/* * 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 */ /** * @file render_3d_legacy.h */ #ifndef RENDER_3D_LEGACY_H_ #define RENDER_3D_LEGACY_H_ #include "../render_3d_base.h" #include "layer_triangles.h" #include "../3d_render_raytracing/shapes2D/polygon_2d.h" #include "../3d_render_raytracing/shapes2D/triangle_2d.h" #include "../3d_render_raytracing/shapes2D/4pt_polygon_2d.h" #include "../3d_render_raytracing/shapes2D/filled_circle_2d.h" #include "../3d_render_raytracing/shapes2D/ring_2d.h" #include "../3d_render_raytracing/shapes2D/round_segment_2d.h" #include "3d_model.h" #include "3d_cache/3d_info.h" #include typedef std::map< PCB_LAYER_ID, OPENGL_RENDER_LIST* > MAP_OGL_DISP_LISTS; typedef std::list LIST_TRIANGLES; typedef std::map< wxString, MODEL_3D* > MAP_3DMODEL; #define SIZE_OF_CIRCLE_TEXTURE 1024 /** * Object to render the board using openGL legacy mode. */ class RENDER_3D_LEGACY : public RENDER_3D_BASE { public: explicit RENDER_3D_LEGACY( BOARD_ADAPTER& aAdapter, CAMERA& aCamera ); ~RENDER_3D_LEGACY(); void SetCurWindowSize( const wxSize& aSize ) override; bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override; int GetWaitForEditingTimeOut() override; void SetCurrentRollOverItem( BOARD_ITEM* aRollOverItem ) { m_currentRollOverItem = aRollOverItem; } private: OPENGL_RENDER_LIST* generateHoles( const LIST_OBJECT2D& aListHolesObject2d, const SHAPE_POLY_SET& aPoly, float aZtop, float aZbot, bool aInvertFaces, const BVH_CONTAINER_2D* aThroughHoles = nullptr ); OPENGL_RENDER_LIST* generateLayerList( const BVH_CONTAINER_2D* aContainer, const SHAPE_POLY_SET* aPolyList, PCB_LAYER_ID aLayerId, const BVH_CONTAINER_2D* aThroughHoles = nullptr ); void addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0, const SFVEC2F& v1, const SFVEC2F& v2, float top, float bot ); void addObjectTriangles( const RING_2D* aRing, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ); void addObjectTriangles( const POLYGON_4PT_2D* aPoly, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ); void addObjectTriangles( const FILLED_CIRCLE_2D* aFilledCircle, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ); void addObjectTriangles( const TRIANGLE_2D* aTri, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ); void addObjectTriangles( const ROUND_SEGMENT_2D* aSeg, TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot ); void renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPosition, bool aDrawMiddleSegments, bool aSkipRenderHoles ); void renderBoardBody( bool aSkipRenderHoles ); void getLayerZPos( PCB_LAYER_ID aLayerID, float& aOutZtop, float& aOutZbot ) const; void generateRing( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius, unsigned int aNr_sides_per_circle, std::vector< SFVEC2F >& aInnerContourResult, std::vector< SFVEC2F >& aOuterContourResult, bool aInvertOrder ); void generateCylinder( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius, float aZtop, float aZbot, unsigned int aNr_sides_per_circle, TRIANGLE_DISPLAY_LIST* aDstLayer ); void generateViasAndPads(); /** * Load footprint models from the cache and load it to openGL lists in the form of * #MODEL_3D objects. * * This map of models will work as a local cache for this render. (cache based on * MODEL_3D with associated openGL lists in GPU memory) */ void load3dModels( REPORTER* aStatusReporter ); /** * @param aRenderTopOrBot true will render Top, false will render bottom * @param aRenderTransparentOnly true will render only the transparent objects, false will * render opaque */ void render3dModels( bool aRenderTopOrBot, bool aRenderTransparentOnly ); void render3dModelsSelected( bool aRenderTopOrBot, bool aRenderTransparentOnly, bool aRenderSelectedOnly ); void renderFootprint( const FOOTPRINT* aFootprint, bool aRenderTransparentOnly, bool aIsSelected ); void setLightFront( bool enabled ); void setLightTop( bool enabled ); void setLightBottom( bool enabled ); void render3dArrows(); /** * Create a 3D grid to an OpenGL display list. * * A horizontal grid (XY plane and Z = 0, and a vertical grid (XZ plane and Y = 0). */ void generate3dGrid( GRID3D_TYPE aGridType ); // Materials void setupMaterials(); void setCopperMaterial(); void setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id ); void unsetDepthOffset(); void setLayerMaterial( PCB_LAYER_ID aLayerID ); SFVEC4F getLayerColor( PCB_LAYER_ID aLayerID ); bool initializeOpenGL(); OPENGL_RENDER_LIST* createBoard( const SHAPE_POLY_SET& aBoardPoly, const BVH_CONTAINER_2D* aThroughHoles = nullptr ); void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter ); void setArrowMaterial(); void freeAllLists(); struct { SMATERIAL m_Paste; SMATERIAL m_SilkSBot; SMATERIAL m_SilkSTop; SMATERIAL m_SolderMask; SMATERIAL m_EpoxyBoard; SMATERIAL m_NonPlatedCopper; // raw copper SMATERIAL m_Copper; SMATERIAL m_Plastic; SMATERIAL m_GrayMaterial; } m_materials; MAP_OGL_DISP_LISTS m_layers; OPENGL_RENDER_LIST* m_platedPadsFront; OPENGL_RENDER_LIST* m_platedPadsBack; MAP_OGL_DISP_LISTS m_outerLayerHoles; MAP_OGL_DISP_LISTS m_innerLayerHoles; OPENGL_RENDER_LIST* m_board; OPENGL_RENDER_LIST* m_boardWithHoles; OPENGL_RENDER_LIST* m_antiBoard; OPENGL_RENDER_LIST* m_outerThroughHoles; OPENGL_RENDER_LIST* m_outerViaThroughHoles; OPENGL_RENDER_LIST* m_outerThroughHoleRings; LIST_TRIANGLES m_triangles; ///< store pointers so can be deleted latter GLuint m_circleTexture; GLuint m_grid; ///< oGL list that stores current grid GRID3D_TYPE m_lastGridType; ///< Stores the last grid type. OPENGL_RENDER_LIST* m_vias; OPENGL_RENDER_LIST* m_padHoles; MAP_3DMODEL m_3dModelMap; BOARD_ITEM* m_currentRollOverItem; SHAPE_POLY_SET m_antiBoardPolys; ///< The negative polygon representation of the board ///< outline. }; #endif // RENDER_3D_LEGACY_H_