/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2020 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 c3d_render_raytracing.h * @brief */ #ifndef C3D_RENDER_RAYTRACING_H #define C3D_RENDER_RAYTRACING_H #include "../../common_ogl/openGL_includes.h" #include "accelerators/ccontainer.h" #include "accelerators/caccelerator.h" #include "../c3d_render_base.h" #include "clight.h" #include "../cpostshader_ssao.h" #include "cmaterial.h" #include #include /// Vector of materials typedef std::vector< CBLINN_PHONG_MATERIAL > MODEL_MATERIALS; /// Maps a S3DMODEL pointer with a created CBLINN_PHONG_MATERIAL vector typedef std::map< const S3DMODEL * , MODEL_MATERIALS > MAP_MODEL_MATERIALS; typedef enum { RT_RENDER_STATE_TRACING = 0, RT_RENDER_STATE_POST_PROCESS_SHADE, RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH, RT_RENDER_STATE_FINISH, RT_RENDER_STATE_MAX }RT_RENDER_STATE; class C3D_RENDER_RAYTRACING : public C3D_RENDER_BASE { public: explicit C3D_RENDER_RAYTRACING( BOARD_ADAPTER& aAdapter, CCAMERA& aCamera ); ~C3D_RENDER_RAYTRACING(); // Imported from C3D_RENDER_BASE void SetCurWindowSize( const wxSize &aSize ) override; bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override; int GetWaitForEditingTimeOut() override; private: bool initializeOpenGL(); void initializeNewWindowSize(); void opengl_init_pbo(); void opengl_delete_pbo(); void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter ); void restart_render_state(); void rt_render_tracing( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void rt_render_post_process_shade( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void rt_render_post_process_blur_finish( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void rt_render_trace_block( GLubyte *ptrPBO , signed int iBlock ); void rt_final_color( GLubyte *ptrPBO, const SFVEC3F &rgbColor, bool applyColorSpaceConversion ); void rt_shades_packet( const SFVEC3F *bgColorY, const RAY *aRayPkt, HITINFO_PACKET *aHitPacket, bool is_testShadow, SFVEC3F *aOutHitColor ); void rt_trace_AA_packet( const SFVEC3F *aBgColorY, const HITINFO_PACKET *aHitPck_X0Y0, const HITINFO_PACKET *aHitPck_AA_X1Y1, const RAY *aRayPck, SFVEC3F *aOutHitColor ); // Materials void setupMaterials(); struct { CBLINN_PHONG_MATERIAL m_Paste; CBLINN_PHONG_MATERIAL m_SilkS; CBLINN_PHONG_MATERIAL m_SolderMask; CBLINN_PHONG_MATERIAL m_EpoxyBoard; CBLINN_PHONG_MATERIAL m_Copper; CBLINN_PHONG_MATERIAL m_Floor; }m_materials; CBOARDNORMAL m_board_normal_perturbator; CCOPPERNORMAL m_copper_normal_perturbator; CSOLDERMASKNORMAL m_solder_mask_normal_perturbator; CPLASTICNORMAL m_plastic_normal_perturbator; CPLASTICSHINENORMAL m_plastic_shine_normal_perturbator; CMETALBRUSHEDNORMAL m_brushed_metal_normal_perturbator; bool m_isPreview; SFVEC3F shadeHit( const SFVEC3F &aBgColor, const RAY &aRay, HITINFO &aHitInfo, bool aIsInsideObject, unsigned int aRecursiveLevel, bool is_testShadow ) const; /// State used on quality render RT_RENDER_STATE m_rt_render_state; /// Time that the render starts unsigned long int m_stats_start_rendering_time; /// Save the number of blocks progress of the render size_t m_nrBlocksRenderProgress; CPOSTSHADER_SSAO m_postshader_ssao; CLIGHTCONTAINER m_lights; CDIRECTIONALLIGHT *m_camera_light; bool m_opengl_support_vertex_buffer_object; GLuint m_pboId; GLuint m_pboDataSize; CCONTAINER m_object_container; /// This will store the list of created objects special for RT, /// that will be clear in the end CCONTAINER2D m_containerWithObjectsToDelete; CCONTAINER2D *m_outlineBoard2dObjects; CGENERICACCELERATOR *m_accelerator; SFVEC3F m_BgColorTop_LinearRGB; SFVEC3F m_BgColorBot_LinearRGB; // Morton codes /// used to see if the windows size changed wxSize m_oldWindowsSize; /// this encodes the Morton code positions std::vector< SFVEC2UI > m_blockPositions; /// this flags if a position was already processed (cleared each new render) std::vector< int > m_blockPositionsWasProcessed; /// this encodes the Morton code positions (on fast preview mode) std::vector< SFVEC2UI > m_blockPositionsFast; SFVEC2UI m_realBufferSize; SFVEC2UI m_fastPreviewModeSize; HITINFO_PACKET *m_firstHitinfo; SFVEC3F *m_shaderBuffer; // Display Offset unsigned int m_xoffset; unsigned int m_yoffset; // Statistics unsigned int m_stats_converted_dummy_to_plane; unsigned int m_stats_converted_roundsegment2d_to_roundsegment; void create_3d_object_from( CCONTAINER &aDstContainer, const COBJECT2D *aObject2D, float aZMin, float aZMax, const CMATERIAL *aMaterial, const SFVEC3F &aObjColor ); void add_3D_vias_and_pads_to_container(); void insert3DViaHole( const VIA* aVia ); void insert3DPadHole( const D_PAD* aPad ); void load_3D_models(); void add_3D_models( const S3DMODEL *a3DModel, const glm::mat4 &aModelMatrix, float aModuleOpacity ); /// Stores materials of the 3D models MAP_MODEL_MATERIALS m_model_materials; void initialize_block_positions(); void render( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void render_preview( GLubyte *ptrPBO ); }; #define USE_SRGB_SPACE #ifdef USE_SRGB_SPACE extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F &aSRGBcolor ); #else #define ConvertSRGBToLinear(v) (v) #endif #endif // C3D_RENDER_RAYTRACING_H