/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2020 Oleg Endo * Copyright (C) 2015-2016 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.h * @brief Implement a legacy 3D model render. */ #ifndef _MODEL_3D_H_ #define _MODEL_3D_H_ #include #include #include "../../common_ogl/openGL_includes.h" #include "../3d_render_raytracing/shapes3D/bbox_3d.h" #include "../../3d_enums.h" class MODEL_3D { public: /** * Load a 3D model. * * @note This must be called inside a gl context. * * @param a3DModel a 3d model data to load. * @param aMaterialMode a mode to render the materials of the model. */ MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode ); ~MODEL_3D(); /** * Render the model into the current context. */ void DrawOpaque( bool aUseSelectedMaterial, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const { Draw( false, 1.0f, aUseSelectedMaterial, aSelectionColor ); } /** * Render the model into the current context. */ void DrawTransparent( float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const { Draw( true, aOpacity, aUseSelectedMaterial, aSelectionColor ); } /** * Return true if have opaque meshes to render. */ bool HasOpaqueMeshes() const { return m_have_opaque_meshes; } /** * Return true if have transparent mesh's to render. */ bool HasTransparentMeshes() const { return m_have_transparent_meshes; } /** * Draw main bounding box of the model. */ void DrawBbox() const; /** * Draw individual bounding boxes of each mesh. */ void DrawBboxes() const; /** * Get the main bounding box. * @return the main model bounding box. */ const BBOX_3D& GetBBox() const { return m_model_bbox; } /** * Set some basic render states before drawing multiple models. */ static void BeginDrawMulti( bool aUseColorInformation ); /** * Cleanup render states after drawing multiple models. */ static void EndDrawMulti(); private: static const wxChar* m_logTrace; // the material mode that was used to generate the rendering data. // FIXME: this can be selected at run-time and does not require re-creation // of the whole model objects. MATERIAL_MODE m_materialMode; BBOX_3D m_model_bbox; ///< global bounding box for this model std::vector m_meshes_bbox; ///< individual bbox for each mesh // unified vertex format for mesh rendering. struct VERTEX { glm::vec3 m_pos; glm::u8vec4 m_nrm; // only 3 components used glm::u8vec4 m_color; // regular color glm::u8vec4 m_cad_color; // "CAD" mode rendering color glm::vec2 m_tex_uv; }; // vertex buffer and index buffers that include all the individual meshes // lumped together. GLuint m_vertex_buffer = 0; GLuint m_index_buffer = 0; GLenum m_index_buffer_type = GL_INVALID_ENUM; // internal material definition // all meshes are grouped by material for rendering purposes. struct MATERIAL : SMATERIAL { unsigned int m_render_idx_buffer_offset = 0; unsigned int m_render_idx_count = 0; MATERIAL( const SMATERIAL& aOther ) : SMATERIAL( aOther ) { } bool IsTransparent() const { return m_Transparency > FLT_EPSILON; } }; std::vector m_materials; // a model can consist of transparent and opaque parts. remember which // ones are present during initial buffer and data setup. use it later // during rendering. bool m_have_opaque_meshes = false; bool m_have_transparent_meshes = false; // vertex buffer and index buffer for the bounding boxes. // the first box is always the outer box, followed by inner boxes (one for each mesh). static constexpr unsigned int bbox_vtx_count = 8; static constexpr unsigned int bbox_idx_count = 24; GLuint m_bbox_vertex_buffer = 0; GLuint m_bbox_index_buffer = 0; GLenum m_bbox_index_buffer_type = GL_INVALID_ENUM; static void MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut, GLuint* aIdxOut, const glm::vec4& aColor ); void Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial, SFVEC3F& aSelectionColor ) const; }; #endif // _MODEL_3D_H_