EDA_3D_CANVAS::Redraw()
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glClearStencil( 0 );
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glClearDepth( 1.0 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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if( isEnabled( FL_RENDER_SMOOTH ) )
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{
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glShadeModel( GL_SMOOTH );
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}
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else
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{
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glShadeModel( GL_FLAT );
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}
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glShadeModel( GL_SMOOTH );
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// Draw background
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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@ -54,7 +54,8 @@ static const wxChar keyShowRealisticMode[] = wxT( "ShowRealisticMode" );
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static const wxChar keyRenderShadows[] = wxT( "Render_Shadows" );
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static const wxChar keyRenderRemoveHoles[] = wxT( "Render_RemoveHoles" );
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static const wxChar keyRenderTextures[] = wxT( "Render_Textures" );
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static const wxChar keyRenderSmooth[] = wxT( "Render_Smooth" );
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static const wxChar keyRenderSmoothNormals[] = wxT( "Render_Smooth_Normals" );
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static const wxChar keyRenderUseModelNormals[] =wxT( "Render_Use_Model_Normals" );
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static const wxChar keyRenderMaterial[] = wxT( "Render_Material" );
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static const wxChar keyShowAxis[] = wxT( "ShowAxis" );
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@ -247,8 +248,11 @@ void EDA_3D_FRAME::LoadSettings( wxConfigBase* aCfg )
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aCfg->Read( keyRenderTextures, &tmp, false );
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prms.SetFlag( FL_RENDER_TEXTURES, tmp );
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aCfg->Read( keyRenderSmooth, &tmp, false );
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prms.SetFlag( FL_RENDER_SMOOTH, tmp );
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aCfg->Read( keyRenderSmoothNormals, &tmp, false );
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prms.SetFlag( FL_RENDER_SMOOTH_NORMALS, tmp );
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aCfg->Read( keyRenderUseModelNormals, &tmp, false );
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prms.SetFlag( FL_RENDER_USE_MODEL_NORMALS, tmp );
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aCfg->Read( keyRenderMaterial, &tmp, false );
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prms.SetFlag( FL_RENDER_MATERIAL, tmp );
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@ -312,7 +316,8 @@ void EDA_3D_FRAME::SaveSettings( wxConfigBase* aCfg )
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aCfg->Write( keyRenderShadows, prms.GetFlag( FL_RENDER_SHADOWS ) );
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aCfg->Write( keyRenderRemoveHoles, prms.GetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES ) );
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aCfg->Write( keyRenderTextures, prms.GetFlag( FL_RENDER_TEXTURES ) );
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aCfg->Write( keyRenderSmooth, prms.GetFlag( FL_RENDER_SMOOTH ) );
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aCfg->Write( keyRenderSmoothNormals, prms.GetFlag( FL_RENDER_SMOOTH_NORMALS ) );
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aCfg->Write( keyRenderUseModelNormals, prms.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) );
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aCfg->Write( keyRenderMaterial, prms.GetFlag( FL_RENDER_MATERIAL ) );
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aCfg->Write( keyShowAxis, prms.GetFlag( FL_AXIS ) );
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@ -488,8 +493,13 @@ void EDA_3D_FRAME::Process_Special_Functions( wxCommandEvent& event )
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NewDisplay(GL_ID_TECH_LAYERS);
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return;
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case ID_MENU3D_FL_RENDER_SMOOTH:
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GetPrm3DVisu().SetFlag( FL_RENDER_SMOOTH, isChecked );
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case ID_MENU3D_FL_RENDER_SMOOTH_NORMALS:
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GetPrm3DVisu().SetFlag( FL_RENDER_SMOOTH_NORMALS, isChecked );
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NewDisplay();
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return;
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case ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS:
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GetPrm3DVisu().SetFlag( FL_RENDER_USE_MODEL_NORMALS, isChecked );
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NewDisplay();
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return;
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@ -40,6 +40,7 @@ S3D_MESH::S3D_MESH()
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isPerFaceNormalsComputed = false;
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isPointNormalizedComputed = false;
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isPerPointNormalsComputed = false;
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isPerVertexNormalsVerified = false;
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m_Materials = NULL;
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childs.clear();
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@ -91,10 +92,7 @@ void S3D_MESH::openGL_Render()
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//DBG( printf( "openGL_Render" ) );
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bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );
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bool smoothShapes = g_Parm_3D_Visu.IsRealisticMode()
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&& g_Parm_3D_Visu.GetFlag( FL_RENDER_SMOOTH );
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if( m_Materials )
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m_Materials->SetOpenGLMaterial( 0, useMaterial );
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&& g_Parm_3D_Visu.GetFlag( FL_RENDER_SMOOTH_NORMALS );
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if( m_CoordIndex.size() == 0 )
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return;
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@ -109,19 +107,23 @@ void S3D_MESH::openGL_Render()
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calcPointNormalized();
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calcPerFaceNormals();
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if( m_PerVertexNormalsNormalized.size() == 0 )
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if( smoothShapes )
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{
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if( smoothShapes )
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if( (m_PerVertexNormalsNormalized.size() > 0) &&
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g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
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perVertexNormalsVerify_and_Repair();
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else
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calcPerPointNormals();
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}
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for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ )
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{
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if( m_MaterialIndex.size() > 1 )
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{
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if( m_MaterialIndex.size() == 0 )
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m_Materials->SetOpenGLMaterial( 0, useMaterial );
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else
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if( m_Materials )
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m_Materials->SetOpenGLMaterial( m_MaterialIndex[idx], useMaterial );
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}
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switch( m_CoordIndex[idx].size() )
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@ -138,42 +140,69 @@ void S3D_MESH::openGL_Render()
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}
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if( m_PerVertexNormalsNormalized.size() > 0 )
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if( smoothShapes )
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{
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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if( (m_PerVertexNormalsNormalized.size() > 0) &&
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g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
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{
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glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]];
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glNormal3fv( &normal.x );
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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{
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glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]];
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glNormal3fv( &normal.x );
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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// Flag error vertices
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if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
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glColor3f( 1.0, 0.0, 0.0 );
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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}
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}
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}
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else if( smoothShapes )
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{
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std::vector< glm::vec3 > normals_list;
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normals_list = m_PerFaceVertexNormals[idx];
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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else
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{
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glm::vec3 normal = normals_list[ii];
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glNormal3fv( &normal.x );
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std::vector< glm::vec3 > normals_list;
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normals_list = m_PerFaceVertexNormals[idx];
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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{
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glm::vec3 normal = normals_list[ii];
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glNormal3fv( &normal.x );
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// Flag error vertices
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if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
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glColor3f( 1.0, 0.0, 0.0 );
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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}
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}
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}
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else
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{
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// Flat
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glm::vec3 normal = m_PerFaceNormalsNormalized[idx];
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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if( m_PerFaceNormalsNormalized.size() > 0 )
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{
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glNormal3fv( &normal.x );
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glm::vec3 normal = m_PerFaceNormalsNormalized[idx];
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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{
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glNormal3fv( &normal.x );
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// Flag error vertices
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if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
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glColor3f( 1.0, 0.0, 0.0 );
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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}
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}
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else
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{
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for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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{
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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glVertex3fv( &point.x );
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}
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}
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}
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@ -184,6 +213,68 @@ void S3D_MESH::openGL_Render()
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}
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void S3D_MESH::perVertexNormalsVerify_and_Repair()
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{
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if( isPerVertexNormalsVerified == true )
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return;
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isPerVertexNormalsVerified = true;
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//DBG( printf( "perVertexNormalsVerify_and_Repair\n" ) );
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for( unsigned int idx = 0; idx < m_PerVertexNormalsNormalized.size(); idx++ )
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{
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glm::vec3 normal = m_PerVertexNormalsNormalized[idx];
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if( (normal.x == 1.0) && ((normal.y != 0.0) || (normal.z != 0.0)) )
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{
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normal.y = 0.0;
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normal.z = 0.0;
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}
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else
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if( (normal.y == 1.0) && ((normal.x != 0.0) || (normal.z != 0.0)) )
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{
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normal.x = 0.0;
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normal.z = 0.0;
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}
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else
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if( (normal.z == 1.0) && ((normal.x != 0.0) || (normal.y != 0.0)) )
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{
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normal.x = 0.0;
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normal.y = 0.0;
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}
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else
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if( (normal.x < FLT_EPSILON) && (normal.x > -FLT_EPSILON) )
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{
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normal.x = 0.0;
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}
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else
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if( (normal.y < FLT_EPSILON) && (normal.y > -FLT_EPSILON) )
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{
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normal.y = 0.0;
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}
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else
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if( (normal.z < FLT_EPSILON) && (normal.z > -FLT_EPSILON) )
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{
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normal.z = 0.0;
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}
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float l = glm::length( normal );
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if( l > FLT_EPSILON ) // avoid division by zero
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{
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normal = normal / l;
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}
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else
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{
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//DBG( printf( "idx:%u\n", idx ) );
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}
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m_PerVertexNormalsNormalized[idx] = normal;
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}
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}
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void S3D_MESH::calcPointNormalized()
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{
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//DBG( printf( "calcPointNormalized\n" ) );
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@ -193,13 +284,10 @@ void S3D_MESH::calcPointNormalized()
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isPointNormalizedComputed = true;
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if( m_PerVertexNormalsNormalized.size() > 0 )
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return;
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m_PointNormalized.clear();
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float biggerPoint = 0.0f;
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for( unsigned int i = 0; i< m_Point.size(); i++ )
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for( unsigned int i = 0; i < m_Point.size(); i++ )
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{
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if( fabs( m_Point[i].x ) > biggerPoint )
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biggerPoint = fabs( m_Point[i].x );
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@ -245,20 +333,17 @@ void S3D_MESH::calcPerFaceNormals()
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isPerFaceNormalsComputed = true;
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if( m_PerVertexNormalsNormalized.size() > 0 )
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return;
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bool haveAlreadyNormals_from_model_file = false;
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if( m_PerFaceNormalsNormalized.size() > 0 )
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if( ( m_PerFaceNormalsNormalized.size() > 0 ) &&
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g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
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haveAlreadyNormals_from_model_file = true;
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else
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m_PerFaceNormalsNormalized.clear();
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m_PerFaceNormalsRaw.clear();
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m_PerFaceSquaredArea.clear();
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//DBG( printf("m_CoordIndex.size %u\n", m_CoordIndex.size()) );
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//DBG( printf("m_PointNormalized.size %u\n", m_PointNormalized.size()) );
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// There are no points defined for the coordIndex
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if( m_PointNormalized.size() == 0 )
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{
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@ -273,13 +358,6 @@ void S3D_MESH::calcPerFaceNormals()
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glm::vec3 v1 = m_PointNormalized[m_CoordIndex[idx][1]];
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glm::vec3 v2 = m_PointNormalized[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]];
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/*
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// !TODO: improove and check what is best to calc the normal (check what have more resolution)
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glm::vec3 v0 = m_Point[m_CoordIndex[idx][0]];
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glm::vec3 v1 = m_Point[m_CoordIndex[idx][1]];
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glm::vec3 v2 = m_Point[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]];
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*/
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glm::vec3 cross_prod;
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/*
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@ -317,11 +395,11 @@ void S3D_MESH::calcPerFaceNormals()
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}
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else
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{
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// Cannot calc normal
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//DBG( printf( "Cannot calc normal idx: %u", idx ) );
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if( ( cross_prod.x > cross_prod.y ) && ( cross_prod.x > cross_prod.z ) )
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{
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cross_prod.x = 1.0;
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cross_prod.y = 0.0;
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cross_prod.x = 0.0;
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cross_prod.y = 1.0;
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cross_prod.z = 0.0;
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}
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else if( ( cross_prod.y > cross_prod.x ) && ( cross_prod.y > cross_prod.z ) )
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@ -355,9 +433,6 @@ void S3D_MESH::calcPerPointNormals()
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isPerPointNormalsComputed = true;
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if( m_PerVertexNormalsNormalized.size() > 0 )
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return;
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m_PerFaceVertexNormals.clear();
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// Pre-allocate space for the entire vector of vertex normals so we can do parallel writes
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@ -389,9 +464,18 @@ void S3D_MESH::calcPerPointNormals()
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//if A != B { // ignore self
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if( each_face_A_idx != each_face_B_idx )
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{
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if( (m_CoordIndex[each_face_B_idx][0] == vertexIndex)
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|| (m_CoordIndex[each_face_B_idx][1] == vertexIndex)
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|| (m_CoordIndex[each_face_B_idx][2] == vertexIndex) )
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bool addThisVertex = false;
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for( unsigned int ii = 0; ii < m_CoordIndex[each_face_B_idx].size(); ii++ )
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{
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if( m_CoordIndex[each_face_B_idx][ii] == vertexIndex )
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{
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addThisVertex = true;
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break;
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}
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}
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if( addThisVertex )
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{
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glm::vec3 vector_face_B = m_PerFaceNormalsNormalized[each_face_B_idx];
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@ -95,6 +95,9 @@ private:
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bool isPerPointNormalsComputed;
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void calcPerPointNormals();
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bool isPerVertexNormalsVerified;
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void perVertexNormalsVerify_and_Repair();
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};
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@ -175,9 +175,13 @@ void EDA_3D_FRAME::CreateMenuBar()
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_( "Apply a grid/cloud textures to Board, Solder Mask and Silkscreen" ),
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KiBitmap( green_xpm ), wxITEM_CHECK );
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AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_SMOOTH,
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AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_SMOOTH_NORMALS,
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_( "Render Smooth Normals" ),
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KiBitmap( green_xpm ), wxITEM_CHECK );
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AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS,
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_( "Use Model Normals" ),
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KiBitmap( green_xpm ), wxITEM_CHECK );
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AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_MATERIAL,
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_( "Render Material Properties" ),
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@ -287,8 +291,11 @@ void EDA_3D_FRAME::SetMenuBarOptionsState()
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item = menuBar->FindItem( ID_MENU3D_FL_RENDER_TEXTURES );
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item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_TEXTURES ) );
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item = menuBar->FindItem( ID_MENU3D_FL_RENDER_SMOOTH );
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item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_SMOOTH ) );
|
||||
item = menuBar->FindItem( ID_MENU3D_FL_RENDER_SMOOTH_NORMALS );
|
||||
item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_SMOOTH_NORMALS ) );
|
||||
|
||||
item = menuBar->FindItem( ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS );
|
||||
item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_USE_MODEL_NORMALS ) );
|
||||
|
||||
item = menuBar->FindItem( ID_MENU3D_FL_RENDER_MATERIAL );
|
||||
item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_MATERIAL ) );
|
||||
|
|
|
@ -49,7 +49,8 @@ enum id_3dview_frm
|
|||
ID_MENU3D_FL_RENDER_SHADOWS,
|
||||
ID_MENU3D_FL_RENDER_SHOW_HOLES_IN_ZONES,
|
||||
ID_MENU3D_FL_RENDER_TEXTURES,
|
||||
ID_MENU3D_FL_RENDER_SMOOTH,
|
||||
ID_MENU3D_FL_RENDER_SMOOTH_NORMALS,
|
||||
ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS,
|
||||
ID_MENU3D_FL_RENDER_MATERIAL,
|
||||
ID_END_COMMAND_3D,
|
||||
|
||||
|
|
|
@ -75,7 +75,8 @@ enum DISPLAY3D_FLG {
|
|||
FL_RENDER_SHADOWS,
|
||||
FL_RENDER_SHOW_HOLES_IN_ZONES,
|
||||
FL_RENDER_TEXTURES,
|
||||
FL_RENDER_SMOOTH,
|
||||
FL_RENDER_SMOOTH_NORMALS,
|
||||
FL_RENDER_USE_MODEL_NORMALS,
|
||||
FL_RENDER_MATERIAL,
|
||||
FL_LAST
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue