3d viewer: fix current shading issues with some models.

This commit is contained in:
unknown 2015-03-10 21:15:41 +01:00 committed by jean-pierre charras
parent f87577ca72
commit 8e7bc5666b
8 changed files with 180 additions and 81 deletions

View File

@ -563,7 +563,7 @@ void EDA_3D_CANVAS::InitGL()
void EDA_3D_CANVAS::SetLights() void EDA_3D_CANVAS::SetLights()
{ {
// activate light. the source is above the xy plane, at source_pos // activate light. the source is above the xy plane, at source_pos
GLfloat source_pos[4] = { 0.0, 0.0, 30.0, 0.0 }; GLfloat source_pos[4] = { 0.0, 0.0, 1000.0, 0.0 };
GLfloat light_color[4]; // color of lights (RGBA values) GLfloat light_color[4]; // color of lights (RGBA values)
light_color[3] = 1.0; light_color[3] = 1.0;

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@ -342,16 +342,9 @@ void EDA_3D_CANVAS::Redraw()
glClearStencil( 0 ); glClearStencil( 0 );
glClearDepth( 1.0 ); glClearDepth( 1.0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
if( isEnabled( FL_RENDER_SMOOTH ) ) glShadeModel( GL_SMOOTH );
{
glShadeModel( GL_SMOOTH );
}
else
{
glShadeModel( GL_FLAT );
}
// Draw background // Draw background
glMatrixMode( GL_PROJECTION ); glMatrixMode( GL_PROJECTION );
glLoadIdentity(); glLoadIdentity();

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@ -54,7 +54,8 @@ static const wxChar keyShowRealisticMode[] = wxT( "ShowRealisticMode" );
static const wxChar keyRenderShadows[] = wxT( "Render_Shadows" ); static const wxChar keyRenderShadows[] = wxT( "Render_Shadows" );
static const wxChar keyRenderRemoveHoles[] = wxT( "Render_RemoveHoles" ); static const wxChar keyRenderRemoveHoles[] = wxT( "Render_RemoveHoles" );
static const wxChar keyRenderTextures[] = wxT( "Render_Textures" ); static const wxChar keyRenderTextures[] = wxT( "Render_Textures" );
static const wxChar keyRenderSmooth[] = wxT( "Render_Smooth" ); static const wxChar keyRenderSmoothNormals[] = wxT( "Render_Smooth_Normals" );
static const wxChar keyRenderUseModelNormals[] =wxT( "Render_Use_Model_Normals" );
static const wxChar keyRenderMaterial[] = wxT( "Render_Material" ); static const wxChar keyRenderMaterial[] = wxT( "Render_Material" );
static const wxChar keyShowAxis[] = wxT( "ShowAxis" ); static const wxChar keyShowAxis[] = wxT( "ShowAxis" );
@ -247,8 +248,11 @@ void EDA_3D_FRAME::LoadSettings( wxConfigBase* aCfg )
aCfg->Read( keyRenderTextures, &tmp, false ); aCfg->Read( keyRenderTextures, &tmp, false );
prms.SetFlag( FL_RENDER_TEXTURES, tmp ); prms.SetFlag( FL_RENDER_TEXTURES, tmp );
aCfg->Read( keyRenderSmooth, &tmp, false ); aCfg->Read( keyRenderSmoothNormals, &tmp, false );
prms.SetFlag( FL_RENDER_SMOOTH, tmp ); prms.SetFlag( FL_RENDER_SMOOTH_NORMALS, tmp );
aCfg->Read( keyRenderUseModelNormals, &tmp, false );
prms.SetFlag( FL_RENDER_USE_MODEL_NORMALS, tmp );
aCfg->Read( keyRenderMaterial, &tmp, false ); aCfg->Read( keyRenderMaterial, &tmp, false );
prms.SetFlag( FL_RENDER_MATERIAL, tmp ); prms.SetFlag( FL_RENDER_MATERIAL, tmp );
@ -312,7 +316,8 @@ void EDA_3D_FRAME::SaveSettings( wxConfigBase* aCfg )
aCfg->Write( keyRenderShadows, prms.GetFlag( FL_RENDER_SHADOWS ) ); aCfg->Write( keyRenderShadows, prms.GetFlag( FL_RENDER_SHADOWS ) );
aCfg->Write( keyRenderRemoveHoles, prms.GetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES ) ); aCfg->Write( keyRenderRemoveHoles, prms.GetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES ) );
aCfg->Write( keyRenderTextures, prms.GetFlag( FL_RENDER_TEXTURES ) ); aCfg->Write( keyRenderTextures, prms.GetFlag( FL_RENDER_TEXTURES ) );
aCfg->Write( keyRenderSmooth, prms.GetFlag( FL_RENDER_SMOOTH ) ); aCfg->Write( keyRenderSmoothNormals, prms.GetFlag( FL_RENDER_SMOOTH_NORMALS ) );
aCfg->Write( keyRenderUseModelNormals, prms.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) );
aCfg->Write( keyRenderMaterial, prms.GetFlag( FL_RENDER_MATERIAL ) ); aCfg->Write( keyRenderMaterial, prms.GetFlag( FL_RENDER_MATERIAL ) );
aCfg->Write( keyShowAxis, prms.GetFlag( FL_AXIS ) ); aCfg->Write( keyShowAxis, prms.GetFlag( FL_AXIS ) );
@ -488,8 +493,13 @@ void EDA_3D_FRAME::Process_Special_Functions( wxCommandEvent& event )
NewDisplay(GL_ID_TECH_LAYERS); NewDisplay(GL_ID_TECH_LAYERS);
return; return;
case ID_MENU3D_FL_RENDER_SMOOTH: case ID_MENU3D_FL_RENDER_SMOOTH_NORMALS:
GetPrm3DVisu().SetFlag( FL_RENDER_SMOOTH, isChecked ); GetPrm3DVisu().SetFlag( FL_RENDER_SMOOTH_NORMALS, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS:
GetPrm3DVisu().SetFlag( FL_RENDER_USE_MODEL_NORMALS, isChecked );
NewDisplay(); NewDisplay();
return; return;

View File

@ -40,6 +40,7 @@ S3D_MESH::S3D_MESH()
isPerFaceNormalsComputed = false; isPerFaceNormalsComputed = false;
isPointNormalizedComputed = false; isPointNormalizedComputed = false;
isPerPointNormalsComputed = false; isPerPointNormalsComputed = false;
isPerVertexNormalsVerified = false;
m_Materials = NULL; m_Materials = NULL;
childs.clear(); childs.clear();
@ -91,10 +92,7 @@ void S3D_MESH::openGL_Render()
//DBG( printf( "openGL_Render" ) ); //DBG( printf( "openGL_Render" ) );
bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL ); bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );
bool smoothShapes = g_Parm_3D_Visu.IsRealisticMode() bool smoothShapes = g_Parm_3D_Visu.IsRealisticMode()
&& g_Parm_3D_Visu.GetFlag( FL_RENDER_SMOOTH ); && g_Parm_3D_Visu.GetFlag( FL_RENDER_SMOOTH_NORMALS );
if( m_Materials )
m_Materials->SetOpenGLMaterial( 0, useMaterial );
if( m_CoordIndex.size() == 0 ) if( m_CoordIndex.size() == 0 )
return; return;
@ -109,19 +107,23 @@ void S3D_MESH::openGL_Render()
calcPointNormalized(); calcPointNormalized();
calcPerFaceNormals(); calcPerFaceNormals();
if( m_PerVertexNormalsNormalized.size() == 0 ) if( smoothShapes )
{ {
if( smoothShapes ) if( (m_PerVertexNormalsNormalized.size() > 0) &&
g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
perVertexNormalsVerify_and_Repair();
else
calcPerPointNormals(); calcPerPointNormals();
} }
for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ ) for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ )
{ {
if( m_MaterialIndex.size() > 1 ) if( m_MaterialIndex.size() == 0 )
{ m_Materials->SetOpenGLMaterial( 0, useMaterial );
else
if( m_Materials ) if( m_Materials )
m_Materials->SetOpenGLMaterial( m_MaterialIndex[idx], useMaterial ); m_Materials->SetOpenGLMaterial( m_MaterialIndex[idx], useMaterial );
}
switch( m_CoordIndex[idx].size() ) switch( m_CoordIndex[idx].size() )
@ -138,42 +140,69 @@ void S3D_MESH::openGL_Render()
} }
if( m_PerVertexNormalsNormalized.size() > 0 ) if( smoothShapes )
{ {
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ ) if( (m_PerVertexNormalsNormalized.size() > 0) &&
g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
{ {
glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]]; for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
glNormal3fv( &normal.x ); {
glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]];
glNormal3fv( &normal.x );
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]]; // Flag error vertices
glVertex3fv( &point.x ); if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
glColor3f( 1.0, 0.0, 0.0 );
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
} }
} else
else if( smoothShapes )
{
std::vector< glm::vec3 > normals_list;
normals_list = m_PerFaceVertexNormals[idx];
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{ {
glm::vec3 normal = normals_list[ii]; std::vector< glm::vec3 > normals_list;
glNormal3fv( &normal.x ); normals_list = m_PerFaceVertexNormals[idx];
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]]; for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
glVertex3fv( &point.x ); {
glm::vec3 normal = normals_list[ii];
glNormal3fv( &normal.x );
// Flag error vertices
if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
glColor3f( 1.0, 0.0, 0.0 );
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
} }
} }
else else
{ {
// Flat // Flat
glm::vec3 normal = m_PerFaceNormalsNormalized[idx]; if( m_PerFaceNormalsNormalized.size() > 0 )
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{ {
glNormal3fv( &normal.x ); glm::vec3 normal = m_PerFaceNormalsNormalized[idx];
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]]; for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
glVertex3fv( &point.x ); {
glNormal3fv( &normal.x );
// Flag error vertices
if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
glColor3f( 1.0, 0.0, 0.0 );
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
}
else
{
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
} }
} }
@ -184,6 +213,68 @@ void S3D_MESH::openGL_Render()
} }
void S3D_MESH::perVertexNormalsVerify_and_Repair()
{
if( isPerVertexNormalsVerified == true )
return;
isPerVertexNormalsVerified = true;
//DBG( printf( "perVertexNormalsVerify_and_Repair\n" ) );
for( unsigned int idx = 0; idx < m_PerVertexNormalsNormalized.size(); idx++ )
{
glm::vec3 normal = m_PerVertexNormalsNormalized[idx];
if( (normal.x == 1.0) && ((normal.y != 0.0) || (normal.z != 0.0)) )
{
normal.y = 0.0;
normal.z = 0.0;
}
else
if( (normal.y == 1.0) && ((normal.x != 0.0) || (normal.z != 0.0)) )
{
normal.x = 0.0;
normal.z = 0.0;
}
else
if( (normal.z == 1.0) && ((normal.x != 0.0) || (normal.y != 0.0)) )
{
normal.x = 0.0;
normal.y = 0.0;
}
else
if( (normal.x < FLT_EPSILON) && (normal.x > -FLT_EPSILON) )
{
normal.x = 0.0;
}
else
if( (normal.y < FLT_EPSILON) && (normal.y > -FLT_EPSILON) )
{
normal.y = 0.0;
}
else
if( (normal.z < FLT_EPSILON) && (normal.z > -FLT_EPSILON) )
{
normal.z = 0.0;
}
float l = glm::length( normal );
if( l > FLT_EPSILON ) // avoid division by zero
{
normal = normal / l;
}
else
{
//DBG( printf( "idx:%u\n", idx ) );
}
m_PerVertexNormalsNormalized[idx] = normal;
}
}
void S3D_MESH::calcPointNormalized() void S3D_MESH::calcPointNormalized()
{ {
//DBG( printf( "calcPointNormalized\n" ) ); //DBG( printf( "calcPointNormalized\n" ) );
@ -193,13 +284,10 @@ void S3D_MESH::calcPointNormalized()
isPointNormalizedComputed = true; isPointNormalizedComputed = true;
if( m_PerVertexNormalsNormalized.size() > 0 )
return;
m_PointNormalized.clear(); m_PointNormalized.clear();
float biggerPoint = 0.0f; float biggerPoint = 0.0f;
for( unsigned int i = 0; i< m_Point.size(); i++ ) for( unsigned int i = 0; i < m_Point.size(); i++ )
{ {
if( fabs( m_Point[i].x ) > biggerPoint ) if( fabs( m_Point[i].x ) > biggerPoint )
biggerPoint = fabs( m_Point[i].x ); biggerPoint = fabs( m_Point[i].x );
@ -245,20 +333,17 @@ void S3D_MESH::calcPerFaceNormals()
isPerFaceNormalsComputed = true; isPerFaceNormalsComputed = true;
if( m_PerVertexNormalsNormalized.size() > 0 )
return;
bool haveAlreadyNormals_from_model_file = false; bool haveAlreadyNormals_from_model_file = false;
if( m_PerFaceNormalsNormalized.size() > 0 ) if( ( m_PerFaceNormalsNormalized.size() > 0 ) &&
g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
haveAlreadyNormals_from_model_file = true; haveAlreadyNormals_from_model_file = true;
else
m_PerFaceNormalsNormalized.clear();
m_PerFaceNormalsRaw.clear(); m_PerFaceNormalsRaw.clear();
m_PerFaceSquaredArea.clear(); m_PerFaceSquaredArea.clear();
//DBG( printf("m_CoordIndex.size %u\n", m_CoordIndex.size()) );
//DBG( printf("m_PointNormalized.size %u\n", m_PointNormalized.size()) );
// There are no points defined for the coordIndex // There are no points defined for the coordIndex
if( m_PointNormalized.size() == 0 ) if( m_PointNormalized.size() == 0 )
{ {
@ -273,13 +358,6 @@ void S3D_MESH::calcPerFaceNormals()
glm::vec3 v1 = m_PointNormalized[m_CoordIndex[idx][1]]; glm::vec3 v1 = m_PointNormalized[m_CoordIndex[idx][1]];
glm::vec3 v2 = m_PointNormalized[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]]; glm::vec3 v2 = m_PointNormalized[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]];
/*
// !TODO: improove and check what is best to calc the normal (check what have more resolution)
glm::vec3 v0 = m_Point[m_CoordIndex[idx][0]];
glm::vec3 v1 = m_Point[m_CoordIndex[idx][1]];
glm::vec3 v2 = m_Point[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]];
*/
glm::vec3 cross_prod; glm::vec3 cross_prod;
/* /*
@ -317,11 +395,11 @@ void S3D_MESH::calcPerFaceNormals()
} }
else else
{ {
// Cannot calc normal //DBG( printf( "Cannot calc normal idx: %u", idx ) );
if( ( cross_prod.x > cross_prod.y ) && ( cross_prod.x > cross_prod.z ) ) if( ( cross_prod.x > cross_prod.y ) && ( cross_prod.x > cross_prod.z ) )
{ {
cross_prod.x = 1.0; cross_prod.x = 0.0;
cross_prod.y = 0.0; cross_prod.y = 1.0;
cross_prod.z = 0.0; cross_prod.z = 0.0;
} }
else if( ( cross_prod.y > cross_prod.x ) && ( cross_prod.y > cross_prod.z ) ) else if( ( cross_prod.y > cross_prod.x ) && ( cross_prod.y > cross_prod.z ) )
@ -355,9 +433,6 @@ void S3D_MESH::calcPerPointNormals()
isPerPointNormalsComputed = true; isPerPointNormalsComputed = true;
if( m_PerVertexNormalsNormalized.size() > 0 )
return;
m_PerFaceVertexNormals.clear(); m_PerFaceVertexNormals.clear();
// Pre-allocate space for the entire vector of vertex normals so we can do parallel writes // Pre-allocate space for the entire vector of vertex normals so we can do parallel writes
@ -389,9 +464,18 @@ void S3D_MESH::calcPerPointNormals()
//if A != B { // ignore self //if A != B { // ignore self
if( each_face_A_idx != each_face_B_idx ) if( each_face_A_idx != each_face_B_idx )
{ {
if( (m_CoordIndex[each_face_B_idx][0] == vertexIndex) bool addThisVertex = false;
|| (m_CoordIndex[each_face_B_idx][1] == vertexIndex)
|| (m_CoordIndex[each_face_B_idx][2] == vertexIndex) ) for( unsigned int ii = 0; ii < m_CoordIndex[each_face_B_idx].size(); ii++ )
{
if( m_CoordIndex[each_face_B_idx][ii] == vertexIndex )
{
addThisVertex = true;
break;
}
}
if( addThisVertex )
{ {
glm::vec3 vector_face_B = m_PerFaceNormalsNormalized[each_face_B_idx]; glm::vec3 vector_face_B = m_PerFaceNormalsNormalized[each_face_B_idx];

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@ -95,6 +95,9 @@ private:
bool isPerPointNormalsComputed; bool isPerPointNormalsComputed;
void calcPerPointNormals(); void calcPerPointNormals();
bool isPerVertexNormalsVerified;
void perVertexNormalsVerify_and_Repair();
}; };

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@ -175,9 +175,13 @@ void EDA_3D_FRAME::CreateMenuBar()
_( "Apply a grid/cloud textures to Board, Solder Mask and Silkscreen" ), _( "Apply a grid/cloud textures to Board, Solder Mask and Silkscreen" ),
KiBitmap( green_xpm ), wxITEM_CHECK ); KiBitmap( green_xpm ), wxITEM_CHECK );
AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_SMOOTH, AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_SMOOTH_NORMALS,
_( "Render Smooth Normals" ), _( "Render Smooth Normals" ),
KiBitmap( green_xpm ), wxITEM_CHECK ); KiBitmap( green_xpm ), wxITEM_CHECK );
AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS,
_( "Use Model Normals" ),
KiBitmap( green_xpm ), wxITEM_CHECK );
AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_MATERIAL, AddMenuItem( renderOptionsMenu, ID_MENU3D_FL_RENDER_MATERIAL,
_( "Render Material Properties" ), _( "Render Material Properties" ),
@ -287,8 +291,11 @@ void EDA_3D_FRAME::SetMenuBarOptionsState()
item = menuBar->FindItem( ID_MENU3D_FL_RENDER_TEXTURES ); item = menuBar->FindItem( ID_MENU3D_FL_RENDER_TEXTURES );
item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_TEXTURES ) ); item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_TEXTURES ) );
item = menuBar->FindItem( ID_MENU3D_FL_RENDER_SMOOTH ); item = menuBar->FindItem( ID_MENU3D_FL_RENDER_SMOOTH_NORMALS );
item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_SMOOTH ) ); 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 = menuBar->FindItem( ID_MENU3D_FL_RENDER_MATERIAL );
item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_MATERIAL ) ); item->Check( GetPrm3DVisu().GetFlag( FL_RENDER_MATERIAL ) );

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@ -49,7 +49,8 @@ enum id_3dview_frm
ID_MENU3D_FL_RENDER_SHADOWS, ID_MENU3D_FL_RENDER_SHADOWS,
ID_MENU3D_FL_RENDER_SHOW_HOLES_IN_ZONES, ID_MENU3D_FL_RENDER_SHOW_HOLES_IN_ZONES,
ID_MENU3D_FL_RENDER_TEXTURES, 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_MENU3D_FL_RENDER_MATERIAL,
ID_END_COMMAND_3D, ID_END_COMMAND_3D,

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@ -75,7 +75,8 @@ enum DISPLAY3D_FLG {
FL_RENDER_SHADOWS, FL_RENDER_SHADOWS,
FL_RENDER_SHOW_HOLES_IN_ZONES, FL_RENDER_SHOW_HOLES_IN_ZONES,
FL_RENDER_TEXTURES, FL_RENDER_TEXTURES,
FL_RENDER_SMOOTH, FL_RENDER_SMOOTH_NORMALS,
FL_RENDER_USE_MODEL_NORMALS,
FL_RENDER_MATERIAL, FL_RENDER_MATERIAL,
FL_LAST FL_LAST
}; };