/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2016 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 clayer_triangles.h * @brief */ #ifndef CLAYER_TRIANGLES_H_ #define CLAYER_TRIANGLES_H_ #include "../../common_ogl/openGL_includes.h" #include #include #include #include #include typedef std::vector< SFVEC3F > SFVEC3F_VECTOR; /** * @brief The CLAYER_TRIANGLE_CONTAINER class stores an manage vector of triangles */ class CLAYER_TRIANGLE_CONTAINER { public: /** * @brief CLAYER_TRIANGLE_CONTAINER * @param aNrReservedTriangles: number of triangles expected to be used * @param aReserveNormals: if you will use normals, set it to bool to pre * reserve space */ CLAYER_TRIANGLE_CONTAINER( unsigned int aNrReservedTriangles, bool aReserveNormals ); /** * @brief Reserve_More - reserve more triangles * */ void Reserve_More( unsigned int aNrReservedTriangles, bool aReserveNormals ); /** * @brief AddTriangle * @param aV1 * @param aV2 * @param aV3 */ void AddTriangle( const SFVEC3F &aV1, const SFVEC3F &aV2, const SFVEC3F &aV3 ); /** * @brief AddQuad * @param aV1 * @param aV2 * @param aV3 * @param aV4 */ void AddQuad( const SFVEC3F &aV1, const SFVEC3F &aV2, const SFVEC3F &aV3, const SFVEC3F &aV4 ); /** * @brief AddNormal * @param aN1 * @param aN2 * @param aN3 */ void AddNormal( const SFVEC3F &aN1, const SFVEC3F &aN2, const SFVEC3F &aN3 ); /** * @brief AddNormal * @param aN1 * @param aN2 * @param aN3 */ void AddNormal( const SFVEC3F &aN1, const SFVEC3F &aN2, const SFVEC3F &aN3, const SFVEC3F &aN4 ); /** * @brief GetVertexPointer - Get the array of vertexes * @return The pointer to the start of array vertex */ const float *GetVertexPointer() const { return (const float *)&m_vertexs[0].x; } /** * @brief GetNormalsPointer - Get the array of normals * @return The pointer to start of array of normals */ const float *GetNormalsPointer() const { return (const float *)&m_normals[0].x; } /** * @brief GetVertexSize * @return */ unsigned int GetVertexSize() const { return (unsigned int)m_vertexs.size(); } /** * @brief GetNormalsSize * @return */ unsigned int GetNormalsSize() const { return (unsigned int)m_normals.size(); } private: SFVEC3F_VECTOR m_vertexs; ///< vertex array SFVEC3F_VECTOR m_normals; ///< normals array }; /** * @brief The CLAYER_TRIANGLES class stores arrays of triangles to be used to * create display lists */ class CLAYER_TRIANGLES { public: /** * @brief CLAYER_TRIANGLES - initialize arrays with reserved triangles * @param aNrReservedTriangles: number of pre alloc triangles to reserve */ explicit CLAYER_TRIANGLES( unsigned int aNrReservedTriangles ); /** * @brief ~CLAYER_TRIANGLES - Free containers */ ~CLAYER_TRIANGLES(); /** * @brief IsLayersSizeValid - check if the vertex arrays of the layers are * as expected * @return TRUE if layers are correctly setup */ bool IsLayersSizeValid(); void AddToMiddleContourns( const SHAPE_LINE_CHAIN &outlinePath, float zBot, float zTop, double aBiuTo3Du, bool aInvertFaceDirection ); void AddToMiddleContourns( const SHAPE_POLY_SET &aPolySet, float zBot, float zTop, double aBiuTo3Du, bool aInvertFaceDirection ); void AddToMiddleContourns( const std::vector< SFVEC2F > &aContournPoints, float zBot, float zTop, bool aInvertFaceDirection ); std::mutex m_middle_layer_lock; CLAYER_TRIANGLE_CONTAINER *m_layer_top_segment_ends; CLAYER_TRIANGLE_CONTAINER *m_layer_top_triangles; CLAYER_TRIANGLE_CONTAINER *m_layer_middle_contourns_quads; CLAYER_TRIANGLE_CONTAINER *m_layer_bot_triangles; CLAYER_TRIANGLE_CONTAINER *m_layer_bot_segment_ends; }; /** * @brief The CLAYERS_OGL_DISP_LISTS class stores the openGL display lists to * related with a layer */ class CLAYERS_OGL_DISP_LISTS { public: /** * @brief CLAYERS_OGL_DISP_LISTS - Creates the display lists for a layer * @param aLayerTriangles: contains the layers array of vertex to render to * display lists * @param aTextureIndexForSegEnds: texture index to be used by segment ends. * It is a black and white squared texture * with a center circle diameter of the size * of the texture. */ CLAYERS_OGL_DISP_LISTS( const CLAYER_TRIANGLES &aLayerTriangles, GLuint aTextureIndexForSegEnds, float aZBot, float aZTop ); /** * @brief ~CLAYERS_OGL_DISP_LISTS - Destroy this class while free the display * lists from GPU mem */ ~CLAYERS_OGL_DISP_LISTS(); /** * @brief DrawTopAndMiddle - This function calls the display lists for the * top elements and middle contourns */ void DrawTopAndMiddle() const; /** * @brief DrawBotAndMiddle - This function calls the display lists for the * botton elements and middle contourns */ void DrawBotAndMiddle() const; /** * @brief DrawTop - This function calls the display lists for the top elements */ void DrawTop() const; /** * @brief DrawBot - This function calls the display lists for the botton elements */ void DrawBot() const; /** * @brief DrawMiddle - This function calls the display lists for the middle * elements */ void DrawMiddle() const; /** * @brief DrawAll - This function calls all the display lists */ void DrawAll( bool aDrawMiddle = true ) const; /** * @brief DrawAllCameraCulled - Draw all layers if they are visible by the camera. * i.e.: if camera position is above the layer. This only works because the * board is centered and the planes are always perpendicular to the Z axis. * @param zCameraPos: camera z position */ void DrawAllCameraCulled( float zCameraPos, bool aDrawMiddle = true ) const; void DrawAllCameraCulledSubtractLayer( const CLAYERS_OGL_DISP_LISTS *aLayerToSubtractA, const CLAYERS_OGL_DISP_LISTS *aLayerToSubtractB, bool aDrawMiddle = true ) const; void ApplyScalePosition( float aZposition, float aZscale ); void ClearScalePosition() { m_haveTransformation = false; } void SetItIsTransparent( bool aSetTransparent ); float GetZBot() const { return m_zBot; } float GetZTop() const { return m_zTop; } private: GLuint generate_top_or_bot_seg_ends( const CLAYER_TRIANGLE_CONTAINER * aTriangleContainer, bool aIsNormalUp, GLuint aTextureId ) const; GLuint generate_top_or_bot_triangles( const CLAYER_TRIANGLE_CONTAINER * aTriangleContainer, bool aIsNormalUp ) const; GLuint generate_middle_triangles( const CLAYER_TRIANGLE_CONTAINER * aTriangleContainer ) const; void beginTransformation() const; void endTransformation() const; void setBlendfunction() const; private: float m_zBot; float m_zTop; GLuint m_layer_top_segment_ends; GLuint m_layer_top_triangles; GLuint m_layer_middle_contourns_quads; GLuint m_layer_bot_triangles; GLuint m_layer_bot_segment_ends; bool m_haveTransformation; float m_zPositionTransformation; float m_zScaleTransformation; bool m_draw_it_transparent; }; #endif // CLAYER_TRIANGLES_H_