/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2020 Mario Luzeiro * Copyright (C) 2015-2021 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 */ #include // Must be included first #include "render_3d_legacy.h" #include "ogl_legacy_utils.h" #include "common_ogl/ogl_utils.h" #include #include <3d_math.h> #include // for KiROUND #include #include /** * Scale conversion from 3d model units to pcb units */ #define UNITS3D_TO_UNITSPCB (IU_PER_MM) RENDER_3D_LEGACY::RENDER_3D_LEGACY( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter, CAMERA& aCamera ) : RENDER_3D_BASE( aCanvas, aAdapter, aCamera ) { wxLogTrace( m_logTrace, wxT( "RENDER_3D_LEGACY::RENDER_3D_LEGACY" ) ); m_layers.clear(); m_outerLayerHoles.clear(); m_innerLayerHoles.clear(); m_triangles.clear(); m_board = nullptr; m_antiBoard = nullptr; m_platedPadsFront = nullptr; m_platedPadsBack = nullptr; m_outerThroughHoles = nullptr; m_outerThroughHoleRings = nullptr; m_outerViaThroughHoles = nullptr; m_vias = nullptr; m_padHoles = nullptr; m_circleTexture = 0; m_grid = 0; m_lastGridType = GRID3D_TYPE::NONE; m_currentRollOverItem = nullptr; m_boardWithHoles = nullptr; m_3dModelMap.clear(); } RENDER_3D_LEGACY::~RENDER_3D_LEGACY() { wxLogTrace( m_logTrace, wxT( "RENDER_3D_LEGACY::~RENDER_3D_LEGACY" ) ); freeAllLists(); glDeleteTextures( 1, &m_circleTexture ); } int RENDER_3D_LEGACY::GetWaitForEditingTimeOut() { return 50; // ms } void RENDER_3D_LEGACY::SetCurWindowSize( const wxSize& aSize ) { if( m_windowSize != aSize ) { m_windowSize = aSize; glViewport( 0, 0, m_windowSize.x, m_windowSize.y ); // Initialize here any screen dependent data here } } void RENDER_3D_LEGACY::setLightFront( bool enabled ) { if( enabled ) glEnable( GL_LIGHT0 ); else glDisable( GL_LIGHT0 ); } void RENDER_3D_LEGACY::setLightTop( bool enabled ) { if( enabled ) glEnable( GL_LIGHT1 ); else glDisable( GL_LIGHT1 ); } void RENDER_3D_LEGACY::setLightBottom( bool enabled ) { if( enabled ) glEnable( GL_LIGHT2 ); else glDisable( GL_LIGHT2 ); } void RENDER_3D_LEGACY::render3dArrows() { const float arrow_size = RANGE_SCALE_3D * 0.30f; glDisable( GL_CULL_FACE ); // YxY squared view port, this is on propose glViewport( 4, 4, m_windowSize.y / 8 , m_windowSize.y / 8 ); glClear( GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, 1.0f, 0.001f, RANGE_SCALE_3D ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); const glm::mat4 TranslationMatrix = glm::translate( glm::mat4( 1.0f ), SFVEC3F( 0.0f, 0.0f, -( arrow_size * 2.75f ) ) ); const glm::mat4 ViewMatrix = TranslationMatrix * m_camera.GetRotationMatrix(); glLoadMatrixf( glm::value_ptr( ViewMatrix ) ); setArrowMaterial(); glColor3f( 0.9f, 0.0f, 0.0f ); DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( arrow_size, 0.0f, 0.0f ), 0.275f ); glColor3f( 0.0f, 0.9f, 0.0f ); DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, arrow_size, 0.0f ), 0.275f ); glColor3f( 0.0f, 0.0f, 0.9f ); DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, 0.0f, arrow_size ), 0.275f ); glEnable( GL_CULL_FACE ); } void RENDER_3D_LEGACY::setupMaterials() { m_materials = {}; if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { // http://devernay.free.fr/cours/opengl/materials.html // Plated copper // Copper material mixed with the copper color m_materials.m_Copper.m_Ambient = SFVEC3F( m_boardAdapter.m_CopperColor.r * 0.1f, m_boardAdapter.m_CopperColor.g * 0.1f, m_boardAdapter.m_CopperColor.b * 0.1f); m_materials.m_Copper.m_Specular = SFVEC3F( m_boardAdapter.m_CopperColor.r * 0.75f + 0.25f, m_boardAdapter.m_CopperColor.g * 0.75f + 0.25f, m_boardAdapter.m_CopperColor.b * 0.75f + 0.25f ); // This guess the material type(ex: copper vs gold) to determine the // shininess factor between 0.1 and 0.4 float shininessfactor = 0.40f - mapf( fabs( m_boardAdapter.m_CopperColor.r - m_boardAdapter.m_CopperColor.g ), 0.15f, 1.00f, 0.00f, 0.30f ); m_materials.m_Copper.m_Shininess = shininessfactor * 128.0f; m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Non plated copper (raw copper) m_materials.m_NonPlatedCopper.m_Ambient = SFVEC3F( 0.191f, 0.073f, 0.022f ); m_materials.m_NonPlatedCopper.m_Diffuse = SFVEC3F( 184.0f / 255.0f, 115.0f / 255.0f, 50.0f / 255.0f ); m_materials.m_NonPlatedCopper.m_Specular = SFVEC3F( 0.256f, 0.137f, 0.086f ); m_materials.m_NonPlatedCopper.m_Shininess = 0.1f * 128.0f; m_materials.m_NonPlatedCopper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Paste material mixed with paste color m_materials.m_Paste.m_Ambient = SFVEC3F( m_boardAdapter.m_SolderPasteColor.r, m_boardAdapter.m_SolderPasteColor.g, m_boardAdapter.m_SolderPasteColor.b ); m_materials.m_Paste.m_Specular = SFVEC3F( m_boardAdapter.m_SolderPasteColor.r * m_boardAdapter.m_SolderPasteColor.r, m_boardAdapter.m_SolderPasteColor.g * m_boardAdapter.m_SolderPasteColor.g, m_boardAdapter.m_SolderPasteColor.b * m_boardAdapter.m_SolderPasteColor.b ); m_materials.m_Paste.m_Shininess = 0.1f * 128.0f; m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Silk screen material mixed with silk screen color m_materials.m_SilkSTop.m_Ambient = SFVEC3F( m_boardAdapter.m_SilkScreenColorTop.r, m_boardAdapter.m_SilkScreenColorTop.g, m_boardAdapter.m_SilkScreenColorTop.b ); m_materials.m_SilkSTop.m_Specular = SFVEC3F( m_boardAdapter.m_SilkScreenColorTop.r * m_boardAdapter.m_SilkScreenColorTop.r + 0.10f, m_boardAdapter.m_SilkScreenColorTop.g * m_boardAdapter.m_SilkScreenColorTop.g + 0.10f, m_boardAdapter.m_SilkScreenColorTop.b * m_boardAdapter.m_SilkScreenColorTop.b + 0.10f ); m_materials.m_SilkSTop.m_Shininess = 0.078125f * 128.0f; m_materials.m_SilkSTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Silk screen material mixed with silk screen color m_materials.m_SilkSBot.m_Ambient = SFVEC3F( m_boardAdapter.m_SilkScreenColorBot.r, m_boardAdapter.m_SilkScreenColorBot.g, m_boardAdapter.m_SilkScreenColorBot.b ); m_materials.m_SilkSBot.m_Specular = SFVEC3F( m_boardAdapter.m_SilkScreenColorBot.r * m_boardAdapter.m_SilkScreenColorBot.r + 0.10f, m_boardAdapter.m_SilkScreenColorBot.g * m_boardAdapter.m_SilkScreenColorBot.g + 0.10f, m_boardAdapter.m_SilkScreenColorBot.b * m_boardAdapter.m_SilkScreenColorBot.b + 0.10f ); m_materials.m_SilkSBot.m_Shininess = 0.078125f * 128.0f; m_materials.m_SilkSBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); m_materials.m_SolderMask.m_Shininess = 0.8f * 128.0f; m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Epoxy material m_materials.m_EpoxyBoard.m_Ambient = SFVEC3F( 117.0f / 255.0f, 97.0f / 255.0f, 47.0f / 255.0f ); m_materials.m_EpoxyBoard.m_Specular = SFVEC3F( 18.0f / 255.0f, 3.0f / 255.0f, 20.0f / 255.0f ); m_materials.m_EpoxyBoard.m_Shininess = 0.1f * 128.0f; m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); } else // Technical Mode { const SFVEC3F matAmbientColor = SFVEC3F( 0.10f ); const SFVEC3F matSpecularColor = SFVEC3F( 0.10f ); const float matShininess = 0.1f * 128.0f; // Copper material m_materials.m_Copper.m_Ambient = matAmbientColor; m_materials.m_Copper.m_Specular = matSpecularColor; m_materials.m_Copper.m_Shininess = matShininess; m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Paste material m_materials.m_Paste.m_Ambient = matAmbientColor; m_materials.m_Paste.m_Specular = matSpecularColor; m_materials.m_Paste.m_Shininess = matShininess; m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Silk screen material m_materials.m_SilkSTop.m_Ambient = matAmbientColor; m_materials.m_SilkSTop.m_Specular = matSpecularColor; m_materials.m_SilkSTop.m_Shininess = matShininess; m_materials.m_SilkSTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Silk screen material m_materials.m_SilkSBot.m_Ambient = matAmbientColor; m_materials.m_SilkSBot.m_Specular = matSpecularColor; m_materials.m_SilkSBot.m_Shininess = matShininess; m_materials.m_SilkSBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Solder mask material m_materials.m_SolderMask.m_Ambient = matAmbientColor; m_materials.m_SolderMask.m_Specular = matSpecularColor; m_materials.m_SolderMask.m_Shininess = matShininess; m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Epoxy material m_materials.m_EpoxyBoard.m_Ambient = matAmbientColor; m_materials.m_EpoxyBoard.m_Specular = matSpecularColor; m_materials.m_EpoxyBoard.m_Shininess = matShininess; m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Gray material (used for example in technical vias and pad holes) m_materials.m_GrayMaterial.m_Ambient = SFVEC3F( 0.8f, 0.8f, 0.8f ); m_materials.m_GrayMaterial.m_Diffuse = SFVEC3F( 0.3f, 0.3f, 0.3f ); m_materials.m_GrayMaterial.m_Specular = SFVEC3F( 0.4f, 0.4f, 0.4f ); m_materials.m_GrayMaterial.m_Shininess = 0.01f * 128.0f; m_materials.m_GrayMaterial.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); } } void RENDER_3D_LEGACY::setLayerMaterial( PCB_LAYER_ID aLayerID ) { switch( aLayerID ) { case F_Mask: case B_Mask: { const SFVEC4F layerColor = getLayerColor( aLayerID ); m_materials.m_SolderMask.m_Diffuse = layerColor; // Convert Opacity to Transparency m_materials.m_SolderMask.m_Transparency = 1.0f - layerColor.a; if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { m_materials.m_SolderMask.m_Ambient = m_materials.m_SolderMask.m_Diffuse * 0.3f; m_materials.m_SolderMask.m_Specular = m_materials.m_SolderMask.m_Diffuse * m_materials.m_SolderMask.m_Diffuse; } OglSetMaterial( m_materials.m_SolderMask, 1.0f ); break; } case B_Paste: case F_Paste: m_materials.m_Paste.m_Diffuse = getLayerColor( aLayerID ); OglSetMaterial( m_materials.m_Paste, 1.0f ); break; case B_SilkS: m_materials.m_SilkSBot.m_Diffuse = getLayerColor( aLayerID ); OglSetMaterial( m_materials.m_SilkSBot, 1.0f ); break; case F_SilkS: m_materials.m_SilkSTop.m_Diffuse = getLayerColor( aLayerID ); OglSetMaterial( m_materials.m_SilkSTop, 1.0f ); break; case B_Adhes: case F_Adhes: case Dwgs_User: case Cmts_User: case Eco1_User: case Eco2_User: case Edge_Cuts: case Margin: case B_CrtYd: case F_CrtYd: case B_Fab: case F_Fab: m_materials.m_Plastic.m_Diffuse = getLayerColor( aLayerID ); m_materials.m_Plastic.m_Ambient = SFVEC3F( m_materials.m_Plastic.m_Diffuse.r * 0.05f, m_materials.m_Plastic.m_Diffuse.g * 0.05f, m_materials.m_Plastic.m_Diffuse.b * 0.05f ); m_materials.m_Plastic.m_Specular = SFVEC3F( m_materials.m_Plastic.m_Diffuse.r * 0.7f, m_materials.m_Plastic.m_Diffuse.g * 0.7f, m_materials.m_Plastic.m_Diffuse.b * 0.7f ); m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f; m_materials.m_Plastic.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); OglSetMaterial( m_materials.m_Plastic, 1.0f ); break; default: m_materials.m_Copper.m_Diffuse = getLayerColor( aLayerID ); OglSetMaterial( m_materials.m_Copper, 1.0f ); break; } } SFVEC4F RENDER_3D_LEGACY::getLayerColor( PCB_LAYER_ID aLayerID ) { SFVEC4F layerColor = m_boardAdapter.GetLayerColor( aLayerID ); if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { switch( aLayerID ) { case B_Adhes: case F_Adhes: break; case B_Mask: layerColor = m_boardAdapter.m_SolderMaskColorBot; break; case F_Mask: layerColor = m_boardAdapter.m_SolderMaskColorTop; break; case B_Paste: case F_Paste: layerColor = m_boardAdapter.m_SolderPasteColor; break; case B_SilkS: layerColor = m_boardAdapter.m_SilkScreenColorBot; break; case F_SilkS: layerColor = m_boardAdapter.m_SilkScreenColorTop; break; case Dwgs_User: case Cmts_User: case Eco1_User: case Eco2_User: case Edge_Cuts: case Margin: break; case B_CrtYd: case F_CrtYd: break; case B_Fab: case F_Fab: break; default: layerColor = m_boardAdapter.m_CopperColor; break; } } return layerColor; } void init_lights( void ) { // Setup light // https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml const GLfloat ambient[] = { 0.084f, 0.084f, 0.084f, 1.0f }; const GLfloat diffuse0[] = { 0.3f, 0.3f, 0.3f, 1.0f }; const GLfloat specular0[] = { 0.5f, 0.5f, 0.5f, 1.0f }; glLightfv( GL_LIGHT0, GL_AMBIENT, ambient ); glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse0 ); glLightfv( GL_LIGHT0, GL_SPECULAR, specular0 ); const GLfloat diffuse12[] = { 0.7f, 0.7f, 0.7f, 1.0f }; const GLfloat specular12[] = { 0.7f, 0.7f, 0.7f, 1.0f }; // defines a directional light that points along the negative z-axis GLfloat position[4] = { 0.0f, 0.0f, 1.0f, 0.0f }; // This makes a vector slight not perpendicular with XZ plane const SFVEC3F vectorLight = SphericalToCartesian( glm::pi() * 0.03f, glm::pi() * 0.25f ); position[0] = vectorLight.x; position[1] = vectorLight.y; position[2] = vectorLight.z; glLightfv( GL_LIGHT1, GL_AMBIENT, ambient ); glLightfv( GL_LIGHT1, GL_DIFFUSE, diffuse12 ); glLightfv( GL_LIGHT1, GL_SPECULAR, specular12 ); glLightfv( GL_LIGHT1, GL_POSITION, position ); // defines a directional light that points along the positive z-axis position[2] = -position[2]; glLightfv( GL_LIGHT2, GL_AMBIENT, ambient ); glLightfv( GL_LIGHT2, GL_DIFFUSE, diffuse12 ); glLightfv( GL_LIGHT2, GL_SPECULAR, specular12 ); glLightfv( GL_LIGHT2, GL_POSITION, position ); const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient ); glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE ); } void RENDER_3D_LEGACY::setCopperMaterial() { OglSetMaterial( m_materials.m_NonPlatedCopper, 1.0f ); } void RENDER_3D_LEGACY::setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id ) { glEnable( GL_POLYGON_OFFSET_FILL ); glPolygonOffset(-0.1f, -2.0f ); setLayerMaterial( aLayer_id ); } void RENDER_3D_LEGACY::unsetDepthOffset() { glDisable( GL_POLYGON_OFFSET_FILL ); } void RENDER_3D_LEGACY::renderBoardBody( bool aSkipRenderHoles ) { m_materials.m_EpoxyBoard.m_Diffuse = m_boardAdapter.m_BoardBodyColor; // opacity to transparency m_materials.m_EpoxyBoard.m_Transparency = 1.0f - m_boardAdapter.m_BoardBodyColor.a; OglSetMaterial( m_materials.m_EpoxyBoard, 1.0f ); OPENGL_RENDER_LIST* ogl_disp_list = nullptr; if( aSkipRenderHoles ) ogl_disp_list = m_board; else ogl_disp_list = m_boardWithHoles; if( ogl_disp_list ) { ogl_disp_list->ApplyScalePosition( -m_boardAdapter.GetEpoxyThickness() / 2.0f, m_boardAdapter.GetEpoxyThickness() ); ogl_disp_list->SetItIsTransparent( true ); ogl_disp_list->DrawAll(); } } bool RENDER_3D_LEGACY::Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) { // Initialize OpenGL if( !m_is_opengl_initialized ) { if( !initializeOpenGL() ) return false; } if( m_reloadRequested ) { std::unique_ptr busy = CreateBusyIndicator(); if( aStatusReporter ) aStatusReporter->Report( _( "Loading..." ) ); reload( aStatusReporter, aWarningReporter ); // generate a new 3D grid as the size of the board may had changed m_lastGridType = m_boardAdapter.GetGridType(); generate3dGrid( m_lastGridType ); } else { // Check if grid was changed if( m_boardAdapter.GetGridType() != m_lastGridType ) { // and generate a new one m_lastGridType = m_boardAdapter.GetGridType(); generate3dGrid( m_lastGridType ); } } setupMaterials(); // Initial setup glDepthFunc( GL_LESS ); glEnable( GL_CULL_FACE ); glFrontFace( GL_CCW ); // This is the OpenGL default glEnable( GL_NORMALIZE ); // This allow OpenGL to normalize the normals after transformations glViewport( 0, 0, m_windowSize.x, m_windowSize.y ); if( m_boardAdapter.GetFlag( FL_RENDER_OPENGL_AA_DISABLE_ON_MOVE ) && aIsMoving ) glDisable( GL_MULTISAMPLE ); else glEnable( GL_MULTISAMPLE ); // clear color and depth buffers glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glClearStencil( 0x00 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); OglResetTextureState(); // Draw the background ( rectangle with color gradient) OglDrawBackground( SFVEC3F( m_boardAdapter.m_BgColorTop ), SFVEC3F( m_boardAdapter.m_BgColorBot ) ); glEnable( GL_DEPTH_TEST ); // Set projection and modelview matrixes glMatrixMode( GL_PROJECTION ); glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) ); // Position the headlight setLightFront( true ); setLightTop( true ); setLightBottom( true ); glEnable( GL_LIGHTING ); { const SFVEC3F& cameraPos = m_camera.GetPos(); // Place the light at a minimum Z so the diffuse factor will not drop // and the board will still look with good light. float zpos; if( cameraPos.z > 0.0f ) { zpos = glm::max( cameraPos.z, 0.5f ) + cameraPos.z * cameraPos.z; } else { zpos = glm::min( cameraPos.z,-0.5f ) - cameraPos.z * cameraPos.z; } // This is a point light. const GLfloat headlight_pos[] = { cameraPos.x, cameraPos.y, zpos, 1.0f }; glLightfv( GL_LIGHT0, GL_POSITION, headlight_pos ); } const bool drawMiddleSegments = !( aIsMoving && m_boardAdapter.GetFlag( FL_RENDER_OPENGL_THICKNESS_DISABLE_ON_MOVE ) ); const bool skipRenderHoles = aIsMoving && m_boardAdapter.GetFlag( FL_RENDER_OPENGL_HOLES_DISABLE_ON_MOVE ); const bool skipRenderVias = aIsMoving && m_boardAdapter.GetFlag( FL_RENDER_OPENGL_VIAS_DISABLE_ON_MOVE ); if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { // Draw vias and pad holes with copper material setLayerMaterial( B_Cu ); } else { OglSetMaterial( m_materials.m_GrayMaterial, 1.0f ); } if( !( skipRenderVias || skipRenderHoles ) && m_vias ) m_vias->DrawAll(); if( !skipRenderHoles && m_padHoles ) m_padHoles->DrawAll(); // Display copper and tech layers for( MAP_OGL_DISP_LISTS::const_iterator ii = m_layers.begin(); ii != m_layers.end(); ++ii ) { const PCB_LAYER_ID layer_id = ( PCB_LAYER_ID )( ii->first ); // Mask layers are not processed here because they are a special case if( ( layer_id == B_Mask ) || ( layer_id == F_Mask ) ) continue; // Do not show inner layers when it is displaying the board and board body is opaque // enough: the time to create inner layers can be *really significant*. // So avoid creating them is they are not very visible const double opacity_min = 0.8; if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) && ( m_boardAdapter.m_BoardBodyColor.a > opacity_min ) ) { if( ( layer_id > F_Cu ) && ( layer_id < B_Cu ) ) continue; } glPushMatrix(); OPENGL_RENDER_LIST* pLayerDispList = static_cast( ii->second ); if( ( layer_id >= F_Cu ) && ( layer_id <= B_Cu ) ) { if( !m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) || !( m_boardAdapter.GetFlag( FL_RENDER_PLATED_PADS_AS_PLATED ) && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) ) setLayerMaterial( layer_id ); else setCopperMaterial(); if( skipRenderHoles ) { pLayerDispList->DrawAllCameraCulled( m_camera.GetPos().z, drawMiddleSegments ); // Draw copper plated pads if( ( ( layer_id == F_Cu ) || ( layer_id == B_Cu ) ) && ( m_platedPadsFront || m_platedPadsBack ) ) setPlatedCopperAndDepthOffset( layer_id ); if( layer_id == F_Cu && m_platedPadsFront ) { m_platedPadsFront->DrawAllCameraCulled( m_camera.GetPos().z, drawMiddleSegments ); } else if( layer_id == B_Cu && m_platedPadsBack ) { m_platedPadsBack->DrawAllCameraCulled( m_camera.GetPos().z, drawMiddleSegments ); } unsetDepthOffset(); } else { if( m_outerThroughHoles ) { m_outerThroughHoles->ApplyScalePosition( pLayerDispList->GetZBot(), pLayerDispList->GetZTop() - pLayerDispList->GetZBot() ); } if( m_antiBoard ) { m_antiBoard->ApplyScalePosition( pLayerDispList->GetZBot(), pLayerDispList->GetZTop() - pLayerDispList->GetZBot() ); } if( m_outerLayerHoles.find( layer_id ) != m_outerLayerHoles.end() ) { const OPENGL_RENDER_LIST* viasHolesLayer = m_outerLayerHoles.at( layer_id ); wxASSERT( viasHolesLayer != nullptr ); if( viasHolesLayer != nullptr ) { pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, m_outerThroughHoles, viasHolesLayer, m_antiBoard ); // Draw copper plated pads if( ( ( layer_id == F_Cu ) || ( layer_id == B_Cu ) ) && ( m_platedPadsFront || m_platedPadsBack ) ) { setPlatedCopperAndDepthOffset( layer_id ); } if( layer_id == F_Cu && m_platedPadsFront ) { m_platedPadsFront->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, m_outerThroughHoles, viasHolesLayer, m_antiBoard ); } else if( layer_id == B_Cu && m_platedPadsBack ) { m_platedPadsBack->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, m_outerThroughHoles, viasHolesLayer, m_antiBoard ); } unsetDepthOffset(); } } else { pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, m_outerThroughHoles, m_antiBoard ); // Draw copper plated pads if( ( ( layer_id == F_Cu ) || ( layer_id == B_Cu ) ) && ( m_platedPadsFront || m_platedPadsBack ) ) { setPlatedCopperAndDepthOffset( layer_id ); } if( layer_id == F_Cu && m_platedPadsFront ) { m_platedPadsFront->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, m_outerThroughHoles, m_antiBoard ); } else if( layer_id == B_Cu && m_platedPadsBack ) { m_platedPadsBack->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, m_outerThroughHoles, m_antiBoard ); } unsetDepthOffset(); } } } else { setLayerMaterial( layer_id ); OPENGL_RENDER_LIST* throughHolesOuter = m_boardAdapter.GetFlag( FL_CLIP_SILK_ON_VIA_ANNULUS ) && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) && ( layer_id == B_SilkS || layer_id == F_SilkS ) ? m_outerThroughHoleRings : m_outerThroughHoles; if( throughHolesOuter ) { throughHolesOuter->ApplyScalePosition( pLayerDispList->GetZBot(), pLayerDispList->GetZTop() - pLayerDispList->GetZBot() ); } OPENGL_RENDER_LIST* anti_board = m_antiBoard; if( ( layer_id == B_Paste ) || ( layer_id == F_Paste ) ) anti_board = nullptr; if( anti_board ) { anti_board->ApplyScalePosition( pLayerDispList->GetZBot(), pLayerDispList->GetZTop() - pLayerDispList->GetZBot() ); } if( !skipRenderHoles && m_boardAdapter.GetFlag( FL_SUBTRACT_MASK_FROM_SILK ) && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) && ( ( layer_id == B_SilkS && m_layers.find( B_Mask ) != m_layers.end() ) || ( layer_id == F_SilkS && m_layers.find( F_Mask ) != m_layers.end() ) ) ) { const PCB_LAYER_ID layerMask_id = (layer_id == B_SilkS) ? B_Mask : F_Mask; const OPENGL_RENDER_LIST* pLayerDispListMask = m_layers.at( layerMask_id ); pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, pLayerDispListMask, throughHolesOuter, anti_board ); } else { if( !skipRenderHoles && throughHolesOuter && ( layer_id == B_SilkS || layer_id == F_SilkS ) ) { pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, nullptr, throughHolesOuter, anti_board ); } else { // Do not render Paste layers when skipRenderHoles is enabled // otherwise it will cause z-fight issues if( !( skipRenderHoles && ( layer_id == B_Paste || layer_id == F_Paste ) ) ) { pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, anti_board ); } } } } glPopMatrix(); } // Render 3D Models (Non-transparent) render3dModels( false, false ); render3dModels( true, false ); // Display board body if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) ) { renderBoardBody( skipRenderHoles ); } // Display transparent mask layers if( m_boardAdapter.GetFlag( FL_SOLDERMASK ) ) { // add a depth buffer offset, it will help to hide some artifacts // on silkscreen where the SolderMask is removed glEnable( GL_POLYGON_OFFSET_FILL ); glPolygonOffset( 0.0f, -2.0f ); if( m_camera.GetPos().z > 0 ) { renderSolderMaskLayer( B_Mask, m_boardAdapter.GetLayerTopZPos( B_Mask ), drawMiddleSegments, skipRenderHoles ); renderSolderMaskLayer( F_Mask, m_boardAdapter.GetLayerBottomZPos( F_Mask ), drawMiddleSegments, skipRenderHoles ); } else { renderSolderMaskLayer( F_Mask, m_boardAdapter.GetLayerBottomZPos( F_Mask ), drawMiddleSegments, skipRenderHoles ); renderSolderMaskLayer( B_Mask, m_boardAdapter.GetLayerTopZPos( B_Mask ), drawMiddleSegments, skipRenderHoles ); } glDisable( GL_POLYGON_OFFSET_FILL ); glPolygonOffset( 0.0f, 0.0f ); } // Render 3D Models (Transparent) // !TODO: this can be optimized. If there are no transparent models (or no opacity), // then there is no need to make this function call. glDepthMask( GL_FALSE ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // Enables Texture Env so it can combine model transparency with each footprint opacity glEnable( GL_TEXTURE_2D ); glActiveTexture( GL_TEXTURE0 ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ); glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_CONSTANT ); render3dModels( false, true ); render3dModels( true, true ); glDisable( GL_BLEND ); OglResetTextureState(); glDepthMask( GL_TRUE ); // Render Grid if( m_boardAdapter.GetGridType() != GRID3D_TYPE::NONE ) { glDisable( GL_LIGHTING ); if( glIsList( m_grid ) ) glCallList( m_grid ); glEnable( GL_LIGHTING ); } // Render 3D arrows if( m_boardAdapter.GetFlag( FL_AXIS ) ) render3dArrows(); // Return back to the original viewport (this is important if we want // to take a screenshot after the render) glViewport( 0, 0, m_windowSize.x, m_windowSize.y ); return false; } bool RENDER_3D_LEGACY::initializeOpenGL() { glEnable( GL_LINE_SMOOTH ); glShadeModel( GL_SMOOTH ); // 4-byte pixel alignment glPixelStorei( GL_UNPACK_ALIGNMENT, 4 ); // Initialize the open GL texture to draw the filled semi-circle of the segments IMAGE* circleImage = new IMAGE( SIZE_OF_CIRCLE_TEXTURE, SIZE_OF_CIRCLE_TEXTURE ); if( !circleImage ) return false; unsigned int circleRadius = ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 4; circleImage->CircleFilled( ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 0, ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 0, circleRadius, 0xFF ); IMAGE* circleImageBlured = new IMAGE( circleImage->GetWidth(), circleImage->GetHeight() ); circleImageBlured->EfxFilter_SkipCenter( circleImage, IMAGE_FILTER::GAUSSIAN_BLUR, circleRadius - 8 ); m_circleTexture = OglLoadTexture( *circleImageBlured ); delete circleImageBlured; circleImageBlured = nullptr; delete circleImage; circleImage = nullptr; init_lights(); // Use this mode if you want see the triangle lines (debug proposes) //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); m_is_opengl_initialized = true; return true; } void RENDER_3D_LEGACY::setArrowMaterial() { glEnable( GL_COLOR_MATERIAL ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); const SFVEC4F ambient = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f ); const SFVEC4F diffuse = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f ); const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f ); const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f ); glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r ); glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f ); glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r ); glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r ); glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r ); } void RENDER_3D_LEGACY::freeAllLists() { if( glIsList( m_grid ) ) glDeleteLists( m_grid, 1 ); m_grid = 0; for( MAP_OGL_DISP_LISTS::const_iterator ii = m_layers.begin(); ii != m_layers.end(); ++ii ) { OPENGL_RENDER_LIST* pLayerDispList = static_cast( ii->second ); delete pLayerDispList; } m_layers.clear(); delete m_platedPadsFront; m_platedPadsFront = nullptr; delete m_platedPadsBack; m_platedPadsBack = nullptr; for( MAP_OGL_DISP_LISTS::const_iterator ii = m_outerLayerHoles.begin(); ii != m_outerLayerHoles.end(); ++ii ) { OPENGL_RENDER_LIST* pLayerDispList = static_cast( ii->second ); delete pLayerDispList; } m_outerLayerHoles.clear(); for( MAP_OGL_DISP_LISTS::const_iterator ii = m_innerLayerHoles.begin(); ii != m_innerLayerHoles.end(); ++ii ) { OPENGL_RENDER_LIST* pLayerDispList = static_cast( ii->second ); delete pLayerDispList; } m_innerLayerHoles.clear(); for( LIST_TRIANGLES::const_iterator ii = m_triangles.begin(); ii != m_triangles.end(); ++ii ) { delete *ii; } m_triangles.clear(); for( MAP_3DMODEL::const_iterator ii = m_3dModelMap.begin(); ii != m_3dModelMap.end(); ++ii ) { MODEL_3D* pointer = static_cast(ii->second); delete pointer; } m_3dModelMap.clear(); delete m_board; m_board = nullptr; delete m_boardWithHoles; m_boardWithHoles = nullptr; delete m_antiBoard; m_antiBoard = nullptr; delete m_outerThroughHoles; m_outerThroughHoles = nullptr; delete m_outerViaThroughHoles; m_outerViaThroughHoles = nullptr; delete m_outerThroughHoleRings; m_outerThroughHoleRings = nullptr; delete m_vias; m_vias = nullptr; delete m_padHoles; m_padHoles = nullptr; } void RENDER_3D_LEGACY::renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPosition, bool aDrawMiddleSegments, bool aSkipRenderHoles ) { wxASSERT( (aLayerID == B_Mask) || (aLayerID == F_Mask) ); float nonCopperThickness = m_boardAdapter.GetNonCopperLayerThickness(); if( m_board ) { if( m_layers.find( aLayerID ) != m_layers.end() ) { OPENGL_RENDER_LIST* pLayerDispListMask = m_layers.at( aLayerID ); if( m_outerViaThroughHoles ) m_outerViaThroughHoles->ApplyScalePosition( aZPosition, nonCopperThickness ); m_board->ApplyScalePosition( aZPosition, nonCopperThickness ); setLayerMaterial( aLayerID ); m_board->SetItIsTransparent( true ); if( aSkipRenderHoles ) { m_board->DrawAllCameraCulled( m_camera.GetPos().z, aDrawMiddleSegments ); } else { m_board->DrawAllCameraCulledSubtractLayer( aDrawMiddleSegments, pLayerDispListMask, m_outerViaThroughHoles ); } } else { // This case there is no layer with mask, so we will render the full board as mask if( m_outerViaThroughHoles ) m_outerViaThroughHoles->ApplyScalePosition( aZPosition, nonCopperThickness ); m_board->ApplyScalePosition( aZPosition, nonCopperThickness ); setLayerMaterial( aLayerID ); m_board->SetItIsTransparent( true ); if( aSkipRenderHoles ) { m_board->DrawAllCameraCulled( m_camera.GetPos().z, aDrawMiddleSegments ); } else { m_board->DrawAllCameraCulledSubtractLayer( aDrawMiddleSegments, m_outerViaThroughHoles ); } } } } void RENDER_3D_LEGACY::render3dModelsSelected( bool aRenderTopOrBot, bool aRenderTransparentOnly, bool aRenderSelectedOnly ) { if( !m_boardAdapter.GetBoard() ) return; MODEL_3D::BeginDrawMulti( !aRenderSelectedOnly ); // Go for all footprints for( FOOTPRINT* fp : m_boardAdapter.GetBoard()->Footprints() ) { const bool isIntersected = fp == m_currentRollOverItem; bool highlight = false; if( m_boardAdapter.GetFlag( FL_USE_SELECTION ) ) { if( isIntersected ) { if( aRenderSelectedOnly ) highlight = m_boardAdapter.GetFlag( FL_HIGHLIGHT_ROLLOVER_ITEM ); } else if( ( aRenderSelectedOnly && !fp->IsSelected() ) || ( !aRenderSelectedOnly && fp->IsSelected() ) ) { continue; } } if( highlight ) { glEnable( GL_POLYGON_OFFSET_LINE ); glPolygonOffset( 8.0, 1.0 ); glPolygonMode( GL_FRONT, GL_LINE ); glLineWidth( 6 ); } if( !fp->Models().empty() ) { if( m_boardAdapter.IsFootprintShown( (FOOTPRINT_ATTR_T) fp->GetAttributes() ) ) { if( ( aRenderTopOrBot && !fp->IsFlipped() ) || ( !aRenderTopOrBot && fp->IsFlipped() ) ) { renderFootprint( fp, aRenderTransparentOnly, isIntersected ); } } } if( highlight ) { // Restore glDisable( GL_POLYGON_OFFSET_LINE ); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } MODEL_3D::EndDrawMulti(); } void RENDER_3D_LEGACY::render3dModels( bool aRenderTopOrBot, bool aRenderTransparentOnly ) { if( m_boardAdapter.GetFlag( FL_USE_SELECTION ) ) render3dModelsSelected( aRenderTopOrBot, aRenderTransparentOnly, true ); render3dModelsSelected( aRenderTopOrBot, aRenderTransparentOnly, false ); } void RENDER_3D_LEGACY::renderFootprint( const FOOTPRINT* aFootprint, bool aRenderTransparentOnly, bool aIsSelected ) { if( !aFootprint->Models().empty() ) { const double zpos = m_boardAdapter.GetFootprintZPos( aFootprint->IsFlipped() ); glPushMatrix(); wxPoint pos = aFootprint->GetPosition(); glTranslatef( pos.x * m_boardAdapter.BiuTo3dUnits(), -pos.y * m_boardAdapter.BiuTo3dUnits(), zpos ); if( aFootprint->GetOrientation() ) glRotated( (double) aFootprint->GetOrientation() / 10.0, 0.0, 0.0, 1.0 ); if( aFootprint->IsFlipped() ) { glRotatef( 180.0f, 0.0f, 1.0f, 0.0f ); glRotatef( 180.0f, 0.0f, 0.0f, 1.0f ); } double modelunit_to_3d_units_factor = m_boardAdapter.BiuTo3dUnits() * UNITS3D_TO_UNITSPCB; glScaled( modelunit_to_3d_units_factor, modelunit_to_3d_units_factor, modelunit_to_3d_units_factor ); // Get the list of model files for this model for( const FP_3DMODEL& sM : aFootprint->Models() ) { if( !sM.m_Show || sM.m_Filename.empty() ) continue; // Check if the model is present in our cache map auto cache_i = m_3dModelMap.find( sM.m_Filename ); if( cache_i == m_3dModelMap.end() ) continue; if( const MODEL_3D* modelPtr = cache_i->second ) { bool opaque = sM.m_Opacity >= 1.0; if( ( !aRenderTransparentOnly && modelPtr->HasOpaqueMeshes() && opaque ) || ( aRenderTransparentOnly && ( modelPtr->HasTransparentMeshes() || !opaque ) ) ) { glPushMatrix(); // FIXME: don't do this over and over again unless the // values have changed. cache the matrix somewhere. glm::mat4 mtx( 1 ); mtx = glm::translate( mtx, { sM.m_Offset.x, sM.m_Offset.y, sM.m_Offset.z } ); mtx = glm::rotate( mtx, glm::radians( (float) -sM.m_Rotation.z ), { 0.0f, 0.0f, 1.0f } ); mtx = glm::rotate( mtx, glm::radians( (float) -sM.m_Rotation.y ), { 0.0f, 1.0f, 0.0f } ); mtx = glm::rotate( mtx, glm::radians( (float) -sM.m_Rotation.x ), { 1.0f, 0.0f, 0.0f } ); mtx = glm::scale( mtx, { sM.m_Scale.x, sM.m_Scale.y, sM.m_Scale.z } ); glMultMatrixf( glm::value_ptr( mtx ) ); if( aRenderTransparentOnly ) { modelPtr->DrawTransparent( sM.m_Opacity, aFootprint->IsSelected() || aIsSelected, m_boardAdapter.m_OpenGlSelectionColor ); } else { modelPtr->DrawOpaque( aFootprint->IsSelected() || aIsSelected, m_boardAdapter.m_OpenGlSelectionColor ); } if( m_boardAdapter.GetFlag( FL_RENDER_OPENGL_SHOW_MODEL_BBOX ) ) { glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glDisable( GL_LIGHTING ); glLineWidth( 1 ); modelPtr->DrawBboxes(); glLineWidth( 4 ); modelPtr->DrawBbox(); glEnable( GL_LIGHTING ); glDisable( GL_BLEND ); } glPopMatrix(); } } } glPopMatrix(); } } void RENDER_3D_LEGACY::generate3dGrid( GRID3D_TYPE aGridType ) { if( glIsList( m_grid ) ) glDeleteLists( m_grid, 1 ); m_grid = 0; if( aGridType == GRID3D_TYPE::NONE ) return; m_grid = glGenLists( 1 ); if( !glIsList( m_grid ) ) return; glNewList( m_grid, GL_COMPILE ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); const double zpos = 0.0; // Color of grid lines const SFVEC3F gridColor = m_boardAdapter.GetColor( DARKGRAY ); // Color of grid lines every 5 lines const SFVEC3F gridColor_marker = m_boardAdapter.GetColor( LIGHTBLUE ); const double scale = m_boardAdapter.BiuTo3dUnits(); const GLfloat transparency = 0.35f; double griSizeMM = 0.0; switch( aGridType ) { default: case GRID3D_TYPE::NONE: return; case GRID3D_TYPE::GRID_1MM: griSizeMM = 1.0; break; case GRID3D_TYPE::GRID_2P5MM: griSizeMM = 2.5; break; case GRID3D_TYPE::GRID_5MM: griSizeMM = 5.0; break; case GRID3D_TYPE::GRID_10MM: griSizeMM = 10.0; break; } glNormal3f( 0.0, 0.0, 1.0 ); const wxSize brd_size = m_boardAdapter.GetBoardSize(); wxPoint brd_center_pos = m_boardAdapter.GetBoardPos(); brd_center_pos.y = -brd_center_pos.y; const int xsize = std::max( brd_size.x, Millimeter2iu( 100 ) ) * 1.2; const int ysize = std::max( brd_size.y, Millimeter2iu( 100 ) ) * 1.2; // Grid limits, in 3D units double xmin = ( brd_center_pos.x - xsize / 2 ) * scale; double xmax = ( brd_center_pos.x + xsize / 2 ) * scale; double ymin = ( brd_center_pos.y - ysize / 2 ) * scale; double ymax = ( brd_center_pos.y + ysize / 2 ) * scale; double zmin = Millimeter2iu( -50 ) * scale; double zmax = Millimeter2iu( 100 ) * scale; // Set rasterised line width (min value = 1) glLineWidth( 1 ); // Draw horizontal grid centered on 3D origin (center of the board) for( int ii = 0; ; ii++ ) { if( (ii % 5) ) glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency ); else glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b, transparency ); const int delta = KiROUND( ii * griSizeMM * IU_PER_MM ); if( delta <= xsize / 2 ) // Draw grid lines parallel to X axis { glBegin( GL_LINES ); glVertex3f( (brd_center_pos.x + delta) * scale, -ymin, zpos ); glVertex3f( (brd_center_pos.x + delta) * scale, -ymax, zpos ); glEnd(); if( ii != 0 ) { glBegin( GL_LINES ); glVertex3f( (brd_center_pos.x - delta) * scale, -ymin, zpos ); glVertex3f( (brd_center_pos.x - delta) * scale, -ymax, zpos ); glEnd(); } } if( delta <= ysize / 2 ) // Draw grid lines parallel to Y axis { glBegin( GL_LINES ); glVertex3f( xmin, -( brd_center_pos.y + delta ) * scale, zpos ); glVertex3f( xmax, -( brd_center_pos.y + delta ) * scale, zpos ); glEnd(); if( ii != 0 ) { glBegin( GL_LINES ); glVertex3f( xmin, -( brd_center_pos.y - delta ) * scale, zpos ); glVertex3f( xmax, -( brd_center_pos.y - delta ) * scale, zpos ); glEnd(); } } if( ( delta > ysize / 2 ) && ( delta > xsize / 2 ) ) break; } // Draw vertical grid on Z axis glNormal3f( 0.0, -1.0, 0.0 ); // Draw vertical grid lines (parallel to Z axis) double posy = -brd_center_pos.y * scale; for( int ii = 0; ; ii++ ) { if( (ii % 5) ) glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency ); else glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b, transparency ); const double delta = ii * griSizeMM * IU_PER_MM; glBegin( GL_LINES ); xmax = ( brd_center_pos.x + delta ) * scale; glVertex3f( xmax, posy, zmin ); glVertex3f( xmax, posy, zmax ); glEnd(); if( ii != 0 ) { glBegin( GL_LINES ); xmin = ( brd_center_pos.x - delta ) * scale; glVertex3f( xmin, posy, zmin ); glVertex3f( xmin, posy, zmax ); glEnd(); } if( delta > xsize / 2.0f ) break; } // Draw horizontal grid lines on Z axis (parallel to X axis) for( int ii = 0; ; ii++ ) { if( ii % 5 ) glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency ); else glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b, transparency ); const double delta = ii * griSizeMM * IU_PER_MM * scale; if( delta <= zmax ) { // Draw grid lines on Z axis (positive Z axis coordinates) glBegin( GL_LINES ); glVertex3f( xmin, posy, delta ); glVertex3f( xmax, posy, delta ); glEnd(); } if( delta <= -zmin && ( ii != 0 ) ) { // Draw grid lines on Z axis (negative Z axis coordinates) glBegin( GL_LINES ); glVertex3f( xmin, posy, -delta ); glVertex3f( xmax, posy, -delta ); glEnd(); } if( ( delta > zmax ) && ( delta > -zmin ) ) break; } glDisable( GL_BLEND ); glEndList(); }