/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2020 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 layer_triangles.h */ #ifndef TRIANGLE_DISPLAY_LIST_H_ #define TRIANGLE_DISPLAY_LIST_H_ #include "../../common_ogl/openGL_includes.h" #include #include #include #include <3d_render_raytracing/accelerators/container_2d.h> #include #include typedef std::vector< SFVEC3F > SFVEC3F_VECTOR; /** * Container to manage a vector of triangles. */ class TRIANGLE_LIST { public: /** * @param aNrReservedTriangles is number of triangles expected to be used. * @param aReserveNormals if you use normals, set it to bool to reserve space. */ TRIANGLE_LIST( unsigned int aNrReservedTriangles, bool aReserveNormals ); /** * Reserve more triangles. */ void Reserve_More( unsigned int aNrReservedTriangles, bool aReserveNormals ); void AddTriangle( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3 ); void AddQuad( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3, const SFVEC3F& aV4 ); void AddNormal( const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3 ); void AddNormal( const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3, const SFVEC3F& aN4 ); /** * Get the array of vertexes. * * @return a pointer to the start of array vertex. */ const float* GetVertexPointer() const { return (const float *)&m_vertexs[0].x; } /** * Get the array of normals. * * @return a pointer to start of array of normals. */ const float* GetNormalsPointer() const { return (const float*) &m_normals[0].x; } unsigned int GetVertexSize() const { return (unsigned int) m_vertexs.size(); } unsigned int GetNormalsSize() const { return (unsigned int) m_normals.size(); } private: SFVEC3F_VECTOR m_vertexs; ///< vertex array SFVEC3F_VECTOR m_normals; ///< normals array }; /** * Store arrays of triangles to be used to create display lists. */ class TRIANGLE_DISPLAY_LIST { public: /** * Initialize arrays with reserved triangles. * * @param aNrReservedTriangles is the number of triangles to reserve. */ explicit TRIANGLE_DISPLAY_LIST( unsigned int aNrReservedTriangles ); ~TRIANGLE_DISPLAY_LIST(); /** * 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, const BVH_CONTAINER_2D* aThroughHoles = nullptr ); void AddToMiddleContourns( const SHAPE_POLY_SET& aPolySet, float zBot, float zTop, double aBiuTo3Du, bool aInvertFaceDirection, const BVH_CONTAINER_2D* aThroughHoles = nullptr ); void AddToMiddleContourns( const std::vector< SFVEC2F >& aContournPoints, float zBot, float zTop, bool aInvertFaceDirection, const BVH_CONTAINER_2D* aThroughHoles = nullptr ); std::mutex m_middle_layer_lock; TRIANGLE_LIST* m_layer_top_segment_ends; TRIANGLE_LIST* m_layer_top_triangles; TRIANGLE_LIST* m_layer_middle_contourns_quads; TRIANGLE_LIST* m_layer_bot_triangles; TRIANGLE_LIST* m_layer_bot_segment_ends; }; /** * Store the OpenGL display lists to related with a layer. */ class OPENGL_RENDER_LIST { public: /** * Create the display lists for a layer. * * @param aLayerTriangles contains the layers array of vertex to render to display lists. * @param aTextureIndexForSegEnds is the 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. */ OPENGL_RENDER_LIST( const TRIANGLE_DISPLAY_LIST& aLayerTriangles, GLuint aTextureIndexForSegEnds, float aZBot, float aZTop ); /** * Destroy this class while free the display lists from GPU memory. */ ~OPENGL_RENDER_LIST(); /** * Call the display lists for the top elements and middle contours. */ void DrawTopAndMiddle() const; /** * Call the display lists for the bottom elements and middle contours. */ void DrawBotAndMiddle() const; /** * Call the display lists for the top elements. */ void DrawTop() const; /** * Call the display lists for the bottom elements. */ void DrawBot() const; /** * Call the display lists for the middle elements. */ void DrawMiddle() const; /** * Call to draw all the display lists. */ void DrawAll( bool aDrawMiddle = true ) const; /** * Draw all layers if they are visible by the camera 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 is the camera z axis position. */ void DrawAllCameraCulled( float zCameraPos, bool aDrawMiddle = true ) const; void DrawAllCameraCulledSubtractLayer( bool aDrawMiddle, const OPENGL_RENDER_LIST* aLayerToSubtractA = nullptr, const OPENGL_RENDER_LIST* aLayerToSubtractB = nullptr, const OPENGL_RENDER_LIST* aLayerToSubtractC = nullptr, const OPENGL_RENDER_LIST* aLayerToSubtractD = nullptr ) 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 TRIANGLE_LIST* aTriangleContainer, bool aIsNormalUp, GLuint aTextureId ) const; GLuint generate_top_or_bot_triangles( const TRIANGLE_LIST* aTriangleContainer, bool aIsNormalUp ) const; GLuint generate_middle_triangles( const TRIANGLE_LIST* 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 // TRIANGLE_DISPLAY_LIST_H_