/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2020 Oleg Endo * Copyright (C) 2015-2020 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 3d_model.cpp */ #include #include #include // Must be included first #include "3d_model.h" #include "../common_ogl/ogl_utils.h" #include "../3d_math.h" #include #include #include #include #include /* * Flag to enable connectivity profiling. * * @ingroup trace_env_vars */ const wxChar* MODEL_3D::m_logTrace = wxT( "KI_TRACE_EDA_OGL_3DMODEL" ); void MODEL_3D::MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut, GLuint* aIdxOut, const glm::vec4& aColor ) { aVtxOut[0].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Min().z }; aVtxOut[1].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Min().z }; aVtxOut[2].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Min().z }; aVtxOut[3].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Min().z }; aVtxOut[4].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Max().z }; aVtxOut[5].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Max().z }; aVtxOut[6].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Max().z }; aVtxOut[7].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Max().z }; for( unsigned int i = 0; i < 8; ++i ) aVtxOut[i].m_color = aVtxOut[i].m_cad_color = glm::clamp( aColor * 255.0f, 0.0f, 255.0f ); #define bbox_line( vtx_a, vtx_b )\ do { *aIdxOut++ = vtx_a + aIdxOffset; \ *aIdxOut++ = vtx_b + aIdxOffset; } while( 0 ) bbox_line( 0, 1 ); bbox_line( 1, 2 ); bbox_line( 2, 3 ); bbox_line( 3, 0 ); bbox_line( 4, 5 ); bbox_line( 5, 6 ); bbox_line( 6, 7 ); bbox_line( 7, 4 ); bbox_line( 0, 4 ); bbox_line( 1, 5 ); bbox_line( 2, 6 ); bbox_line( 3, 7 ); #undef bbox_line } MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode ) { wxLogTrace( m_logTrace, wxT( "MODEL_3D::MODEL_3D %u meshes %u materials" ), static_cast( a3DModel.m_MeshesSize ), static_cast( a3DModel.m_MaterialsSize ) ); auto start_time = std::chrono::high_resolution_clock::now(); GLuint buffers[8]; /** * WARNING: Horrible hack here! * Somehow, buffer values are being shared between pcbnew and the 3d viewer, which then frees * the buffer, resulting in errors in pcbnew. To resolve this temporarily, we generate * extra buffers in 3dviewer and use the higher numbers. These are freed on close. * todo: Correctly separate the OpenGL contexts to prevent overlapping buffer vals */ glGenBuffers( 6, buffers ); m_bbox_vertex_buffer = buffers[2]; m_bbox_index_buffer = buffers[3]; m_vertex_buffer = buffers[4]; m_index_buffer = buffers[5]; // Validate a3DModel pointers wxASSERT( a3DModel.m_Materials != nullptr ); wxASSERT( a3DModel.m_Meshes != nullptr ); wxASSERT( a3DModel.m_MaterialsSize > 0 ); wxASSERT( a3DModel.m_MeshesSize > 0 ); m_materialMode = aMaterialMode; if( a3DModel.m_Materials == nullptr || a3DModel.m_Meshes == nullptr || a3DModel.m_MaterialsSize == 0 || a3DModel.m_MeshesSize == 0 ) return; // create empty bbox for each mesh. it will be updated when the vertices are copied. m_meshes_bbox.resize( a3DModel.m_MeshesSize ); // copy materials for later use during rendering. m_materials.reserve( a3DModel.m_MaterialsSize ); for( unsigned int i = 0; i < a3DModel.m_MaterialsSize; ++i ) m_materials.emplace_back( a3DModel.m_Materials[i] ); // build temporary vertex and index buffers for bounding boxes. // the first box is the outer box. std::vector bbox_tmp_vertices( ( m_meshes_bbox.size() + 1 ) * bbox_vtx_count ); std::vector bbox_tmp_indices( ( m_meshes_bbox.size() + 1 ) * bbox_idx_count ); // group all meshes by material. // for each material create a combined vertex and index buffer. // some models might have many sub-meshes. so iterate over the // input meshes only once. struct MESH_GROUP { std::vector m_vertices; std::vector m_indices; }; std::vector mesh_groups( m_materials.size() ); for( unsigned int mesh_i = 0; mesh_i < a3DModel.m_MeshesSize; ++mesh_i ) { const SMESH& mesh = a3DModel.m_Meshes[mesh_i]; // silently ignore meshes that have invalid material references or invalid geometry. if( mesh.m_MaterialIdx >= m_materials.size() || mesh.m_Positions == nullptr || mesh.m_FaceIdx == nullptr || mesh.m_Normals == nullptr || mesh.m_FaceIdxSize == 0 || mesh.m_VertexSize == 0 ) { continue; } MESH_GROUP& mesh_group = mesh_groups[mesh.m_MaterialIdx]; MATERIAL& material = m_materials[mesh.m_MaterialIdx]; if( material.IsTransparent() && m_materialMode != MATERIAL_MODE::DIFFUSE_ONLY ) m_have_transparent_meshes = true; else m_have_opaque_meshes = true; const unsigned int vtx_offset = mesh_group.m_vertices.size(); mesh_group.m_vertices.resize( mesh_group.m_vertices.size() + mesh.m_VertexSize ); // copy vertex data and update the bounding box. // use material color for mesh bounding box or some sort of average vertex color. glm::vec3 avg_color = material.m_Diffuse; BBOX_3D &mesh_bbox = m_meshes_bbox[mesh_i]; for( unsigned int vtx_i = 0; vtx_i < mesh.m_VertexSize; ++vtx_i ) { mesh_bbox.Union( mesh.m_Positions[vtx_i] ); VERTEX& vtx_out = mesh_group.m_vertices[vtx_offset + vtx_i]; vtx_out.m_pos = mesh.m_Positions[vtx_i]; vtx_out.m_nrm = glm::clamp( glm::vec4( mesh.m_Normals[vtx_i], 1.0f ) * 127.0f, -127.0f, 127.0f ); vtx_out.m_tex_uv = mesh.m_Texcoords != nullptr ? mesh.m_Texcoords[vtx_i] : glm::vec2 (0); if( mesh.m_Color != nullptr ) { avg_color = ( avg_color + mesh.m_Color[vtx_i] ) * 0.5f; vtx_out.m_color = glm::clamp( glm::vec4( mesh.m_Color[vtx_i], 1 - material.m_Transparency ) * 255.0f, 0.0f, 255.0f ); vtx_out.m_cad_color = glm::clamp( glm::vec4( MaterialDiffuseToColorCAD( mesh.m_Color[vtx_i] ), 1 ) * 255.0f, 0.0f, 255.0f ); } else { // the mesh will be rendered with other meshes that might have // vertex colors. thus, we can't enable/disable vertex colors // for individual meshes during rendering. // if there are no vertex colors, use material color instead. vtx_out.m_color = glm::clamp( glm::vec4( material.m_Diffuse, 1 - material.m_Transparency ) * 255.0f, 0.0f, 255.0f ); vtx_out.m_cad_color = glm::clamp( glm::vec4 ( MaterialDiffuseToColorCAD( material.m_Diffuse ), 1 ) * 255.0f, 0.0f, 255.0f ); } } if( mesh_bbox.IsInitialized() ) { // generate geometry for the bounding box MakeBbox( mesh_bbox, ( mesh_i + 1 ) * bbox_vtx_count, &bbox_tmp_vertices[( mesh_i + 1 ) * bbox_vtx_count], &bbox_tmp_indices[( mesh_i + 1 ) * bbox_idx_count], { avg_color, 1.0f } ); // bump the outer bounding box m_model_bbox.Union( mesh_bbox ); // add to the material group material.m_bbox.Union( mesh_bbox ); } // append indices of this mesh to the mesh group. const unsigned int idx_offset = mesh_group.m_indices.size(); unsigned int use_idx_count = mesh.m_FaceIdxSize; if( use_idx_count % 3 != 0 ) { wxLogTrace( m_logTrace, wxT( " index count %u not multiple of 3, truncating" ), static_cast( use_idx_count ) ); use_idx_count = ( use_idx_count / 3 ) * 3; } mesh_group.m_indices.resize( mesh_group.m_indices.size() + use_idx_count ); for( unsigned int idx_i = 0; idx_i < use_idx_count; ++idx_i ) { if( mesh.m_FaceIdx[idx_i] >= mesh.m_VertexSize ) { wxLogTrace( m_logTrace, wxT( " index %u out of range (%u)" ), static_cast( mesh.m_FaceIdx[idx_i] ), static_cast( mesh.m_VertexSize ) ); // FIXME: should skip this triangle } mesh_group.m_indices[idx_offset + idx_i] = mesh.m_FaceIdx[idx_i] + vtx_offset; } } // generate geometry for the outer bounding box if( m_model_bbox.IsInitialized() ) MakeBbox( m_model_bbox, 0, &bbox_tmp_vertices[0], &bbox_tmp_indices[0], { 0.0f, 1.0f, 0.0f, 1.0f } ); // create bounding box buffers glGenBuffers( 1, &m_bbox_vertex_buffer ); glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer ); glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * bbox_tmp_vertices.size(), bbox_tmp_vertices.data(), GL_STATIC_DRAW ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer ); if( bbox_tmp_vertices.size() <= std::numeric_limits::max() ) { m_bbox_index_buffer_type = GL_UNSIGNED_SHORT; auto u16buf = std::make_unique( bbox_tmp_indices.size() ); for( unsigned int i = 0; i < bbox_tmp_indices.size(); ++i ) u16buf[i] = static_cast( bbox_tmp_indices[i] ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLushort ) * bbox_tmp_indices.size(), u16buf.get(), GL_STATIC_DRAW ); } else { m_bbox_index_buffer_type = GL_UNSIGNED_INT; glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLuint ) * bbox_tmp_indices.size(), bbox_tmp_indices.data(), GL_STATIC_DRAW ); } // merge the mesh group geometry data. unsigned int total_vertex_count = 0; unsigned int total_index_count = 0; for( const MESH_GROUP& mg : mesh_groups ) { total_vertex_count += mg.m_vertices.size(); total_index_count += mg.m_indices.size(); } wxLogTrace( m_logTrace, wxT( " total %u vertices, %u indices" ), total_vertex_count, total_index_count ); glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer ); glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * total_vertex_count, nullptr, GL_STATIC_DRAW ); unsigned int idx_size = 0; if( total_vertex_count <= std::numeric_limits::max() ) { m_index_buffer_type = GL_UNSIGNED_SHORT; idx_size = sizeof( GLushort ); } else { m_index_buffer_type = GL_UNSIGNED_INT; idx_size = sizeof( GLuint ); } // temporary index buffer which will contain either GLushort or GLuint // type indices. allocate with a bit of meadow at the end. auto tmp_idx = std::make_unique( ( idx_size * total_index_count + 8 ) / sizeof( GLuint ) ); unsigned int prev_vtx_count = 0; unsigned int idx_offset = 0; unsigned int vtx_offset = 0; for( unsigned int mg_i = 0; mg_i < mesh_groups.size (); ++mg_i ) { MESH_GROUP& mg = mesh_groups[mg_i]; MATERIAL& mat = m_materials[mg_i]; uintptr_t tmp_idx_ptr = reinterpret_cast( tmp_idx.get() ); if( m_index_buffer_type == GL_UNSIGNED_SHORT ) { GLushort* idx_out = reinterpret_cast( tmp_idx_ptr + idx_offset ); for( GLuint idx : mg.m_indices ) *idx_out++ = static_cast( idx + prev_vtx_count ); } else if( m_index_buffer_type == GL_UNSIGNED_INT ) { GLuint* idx_out = reinterpret_cast( tmp_idx_ptr + idx_offset ); for( GLuint idx : mg.m_indices ) *idx_out++ = static_cast( idx + prev_vtx_count ); } glBufferSubData( GL_ARRAY_BUFFER, vtx_offset, mg.m_vertices.size() * sizeof( VERTEX ), mg.m_vertices.data() ); mat.m_render_idx_buffer_offset = idx_offset; mat.m_render_idx_count = mg.m_indices.size(); prev_vtx_count += mg.m_vertices.size(); idx_offset += mg.m_indices.size() * idx_size; vtx_offset += mg.m_vertices.size() * sizeof( VERTEX ); } glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, idx_size * total_index_count, tmp_idx.get(), GL_STATIC_DRAW ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); auto end_time = std::chrono::high_resolution_clock::now(); wxLogTrace( m_logTrace, wxT( " loaded in %u ms\n" ), (unsigned int)std::chrono::duration_cast ( end_time - start_time).count() ); } void MODEL_3D::BeginDrawMulti( bool aUseColorInformation ) { glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); if( aUseColorInformation ) { glEnableClientState( GL_COLOR_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnable( GL_COLOR_MATERIAL ); } glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); } void MODEL_3D::EndDrawMulti() { glDisable( GL_COLOR_MATERIAL ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } void MODEL_3D::Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial, const SFVEC3F& aSelectionColor, const glm::mat4 *aModelWorldMatrix, const SFVEC3F *aCameraWorldPos ) const { if( aOpacity <= FLT_EPSILON ) return; if( !glBindBuffer ) throw std::runtime_error( "The OpenGL context no longer exists: unable to draw" ); glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer ); glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_pos ) ) ); glNormalPointer( GL_BYTE, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_nrm ) ) ); glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ), reinterpret_cast( m_materialMode == MATERIAL_MODE::CAD_MODE ? offsetof( VERTEX, m_cad_color ) : offsetof( VERTEX, m_color ) ) ); glTexCoordPointer( 2, GL_FLOAT, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_tex_uv ) ) ); const SFVEC4F param = SFVEC4F( 1.0f, 1.0f, 1.0f, aOpacity ); glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (const float*)¶m.x ); std::vector materialsToRender; materialsToRender.reserve( m_materials.size() ); if( aModelWorldMatrix && aCameraWorldPos ) { // Sort Material groups std::vector> materialsSorted; // Calculate the distance to the camera for each material group for( const MODEL_3D::MATERIAL& mat : m_materials ) { if( mat.m_render_idx_count == 0 ) { continue; } if( ( mat.IsTransparent() != aTransparent ) && ( aOpacity >= 1.0f ) && m_materialMode != MATERIAL_MODE::DIFFUSE_ONLY ) { continue; } const BBOX_3D& bBox = mat.m_bbox; const SFVEC3F& bBoxCenter = bBox.GetCenter(); const SFVEC3F bBoxWorld = *aModelWorldMatrix * glm::vec4( bBoxCenter, 1.0f ); const float distanceToCamera = glm::length( *aCameraWorldPos - bBoxWorld ); materialsSorted.emplace_back( &mat, distanceToCamera ); } // Sort from back to front std::sort( materialsSorted.begin(), materialsSorted.end(), [&]( std::pair& a, std::pair& b ) { // If A is inside B, then A is rendered first if( b.first->m_bbox.Inside( a.first->m_bbox ) ) { return true; } else { if( a.first->m_bbox.Inside( b.first->m_bbox ) ) { return false; } } return a.second > b.second; } ); for( const std::pair& mat : materialsSorted ) { materialsToRender.push_back( mat.first ); } } else { for( const MODEL_3D::MATERIAL& mat : m_materials ) { // There is at least one default material created in case a mesh has no declared materials. // Most meshes have a material, so usually the first material will have nothing to render and is skip. // See S3D::GetModel for more details. if( mat.m_render_idx_count == 0 ) { continue; } if( ( mat.IsTransparent() != aTransparent ) && ( aOpacity >= 1.0f ) && m_materialMode != MATERIAL_MODE::DIFFUSE_ONLY ) { continue; } materialsToRender.push_back( &mat ); } } for( const MODEL_3D::MATERIAL* mat : materialsToRender ) { switch( m_materialMode ) { case MATERIAL_MODE::NORMAL: OglSetMaterial( *mat, aOpacity, aUseSelectedMaterial, aSelectionColor ); break; case MATERIAL_MODE::DIFFUSE_ONLY: OglSetDiffuseMaterial( mat->m_Diffuse, aOpacity, aUseSelectedMaterial, aSelectionColor ); break; case MATERIAL_MODE::CAD_MODE: OglSetDiffuseMaterial( MaterialDiffuseToColorCAD( mat->m_Diffuse ), aOpacity, aUseSelectedMaterial, aSelectionColor ); break; default: break; } glDrawElements( GL_TRIANGLES, mat->m_render_idx_count, m_index_buffer_type, reinterpret_cast( static_cast( mat->m_render_idx_buffer_offset ) ) ); } } MODEL_3D::~MODEL_3D() { if( glDeleteBuffers ) { glDeleteBuffers( 1, &m_vertex_buffer ); glDeleteBuffers( 1, &m_index_buffer ); glDeleteBuffers( 1, &m_bbox_vertex_buffer ); glDeleteBuffers( 1, &m_bbox_index_buffer ); } } void MODEL_3D::DrawBbox() const { if( !glBindBuffer ) throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bbox" ); glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer ); glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_pos ) ) ); glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_color ) ) ); glDrawElements( GL_LINES, bbox_idx_count, m_bbox_index_buffer_type, reinterpret_cast( 0 ) ); } void MODEL_3D::DrawBboxes() const { if( !glBindBuffer ) throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bboxes" ); glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer ); glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_pos ) ) ); glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ), reinterpret_cast( offsetof( VERTEX, m_color ) ) ); unsigned int idx_size = m_bbox_index_buffer_type == GL_UNSIGNED_SHORT ? sizeof( GLushort ) : sizeof( GLuint ); glDrawElements( GL_LINES, bbox_idx_count * m_meshes_bbox.size(), m_bbox_index_buffer_type, reinterpret_cast( static_cast( bbox_idx_count * idx_size ) ) ); }