/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2020 Mario Luzeiro * Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef RENDER_3D_RAYTRACE_BASE_H #define RENDER_3D_RAYTRACE_BASE_H #include "accelerators/container_3d.h" #include "accelerators/accelerator_3d.h" #include "../render_3d_base.h" #include "light.h" #include "../post_shader_ssao.h" #include "material.h" #include #include /// Vector of materials typedef std::vector< BLINN_PHONG_MATERIAL > MODEL_MATERIALS; /// Maps a S3DMODEL pointer with a created BLINN_PHONG_MATERIAL vector typedef std::map< const S3DMODEL* , MODEL_MATERIALS > MAP_MODEL_MATERIALS; typedef enum { RT_RENDER_STATE_TRACING = 0, RT_RENDER_STATE_POST_PROCESS_SHADE, RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH, RT_RENDER_STATE_FINISH, RT_RENDER_STATE_MAX } RT_RENDER_STATE; class RENDER_3D_RAYTRACE_BASE : public RENDER_3D_BASE { public: // TODO: Take into account board thickness so that the camera won't move inside of the board // when facing it perpendicularly. static constexpr float MIN_DISTANCE_IU = 4 * PCB_IU_PER_MM; explicit RENDER_3D_RAYTRACE_BASE( BOARD_ADAPTER& aAdapter, CAMERA& aCamera ); ~RENDER_3D_RAYTRACE_BASE(); int GetWaitForEditingTimeOut() override; void Reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter, bool aOnlyLoadCopperAndShapes ); BOARD_ITEM *IntersectBoardItem( const RAY& aRay ); protected: virtual void initPbo() = 0; virtual void deletePbo() = 0; void createItemsFromContainer( const BVH_CONTAINER_2D* aContainer2d, PCB_LAYER_ID aLayer_id, const MATERIAL* aMaterialLayer, const SFVEC3F& aLayerColor, float aLayerZOffset ); void restartRenderState(); void renderTracing( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void postProcessShading( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void postProcessBlurFinish( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void renderBlockTracing( GLubyte* ptrPBO , signed int iBlock ); void renderFinalColor( GLubyte* ptrPBO, const SFVEC4F& rgbColor, bool applyColorSpaceConversion ); void renderRayPackets( const SFVEC4F* bgColorY, const RAY* aRayPkt, HITINFO_PACKET* aHitPacket, bool is_testShadow, SFVEC4F* aOutHitColor ); void renderAntiAliasPackets( const SFVEC4F* aBgColorY, const HITINFO_PACKET* aHitPck_X0Y0, const HITINFO_PACKET* aHitPck_AA_X1Y1, const RAY* aRayPck, SFVEC4F* aOutHitColor ); // Materials void setupMaterials(); SFVEC4F shadeHit( const SFVEC4F& aBgColor, const RAY& aRay, HITINFO& aHitInfo, bool aIsInsideObject, unsigned int aRecursiveLevel, bool is_testShadow ) const; /** * Create one or more 3D objects form a 2D object and Z positions. * * It tries to optimize some types of objects that will be faster to trace than the * LAYER_ITEM object. */ void createObject( CONTAINER_3D& aDstContainer, const OBJECT_2D* aObject2D, float aZMin, float aZMax, const MATERIAL* aMaterial, const SFVEC3F& aObjColor ); void addPadsAndVias(); void insertHole( const PCB_VIA* aVia ); void insertHole( const PAD* aPad ); void load3DModels( CONTAINER_3D& aDstContainer, bool aSkipMaterialInformation ); void addModels( CONTAINER_3D& aDstContainer, const S3DMODEL* a3DModel, const glm::mat4& aModelMatrix, float aFPOpacity, bool aSkipMaterialInformation, BOARD_ITEM* aBoardItem ); MODEL_MATERIALS* getModelMaterial( const S3DMODEL* a3DModel ); void initializeBlockPositions(); void render( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void renderPreview( GLubyte* ptrPBO ); static SFVEC4F premultiplyAlpha( const SFVEC4F& aInput ); struct { BLINN_PHONG_MATERIAL m_Paste; BLINN_PHONG_MATERIAL m_SilkS; BLINN_PHONG_MATERIAL m_SolderMask; BLINN_PHONG_MATERIAL m_EpoxyBoard; BLINN_PHONG_MATERIAL m_Copper; BLINN_PHONG_MATERIAL m_NonPlatedCopper; BLINN_PHONG_MATERIAL m_Floor; } m_materials; BOARD_NORMAL m_boardMaterial; COPPER_NORMAL m_copperMaterial; PLATED_COPPER_NORMAL m_platedCopperMaterial; SOLDER_MASK_NORMAL m_solderMaskMaterial; PLASTIC_NORMAL m_plasticMaterial; PLASTIC_SHINE_NORMAL m_shinyPlasticMaterial; BRUSHED_METAL_NORMAL m_brushedMetalMaterial; SILK_SCREEN_NORMAL m_silkScreenMaterial; bool m_is_canvas_initialized; bool m_isPreview; /// State used on quality render RT_RENDER_STATE m_renderState; /// Time that the render starts int64_t m_renderStartTime; /// Save the number of blocks progress of the render size_t m_blockRenderProgressCount; POST_SHADER_SSAO m_postShaderSsao; std::list m_lights; DIRECTIONAL_LIGHT* m_cameraLight; /*GLuint m_pboId; GLuint m_pboDataSize;*/ CONTAINER_3D m_objectContainer; ///< Store the list of created objects special for RT that will be clear in the end. CONTAINER_2D m_containerWithObjectsToDelete; CONTAINER_2D* m_outlineBoard2dObjects; BVH_CONTAINER_2D* m_antioutlineBoard2dObjects; ACCELERATOR_3D* m_accelerator; SFVEC4F m_backgroundColorTop; SFVEC4F m_backgroundColorBottom; ///< Used to see if the windows size changed. wxSize m_oldWindowsSize; ///< Encode Morton code positions. std::vector< SFVEC2UI > m_blockPositions; ///< Flag if a position was already processed (cleared each new render). std::vector< int > m_blockPositionsWasProcessed; ///< Encode the Morton code positions (on fast preview mode). std::vector< SFVEC2UI > m_blockPositionsFast; SFVEC2UI m_realBufferSize; SFVEC2UI m_fastPreviewModeSize; HITINFO_PACKET* m_firstHitinfo; SFVEC3F* m_shaderBuffer; // Display Offset unsigned int m_xoffset; unsigned int m_yoffset; /// Stores materials of the 3D models MAP_MODEL_MATERIALS m_modelMaterialMap; // Statistics unsigned int m_convertedDummyBlockCount; unsigned int m_converted2dRoundSegmentCount; }; #define USE_SRGB_SPACE #ifdef USE_SRGB_SPACE extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F& aSRGBcolor ); extern SFVEC4F ConvertSRGBAToLinear( const SFVEC4F& aSRGBAcolor ); #else #define ConvertSRGBToLinear( v ) ( v ) #define ConvertSRGBAToLinear( v ) ( v ) #endif #endif // RENDER_3D_RAYTRACE_BASE_H