/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 1992-2015 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 */ /** * @file 3d_draw.cpp */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef __WINDOWS__ #include // must be included before gl.h #endif #include <3d_viewer.h> #include <3d_canvas.h> #include #include #include <3d_draw_basic_functions.h> #include /* returns the Z orientation parameter 1.0 or -1.0 for aLayer * Z orientation is 1.0 for all layers but "back" layers: * B_Cu , B_Adhes, B_Paste ), B_SilkS * used to calculate the Z orientation parameter for glNormal3f */ static GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer ); void EDA_3D_CANVAS::Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture, GLuint aTexture_size, bool aDraw_body, int aBlurPasses ) { unsigned char *depthbufferRGBA = (unsigned char*) malloc( aTexture_size * aTexture_size * 4 ); glDisable( GL_TEXTURE_2D ); glViewport( 0, 0, aTexture_size, aTexture_size); glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // move the board in order to draw it with its center at 0,0 3D coordinates glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits, -GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits, 0.0F ); if( aDraw_body && m_glLists[GL_ID_BODY] ) glCallList( m_glLists[GL_ID_BODY] ); if( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] ) glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] ); glFinish(); float *depthbufferFloat = (float*) malloc( aTexture_size * aTexture_size * sizeof(float) ); for( unsigned int i = 0; i < (aTexture_size * aTexture_size); i++ ) depthbufferFloat[i] = 1.0f; glPixelStorei( GL_PACK_ALIGNMENT, 4 ); glPixelStorei( GL_UNPACK_ALIGNMENT, 4 ); glReadBuffer( GL_BACK_LEFT ); glReadPixels( 0, 0, aTexture_size, aTexture_size, GL_DEPTH_COMPONENT, GL_FLOAT, depthbufferFloat ); glEnable( GL_TEXTURE_2D ); glGenTextures( 1, aDst_gl_texture ); glBindTexture( GL_TEXTURE_2D, *aDst_gl_texture ); CIMAGE imgDepthBuffer( aTexture_size, aTexture_size ); CIMAGE imgDepthBufferAux( aTexture_size, aTexture_size ); imgDepthBuffer.setPixelsFromNormalizedFloat( depthbufferFloat ); free( depthbufferFloat ); wxString filename; //filename.Printf( "imgDepthBuffer_%04d", *aDst_gl_texture ); //imgDepthBuffer.saveAsPNG( filename ); while (aBlurPasses > 0) { aBlurPasses--; imgDepthBufferAux.efxFilter( &imgDepthBuffer, 1.0, FILTER_BLUR); imgDepthBuffer.efxFilter( &imgDepthBufferAux, 1.0, FILTER_BLUR); } //filename.Printf( "imgDepthBuffer_blur_%04d", *aDst_gl_texture ); //imgDepthBuffer.saveAsPNG( filename ); imgDepthBuffer.copyFull( &imgDepthBuffer, &imgDepthBuffer, COPY_MUL ); //imgDepthBuffer.copyFull( &imgDepthBuffer, &imgDepthBuffer, COPY_MUL ); //filename.Printf( "imgDepthBuffer_mul_%04d", *aDst_gl_texture ); //imgDepthBuffer.saveAsPNG( filename ); //imgDepthBufferAux.efxFilter( &imgDepthBuffer, 1.0, FILTER_BLUR); //imgDepthBuffer.efxFilter( &imgDepthBufferAux, 1.0, FILTER_BLUR); //filename.Printf( "imgDepthBuffer_mulblur_%04d", *aDst_gl_texture ); //imgDepthBuffer.saveAsPNG( filename ); imgDepthBuffer.invert(); //filename.Printf( "imgDepthBuffer_invert_%04d", *aDst_gl_texture ); //imgDepthBuffer.saveAsPNG( filename ); for(unsigned int i = 0; i < (aTexture_size * aTexture_size); i++) { depthbufferRGBA[i * 4 + 0] = 0; depthbufferRGBA[i * 4 + 1] = 0; depthbufferRGBA[i * 4 + 2] = 0; depthbufferRGBA[i * 4 + 3] = imgDepthBuffer.m_pixels[i]; } glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aTexture_size, aTexture_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA ); free( depthbufferRGBA ); } #define SHADOW_BOARD_SCALE 1.5f void EDA_3D_CANVAS::GenerateFakeShadowsTextures( wxString* aErrorMessages, bool aShowWarnings ) { if( m_shadow_init == true ) { return; } // Init info 3d parameters and create gl lists: CreateDrawGL_List( aErrorMessages, aShowWarnings ); m_shadow_init = true; glClearColor( 0, 0, 0, 1 ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); const double ZDIST_MAX = Millimeter2iu( 3.5 ) * GetPrm3DVisu().m_BiuTo3Dunits; glOrtho( -GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, -GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, 0.0, ZDIST_MAX ); // Render FRONT shadow glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0, 0, 0.03 ); glRotatef( 180, 0.0, 1.0, 0.0 ); Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_front, 512, false, 1 ); // Render BACK shadow glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0, 0, 0.03 ); ///glRotatef( 0.0, 0.0, 1.0, 0.0 ); Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_back, 512, false, 1 ); // Render ALL BOARD shadow glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( -GetPrm3DVisu().m_BoardSize.x * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, GetPrm3DVisu().m_BoardSize.x * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, -GetPrm3DVisu().m_BoardSize.y * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, GetPrm3DVisu().m_BoardSize.y * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f, 0.0, 6.0f * ZDIST_MAX ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0, 0, -0.4f ); glRotatef( 180.0, 0.0, 1.0, 0.0 ); Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_board, 512, true, 5 ); } void EDA_3D_CANVAS::Redraw() { // SwapBuffer requires the window to be shown before calling if( !IsShown() ) return; wxString errorMessages; bool showWarnings = m_reportWarnings; SetCurrent( *m_glRC ); // Set the OpenGL viewport according to the client size of this canvas. // This is done here rather than in a wxSizeEvent handler because our // OpenGL rendering context (and thus viewport setting) is used with // multiple canvases: If we updated the viewport in the wxSizeEvent // handler, changing the size of one canvas causes a viewport setting that // is wrong when next another canvas is repainted. wxSize size = GetClientSize(); InitGL(); if( isEnabled( FL_MODULE ) && isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) ) { GenerateFakeShadowsTextures( &errorMessages, showWarnings ); } // *MUST* be called *after* SetCurrent( ): glViewport( 0, 0, size.x, size.y ); // clear color and depth buffers glClearColor( 0.95, 0.95, 1.0, 1.0 ); glClearStencil( 0 ); glClearDepth( 1.0 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); glShadeModel( GL_SMOOTH ); // Draw background glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glDisable( GL_LIGHTING ); glDisable( GL_COLOR_MATERIAL ); glDisable( GL_DEPTH_TEST ); glDisable( GL_TEXTURE_2D ); // Draw the background ( rectangle with color gradient) glBegin( GL_QUADS ); SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 ); glVertex2f( -1.0, 1.0 ); // Top left corner SetGLColor( GetPrm3DVisu().m_BgColor, 1.0 ); glVertex2f( -1.0,-1.0 ); // bottom left corner glVertex2f( 1.0,-1.0 ); // bottom right corner SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 ); glVertex2f( 1.0, 1.0 ); // top right corner glEnd(); glEnable( GL_DEPTH_TEST ); // set viewing projection glMatrixMode( GL_PROJECTION ); glLoadIdentity(); #define MAX_VIEW_ANGLE 160.0 / 45.0 if( GetPrm3DVisu().m_Zoom > MAX_VIEW_ANGLE ) GetPrm3DVisu().m_Zoom = MAX_VIEW_ANGLE; if( Parent()->ModeIsOrtho() ) { // OrthoReductionFactor is chosen to provide roughly the same size as // Perspective View const double orthoReductionFactor = 400 / GetPrm3DVisu().m_Zoom; // Initialize Projection Matrix for Ortographic View glOrtho( -size.x / orthoReductionFactor, size.x / orthoReductionFactor, -size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 100 ); } else { // Ratio width / height of the window display double ratio_HV = (double) size.x / size.y; // Initialize Projection Matrix for Perspective View gluPerspective( 45.0 * GetPrm3DVisu().m_Zoom, ratio_HV, 1, 100 ); } // position viewer glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0F, 0.0F, -( m_ZBottom + m_ZTop) / 2 ); // Setup light sources: SetLights(); CheckGLError( __FILE__, __LINE__ ); glMatrixMode( GL_MODELVIEW ); // position viewer // transformations GLfloat mat[4][4]; // Translate motion first, so rotations don't mess up the orientation... glTranslatef( m_draw3dOffset.x, m_draw3dOffset.y, 0.0F ); build_rotmatrix( mat, GetPrm3DVisu().m_Quat ); glMultMatrixf( &mat[0][0] ); glRotatef( GetPrm3DVisu().m_Rot[0], 1.0, 0.0, 0.0 ); glRotatef( GetPrm3DVisu().m_Rot[1], 0.0, 1.0, 0.0 ); glRotatef( GetPrm3DVisu().m_Rot[2], 0.0, 0.0, 1.0 ); if( ! m_glLists[GL_ID_BOARD] || ! m_glLists[GL_ID_TECH_LAYERS] ) CreateDrawGL_List( &errorMessages, showWarnings ); if( isEnabled( FL_AXIS ) && m_glLists[GL_ID_AXIS] ) glCallList( m_glLists[GL_ID_AXIS] ); // move the board in order to draw it with its center at 0,0 3D coordinates glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits, -GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits, 0.0F ); // draw all objects in lists // transparent objects should be drawn after opaque objects if( isEnabled( FL_MODULE ) ) { if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] ) CreateDrawGL_List( &errorMessages, showWarnings ); } glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); if( isEnabled( FL_SHOW_BOARD_BODY ) ) { glDisable( GL_LIGHTING ); if( m_glLists[GL_ID_BODY] ) { glCallList( m_glLists[GL_ID_BODY] ); } glEnable( GL_LIGHTING ); } glEnable( GL_COLOR_MATERIAL ); SetOpenGlDefaultMaterial(); glm::vec4 specular( GetPrm3DVisu().m_CopperColor.m_Red * 0.3, GetPrm3DVisu().m_CopperColor.m_Green * 0.3, GetPrm3DVisu().m_CopperColor.m_Blue * 0.3, 1.0 ); GLint shininess_value = 8; glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value ); glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x ); if( m_glLists[GL_ID_BOARD] ) { glCallList( m_glLists[GL_ID_BOARD] ); } if( isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ) ) glEnable( GL_TEXTURE_2D ); else glDisable( GL_TEXTURE_2D ); SetOpenGlDefaultMaterial(); if( m_glLists[GL_ID_TECH_LAYERS] ) { glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glCallList( m_glLists[GL_ID_TECH_LAYERS] ); } if( isEnabled( FL_COMMENTS ) || isEnabled( FL_COMMENTS ) ) { if( ! m_glLists[GL_ID_AUX_LAYERS] ) CreateDrawGL_List( &errorMessages, showWarnings ); glCallList( m_glLists[GL_ID_AUX_LAYERS] ); } // Draw Component Shadow if( isEnabled( FL_MODULE ) && isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) ) { glEnable( GL_CULL_FACE ); glDisable( GL_DEPTH_TEST ); glEnable( GL_COLOR_MATERIAL ) ; SetOpenGlDefaultMaterial(); glColor4f( 1.0, 1.0, 1.0, 1.0 ); glEnable( GL_TEXTURE_2D ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); if( m_glLists[GL_ID_SHADOW_FRONT] ) { glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_front ); glCallList( m_glLists[GL_ID_SHADOW_FRONT] ); } if( m_glLists[GL_ID_SHADOW_BACK] ) { glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_back ); glCallList( m_glLists[GL_ID_SHADOW_BACK] ); } glColor4f( 1.0, 1.0, 1.0, 1.0 ); glEnable( GL_DEPTH_TEST ); glDisable( GL_TEXTURE_2D ); glDisable( GL_CULL_FACE ); } glEnable(GL_COLOR_MATERIAL); SetOpenGlDefaultMaterial(); glDisable( GL_BLEND ); // Draw Solid Shapes if( isEnabled( FL_MODULE ) ) { if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] ) CreateDrawGL_List( &errorMessages, showWarnings ); glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] ); } glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // Grid uses transparency: draw it after all objects if( isEnabled( FL_GRID ) && m_glLists[GL_ID_GRID] ) glCallList( m_glLists[GL_ID_GRID] ); // Draw Board Shadow if( isEnabled( FL_MODULE ) && isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) ) { if( m_glLists[GL_ID_SHADOW_BOARD] ) { glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glColor4f( 1.0, 1.0, 1.0, 1.0 ); glEnable( GL_CULL_FACE ); glDisable( GL_COLOR_MATERIAL ); glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_board ); glCallList( m_glLists[GL_ID_SHADOW_BOARD] ); glDisable( GL_CULL_FACE ); } } // This list must be drawn last, because it contains the // transparent gl objects, which should be drawn after all // non transparent objects if( isEnabled( FL_MODULE ) && m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] ) { glDisable( GL_TEXTURE_2D ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] ); } SwapBuffers(); if( !errorMessages.IsEmpty() ) wxLogMessage( errorMessages ); ReportWarnings( false ); } void EDA_3D_CANVAS::BuildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList ) { // Use similar calculation as Grid limits, in 3D units wxSize brd_size = getBoardSize(); wxPoint brd_center_pos = getBoardCenter(); float xsize = brd_size.x; float ysize = brd_size.y; float scale = GetPrm3DVisu().m_BiuTo3Dunits; float xmin = (brd_center_pos.x - xsize / 2.0) * scale; float xmax = (brd_center_pos.x + xsize / 2.0) * scale; float ymin = (brd_center_pos.y - ysize / 2.0) * scale; float ymax = (brd_center_pos.y + ysize / 2.0) * scale; float zpos = GetPrm3DVisu().GetLayerZcoordBIU( F_Paste ); zpos *= GetPrm3DVisu().m_BiuTo3Dunits; // Shadow FRONT glNewList( aFrontList, GL_COMPILE ); glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( F_Paste ) ); glBegin (GL_QUADS); glTexCoord2f( 1.0, 0.0 ); glVertex3f( xmin, ymin, zpos ); glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmax, ymin, zpos ); glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmax, ymax, zpos ); glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmin, ymax, zpos ); glEnd(); glEndList(); // Shadow BACK zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Paste ); zpos *= GetPrm3DVisu().m_BiuTo3Dunits; glNewList( aBacklist, GL_COMPILE ); glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( B_Paste ) ); glBegin (GL_QUADS); glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmin, ymin, zpos ); glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmin, ymax, zpos ); glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmax, ymax, zpos ); glTexCoord2f( 1.0, 0.0 ); glVertex3f( xmax, ymin, zpos ); glEnd(); glEndList(); // Shadow BOARD xsize = brd_size.x * SHADOW_BOARD_SCALE; ysize = brd_size.y * SHADOW_BOARD_SCALE; scale = GetPrm3DVisu().m_BiuTo3Dunits; xmin = (brd_center_pos.x - xsize / 2.0) * scale; xmax = (brd_center_pos.x + xsize / 2.0) * scale; ymin = (brd_center_pos.y - ysize / 2.0) * scale; ymax = (brd_center_pos.y + ysize / 2.0) * scale; glNewList( aBoardList, GL_COMPILE ); glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( F_Paste ) ); glBegin (GL_QUADS); glTexCoord2f( 1.0, 0.0 ); glVertex3f( xmin, ymin, zpos * 30.0); glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmax, ymin, zpos * 30.0); glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmax, ymax, zpos * 30.0); glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmin, ymax, zpos * 30.0); glEnd(); glEndList(); } void EDA_3D_CANVAS::BuildBoard3DView( GLuint aBoardList, GLuint aBodyOnlyList, wxString* aErrorMessages, bool aShowWarnings ) { BOARD* pcb = GetBoard(); // If FL_RENDER_SHOW_HOLES_IN_ZONES is true, holes are correctly removed from copper zones areas. // If FL_RENDER_SHOW_HOLES_IN_ZONES is false, holes are not removed from copper zones areas, // but the calculation time is twice shorter. bool remove_Holes = isEnabled( FL_RENDER_SHOW_HOLES_IN_ZONES ); bool realistic_mode = isRealisticMode(); bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ); // Number of segments to convert a circle to polygon // Boost polygon (at least v 1.54, v1.55 and previous) in very rare cases crashes // when using 16 segments to approximate a circle. // So using 18 segments is a workaround to try to avoid these crashes // ( We already used this trick in plot_board_layers.cpp, // see PlotSolderMaskLayer() ) const int segcountforcircle = 18; double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) ); const int segcountLowQuality = 12; // segments to draw a circle with low quality // to reduce time calculations // for holes and items which do not need // a fine representation double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2) ); CPOLYGONS_LIST bufferPolys; bufferPolys.reserve( 200000 ); // Reserve for large board (tracks mainly) CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once allLayerHoles.reserve( 20000 ); // Build a polygon from edge cut items wxString msg; if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) ) { if( aErrorMessages && aShowWarnings ) { *aErrorMessages << msg << wxT("\n") << _("Unable to calculate the board outlines.\n" "Therefore use the board boundary box.") << wxT("\n\n"); } } CPOLYGONS_LIST bufferZonesPolys; bufferZonesPolys.reserve( 500000 ); // Reserve for large board ( copper zones mainly ) CPOLYGONS_LIST currLayerHoles; // Contains holes for the current layer bool throughHolesListBuilt = false; // flag to build the through hole polygon list only once LSET cu_set = LSET::AllCuMask( GetPrm3DVisu().m_CopperLayersCount ); #if 1 LAYER_ID cu_seq[MAX_CU_LAYERS]; // preferred sequence, could have called CuStack() // but I assume that's backwards glNewList( aBoardList, GL_COMPILE ); for( unsigned i=0; im_Track; track; track = track->Next() ) { if( !track->IsOnLayer( layer ) ) continue; track->TransformShapeWithClearanceToPolygon( bufferPolys, 0, segcountforcircle, correctionFactor ); // Add via hole if( track->Type() == PCB_VIA_T ) { VIA *via = static_cast( track ); VIATYPE_T viatype = via->GetViaType(); int holediameter = via->GetDrillValue(); int thickness = GetPrm3DVisu().GetCopperThicknessBIU(); int hole_outer_radius = (holediameter + thickness) / 2; if( viatype != VIA_THROUGH ) TransformCircleToPolygon( currLayerHoles, via->GetStart(), hole_outer_radius, segcountLowQuality ); else if( !throughHolesListBuilt ) TransformCircleToPolygon( allLayerHoles, via->GetStart(), hole_outer_radius, segcountLowQuality ); } } // draw pads for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) { module->TransformPadsShapesWithClearanceToPolygon( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); // Micro-wave modules may have items on copper layers module->TransformGraphicShapesWithClearanceToPolygonSet( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); // Add pad hole, if any if( !throughHolesListBuilt ) { D_PAD* pad = module->Pads(); for( ; pad; pad = pad->Next() ) pad->BuildPadDrillShapePolygon( allLayerHoles, 0, segcountLowQuality ); } } // Draw copper zones if( isEnabled( FL_ZONE ) ) { for( int ii = 0; ii < pcb->GetAreaCount(); ii++ ) { ZONE_CONTAINER* zone = pcb->GetArea( ii ); LAYER_NUM zonelayer = zone->GetLayer(); if( zonelayer == layer ) { zone->TransformSolidAreasShapesToPolygonSet( remove_Holes ? bufferPolys : bufferZonesPolys, segcountLowQuality, correctionFactorLQ ); } } } // draw graphic items on copper layers (texts) for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() ) { if( !item->IsOnLayer( layer ) ) continue; switch( item->Type() ) { case PCB_LINE_T: // should not exist on copper layers ( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon( bufferPolys, 0, segcountforcircle, correctionFactor ); break; case PCB_TEXT_T: ( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet( bufferPolys, 0, segcountforcircle, correctionFactor ); break; default: break; } } // bufferPolys contains polygons to merge. Many overlaps . // Calculate merged polygons if( bufferPolys.GetCornersCount() == 0 ) continue; KI_POLYGON_SET currLayerPolyset; KI_POLYGON_SET polysetHoles; // Add polygons, without holes bufferPolys.ExportTo( currLayerPolyset ); // Add holes in polygon list currLayerHoles.Append( allLayerHoles ); if( currLayerHoles.GetCornersCount() > 0 ) currLayerHoles.ExportTo( polysetHoles ); // Merge polygons, remove holes currLayerPolyset -= polysetHoles; int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer ); int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer ); if( realistic_mode ) { setGLCopperColor(); } else { EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( layer ); SetGLColor( color ); } glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) ); bufferPolys.RemoveAllContours(); bufferPolys.ImportFrom( currLayerPolyset ); Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos, thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures ); if( isEnabled( FL_USE_COPPER_THICKNESS ) == true ) { thickness -= ( 0.04 * IU_PER_MM ); } glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) ); if( bufferZonesPolys.GetCornersCount() ) Draw3D_SolidHorizontalPolyPolygons( bufferZonesPolys, zpos, thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures ); throughHolesListBuilt = true; } if ( !isEnabled( FL_SHOW_BOARD_BODY ) ) { setGLCopperColor(); // Draw vias holes (vertical cylinders) for( const TRACK* track = pcb->m_Track; track; track = track->Next() ) { const VIA *via = dynamic_cast(track); if( via ) Draw3DViaHole( via ); } // Draw pads holes (vertical cylinders) for( const MODULE* module = pcb->m_Modules; module; module = module->Next() ) { for( D_PAD* pad = module->Pads(); pad; pad = pad->Next() ) Draw3DPadHole( pad ); } } glEndList(); // Build the body board: glNewList( aBodyOnlyList, GL_COMPILE ); if( isRealisticMode() ) { setGLEpoxyColor( 0.95 ); } else { EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( Edge_Cuts ); SetGLColor( color, 0.7 ); } float copper_thickness = GetPrm3DVisu().GetCopperThicknessBIU(); // a small offset between substrate and external copper layer to avoid artifacts // when drawing copper items on board float epsilon = Millimeter2iu( 0.01 ); float zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ); float board_thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu ) - GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ); // items on copper layers and having a thickness = copper_thickness // are drawn from zpos - copper_thickness/2 to zpos + copper_thickness // therefore substrate position is copper_thickness/2 to // substrate_height - copper_thickness/2 zpos += (copper_thickness + epsilon) / 2.0; board_thickness -= copper_thickness + epsilon; glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( F_Cu ) ); KI_POLYGON_SET currLayerPolyset; KI_POLYGON_SET polysetHoles; // Add polygons, without holes bufferPcbOutlines.ExportTo( currLayerPolyset ); // Build holes list allLayerHoles.ExportTo( polysetHoles ); // remove holes currLayerPolyset -= polysetHoles; bufferPcbOutlines.RemoveAllContours(); bufferPcbOutlines.ImportFrom( currLayerPolyset ); if( bufferPcbOutlines.GetCornersCount() ) { Draw3D_SolidHorizontalPolyPolygons( bufferPcbOutlines, zpos + board_thickness/2.0, board_thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures ); } glEndList(); } void EDA_3D_CANVAS::BuildTechLayers3DView( wxString* aErrorMessages, bool aShowWarnings ) { BOARD* pcb = GetBoard(); bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ); // Number of segments to draw a circle using segments const int segcountforcircle = 18; double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) ); const int segcountLowQuality = 12; // segments to draw a circle with low quality // to reduce time calculations // for holes and items which do not need // a fine representation double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2) ); CPOLYGONS_LIST bufferPolys; bufferPolys.reserve( 100000 ); // Reserve for large board CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once allLayerHoles.reserve( 20000 ); CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines // Build a polygon from edge cut items wxString msg; if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) ) { if( aErrorMessages && aShowWarnings ) { *aErrorMessages << msg << wxT("\n") << _("Unable to calculate the board outlines.\n" "Therefore use the board boundary box.") << wxT("\n\n"); } } int thickness = GetPrm3DVisu().GetCopperThicknessBIU(); // Add via holes for( VIA* via = GetFirstVia( pcb->m_Track ); via; via = GetFirstVia( via->Next() ) ) { VIATYPE_T viatype = via->GetViaType(); int holediameter = via->GetDrillValue(); int hole_outer_radius = (holediameter + thickness) / 2; if( viatype == VIA_THROUGH ) TransformCircleToPolygon( allLayerHoles, via->GetStart(), hole_outer_radius, segcountLowQuality ); } // draw pads holes for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) { // Add pad hole, if any D_PAD* pad = module->Pads(); for( ; pad; pad = pad->Next() ) pad->BuildPadDrillShapePolygon( allLayerHoles, 0, segcountLowQuality ); } // draw graphic items, on technical layers KI_POLYGON_SET brdpolysetHoles; allLayerHoles.ExportTo( brdpolysetHoles ); static const LAYER_ID teckLayerList[] = { B_Adhes, F_Adhes, B_Paste, F_Paste, B_SilkS, F_SilkS, B_Mask, F_Mask, }; // User layers are not drawn here, only technical layers for( LSEQ seq = LSET::AllTechMask().Seq( teckLayerList, DIM( teckLayerList ) ); seq; ++seq ) { LAYER_ID layer = *seq; if( !is3DLayerEnabled( layer ) ) continue; if( layer == Edge_Cuts && isEnabled( FL_SHOW_BOARD_BODY ) ) continue; bufferPolys.RemoveAllContours(); for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() ) { if( !item->IsOnLayer( layer ) ) continue; switch( item->Type() ) { case PCB_LINE_T: ( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon( bufferPolys, 0, segcountforcircle, correctionFactor ); break; case PCB_TEXT_T: ( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet( bufferPolys, 0, segcountforcircle, correctionFactor ); break; default: break; } } for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) { if( layer == F_SilkS || layer == B_SilkS ) { D_PAD* pad = module->Pads(); int linewidth = g_DrawDefaultLineThickness; for( ; pad; pad = pad->Next() ) { if( !pad->IsOnLayer( layer ) ) continue; BuildPadShapeThickOutlineAsPolygon( pad, bufferPolys, linewidth, segcountforcircle, correctionFactor ); } } else module->TransformPadsShapesWithClearanceToPolygon( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); module->TransformGraphicShapesWithClearanceToPolygonSet( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); } // Draw non copper zones if( isEnabled( FL_ZONE ) ) { for( int ii = 0; ii < pcb->GetAreaCount(); ii++ ) { ZONE_CONTAINER* zone = pcb->GetArea( ii ); if( !zone->IsOnLayer( layer ) ) continue; zone->TransformSolidAreasShapesToPolygonSet( bufferPolys, segcountLowQuality, correctionFactorLQ ); } } // bufferPolys contains polygons to merge. Many overlaps . // Calculate merged polygons and remove pads and vias holes if( bufferPolys.GetCornersCount() == 0 ) continue; KI_POLYGON_SET currLayerPolyset; KI_POLYGON_SET polyset; // Solder mask layers are "negative" layers. // Shapes should be removed from the full board area. if( layer == B_Mask || layer == F_Mask ) { bufferPcbOutlines.ExportTo( currLayerPolyset ); bufferPolys.Append( allLayerHoles ); bufferPolys.ExportTo( polyset ); currLayerPolyset -= polyset; } // Remove holes from Solder paste layers and siklscreen else if( layer == B_Paste || layer == F_Paste || layer == B_SilkS || layer == F_SilkS ) { bufferPolys.ExportTo( currLayerPolyset ); currLayerPolyset -= brdpolysetHoles; } else // usuall layers, merge polys built from each item shape: { bufferPolys.ExportTo( polyset ); currLayerPolyset += polyset; } int thickness = 0; if( layer != B_Mask && layer != F_Mask ) thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer ); int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer ); if( layer == Edge_Cuts ) { thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu ) - GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ); zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ) + (thickness / 2); } else { // for Draw3D_SolidHorizontalPolyPolygons, zpos it the middle between bottom and top // sides. // However for top layers, zpos should be the bottom layer pos, // and for bottom layers, zpos should be the top layer pos. if( Get3DLayer_Z_Orientation( layer ) > 0 ) zpos += thickness/2; else zpos -= thickness/2 ; } bufferPolys.RemoveAllContours(); bufferPolys.ImportFrom( currLayerPolyset ); setGLTechLayersColor( layer ); glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) ); Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos, thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures ); } } /** * Function BuildBoard3DAuxLayers * Called by CreateDrawGL_List() * Fills the OpenGL GL_ID_BOARD draw list with items * on aux layers only */ void EDA_3D_CANVAS::BuildBoard3DAuxLayers() { const int segcountforcircle = 18; double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) ); BOARD* pcb = GetBoard(); CPOLYGONS_LIST bufferPolys; bufferPolys.reserve( 5000 ); // Reserve for items not on board static const LAYER_ID sequence[] = { Dwgs_User, Cmts_User, Eco1_User, Eco2_User, Edge_Cuts, Margin }; for( LSEQ aux( sequence, sequence+DIM(sequence) ); aux; ++aux ) { LAYER_ID layer = *aux; if( !is3DLayerEnabled( layer ) ) continue; bufferPolys.RemoveAllContours(); for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() ) { if( !item->IsOnLayer( layer ) ) continue; switch( item->Type() ) { case PCB_LINE_T: ( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon( bufferPolys, 0, segcountforcircle, correctionFactor ); break; case PCB_TEXT_T: ( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet( bufferPolys, 0, segcountforcircle, correctionFactor ); break; default: break; } } for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) { module->TransformPadsShapesWithClearanceToPolygon( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); module->TransformGraphicShapesWithClearanceToPolygonSet( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); } // bufferPolys contains polygons to merge. Many overlaps . // Calculate merged polygons and remove pads and vias holes if( bufferPolys.GetCornersCount() == 0 ) continue; KI_POLYGON_SET currLayerPolyset; KI_POLYGON_SET polyset; bufferPolys.ExportTo( polyset ); currLayerPolyset += polyset; int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer ); int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer ); // for Draw3D_SolidHorizontalPolyPolygons, // zpos it the middle between bottom and top sides. // However for top layers, zpos should be the bottom layer pos, // and for bottom layers, zpos should be the top layer pos. if( Get3DLayer_Z_Orientation( layer ) > 0 ) zpos += thickness/2; else zpos -= thickness/2 ; bufferPolys.RemoveAllContours(); bufferPolys.ImportFrom( currLayerPolyset ); setGLTechLayersColor( layer ); glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) ); Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos, thickness, GetPrm3DVisu().m_BiuTo3Dunits, false ); } } void EDA_3D_CANVAS::CreateDrawGL_List( wxString* aErrorMessages, bool aShowWarnings ) { BOARD* pcb = GetBoard(); wxBusyCursor dummy; // Build 3D board parameters: GetPrm3DVisu().InitSettings( pcb ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); // Create axis gl list (if it is not shown, the list will be not called Draw3DAxis(); // Create grid gl list if( ! m_glLists[GL_ID_GRID] ) { m_glLists[GL_ID_GRID] = glGenLists( 1 ); glNewList( m_glLists[GL_ID_GRID], GL_COMPILE ); Draw3DGrid( GetPrm3DVisu().m_3D_Grid ); glEndList(); } // Create Board full gl lists: // For testing purpose only, display calculation time to generate 3D data // #define PRINT_CALCULATION_TIME #ifdef PRINT_CALCULATION_TIME unsigned strtime = GetRunningMicroSecs(); #endif if( ! m_glLists[GL_ID_BOARD] ) { m_glLists[GL_ID_BOARD] = glGenLists( 1 ); m_glLists[GL_ID_BODY] = glGenLists( 1 ); BuildBoard3DView(m_glLists[GL_ID_BOARD], m_glLists[GL_ID_BODY], aErrorMessages, aShowWarnings ); CheckGLError( __FILE__, __LINE__ ); } if( ! m_glLists[GL_ID_TECH_LAYERS] ) { m_glLists[GL_ID_TECH_LAYERS] = glGenLists( 1 ); glNewList( m_glLists[GL_ID_TECH_LAYERS], GL_COMPILE ); // when calling BuildTechLayers3DView, // do not show warnings, which are the same as BuildBoard3DView BuildTechLayers3DView( aErrorMessages, false ); glEndList(); CheckGLError( __FILE__, __LINE__ ); } if( ! m_glLists[GL_ID_AUX_LAYERS] ) { m_glLists[GL_ID_AUX_LAYERS] = glGenLists( 1 ); glNewList( m_glLists[GL_ID_AUX_LAYERS], GL_COMPILE ); BuildBoard3DAuxLayers(); glEndList(); CheckGLError( __FILE__, __LINE__ ); } // draw modules 3D shapes if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] && isEnabled( FL_MODULE ) ) { m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] = glGenLists( 1 ); // GL_ID_3DSHAPES_TRANSP_FRONT is an auxiliary list for 3D shapes; // Ensure it is cleared before rebuilding it if( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] ) glDeleteLists( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT], 1 ); bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL ); if( useMaterial ) m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = glGenLists( 1 ); else m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = 0; BuildFootprintShape3DList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT], m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT], false ); CheckGLError( __FILE__, __LINE__ ); m_glLists[GL_ID_SHADOW_FRONT] = glGenLists( 1 ); m_glLists[GL_ID_SHADOW_BACK] = glGenLists( 1 ); m_glLists[GL_ID_SHADOW_BOARD] = glGenLists( 1 ); BuildShadowList( m_glLists[GL_ID_SHADOW_FRONT], m_glLists[GL_ID_SHADOW_BACK], m_glLists[GL_ID_SHADOW_BOARD]); CheckGLError( __FILE__, __LINE__ ); } #ifdef PRINT_CALCULATION_TIME unsigned endtime = GetRunningMicroSecs(); wxString msg; msg.Printf( "Built data %.1f ms", (double) (endtime - strtime) / 1000 ); Parent()->SetStatusText( msg, 0 ); #endif } void EDA_3D_CANVAS::BuildFootprintShape3DList( GLuint aOpaqueList, GLuint aTransparentList, bool aSideToLoad) { #ifdef PRINT_CALCULATION_TIME unsigned strtime = GetRunningMicroSecs(); #endif // This lists are used to just load once of each filename model std::vector model_parsers_list; std::vector model_filename_list; BOARD* pcb = GetBoard(); for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) Read3DComponentShape( module, model_parsers_list, model_filename_list ); #ifdef PRINT_CALCULATION_TIME { unsigned endtime = GetRunningMicroSecs(); wxString msg; msg.Printf( " Read3DComponentShape total time %.1f ms", (double) (endtime - strtime) / 1000 ); DBG( printf( "%s\n", (const char*)msg.c_str() ) ); } #endif #ifdef PRINT_CALCULATION_TIME strtime = GetRunningMicroSecs(); #endif bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL ); if( useMaterial ) { // aOpaqueList is the gl list for non transparent items // aTransparentList is the gl list for non transparent items, // which need to be drawn after all other items glNewList( aOpaqueList, GL_COMPILE ); bool loadOpaqueObjects = true; for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) Render3DComponentShape( module, loadOpaqueObjects, !loadOpaqueObjects, aSideToLoad ); glEndList(); glNewList( aTransparentList, GL_COMPILE ); bool loadTransparentObjects = true; for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) Render3DComponentShape( module, !loadTransparentObjects, loadTransparentObjects, aSideToLoad ); glEndList(); } else { // Just create one list glNewList( aOpaqueList, GL_COMPILE ); for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) Render3DComponentShape( module, false, false, aSideToLoad ); glEndList(); } #ifdef PRINT_CALCULATION_TIME { unsigned endtime = GetRunningMicroSecs(); wxString msg; msg.Printf( " Render3DComponentShape total time %.1f ms", (double) (endtime - strtime) / 1000 ); DBG( printf( "%s\n", (const char*)msg.c_str() ) ); } #endif } bool EDA_3D_CANVAS::Read3DComponentShape( MODULE* module, std::vector& model_parsers_list, std::vector& model_filename_list ) { S3D_MASTER* shape3D = module->Models(); for( ; shape3D; shape3D = shape3D->Next() ) { if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) ) { bool found = false; unsigned int i; wxString shape_filename = shape3D->GetShape3DFullFilename(); // Search for already loaded files for( i = 0; i < model_filename_list.size(); i++ ) { if( shape_filename.Cmp(model_filename_list[i]) == 0 ) { found = true; break; } } if( found == false ) { shape3D->ReadData(); model_filename_list.push_back( shape_filename ); model_parsers_list.push_back( shape3D->m_parser ); } else { DBG( printf( " Read3DComponentShape reusing %s\n", (const char*)shape_filename.c_str() ) ); shape3D->m_parser = model_parsers_list[i]; } } } return true; } void EDA_3D_CANVAS::Render3DComponentShape( MODULE* module, bool aIsRenderingJustNonTransparentObjects, bool aIsRenderingJustTransparentObjects, bool aSideToLoad ) { // Read from disk and draws the footprint 3D shapes if exists double zpos = GetPrm3DVisu().GetModulesZcoord3DIU( module->IsFlipped() ); glPushMatrix(); wxPoint pos = module->GetPosition(); glTranslatef( pos.x * GetPrm3DVisu().m_BiuTo3Dunits, -pos.y * GetPrm3DVisu().m_BiuTo3Dunits, zpos ); if( module->GetOrientation() ) glRotatef( (double) module->GetOrientation() / 10.0, 0.0, 0.0, 1.0 ); if( module->IsFlipped() ) { glRotatef( 180.0, 0.0, 1.0, 0.0 ); glRotatef( 180.0, 0.0, 0.0, 1.0 ); } S3D_MASTER* shape3D = module->Models(); for( ; shape3D; shape3D = shape3D->Next() ) { if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) ) { glPushMatrix(); shape3D->Render( aIsRenderingJustNonTransparentObjects, aIsRenderingJustTransparentObjects ); glPopMatrix(); } } glPopMatrix(); } bool EDA_3D_CANVAS::is3DLayerEnabled( LAYER_ID aLayer ) const { DISPLAY3D_FLG flg; // see if layer needs to be shown // check the flags switch( aLayer ) { case B_Adhes: case F_Adhes: flg = FL_ADHESIVE; break; case B_Paste: case F_Paste: flg = FL_SOLDERPASTE; break; case B_SilkS: case F_SilkS: flg = FL_SILKSCREEN; break; case B_Mask: case F_Mask: flg = FL_SOLDERMASK; break; case Dwgs_User: case Cmts_User: if( isRealisticMode() ) return false; flg = FL_COMMENTS; break; case Eco1_User: case Eco2_User: if( isRealisticMode() ) return false; flg = FL_ECO; break; case B_Cu: case F_Cu: return GetPrm3DVisu().m_BoardSettings->IsLayerVisible( aLayer ) || isRealisticMode(); break; default: // the layer is an internal copper layer, used the visibility // if( isRealisticMode() ) return false; return GetPrm3DVisu().m_BoardSettings->IsLayerVisible( aLayer ); } // The layer has a flag, return the flag return isEnabled( flg ); } GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer ) { double nZ = 1.0; if( ( aLayer == B_Cu ) || ( aLayer == B_Adhes ) || ( aLayer == B_Paste ) || ( aLayer == B_SilkS ) || ( aLayer == B_Mask ) ) nZ = -1.0; return nZ; }