////////////////////////////////////// // Name: 3d_draw.cpp ////////////////////////////////////// #include "fctsys.h" #include "common.h" #include "trigo.h" #include "pcbstruct.h" #include "macros.h" #include "drawtxt.h" #include "confirm.h" #include "class_board_design_settings.h" #include "colors_selection.h" #include "3d_viewer.h" #include "trackball.h" #if !wxUSE_GLCANVAS #error Please set wxUSE_GLCANVAS to 1 in setup.h. #endif static void Draw3D_FilledCircle( double posx, double posy, double rayon, double hole_rayon, double zpos ); static void Draw3D_FilledSegment( double startx, double starty, double endx, double endy, double width, double zpos ); static void Draw3D_FilledCylinder( double posx, double posy, double rayon, double height, double zpos ); static void Draw3D_FilledSegmentWithHole( double startx, double starty, double endx, double endy, double width, double holex, double holey, double holeradius, double zpos ); static void Draw3D_ArcSegment( double startx, double starty, double endx, double endy, double width, double zpos ); static void Draw3D_CircleSegment( double startx, double starty, double endx, double endy, double width, double zpos ); static int Get3DLayerEnable( int act_layer ); static GLfloat Get3DLayerSide( int act_layer ); #ifndef CALLBACK #define CALLBACK #endif // CALLBACK functions for GLU_TESS void CALLBACK tessBeginCB( GLenum which ); void CALLBACK tessEndCB(); void CALLBACK tessErrorCB( GLenum errorCode ); void CALLBACK tessVertexCB( const GLvoid* data ); void Pcb3D_GLCanvas::Redraw( bool finish ) { #if wxCHECK_VERSION( 2, 9, 0 ) SetCurrent( *m_glRC ); #else SetCurrent(); #endif // 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. const wxSize ClientSize = GetClientSize(); // *MUST* be called *after* SetCurrent( ): glViewport( 0, 0, ClientSize.x, ClientSize.y ); InitGL(); glMatrixMode( GL_MODELVIEW ); /* position viewer */ /* transformations */ GLfloat mat[4][4]; // Translate motion first, so rotations don't mess up the orientation... glTranslatef( g_Draw3d_dx, g_Draw3d_dy, 0.0F ); build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat ); glMultMatrixf( &mat[0][0] ); glRotatef( g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0 ); glRotatef( g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0 ); glRotatef( g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0 ); if( m_gllist ) glCallList( m_gllist ); else { CreateDrawGL_List(); } glFlush(); if( finish ) glFinish(); SwapBuffers(); } /* Create the draw list items */ GLuint Pcb3D_GLCanvas::CreateDrawGL_List() { WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent; BOARD* pcb = pcbframe->GetBoard(); TRACK* track; SEGZONE* segzone; int ii; wxBusyCursor dummy; m_gllist = glGenLists( 1 ); pcb->ComputeBoundaryBox(); g_Parm_3D_Visu.m_BoardSettings = pcb->GetBoardDesignSettings(); g_Parm_3D_Visu.m_BoardSize = pcb->m_BoundaryBox.GetSize(); g_Parm_3D_Visu.m_BoardPos = pcb->m_BoundaryBox.Centre(); g_Parm_3D_Visu.m_BoardPos.y = -g_Parm_3D_Visu.m_BoardPos.y; g_Parm_3D_Visu.m_Layers = pcb->GetCopperLayerCount(); // Ensure the board has 2 sides for 3D views, because it is hard to find // a *really* single side board in the true life... if( g_Parm_3D_Visu.m_Layers < 2 ) g_Parm_3D_Visu.m_Layers = 2; g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX( g_Parm_3D_Visu.m_BoardSize.x, g_Parm_3D_Visu.m_BoardSize.y ); // @TODO: epoxy_width (board thickness) must be set by user, // because all boards thickness no not match with this setup: // double epoxy_width = 1.6; // epoxy width in mm g_Parm_3D_Visu.m_Epoxy_Width = pcb->GetBoardDesignSettings()->m_BoardThickness * g_Parm_3D_Visu.m_BoardScale; /* calculate z position for each layer */ for( ii = 0; ii < 32; ii++ ) { if( ii < g_Parm_3D_Visu.m_Layers ) g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width * ii / (g_Parm_3D_Visu.m_Layers - 1); else g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width; } GLfloat zpos_cu = 10 * g_Parm_3D_Visu.m_BoardScale; GLfloat zpos_cmp = g_Parm_3D_Visu.m_Epoxy_Width + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_BACK] = -zpos_cu * 2; g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_FRONT] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_BACK] = -zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_FRONT] = zpos_cmp; g_Parm_3D_Visu.m_LayerZcoord[DRAW_N] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[COMMENT_N] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[ECO1_N] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[ECO2_N] = zpos_cmp + zpos_cu; glNewList( m_gllist, GL_COMPILE_AND_EXECUTE ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); /* draw axis */ if( g_Parm_3D_Visu.m_Draw3DAxis ) { glEnable( GL_COLOR_MATERIAL ); SetGLColor( WHITE ); glBegin( GL_LINES ); glNormal3f( 0.0f, 0.0f, 1.0f ); // Normal is Z axis glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, 0.0f ); // X axis glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, -1.0f, 0.0f ); // Y axis glNormal3f( 1.0f, 0.0f, 0.0f ); // Normal is Y axis glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 0.0f, 0.3f ); // Z axis glEnd(); } /* Draw epoxy limits (do not use, works and test in progress) */ #if 0 glEnable( GL_FOG ); GLfloat param; // param = GL_LINEAR; // glFogfv(GL_FOG_MODE, & param); param = 0.2; glFogfv( GL_FOG_DENSITY, ¶m ); param = g_Parm_3D_Visu.m_LayerZcoord[15]; glFogfv( GL_FOG_END, ¶m ); glBegin( GL_QUADS ); SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[LAYER_N_FRONT] ); double sx = DataScale3D * g_Parm_3D_Visu.m_BoardSize.x / 2; double sy = DataScale3D * g_Parm_3D_Visu.m_BoardSize.y / 2; double zpos = g_Parm_3D_Visu.m_LayerZcoord[15]; glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis sx = sy = 0.5; glVertex3f( -sx, -sy, zpos ); glVertex3f( -sx, sy, zpos ); glVertex3f( sx, sy, zpos ); glVertex3f( sx, -sy, zpos ); glEnd(); glBegin( GL_QUADS ); SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[LAYER_N_BACK] ); glNormal3f( 0.0, 0.0, -1.0 ); // Normal is -Z axis glVertex3f( -sx, -sy, 0 ); glVertex3f( -sx, sy, 0 ); glVertex3f( sx, sy, 0 ); glVertex3f( sx, -sy, 0 ); glEnd(); #endif /* move the board in order to draw it with its center at 0,0 3D * coordinates */ glTranslatef( -g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BoardScale, -g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BoardScale, 0.0F ); glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis /* draw tracks and vias : */ for( track = pcb->m_Track; track != NULL; track = track->Next() ) { if( track->Type() == TYPE_VIA ) Draw3D_Via( (SEGVIA*) track ); else Draw3D_Track( track ); } if( g_Parm_3D_Visu.m_Draw3DZone ) { // Draw segments used to fill copper areas. outdated! for( segzone = pcb->m_Zone; segzone != NULL; segzone = segzone->Next() ) { if( segzone->Type() == TYPE_ZONE ) Draw3D_Track( segzone ); } // Draw new segments for( ii = 0; ii < pcb->GetAreaCount(); ii++ ) { ZONE_CONTAINER* curr_zone = pcb->GetArea( ii ); if( curr_zone->m_FillMode == 0 ) { // solid polygons only are used to fill areas if( curr_zone->m_FilledPolysList.size() > 3 ) { Draw3D_SolidPolygonsInZones( curr_zone ); } } else { // segments are used to fill ares for( unsigned iseg = 0; iseg < curr_zone->m_FillSegmList.size(); iseg++ ) { SEGZONE dummysegment( pcb ); dummysegment.SetLayer( curr_zone->GetLayer() ); dummysegment.m_Width = curr_zone->m_ZoneMinThickness; dummysegment.m_Start.x = curr_zone->m_FillSegmList[iseg].m_Start.x; dummysegment.m_Start.y = curr_zone->m_FillSegmList[iseg].m_Start.y; dummysegment.m_End.x = curr_zone->m_FillSegmList[iseg].m_End.x; dummysegment.m_End.y = curr_zone->m_FillSegmList[iseg].m_End.y; Draw3D_Track( &dummysegment ); } } } // Draw copper areas outlines for( ii = 0; ii < pcb->GetAreaCount(); ii++ ) { ZONE_CONTAINER* zone = pcb->GetArea( ii ); if( zone->m_FilledPolysList.size() == 0 ) continue; if( zone->m_ZoneMinThickness <= 1 ) continue; int imax = zone->m_FilledPolysList.size() - 1; CPolyPt* firstcorner = &zone->m_FilledPolysList[0]; CPolyPt* begincorner = firstcorner; SEGZONE dummysegment( pcb ); dummysegment.SetLayer( zone->GetLayer() ); dummysegment.m_Width = zone->m_ZoneMinThickness; for( int ic = 1; ic <= imax; ic++ ) { CPolyPt* endcorner = &zone->m_FilledPolysList[ic]; if( begincorner->utility == 0 ) { // Draw only basic outlines, not extra segments dummysegment.m_Start.x = begincorner->x; dummysegment.m_Start.y = begincorner->y; dummysegment.m_End.x = endcorner->x; dummysegment.m_End.y = endcorner->y; Draw3D_Track( &dummysegment ); } if( (endcorner->end_contour) || (ic == imax) ) { // the last corner of a filled area is found: draw it if( endcorner->utility == 0 ) { // Draw only basic outlines, not extra segments dummysegment.m_Start.x = endcorner->x; dummysegment.m_Start.y = endcorner->y; dummysegment.m_End.x = firstcorner->x; dummysegment.m_End.y = firstcorner->y; Draw3D_Track( &dummysegment ); } ic++; if( ic < imax - 1 ) begincorner = firstcorner = &zone->m_FilledPolysList[ic]; } else begincorner = endcorner; } } } /* draw graphic items */ EDA_BaseStruct* PtStruct; for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Next() ) { switch( PtStruct->Type() ) { case TYPE_DRAWSEGMENT: Draw3D_DrawSegment( (DRAWSEGMENT*) PtStruct ); break; case TYPE_TEXTE: Draw3D_DrawText( (TEXTE_PCB*) PtStruct ); break; default: break; } } /* draw footprints */ MODULE* Module = pcb->m_Modules; for( ; Module != NULL; Module = Module->Next() ) { Module->Draw3D( this ); } glEndList(); /* Test for errors */ GLenum err = glGetError(); if( err != GL_NO_ERROR ) DisplayError( this, wxT( "Error in GL commands" ) ); return m_gllist; } void Pcb3D_GLCanvas::Draw3D_Track( TRACK* track ) { double zpos; int layer = track->GetLayer(); double ox, oy, fx, fy; double w; if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) return; int color = g_ColorsSettings.GetLayerColor(layer); if( layer == LAST_COPPER_LAYER ) layer = g_Parm_3D_Visu.m_Layers - 1; zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; SetGLColor( color ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); w = track->m_Width * g_Parm_3D_Visu.m_BoardScale; ox = track->m_Start.x * g_Parm_3D_Visu.m_BoardScale; oy = track->m_Start.y * g_Parm_3D_Visu.m_BoardScale; fx = track->m_End.x * g_Parm_3D_Visu.m_BoardScale; fy = track->m_End.y * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegment( ox, -oy, fx, -fy, w, zpos ); } /** Function Draw3D_SolidPolygonsInZones * draw all solid polygons used as filles areas in a zone * @param aZone_c = the zone to draw */ void Pcb3D_GLCanvas::Draw3D_SolidPolygonsInZones( ZONE_CONTAINER* zone_c ) { double zpos; int layer = zone_c->GetLayer(); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) return; int color = g_ColorsSettings.GetLayerColor(layer); if( layer == LAST_COPPER_LAYER ) layer = g_Parm_3D_Visu.m_Layers - 1; zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; g_Parm_3D_Visu.m_ActZpos = zpos; SetGLColor( color ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); GLUtesselator* tess = gluNewTess(); gluTessCallback( tess, GLU_TESS_BEGIN, ( void (CALLBACK*)() )tessBeginCB ); gluTessCallback( tess, GLU_TESS_END, ( void (CALLBACK*)() )tessEndCB ); gluTessCallback( tess, GLU_TESS_ERROR, ( void (CALLBACK*)() )tessErrorCB ); gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*)() )tessVertexCB ); GLdouble v_data[3]; //gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO); // Draw solid areas contained in this zone int StartContour = 1; for( unsigned ii = 0; ii < zone_c->m_FilledPolysList.size(); ii++ ) { if( StartContour == 1 ) { gluTessBeginPolygon( tess, 0 ); gluTessBeginContour( tess ); StartContour = 0; } v_data[0] = zone_c->m_FilledPolysList[ii].x * g_Parm_3D_Visu.m_BoardScale; v_data[1] = zone_c->m_FilledPolysList[ii].y * g_Parm_3D_Visu.m_BoardScale * -1; v_data[2] = zpos; D( printf( "Tess gluTessVertex(%f,%f,%f)\n", v_data[0], v_data[1], v_data[2] ); ) gluTessVertex( tess, v_data, &zone_c->m_FilledPolysList[ii] ); if( zone_c->m_FilledPolysList[ii].end_contour == 1 ) { gluTessEndContour( tess ); gluTessEndPolygon( tess ); StartContour = 1; } } gluDeleteTess( tess ); } /* 3D drawing for a VIA (cylinder + filled circles) */ void Pcb3D_GLCanvas::Draw3D_Via( SEGVIA* via ) { double x, y, r, hole; int layer, top_layer, bottom_layer; double zpos, height; int color; r = via->m_Width * g_Parm_3D_Visu.m_BoardScale / 2; hole = via->GetDrillValue(); hole *= g_Parm_3D_Visu.m_BoardScale / 2; x = via->m_Start.x * g_Parm_3D_Visu.m_BoardScale; y = via->m_Start.y * g_Parm_3D_Visu.m_BoardScale; via->ReturnLayerPair( &top_layer, &bottom_layer ); // Drawing filled circles: for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_Layers; layer++ ) { zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer < g_Parm_3D_Visu.m_Layers - 1 ) { if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue; color = g_ColorsSettings.GetLayerColor(layer); } else { if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( LAYER_N_FRONT ) == false ) continue; color = g_ColorsSettings.GetLayerColor(LAYER_N_FRONT); } SetGLColor( color ); // SetGLColor( LIGHTGRAY ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledCircle( x, -y, r, hole, zpos ); if( layer >= top_layer ) break; } // Drawing hole: color = g_ColorsSettings.GetItemColor(VIAS_VISIBLE + via->m_Shape); SetGLColor( color ); height = g_Parm_3D_Visu.m_LayerZcoord[top_layer] - g_Parm_3D_Visu.m_LayerZcoord[bottom_layer]; Draw3D_FilledCylinder( x, -y, hole, height, g_Parm_3D_Visu.m_LayerZcoord[bottom_layer] ); } void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment ) { double x, y, xf, yf; double zpos, w; int layer = segment->GetLayer(); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) return; int color = g_ColorsSettings.GetLayerColor(layer); SetGLColor( color ); w = segment->m_Width * g_Parm_3D_Visu.m_BoardScale; x = segment->m_Start.x * g_Parm_3D_Visu.m_BoardScale; y = segment->m_Start.y * g_Parm_3D_Visu.m_BoardScale; xf = segment->m_End.x * g_Parm_3D_Visu.m_BoardScale; yf = segment->m_End.y * g_Parm_3D_Visu.m_BoardScale; if( layer == EDGE_N ) { for( layer = 0; layer < g_Parm_3D_Visu.m_Layers; layer++ ) { glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; switch( segment->m_Shape ) { case S_ARC: Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos ); break; case S_CIRCLE: Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos ); break; default: Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); break; } } } else { glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( Get3DLayerEnable( layer ) ) { switch( segment->m_Shape ) { case S_ARC: Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos ); break; case S_CIRCLE: Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos ); break; default: Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); break; } } } } /* function to draw 3D segments, called by DrawGraphicText * When DrawGraphicText is called to draw a text to an OpenGL DC * it calls Draw3dTextSegm to each segment to draw. * 2 parameters used by Draw3D_FilledSegment are not handled by DrawGraphicText * but are used in Draw3D_FilledSegment(). * they are 2 local variables. This is an ugly, but trivial code. * Using DrawGraphicText to draw all texts ensure texts have the same shape * in all contexts */ static double s_Text3DWidth, s_Text3DZPos; static void Draw3dTextSegm( int x0, int y0, int xf, int yf ) { double startx = x0 * g_Parm_3D_Visu.m_BoardScale; double starty = y0 * g_Parm_3D_Visu.m_BoardScale; double endx = xf * g_Parm_3D_Visu.m_BoardScale; double endy = yf * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegment( startx, -starty, endx, -endy, s_Text3DWidth, s_Text3DZPos ); } void Pcb3D_GLCanvas::Draw3D_DrawText( TEXTE_PCB* text ) { int layer = text->GetLayer(); if( !Get3DLayerEnable( layer ) ) return; int color = g_ColorsSettings.GetLayerColor(layer); SetGLColor( color ); s_Text3DZPos = g_Parm_3D_Visu.m_LayerZcoord[layer]; s_Text3DWidth = text->m_Width * g_Parm_3D_Visu.m_BoardScale; glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) ); wxSize size = text->m_Size; if( text->m_Mirror ) NEGATE( size.x ); if( text->m_MultilineAllowed ) { wxPoint pos = text->m_Pos; wxArrayString* list = wxStringSplit( text->m_Text, '\n' ); wxPoint offset; offset.y = text->GetInterline(); RotatePoint( &offset, text->m_Orient ); for( unsigned i = 0; iCount(); i++ ) { wxString txt = list->Item( i ); DrawGraphicText( NULL, NULL, pos, (EDA_Colors) color, txt, text->m_Orient, size, text->m_HJustify, text->m_VJustify, text->m_Width, text->m_Italic, true, Draw3dTextSegm ); pos += offset; } delete (list); } else DrawGraphicText( NULL, NULL, text->m_Pos, (EDA_Colors) color, text->m_Text, text->m_Orient, size, text->m_HJustify, text->m_VJustify, text->m_Width, text->m_Italic, true, Draw3dTextSegm ); } void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) { D_PAD* pad = m_Pads; #if 0 if( !DisplayOpt.Show_Modules_Cmp ) { if( m_Layer == LAYER_N_FRONT ) return; } if( !DisplayOpt.Show_Modules_Cu ) { if( m_Layer == LAYER_N_BACK ) return; } #endif /* Draw pads */ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis for( ; pad != NULL; pad = pad->Next() ) { pad->Draw3D( glcanvas ); } /* Draw module shape: 3D shape if exists (or module edge if not exists) */ S3D_MASTER* Struct3D = m_3D_Drawings; bool As3dShape = FALSE; if( g_Parm_3D_Visu.m_Draw3DModule ) { glPushMatrix(); glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BoardScale, -m_Pos.y * g_Parm_3D_Visu.m_BoardScale, g_Parm_3D_Visu.m_LayerZcoord[m_Layer] ); if( m_Orient ) { glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 ); } if( m_Layer == LAYER_N_BACK ) { glRotatef( 180.0, 0.0, 1.0, 0.0 ); glRotatef( 180.0, 0.0, 0.0, 1.0 ); } DataScale3D = g_Parm_3D_Visu.m_BoardScale * UNITS3D_TO_UNITSPCB; for( ; Struct3D != NULL; Struct3D = Struct3D->Next() ) { if( !Struct3D->m_Shape3DName.IsEmpty() ) { As3dShape = TRUE; Struct3D->ReadData(); } } glPopMatrix(); } if( !As3dShape ) { // The footprint does not have a 3D shape, draw its 2D shape instead EDA_BaseStruct* Struct = m_Drawings; glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis for( ; Struct != NULL; Struct = Struct->Next() ) { switch( Struct->Type() ) { case TYPE_TEXTE_MODULE: break; case TYPE_EDGE_MODULE: ( (EDGE_MODULE*) Struct )->Draw3D( glcanvas ); break; default: break; } } } } void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) { wxString s; int dx, dy; double scale, x, y, fx, fy, w, zpos; if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( m_Layer ) == false ) return; int color = g_ColorsSettings.GetLayerColor(m_Layer); SetGLColor( color ); glNormal3f( 0.0, 0.0, (m_Layer == LAYER_N_BACK) ? -1.0 : 1.0 ); scale = g_Parm_3D_Visu.m_BoardScale; dx = m_End.x; dy = m_End.y; zpos = g_Parm_3D_Visu.m_LayerZcoord[m_Layer]; w = m_Width * g_Parm_3D_Visu.m_BoardScale; x = m_Start.x * g_Parm_3D_Visu.m_BoardScale; y = m_Start.y * g_Parm_3D_Visu.m_BoardScale; fx = dx * g_Parm_3D_Visu.m_BoardScale; fy = dy * g_Parm_3D_Visu.m_BoardScale; switch( m_Shape ) { case S_SEGMENT: Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos ); break; case S_CIRCLE: Draw3D_CircleSegment( x, -y, fx, -fy, w, zpos ); break; case S_ARC: Draw3D_ArcSegment( x, -y, fx, -fy, w, zpos ); break; default: s.Printf( wxT( "Error: Shape nr %d not implemented!\n" ), m_Shape ); D( printf( "%s", CONV_TO_UTF8( s ) ); ) break; } } /* Draw 3D pads. */ void D_PAD::Draw3D( Pcb3D_GLCanvas* glcanvas ) { int ii, ll, layer, nlmax; int ux0, uy0, dx, dx0, dy, dy0, delta_cx, delta_cy, xc, yc; int angle, delta_angle; int coord[4][2]; double fcoord[8][2], f_hole_coord[8][2]; double scale; double zpos; wxPoint shape_pos; double x, y, r, w, hole, holeX, holeY; double drillx, drilly; bool Oncu, Oncmp, Both; int color; scale = g_Parm_3D_Visu.m_BoardScale; holeX = (double) m_Drill.x * scale / 2; holeY = (double) m_Drill.y * scale / 2; hole = MIN( holeX, holeY ); /* Calculate the center of the pad. */ shape_pos = ReturnShapePos(); ux0 = shape_pos.x; uy0 = shape_pos.y; xc = ux0; yc = uy0; dx = dx0 = m_Size.x >> 1; dy = dy0 = m_Size.y >> 1; angle = m_Orient; drillx = m_Pos.x * scale; drilly = m_Pos.y * scale; /* Draw the pad hole (TODO: draw OBLONG hole) */ if( holeX && holeY ) { SetGLColor( DARKGRAY ); Draw3D_FilledCylinder( drillx, -drilly, hole, g_Parm_3D_Visu.m_LayerZcoord[LAYER_N_FRONT], 0.0 ); } glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis nlmax = g_Parm_3D_Visu.m_Layers - 1; Oncu = (m_Masque_Layer & LAYER_BACK) ? TRUE : FALSE; Oncmp = (m_Masque_Layer & LAYER_FRONT) ? TRUE : FALSE; Both = Oncu && Oncmp; switch( m_PadShape & 0x7F ) { case PAD_CIRCLE: x = xc * scale; y = yc * scale; r = (double) dx * scale; for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) { if( layer && (layer == nlmax) ) layer = LAYER_N_FRONT; if( (layer == LAYER_N_FRONT) && !Oncmp ) continue; if( (layer == LAYER_N_BACK) && !Oncu ) continue; if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) continue; color = g_ColorsSettings.GetLayerColor(layer); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue; SetGLColor( color ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledCircle( x, -y, r, hole, zpos ); } break; case PAD_OVAL: if( dx > dy ) /* Horizontal ellipse */ { delta_cx = dx - dy; delta_cy = 0; w = m_Size.y * scale; delta_angle = angle + 900; } else /* Vertical ellipse */ { delta_cx = 0; delta_cy = dy - dx; w = m_Size.x * scale; delta_angle = angle; } RotatePoint( &delta_cx, &delta_cy, angle ); { double ox, oy, fx, fy; ox = (double) ( ux0 + delta_cx ) * scale; oy = (double) ( uy0 + delta_cy ) * scale; fx = (double) ( ux0 - delta_cx ) * scale; fy = (double) ( uy0 - delta_cy ) * scale; for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) { if( layer && (layer == nlmax) ) layer = LAYER_N_FRONT; if( (layer == LAYER_N_FRONT) && !Oncmp ) continue; if( (layer == LAYER_N_BACK) && !Oncu ) continue; if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) continue; color = g_ColorsSettings.GetLayerColor(layer); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue; SetGLColor( color ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos ); } } break; case PAD_RECT: case PAD_TRAPEZOID: { int ddx, ddy; ddx = m_DeltaSize.x >> 1; ddy = m_DeltaSize.y >> 1; coord[0][0] = -dx - ddy; coord[0][1] = +dy + ddx; coord[1][0] = -dx + ddy; coord[1][1] = -dy - ddx; coord[2][0] = +dx - ddy; coord[2][1] = -dy + ddx; coord[3][0] = +dx + ddy; coord[3][1] = +dy - ddx; for( ii = 0; ii < 4; ii++ ) { RotatePoint( &coord[ii][0], &coord[ii][1], angle ); coord[ii][0] += ux0; coord[ii][1] += uy0; ll = ii * 2; fcoord[ll][0] = coord[ii][0] * scale; fcoord[ll][1] = coord[ii][1] * scale; } for( ii = 0; ii < 7; ii += 2 ) { ll = ii + 2; if( ll > 7 ) ll -= 8; fcoord[ii + 1][0] = (fcoord[ii][0] + fcoord[ll][0]) / 2; fcoord[ii + 1][1] = (fcoord[ii][1] + fcoord[ll][1]) / 2; } for( ii = 0; ii < 8; ii++ ) { f_hole_coord[ii][0] = -hole * 0.707; f_hole_coord[ii][1] = hole * 0.707; RotatePoint( &f_hole_coord[ii][0], &f_hole_coord[ii][1], angle - (ii * 450) ); f_hole_coord[ii][0] += drillx; f_hole_coord[ii][1] += drilly; } for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) { if( layer && (layer == nlmax) ) layer = LAYER_N_FRONT; if( (layer == LAYER_N_FRONT) && !Oncmp ) continue; if( (layer == LAYER_N_BACK) && !Oncu ) continue; if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) continue; color = g_ColorsSettings.GetLayerColor(layer); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue; SetGLColor( color ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii < 8; ii++ ) { glVertex3f( f_hole_coord[ii][0], -f_hole_coord[ii][1], zpos ); glVertex3f( fcoord[ii][0], -fcoord[ii][1], zpos ); } glVertex3f( f_hole_coord[0][0], -f_hole_coord[0][1], zpos ); glVertex3f( fcoord[0][0], -fcoord[0][1], zpos ); glEnd(); } } break; default: break; } } void SetGLColor( int color ) { double red, green, blue; StructColors colordata = ColorRefs[color & MASKCOLOR]; red = colordata.m_Red / 255.0; blue = colordata.m_Blue / 255.0; green = colordata.m_Green / 255.0; glColor3f( red, green, blue ); } static void Draw3D_FilledCircle( double posx, double posy, double rayon, double hole, double zpos ) { int ii, slice = 16; double x, y; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, ii * 225 ); glVertex3f( x + posx, y + posy, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, ii * 225 ); glVertex3f( x + posx, y + posy, zpos ); } glEnd(); } static void Draw3D_FilledCylinder( double posx, double posy, double rayon, double height, double zpos ) { int ii; double x, y; #define NB_SEGM 12 S3D_Vertex coords[4]; double tmp = DataScale3D; DataScale3D = 1.0; // Coordinate is already in range for Set_Object_Data(); coords[0].x = coords[1].x = posx + rayon; coords[0].y = coords[1].y = posy; coords[0].z = coords[3].z = zpos; coords[1].z = coords[2].z = zpos + height; for( ii = 0; ii <= NB_SEGM; ii++ ) { x = rayon; y = 0.0; RotatePoint( &x, &y, ii * (3600 / NB_SEGM) ); coords[2].x = coords[3].x = posx + x; coords[2].y = coords[3].y = posy + y; Set_Object_Data( coords, 4 ); coords[0].x = coords[2].x; coords[0].y = coords[2].y; coords[1].x = coords[3].x; coords[1].y = coords[3].y; } glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis DataScale3D = tmp; } /* Draw a polygon similar to a segment has rounded tips */ static void Draw3D_FilledSegment( double startx, double starty, double endx, double endy, double width, double zpos ) { double dx, dy, x, y, firstx = 0, firsty = 0; int ii, angle; // Calculate the coordinates of the segment assumed horizontal. // Then turn the strips of the desired angle. dx = endx - startx; dy = endy - starty; angle = (int) ( ( atan2( dy, dx ) * 1800 / M_PI ) + 0.5 ); RotatePoint( &dx, &dy, angle ); width /= 2; glBegin( GL_POLYGON ); // Trace the flare to right (1st half polygon at the end of the segment) for( ii = 0; ii <= 8; ii++ ) { x = 0.0; y = -width; RotatePoint( &x, &y, -ii * 225 ); x += dx; RotatePoint( &x, &y, -angle ); glVertex3f( startx + x, starty + y, zpos ); if( ii == 0 ) { firstx = startx + x; firsty = starty + y; } } // Rounding the left (2nd half polygon is the origin of the segment) for( ii = 0; ii <= 8; ii++ ) { int jj = ii * 225; x = 0.0; y = width; RotatePoint( &x, &y, -angle - jj ); glVertex3f( startx + x, starty + y, zpos ); } glVertex3f( firstx, firsty, zpos ); glEnd(); } /* Draw a polygon similar to a segment ends with round hole */ static void Draw3D_FilledSegmentWithHole( double startx, double starty, double endx, double endy, double width, double holex, double holey, double holeradius, double zpos ) { double x, y, xin, yin; double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0; int ii, angle, theta; // Calculate the coordinates of the segment assumed horizontal // Then turn the strips of the desired angle // All calculations are done with startx, starty as the origin of the route endx -= startx; endy -= starty; holex -= startx; holey -= starty; angle = (int) ( ( atan2( endy, endx ) * 1800 / M_PI ) + 0.5 ); RotatePoint( &endx, &endy, angle ); RotatePoint( &holex, &holey, angle ); width /= 2; glBegin( GL_QUAD_STRIP ); // Path of the flare to right (1st half polygon at the end of the segment) // around the half-hole drilling for( ii = 0; ii <= 8; ii++ ) { x = 0.0; y = -width; xin = 0.0; yin = -holeradius; theta = -ii * 225; RotatePoint( &x, &y, theta ); RotatePoint( &xin, &yin, theta ); x += endx; RotatePoint( &x, &y, -angle ); xin += holex; RotatePoint( &xin, &yin, -angle ); glVertex3f( startx + xin, starty + yin, zpos ); glVertex3f( startx + x, starty + y, zpos ); if( ii == 0 ) { firstx = startx + x; firsty = starty + y; firstxin = startx + xin; firstyin = starty + yin; } } // Layout of the rounded left (2nd half polygon is the origin of the // segment) for( ii = 0; ii <= 8; ii++ ) { theta = -ii * 225; x = 0.0; y = width; RotatePoint( &x, &y, -angle + theta ); xin = 0.0; yin = holeradius; RotatePoint( &xin, &yin, theta ); xin += holex; RotatePoint( &xin, &yin, -angle ); glVertex3f( startx + xin, starty + yin, zpos ); glVertex3f( startx + x, starty + y, zpos ); } glVertex3f( firstxin, firstyin, zpos ); glVertex3f( firstx, firsty, zpos ); glEnd(); } static void Draw3D_ArcSegment( double startx, double starty, double endx, double endy, double width, double zpos ) { int ii, slice = 36; double x, y, hole, rayon; int angle; angle = static_cast( atan2( startx - endx, starty - endy ) * 1800 / M_PI ) + 900; rayon = hypot( startx - endx, starty - endy ) + ( width / 2); hole = rayon - width; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice / 4; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, angle + ( ii * 3600 / slice ) ); glVertex3f( x + startx, y + starty, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, angle + ( ii * 3600 / slice ) ); glVertex3f( x + startx, y + starty, zpos ); } glEnd(); } static void Draw3D_CircleSegment( double startx, double starty, double endx, double endy, double width, double zpos ) { int ii, slice = 36; double x, y, hole, rayon; rayon = hypot( startx - endx, starty - endy ) + ( width / 2); hole = rayon - width; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, ii * 3600 / slice ); glVertex3f( x + startx, y + starty, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, ii * 3600 / slice ); glVertex3f( x + startx, y + starty, zpos ); } glEnd(); } static int Get3DLayerEnable( int act_layer ) { bool enablelayer; enablelayer = TRUE; if( act_layer == DRAW_N && !g_Parm_3D_Visu.m_Draw3DDrawings ) enablelayer = FALSE; if( act_layer == COMMENT_N && !g_Parm_3D_Visu.m_Draw3DComments ) enablelayer = FALSE; if( act_layer == ECO1_N && !g_Parm_3D_Visu.m_Draw3DEco1 ) enablelayer = FALSE; if( act_layer == ECO2_N && !g_Parm_3D_Visu.m_Draw3DEco2 ) enablelayer = FALSE; return enablelayer; } static GLfloat Get3DLayerSide( int act_layer ) { GLfloat nZ; nZ = 1.0; if( ( act_layer <= LAST_COPPER_LAYER - 1 ) || ( act_layer == ADHESIVE_N_BACK ) || ( act_layer == SOLDERPASTE_N_BACK ) || ( act_layer == SILKSCREEN_N_BACK ) || ( act_layer == SOLDERMASK_N_BACK ) ) nZ = -1.0; return nZ; } /////////////////////////////////////////////////////////////////////////////// // GLU_TESS CALLBACKS /////////////////////////////////////////////////////////////////////////////// void CALLBACK tessBeginCB( GLenum which ) { glBegin( which ); // DEBUG // D( printf( "Tess glBegin()\n" ); ) } void CALLBACK tessEndCB() { glEnd(); // DEBUG // D( printf( "Tess glEnd()\n" ); ) } void CALLBACK tessVertexCB( const GLvoid* data ) { // cast back to double type const CPolyPt* ptr = (const CPolyPt*) data; glVertex3f( (*ptr).x * g_Parm_3D_Visu.m_BoardScale, (*ptr).y * g_Parm_3D_Visu.m_BoardScale * -1, g_Parm_3D_Visu.m_ActZpos ); // DEBUG // D( printf( "TessVertex glVertex3d(%d,%d,%f)\n", (*ptr).x, (*ptr).y, g_Parm_3D_Visu.m_ActZpos ); ) } void CALLBACK tessErrorCB( GLenum errorCode ) { const GLubyte* errorStr; errorStr = gluErrorString( errorCode ); // DEBUG // D( printf( "Tess ERROR: %s\n", errorStr ); ) }