/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 2015-2020 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 "render_3d_legacy.h" #include "ogl_legacy_utils.h" #include #include #include "../../3d_math.h" #include #include #include // To use GetRunningMicroSecs or another profiling utility #include #include void RENDER_3D_LEGACY::addObjectTriangles( const FILLED_CIRCLE_2D* aFilledCircle, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ) { const SFVEC2F& center = aFilledCircle->GetCenter(); const float radius = aFilledCircle->GetRadius() * 2.0f; // Double because the render triangle // This is a small adjustment to the circle texture const float texture_factor = ( 8.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f; const float f = ( sqrtf( 2.0f ) / 2.0f ) * radius * texture_factor; // Top and Bot segments ends are just triangle semi-circles, so need to add it in duplicated. aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, aZtop ), SFVEC3F( center.x - f, center.y, aZtop ), SFVEC3F( center.x, center.y - f, aZtop ) ); aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, aZtop ), SFVEC3F( center.x + f, center.y, aZtop ), SFVEC3F( center.x, center.y + f, aZtop ) ); aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, aZbot ), SFVEC3F( center.x + f, center.y, aZbot ), SFVEC3F( center.x, center.y - f, aZbot ) ); aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, aZbot ), SFVEC3F( center.x - f, center.y, aZbot ), SFVEC3F( center.x, center.y + f, aZbot ) ); } void RENDER_3D_LEGACY::addObjectTriangles( const POLYGON_4PT_2D* aPoly, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ) { const SFVEC2F& v0 = aPoly->GetV0(); const SFVEC2F& v1 = aPoly->GetV1(); const SFVEC2F& v2 = aPoly->GetV2(); const SFVEC2F& v3 = aPoly->GetV3(); addTopAndBottomTriangles( aDstLayer, v0, v2, v1, aZtop, aZbot ); addTopAndBottomTriangles( aDstLayer, v2, v0, v3, aZtop, aZbot ); } void RENDER_3D_LEGACY::generateRing( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius, unsigned int aNr_sides_per_circle, std::vector< SFVEC2F >& aInnerContourResult, std::vector< SFVEC2F >& aOuterContourResult, bool aInvertOrder ) { aInnerContourResult.clear(); aInnerContourResult.reserve( aNr_sides_per_circle + 2 ); aOuterContourResult.clear(); aOuterContourResult.reserve( aNr_sides_per_circle + 2 ); const int delta = 3600 / aNr_sides_per_circle; for( int ii = 0; ii < 3600; ii += delta ) { float angle = (float)( aInvertOrder ? ( 3600 - ii ) : ii ) * 2.0f * glm::pi() / 3600.0f; const SFVEC2F rotatedDir = SFVEC2F( cos( angle ), sin( angle ) ); aInnerContourResult.emplace_back( aCenter.x + rotatedDir.x * aInnerRadius, aCenter.y + rotatedDir.y * aInnerRadius ); aOuterContourResult.emplace_back( aCenter.x + rotatedDir.x * aOuterRadius, aCenter.y + rotatedDir.y * aOuterRadius ); } aInnerContourResult.push_back( aInnerContourResult[0] ); aOuterContourResult.push_back( aOuterContourResult[0] ); wxASSERT( aInnerContourResult.size() == aOuterContourResult.size() ); } void RENDER_3D_LEGACY::addObjectTriangles( const RING_2D* aRing, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ) { const SFVEC2F& center = aRing->GetCenter(); const float inner = aRing->GetInnerRadius(); const float outer = aRing->GetOuterRadius(); std::vector< SFVEC2F > innerContour; std::vector< SFVEC2F > outerContour; generateRing( center, inner, outer, m_boardAdapter.GetCircleSegmentCount( outer * 2.0f ), innerContour, outerContour, false ); // This will add the top and bot quads that will form the approximated ring for( unsigned int i = 0; i < ( innerContour.size() - 1 ); ++i ) { const SFVEC2F& vi0 = innerContour[i + 0]; const SFVEC2F& vi1 = innerContour[i + 1]; const SFVEC2F& vo0 = outerContour[i + 0]; const SFVEC2F& vo1 = outerContour[i + 1]; aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZtop ), SFVEC3F( vi0.x, vi0.y, aZtop ), SFVEC3F( vo0.x, vo0.y, aZtop ), SFVEC3F( vo1.x, vo1.y, aZtop ) ); aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZbot ), SFVEC3F( vo1.x, vo1.y, aZbot ), SFVEC3F( vo0.x, vo0.y, aZbot ), SFVEC3F( vi0.x, vi0.y, aZbot ) ); } } void RENDER_3D_LEGACY::addObjectTriangles( const TRIANGLE_2D* aTri, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ) { const SFVEC2F& v1 = aTri->GetP1(); const SFVEC2F& v2 = aTri->GetP2(); const SFVEC2F& v3 = aTri->GetP3(); addTopAndBottomTriangles( aDstLayer, v1, v2, v3, aZtop, aZbot ); } void RENDER_3D_LEGACY::addObjectTriangles( const ROUND_SEGMENT_2D* aSeg, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ) { const SFVEC2F& leftStart = aSeg->GetLeftStar(); const SFVEC2F& leftEnd = aSeg->GetLeftEnd(); const SFVEC2F& leftDir = aSeg->GetLeftDir(); const SFVEC2F& rightStart = aSeg->GetRightStar(); const SFVEC2F& rightEnd = aSeg->GetRightEnd(); const SFVEC2F& rightDir = aSeg->GetRightDir(); const float radius = aSeg->GetRadius(); const SFVEC2F& start = aSeg->GetStart(); const SFVEC2F& end = aSeg->GetEnd(); const float texture_factor = ( 12.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f; const float texture_factorF = ( 6.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f; const float radius_of_the_square = sqrtf( aSeg->GetRadiusSquared() * 2.0f ); const float radius_triangle_factor = ( radius_of_the_square - radius ) / radius; const SFVEC2F factorS = SFVEC2F( -rightDir.y * radius * radius_triangle_factor, rightDir.x * radius * radius_triangle_factor ); const SFVEC2F factorE = SFVEC2F( -leftDir.y * radius * radius_triangle_factor, leftDir.x * radius * radius_triangle_factor ); // Top end segment triangles (semi-circles) aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( rightEnd.x + texture_factor * factorS.x, rightEnd.y + texture_factor * factorS.y, aZtop ), SFVEC3F( leftStart.x + texture_factor * factorE.x, leftStart.y + texture_factor * factorE.y, aZtop ), SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf( 2.0f ), start.y - texture_factorF * leftDir.y * radius * sqrtf( 2.0f ), aZtop ) ); aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( leftEnd.x + texture_factor * factorE.x, leftEnd.y + texture_factor * factorE.y, aZtop ), SFVEC3F( rightStart.x + texture_factor * factorS.x, rightStart.y + texture_factor * factorS.y, aZtop ), SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf( 2.0f ), end.y - texture_factorF * rightDir.y * radius * sqrtf( 2.0f ), aZtop ) ); // Bot end segment triangles (semi-circles) aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( leftStart.x + texture_factor * factorE.x, leftStart.y + texture_factor * factorE.y, aZbot ), SFVEC3F( rightEnd.x + texture_factor * factorS.x, rightEnd.y + texture_factor * factorS.y, aZbot ), SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf( 2.0f ), start.y - texture_factorF * leftDir.y * radius * sqrtf( 2.0f ), aZbot ) ); aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( rightStart.x + texture_factor * factorS.x, rightStart.y + texture_factor * factorS.y, aZbot ), SFVEC3F( leftEnd.x + texture_factor * factorE.x, leftEnd.y + texture_factor * factorE.y, aZbot ), SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf( 2.0f ), end.y - texture_factorF * rightDir.y * radius * sqrtf( 2.0f ), aZbot ) ); // Segment top and bot planes aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( rightEnd.x, rightEnd.y, aZtop ), SFVEC3F( rightStart.x, rightStart.y, aZtop ), SFVEC3F( leftEnd.x, leftEnd.y, aZtop ), SFVEC3F( leftStart.x, leftStart.y, aZtop ) ); aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( rightEnd.x, rightEnd.y, aZbot ), SFVEC3F( leftStart.x, leftStart.y, aZbot ), SFVEC3F( leftEnd.x, leftEnd.y, aZbot ), SFVEC3F( rightStart.x, rightStart.y, aZbot ) ); } OPENGL_RENDER_LIST* RENDER_3D_LEGACY::generateHoles( const LIST_OBJECT2D& aListHolesObject2d, const SHAPE_POLY_SET& aPoly, float aZtop, float aZbot, bool aInvertFaces, const BVH_CONTAINER_2D* aThroughHoles ) { OPENGL_RENDER_LIST* ret = nullptr; if( aListHolesObject2d.size() > 0 ) { TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( aListHolesObject2d.size() * 2 ); // Convert the list of objects(filled circles) to triangle layer structure for( const OBJECT_2D* itemOnLayer : aListHolesObject2d ) { const OBJECT_2D* object2d_A = itemOnLayer; wxASSERT( ( object2d_A->GetObjectType() == OBJECT_2D_TYPE::FILLED_CIRCLE ) || ( object2d_A->GetObjectType() == OBJECT_2D_TYPE::ROUNDSEG ) ); switch( object2d_A->GetObjectType() ) { case OBJECT_2D_TYPE::FILLED_CIRCLE: addObjectTriangles( static_cast( object2d_A ), layerTriangles, aZtop, aZbot ); break; case OBJECT_2D_TYPE::ROUNDSEG: addObjectTriangles( static_cast( object2d_A ), layerTriangles, aZtop, aZbot ); break; default: wxFAIL_MSG( "RENDER_3D_LEGACY::generateHoles: Object type is not implemented" ); break; } } // Note: he can have a aListHolesObject2d with holes but without contours // eg: when there are only NPTH on the list and the contours were not added if( aPoly.OutlineCount() > 0 ) { layerTriangles->AddToMiddleContourns( aPoly, aZbot, aZtop, m_boardAdapter.BiuTo3dUnits(), aInvertFaces, aThroughHoles ); } ret = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, aZbot, aZtop ); delete layerTriangles; } return ret; } OPENGL_RENDER_LIST* RENDER_3D_LEGACY::generateLayerList( const BVH_CONTAINER_2D* aContainer, const SHAPE_POLY_SET* aPolyList, PCB_LAYER_ID aLayerId, const BVH_CONTAINER_2D* aThroughHoles ) { if( aContainer == nullptr ) return nullptr; const LIST_OBJECT2D& listObject2d = aContainer->GetList(); if( listObject2d.size() == 0 ) return nullptr; float layer_z_bot = 0.0f; float layer_z_top = 0.0f; getLayerZPos( aLayerId, layer_z_top, layer_z_bot ); // Calculate an estimation for the nr of triangles based on the nr of objects unsigned int nrTrianglesEstimation = listObject2d.size() * 8; TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( nrTrianglesEstimation ); // store in a list so it will be latter deleted m_triangles.push_back( layerTriangles ); // Load the 2D (X,Y axis) component of shapes for( const OBJECT_2D* itemOnLayer : listObject2d ) { const OBJECT_2D* object2d_A = itemOnLayer; switch( object2d_A->GetObjectType() ) { case OBJECT_2D_TYPE::FILLED_CIRCLE: addObjectTriangles( static_cast( object2d_A ), layerTriangles, layer_z_top, layer_z_bot ); break; case OBJECT_2D_TYPE::POLYGON4PT: addObjectTriangles( static_cast( object2d_A ), layerTriangles, layer_z_top, layer_z_bot ); break; case OBJECT_2D_TYPE::RING: addObjectTriangles( static_cast( object2d_A ), layerTriangles, layer_z_top, layer_z_bot ); break; case OBJECT_2D_TYPE::TRIANGLE: addObjectTriangles( static_cast( object2d_A ), layerTriangles, layer_z_top, layer_z_bot ); break; case OBJECT_2D_TYPE::ROUNDSEG: addObjectTriangles( static_cast( object2d_A ), layerTriangles, layer_z_top, layer_z_bot ); break; default: wxFAIL_MSG( "RENDER_3D_LEGACY: Object type is not implemented" ); break; } } if( aPolyList && aPolyList->OutlineCount() > 0 ) { layerTriangles->AddToMiddleContourns( *aPolyList, layer_z_bot, layer_z_top, m_boardAdapter.BiuTo3dUnits(), false, aThroughHoles ); } // Create display list return new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, layer_z_bot, layer_z_top ); } OPENGL_RENDER_LIST* RENDER_3D_LEGACY::createBoard( const SHAPE_POLY_SET& aBoardPoly, const BVH_CONTAINER_2D* aThroughHoles ) { OPENGL_RENDER_LIST* dispLists = nullptr; CONTAINER_2D boardContainer; SHAPE_POLY_SET brd_outlines = aBoardPoly; ConvertPolygonToTriangles( brd_outlines, boardContainer, m_boardAdapter.BiuTo3dUnits(), (const BOARD_ITEM &)*m_boardAdapter.GetBoard() ); const LIST_OBJECT2D& listBoardObject2d = boardContainer.GetList(); if( listBoardObject2d.size() > 0 ) { // We will set a unitary Z so it will in future used with transformations // since the board poly will be used not only to draw itself but also the // solder mask layers. const float layer_z_top = 1.0f; const float layer_z_bot = 0.0f; TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( listBoardObject2d.size() ); // Convert the list of objects(triangles) to triangle layer structure for( const OBJECT_2D* itemOnLayer : listBoardObject2d ) { const OBJECT_2D* object2d_A = itemOnLayer; wxASSERT( object2d_A->GetObjectType() == OBJECT_2D_TYPE::TRIANGLE ); const TRIANGLE_2D* tri = static_cast( object2d_A ); const SFVEC2F& v1 = tri->GetP1(); const SFVEC2F& v2 = tri->GetP2(); const SFVEC2F& v3 = tri->GetP3(); addTopAndBottomTriangles( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot ); } if( aBoardPoly.OutlineCount() > 0 ) { layerTriangles->AddToMiddleContourns( aBoardPoly, layer_z_bot, layer_z_top, m_boardAdapter.BiuTo3dUnits(), false, aThroughHoles ); dispLists = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, layer_z_top, layer_z_top ); } delete layerTriangles; } return dispLists; } void RENDER_3D_LEGACY::reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter ) { m_reloadRequested = false; freeAllLists(); OBJECT_2D_STATS::Instance().ResetStats(); unsigned stats_startReloadTime = GetRunningMicroSecs(); m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter ); SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter(); m_camera.SetBoardLookAtPos( camera_pos ); if( aStatusReporter ) aStatusReporter->Report( _( "Load OpenGL: board" ) ); // Create Board m_board = createBoard( m_boardAdapter.GetBoardPoly(), &m_boardAdapter.GetThroughHoleIds() ); if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { m_antiBoardPolys.RemoveAllContours(); m_antiBoardPolys.NewOutline(); m_antiBoardPolys.Append( VECTOR2I( -INT_MAX/2, -INT_MAX/2 ) ); m_antiBoardPolys.Append( VECTOR2I( INT_MAX/2, -INT_MAX/2 ) ); m_antiBoardPolys.Append( VECTOR2I( INT_MAX/2, INT_MAX/2 ) ); m_antiBoardPolys.Append( VECTOR2I( -INT_MAX/2, INT_MAX/2 ) ); m_antiBoardPolys.Outline( 0 ).SetClosed( true ); m_antiBoardPolys.BooleanSubtract( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); m_antiBoard = createBoard( m_antiBoardPolys ); } SHAPE_POLY_SET board_poly_with_holes = m_boardAdapter.GetBoardPoly(); board_poly_with_holes.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(), SHAPE_POLY_SET::PM_FAST ); board_poly_with_holes.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(), SHAPE_POLY_SET::PM_FAST ); m_boardWithHoles = createBoard( board_poly_with_holes ); if( m_antiBoard ) m_antiBoard->SetItIsTransparent( true ); // Create Through Holes and vias if( aStatusReporter ) aStatusReporter->Report( _( "Load OpenGL: holes and vias" ) ); SHAPE_POLY_SET outerPolyTHT = m_boardAdapter.GetThroughHoleOdPolys(); if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) outerPolyTHT.BooleanIntersection( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); m_outerThroughHoles = generateHoles( m_boardAdapter.GetThroughHoleOds().GetList(), outerPolyTHT, 1.0f, 0.0f, false, &m_boardAdapter.GetThroughHoleIds() ); m_outerViaThroughHoles = generateHoles( m_boardAdapter.GetThroughHoleViaOds().GetList(), m_boardAdapter.GetThroughHoleViaOdPolys(), 1.0f, 0.0f, false ); if( m_boardAdapter.GetFlag( FL_CLIP_SILK_ON_VIA_ANNULUS ) && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { m_outerThroughHoleRings = generateHoles( m_boardAdapter.GetThroughHoleAnnularRings().GetList(), m_boardAdapter.GetThroughHoleAnnularRingPolys(), 1.0f, 0.0f, false ); } const MAP_POLY& innerMapHoles = m_boardAdapter.GetHoleIdPolysMap(); const MAP_POLY& outerMapHoles = m_boardAdapter.GetHoleOdPolysMap(); wxASSERT( innerMapHoles.size() == outerMapHoles.size() ); const MAP_CONTAINER_2D_BASE& map_holes = m_boardAdapter.GetLayerHoleMap(); if( outerMapHoles.size() > 0 ) { float layer_z_bot = 0.0f; float layer_z_top = 0.0f; for( const auto ii : outerMapHoles ) { const PCB_LAYER_ID layer_id = ii.first; const SHAPE_POLY_SET* poly = ii.second; const BVH_CONTAINER_2D* container = map_holes.at( layer_id ); getLayerZPos( layer_id, layer_z_top, layer_z_bot ); m_outerLayerHoles[layer_id] = generateHoles( container->GetList(), *poly, layer_z_top, layer_z_bot, false ); } for( const auto ii : innerMapHoles ) { const PCB_LAYER_ID layer_id = ii.first; const SHAPE_POLY_SET* poly = ii.second; const BVH_CONTAINER_2D* container = map_holes.at( layer_id ); getLayerZPos( layer_id, layer_z_top, layer_z_bot ); m_innerLayerHoles[layer_id] = generateHoles( container->GetList(), *poly, layer_z_top, layer_z_bot, false ); } } // Generate vertical cylinders of vias and pads (copper) generateViasAndPads(); // Add layers maps if( aStatusReporter ) aStatusReporter->Report( _( "Load OpenGL: layers" ) ); const MAP_POLY& map_poly = m_boardAdapter.GetPolyMap(); for( const auto ii : m_boardAdapter.GetLayerMap() ) { const PCB_LAYER_ID layer_id = ii.first; if( !m_boardAdapter.Is3dLayerEnabled( layer_id ) ) continue; if( aStatusReporter ) aStatusReporter->Report( wxString::Format( _( "Load OpenGL layer %d" ), (int)layer_id ) ); const BVH_CONTAINER_2D* container2d = ii.second; SHAPE_POLY_SET polyListSubtracted; SHAPE_POLY_SET* aPolyList = nullptr; // Load the vertical (Z axis) component of shapes if( map_poly.find( layer_id ) != map_poly.end() ) { polyListSubtracted = *map_poly.at( layer_id );; if( ( layer_id != B_Paste ) && ( layer_id != F_Paste ) && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_FAST ); if( ( layer_id != B_Mask ) && ( layer_id != F_Mask ) ) { polyListSubtracted.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(), SHAPE_POLY_SET::PM_FAST ); polyListSubtracted.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(), SHAPE_POLY_SET::PM_FAST ); } if( m_boardAdapter.GetFlag( FL_SUBTRACT_MASK_FROM_SILK ) ) { if( layer_id == B_SilkS && map_poly.find( B_Mask ) != map_poly.end() ) { polyListSubtracted.BooleanSubtract( *map_poly.at( B_Mask ), SHAPE_POLY_SET::PM_FAST ); } else if( layer_id == F_SilkS && map_poly.find( F_Mask ) != map_poly.end() ) { polyListSubtracted.BooleanSubtract( *map_poly.at( F_Mask ), SHAPE_POLY_SET::PM_FAST ); } } } aPolyList = &polyListSubtracted; } OPENGL_RENDER_LIST* oglList = generateLayerList( container2d, aPolyList, layer_id, &m_boardAdapter.GetThroughHoleIds() ); if( oglList != nullptr ) m_layers[layer_id] = oglList; } if( m_boardAdapter.GetFlag( FL_RENDER_PLATED_PADS_AS_PLATED ) && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) { if( m_boardAdapter.GetFrontPlatedPadPolys() ) { SHAPE_POLY_SET polySubtracted = *m_boardAdapter.GetFrontPlatedPadPolys(); polySubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_FAST ); polySubtracted.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(), SHAPE_POLY_SET::PM_FAST ); polySubtracted.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(), SHAPE_POLY_SET::PM_FAST ); m_platedPadsFront = generateLayerList( m_boardAdapter.GetPlatedPadsFront(), &polySubtracted, F_Cu ); } if( m_boardAdapter.GetBackPlatedPadPolys() ) { SHAPE_POLY_SET polySubtracted = *m_boardAdapter.GetBackPlatedPadPolys(); polySubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_FAST ); polySubtracted.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(), SHAPE_POLY_SET::PM_FAST ); polySubtracted.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(), SHAPE_POLY_SET::PM_FAST ); m_platedPadsBack = generateLayerList( m_boardAdapter.GetPlatedPadsBack(), &polySubtracted, B_Cu ); } } // Load 3D models if( aStatusReporter ) aStatusReporter->Report( _( "Loading 3D models..." ) ); load3dModels( aStatusReporter ); if( aStatusReporter ) { // Calculation time in seconds const double calculation_time = (double)( GetRunningMicroSecs() - stats_startReloadTime) / 1e6; aStatusReporter->Report( wxString::Format( _( "Reload time %.3f s" ), calculation_time ) ); } } void RENDER_3D_LEGACY::addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0, const SFVEC2F& v1, const SFVEC2F& v2, float top, float bot ) { aDst->m_layer_bot_triangles->AddTriangle( SFVEC3F( v0.x, v0.y, bot ), SFVEC3F( v1.x, v1.y, bot ), SFVEC3F( v2.x, v2.y, bot ) ); aDst->m_layer_top_triangles->AddTriangle( SFVEC3F( v2.x, v2.y, top ), SFVEC3F( v1.x, v1.y, top ), SFVEC3F( v0.x, v0.y, top ) ); } void RENDER_3D_LEGACY::getLayerZPos( PCB_LAYER_ID aLayerID, float& aOutZtop, float& aOutZbot ) const { aOutZbot = m_boardAdapter.GetLayerBottomZPos( aLayerID ); aOutZtop = m_boardAdapter.GetLayerTopZPos( aLayerID ); if( aOutZtop < aOutZbot ) { float tmpFloat = aOutZbot; aOutZbot = aOutZtop; aOutZtop = tmpFloat; } } void RENDER_3D_LEGACY::generateCylinder( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius, float aZtop, float aZbot, unsigned int aNr_sides_per_circle, TRIANGLE_DISPLAY_LIST* aDstLayer ) { std::vector< SFVEC2F > innerContour; std::vector< SFVEC2F > outerContour; generateRing( aCenter, aInnerRadius, aOuterRadius, aNr_sides_per_circle, innerContour, outerContour, false ); for( unsigned int i = 0; i < ( innerContour.size() - 1 ); ++i ) { const SFVEC2F& vi0 = innerContour[i + 0]; const SFVEC2F& vi1 = innerContour[i + 1]; const SFVEC2F& vo0 = outerContour[i + 0]; const SFVEC2F& vo1 = outerContour[i + 1]; aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZtop ), SFVEC3F( vi0.x, vi0.y, aZtop ), SFVEC3F( vo0.x, vo0.y, aZtop ), SFVEC3F( vo1.x, vo1.y, aZtop ) ); aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZbot ), SFVEC3F( vo1.x, vo1.y, aZbot ), SFVEC3F( vo0.x, vo0.y, aZbot ), SFVEC3F( vi0.x, vi0.y, aZbot ) ); } aDstLayer->AddToMiddleContourns( outerContour, aZbot, aZtop, true ); aDstLayer->AddToMiddleContourns( innerContour, aZbot, aZtop, false ); } void RENDER_3D_LEGACY::generateViasAndPads() { if( !m_boardAdapter.GetBoard() ) return; const int platingThickness = m_boardAdapter.GetHolePlatingThickness(); const float platingThickness3d = platingThickness * m_boardAdapter.BiuTo3dUnits(); if( m_boardAdapter.GetViaCount() > 0 ) { const unsigned int reserve_nr_triangles_estimation = m_boardAdapter.GetCircleSegmentCount( m_boardAdapter.GetAverageViaHoleDiameter() ) * 8 * m_boardAdapter.GetViaCount(); TRIANGLE_DISPLAY_LIST* layerTriangleVIA = new TRIANGLE_DISPLAY_LIST( reserve_nr_triangles_estimation ); // Insert plated vertical holes inside the board // Insert vias holes (vertical cylinders) for( const PCB_TRACK* track : m_boardAdapter.GetBoard()->Tracks() ) { if( track->Type() == PCB_VIA_T ) { const PCB_VIA* via = static_cast( track ); const float holediameter = via->GetDrillValue() * m_boardAdapter.BiuTo3dUnits(); const int nrSegments = m_boardAdapter.GetCircleSegmentCount( via->GetDrillValue() ); const float hole_inner_radius = holediameter / 2.0f; const SFVEC2F via_center( via->GetStart().x * m_boardAdapter.BiuTo3dUnits(), -via->GetStart().y * m_boardAdapter.BiuTo3dUnits() ); PCB_LAYER_ID top_layer, bottom_layer; via->LayerPair( &top_layer, &bottom_layer ); float ztop, zbot, dummy; getLayerZPos( top_layer, ztop, dummy ); getLayerZPos( bottom_layer, dummy, zbot ); wxASSERT( zbot < ztop ); generateCylinder( via_center, hole_inner_radius, hole_inner_radius + platingThickness3d, ztop, zbot, nrSegments, layerTriangleVIA ); } } m_vias = new OPENGL_RENDER_LIST( *layerTriangleVIA, 0, 0.0f, 0.0f ); delete layerTriangleVIA; } if( m_boardAdapter.GetHoleCount() > 0 ) { SHAPE_POLY_SET tht_outer_holes_poly; // Stores the outer poly of the copper holes (the pad) SHAPE_POLY_SET tht_inner_holes_poly; // Stores the inner poly of the copper holes (the hole) tht_outer_holes_poly.RemoveAllContours(); tht_inner_holes_poly.RemoveAllContours(); // Insert pads holes (vertical cylinders) for( const FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() ) { for( const PAD* pad : footprint->Pads() ) { if( pad->GetAttribute() != PAD_ATTRIB::NPTH ) { const wxSize drillsize = pad->GetDrillSize(); const bool hasHole = drillsize.x && drillsize.y; if( !hasHole ) continue; pad->TransformHoleWithClearanceToPolygon( tht_outer_holes_poly, platingThickness, ARC_HIGH_DEF, ERROR_INSIDE ); pad->TransformHoleWithClearanceToPolygon( tht_inner_holes_poly, 0, ARC_HIGH_DEF, ERROR_INSIDE ); } } } // Subtract the holes tht_outer_holes_poly.BooleanSubtract( tht_inner_holes_poly, SHAPE_POLY_SET::PM_FAST ); if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) tht_outer_holes_poly.BooleanSubtract( m_antiBoardPolys, SHAPE_POLY_SET::PM_FAST ); CONTAINER_2D holesContainer; ConvertPolygonToTriangles( tht_outer_holes_poly, holesContainer, m_boardAdapter.BiuTo3dUnits(), (const BOARD_ITEM &)*m_boardAdapter.GetBoard() ); const LIST_OBJECT2D& listHolesObject2d = holesContainer.GetList(); if( listHolesObject2d.size() > 0 ) { float layer_z_top, layer_z_bot, dummy; getLayerZPos( F_Cu, layer_z_top, dummy ); getLayerZPos( B_Cu, dummy, layer_z_bot ); TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( listHolesObject2d.size() ); // Convert the list of objects(triangles) to triangle layer structure for( const OBJECT_2D* itemOnLayer : listHolesObject2d ) { const OBJECT_2D* object2d_A = itemOnLayer; wxASSERT( object2d_A->GetObjectType() == OBJECT_2D_TYPE::TRIANGLE ); const TRIANGLE_2D* tri = static_cast( object2d_A ); const SFVEC2F& v1 = tri->GetP1(); const SFVEC2F& v2 = tri->GetP2(); const SFVEC2F& v3 = tri->GetP3(); addTopAndBottomTriangles( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot ); } wxASSERT( tht_outer_holes_poly.OutlineCount() > 0 ); if( tht_outer_holes_poly.OutlineCount() > 0 ) { layerTriangles->AddToMiddleContourns( tht_outer_holes_poly, layer_z_bot, layer_z_top, m_boardAdapter.BiuTo3dUnits(), false ); m_padHoles = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, layer_z_top, layer_z_top ); } delete layerTriangles; } } } void RENDER_3D_LEGACY::Load3dModelsIfNeeded() { if( m_3dModelMap.size() > 0 ) return; wxFrame* frame = dynamic_cast( m_canvas->GetParent() ); if( frame ) { STATUSBAR_REPORTER activityReporter( frame->GetStatusBar(), (int) EDA_3D_VIEWER_STATUSBAR::ACTIVITY ); load3dModels( &activityReporter ); } else load3dModels( nullptr ); } void RENDER_3D_LEGACY::load3dModels( REPORTER* aStatusReporter ) { if( !m_boardAdapter.GetBoard() ) return; if( !m_boardAdapter.GetFlag( FL_FP_ATTRIBUTES_NORMAL ) && !m_boardAdapter.GetFlag( FL_FP_ATTRIBUTES_NORMAL_INSERT ) && !m_boardAdapter.GetFlag( FL_FP_ATTRIBUTES_VIRTUAL ) ) { return; } // Go for all footprints for( const FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() ) { for( const FP_3DMODEL& model : footprint->Models() ) { if( model.m_Show && !model.m_Filename.empty() ) { if( aStatusReporter ) { // Display the short filename of the 3D model loaded: // (the full name is usually too long to be displayed) wxFileName fn( model.m_Filename ); aStatusReporter->Report( wxString::Format( _( "Loading %s..." ), fn.GetFullName() ) ); } // Check if the model is not present in our cache map // (Not already loaded in memory) if( m_3dModelMap.find( model.m_Filename ) == m_3dModelMap.end() ) { // It is not present, try get it from cache const S3DMODEL* modelPtr = m_boardAdapter.Get3dCacheManager()->GetModel( model.m_Filename ); // only add it if the return is not NULL if( modelPtr ) { MATERIAL_MODE materialMode = m_boardAdapter.GetMaterialMode(); MODEL_3D* ogl_model = new MODEL_3D( *modelPtr, materialMode ); if( ogl_model ) m_3dModelMap[ model.m_Filename ] = ogl_model; } } } } } }