3D-Viewer: add skip material to model loading

This commit is contained in:
Mario Luzeiro 2020-09-02 15:31:42 +01:00 committed by Jon Evans
parent 72b904a978
commit c7a546042e
2 changed files with 146 additions and 128 deletions

View File

@ -871,7 +871,7 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
#endif
load_3D_models();
load_3D_models( false );
#ifdef PRINT_STATISTICS_3D_VIEWER
@ -1250,7 +1250,7 @@ void C3D_RENDER_RAYTRACING::add_3D_vias_and_pads_to_container()
}
void C3D_RENDER_RAYTRACING::load_3D_models()
void C3D_RENDER_RAYTRACING::load_3D_models( bool aSkipMaterialInformation )
{
// Go for all modules
for( auto module : m_boardAdapter.GetBoard()->Modules() )
@ -1341,7 +1341,7 @@ void C3D_RENDER_RAYTRACING::load_3D_models()
sM->m_Scale.y,
sM->m_Scale.z ) );
add_3D_models( modelPtr, modelMatrix, (float)sM->m_Opacity );
add_3D_models( modelPtr, modelMatrix, (float)sM->m_Opacity, aSkipMaterialInformation );
}
}
@ -1351,10 +1351,121 @@ void C3D_RENDER_RAYTRACING::load_3D_models()
}
}
MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a3DModel )
{
MODEL_MATERIALS *materialVector;
// Try find if the materials already exists in the map list
if( m_model_materials.find( a3DModel ) != m_model_materials.end() )
{
// Found it, so get the pointer
materialVector = &m_model_materials[a3DModel];
}
else
{
// Materials was not found in the map, so it will create a new for
// this model.
m_model_materials[a3DModel] = MODEL_MATERIALS();
materialVector = &m_model_materials[a3DModel];
materialVector->resize( a3DModel->m_MaterialsSize );
for( unsigned int imat = 0;
imat < a3DModel->m_MaterialsSize;
++imat )
{
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::NORMAL )
{
const SMATERIAL &material = a3DModel->m_Materials[imat];
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJtaW4oc3FydCh4LTAuMzUpKjAuNDAtMC4wNSwxLjApIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMC4wNzA3NzM2NzMyMzY1OTAxMiIsIjEuNTY5NTcxNjI5MjI1NDY5OCIsIi0wLjI3NDYzNTMyMTc1OTkyOTMiLCIwLjY0NzcwMTg4MTkyNTUzNjIiXSwic2l6ZSI6WzY0NCwzOTRdfV0-
float reflectionFactor = 0.0f;
if( (material.m_Shininess - 0.35f) > FLT_EPSILON )
{
reflectionFactor = glm::clamp( glm::sqrt( (material.m_Shininess - 0.35f) ) *
0.40f - 0.05f,
0.0f,
0.5f );
}
CBLINN_PHONG_MATERIAL &blinnMaterial = (*materialVector)[imat];
blinnMaterial = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( material.m_Ambient ),
ConvertSRGBToLinear( material.m_Emissive ),
ConvertSRGBToLinear( material.m_Specular ),
material.m_Shininess * 180.0f,
material.m_Transparency,
reflectionFactor );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
{
// Guess material type and apply a normal perturbator
if( ( RGBtoGray(material.m_Diffuse) < 0.3f ) &&
( material.m_Shininess < 0.36f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f) ) )
{
// This may be a black plastic..
if( material.m_Shininess < 0.26f )
blinnMaterial.SetNormalPerturbator( &m_plastic_normal_perturbator );
else
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.3f ) &&
( material.m_Shininess < 0.30f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f) ) )
{
// This may be a color plastic ...
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.6f ) &&
( material.m_Shininess > 0.35f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f) ) )
{
// This may be a brushed metal
blinnMaterial.SetNormalPerturbator( &m_brushed_metal_normal_perturbator );
}
}
}
}
}
else
{
(*materialVector)[imat] = CBLINN_PHONG_MATERIAL( SFVEC3F( 0.2f ),
SFVEC3F( 0.0f ),
SFVEC3F( 0.0f ),
0.0f,
0.0f,
0.0f );
}
}
}
return materialVector;
}
void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
const glm::mat4 &aModelMatrix,
float aModuleOpacity )
float aModuleOpacity,
bool aSkipMaterialInformation )
{
// Validate a3DModel pointers
@ -1379,110 +1490,11 @@ void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
(a3DModel->m_MaterialsSize > 0) && (a3DModel->m_MeshesSize > 0) )
{
MODEL_MATERIALS *materialVector;
MODEL_MATERIALS *materialVector = NULL;
// Try find if the materials already exists in the map list
if( m_model_materials.find( a3DModel ) != m_model_materials.end() )
if( !aSkipMaterialInformation )
{
// Found it, so get the pointer
materialVector = &m_model_materials[a3DModel];
}
else
{
// Materials was not found in the map, so it will create a new for
// this model.
m_model_materials[a3DModel] = MODEL_MATERIALS();
materialVector = &m_model_materials[a3DModel];
materialVector->resize( a3DModel->m_MaterialsSize );
for( unsigned int imat = 0;
imat < a3DModel->m_MaterialsSize;
++imat )
{
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::NORMAL )
{
const SMATERIAL &material = a3DModel->m_Materials[imat];
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJtaW4oc3FydCh4LTAuMzUpKjAuNDAtMC4wNSwxLjApIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMC4wNzA3NzM2NzMyMzY1OTAxMiIsIjEuNTY5NTcxNjI5MjI1NDY5OCIsIi0wLjI3NDYzNTMyMTc1OTkyOTMiLCIwLjY0NzcwMTg4MTkyNTUzNjIiXSwic2l6ZSI6WzY0NCwzOTRdfV0-
float reflectionFactor = 0.0f;
if( (material.m_Shininess - 0.35f) > FLT_EPSILON )
{
reflectionFactor = glm::clamp( glm::sqrt( (material.m_Shininess - 0.35f) ) *
0.40f - 0.05f,
0.0f,
0.5f );
}
CBLINN_PHONG_MATERIAL &blinnMaterial = (*materialVector)[imat];
blinnMaterial = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( material.m_Ambient ),
ConvertSRGBToLinear( material.m_Emissive ),
ConvertSRGBToLinear( material.m_Specular ),
material.m_Shininess * 180.0f,
material.m_Transparency,
reflectionFactor );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
{
// Guess material type and apply a normal perturbator
if( ( RGBtoGray(material.m_Diffuse) < 0.3f ) &&
( material.m_Shininess < 0.36f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f) ) )
{
// This may be a black plastic..
if( material.m_Shininess < 0.26f )
blinnMaterial.SetNormalPerturbator( &m_plastic_normal_perturbator );
else
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.3f ) &&
( material.m_Shininess < 0.30f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f) ) )
{
// This may be a color plastic ...
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.6f ) &&
( material.m_Shininess > 0.35f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f) ) )
{
// This may be a brushed metal
blinnMaterial.SetNormalPerturbator( &m_brushed_metal_normal_perturbator );
}
}
}
}
}
else
{
(*materialVector)[imat] = CBLINN_PHONG_MATERIAL( SFVEC3F( 0.2f ),
SFVEC3F( 0.0f ),
SFVEC3F( 0.0f ),
0.0f,
0.0f,
0.0f );
}
}
materialVector = get_3D_model_material( a3DModel );
}
const glm::mat3 normalMatrix = glm::transpose( glm::inverse( glm::mat3( aModelMatrix ) ) );
@ -1551,30 +1563,33 @@ void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
nt0, nt2, nt1 );
m_object_container.Add( newTriangle );
newTriangle->SetMaterial( (const CMATERIAL *)&blinn_material );
newTriangle->SetModelTransparency( moduleTransparency );
if( mesh.m_Color == NULL )
if( !aSkipMaterialInformation )
{
const SFVEC3F diffuseColor =
a3DModel->m_Materials[mesh.m_MaterialIdx].m_Diffuse;
newTriangle->SetMaterial( (const CMATERIAL *)&blinn_material );
newTriangle->SetModelTransparency( moduleTransparency );
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( diffuseColor ) ) );
if( mesh.m_Color == NULL )
{
const SFVEC3F diffuseColor =
a3DModel->m_Materials[mesh.m_MaterialIdx].m_Diffuse;
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( diffuseColor ) ) );
else
newTriangle->SetColor( ConvertSRGBToLinear( diffuseColor ) );
}
else
newTriangle->SetColor( ConvertSRGBToLinear( diffuseColor ) );
}
else
{
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx0] ) ),
ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx1] ) ),
ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx2] ) ) );
else
newTriangle->SetColor( ConvertSRGBToLinear( mesh.m_Color[idx0] ),
ConvertSRGBToLinear( mesh.m_Color[idx1] ),
ConvertSRGBToLinear( mesh.m_Color[idx2] ) );
{
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx0] ) ),
ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx1] ) ),
ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx2] ) ) );
else
newTriangle->SetColor( ConvertSRGBToLinear( mesh.m_Color[idx0] ),
ConvertSRGBToLinear( mesh.m_Color[idx1] ),
ConvertSRGBToLinear( mesh.m_Color[idx2] ) );
}
}
}
}

View File

@ -201,10 +201,13 @@ private:
void add_3D_vias_and_pads_to_container();
void insert3DViaHole( const VIA* aVia );
void insert3DPadHole( const D_PAD* aPad );
void load_3D_models();
void load_3D_models( bool aSkipMaterialInformation );
void add_3D_models( const S3DMODEL *a3DModel,
const glm::mat4 &aModelMatrix,
float aModuleOpacity );
float aModuleOpacity,
bool aSkipMaterialInformation );
MODEL_MATERIALS *get_3D_model_material( const S3DMODEL *a3DModel );
/// Stores materials of the 3D models
MAP_MODEL_MATERIALS m_model_materials;