/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015 Jean-Pierre Charras, jp.charras at wanadoo.fr * Copyright (C) 2012 Wayne Stambaugh * Copyright (C) 1992-2015 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_viewer.h */ #ifndef _3D_CANVAS_H_ #define _3D_CANVAS_H_ #include #ifdef __WXMAC__ # ifdef __DARWIN__ # include # else # include # endif #else # include #endif #include <3d_struct.h> #include #include #include class BOARD_DESIGN_SETTINGS; class EDA_3D_FRAME; class SHAPE_POLY_SET; class REPORTER; class VIA; class D_PAD; // We are using GL lists to store layers and other items // to draw or not // GL_LIST_ID are the GL lists indexes in m_glLists enum GL_LIST_ID { GL_ID_BEGIN = 0, GL_ID_AXIS = GL_ID_BEGIN, // list id for 3D axis GL_ID_GRID, // list id for 3D grid GL_ID_BOARD, // List id for copper layers GL_ID_TECH_LAYERS, // List id for non copper layers (masks...) GL_ID_AUX_LAYERS, // List id for user layers (draw, eco, comment) GL_ID_3DSHAPES_SOLID_FRONT, // List id for 3D shapes, non transparent entities GL_ID_3DSHAPES_TRANSP_FRONT,// List id for 3D shapes, transparent entities GL_ID_3DSHAPES_SOLID_BACK, // List id for 3D shapes, non transparent entities GL_ID_3DSHAPES_TRANSP_BACK, // List id for 3D shapes, transparent entities GL_ID_SHADOW_FRONT, GL_ID_SHADOW_BACK, GL_ID_SHADOW_BOARD, GL_ID_BODY, // Body only list GL_ID_END }; class EDA_3D_CANVAS : public wxGLCanvas { private: bool m_init; bool m_reportWarnings; ///< true to report all warnings when building the 3D scene ///< false to report errors only GLuint m_glLists[GL_ID_END]; ///< GL lists wxGLContext* m_glRC; wxRealPoint m_draw3dOffset; ///< offset to draw the 3D mesh. double m_ZBottom; ///< position of the back layer double m_ZTop; ///< position of the front layer GLuint m_text_pcb; ///< an index to the texture generated for pcb texts GLuint m_text_silk; ///< an index to the texture generated for silk layers // Index to the textures generated for shadows bool m_shadow_init; GLuint m_text_fake_shadow_front; GLuint m_text_fake_shadow_back; GLuint m_text_fake_shadow_board; CBBOX m_boardAABBox; ///< Axis Align Bounding Box of the board CBBOX m_fastAABBox; ///< Axis Align Bounding Box that contain the other bounding boxes CBBOX m_fastAABBox_Shadow; ///< A bit scalled version of the m_fastAABBox S3D_VERTEX m_lightPos; /// Stores the list of parsers for each new file name (dont repeat files already loaded) std::vector m_model_parsers_list; std::vector m_model_filename_list; void create_and_render_shadow_buffer( GLuint *aDst_gl_texture, GLuint aTexture_size, bool aDraw_body, int aBlurPasses ); void calcBBox(); public: EDA_3D_CANVAS( EDA_3D_FRAME* parent, int* attribList = 0 ); ~EDA_3D_CANVAS(); EDA_3D_FRAME* Parent() const { return static_cast( GetParent() ); } BOARD* GetBoard() { return Parent()->GetBoard(); } /** * Function ClearLists * Clear the display list. * @param aGlList = the list to clear. * if 0 (default) all lists are cleared */ void ClearLists( int aGlList = 0 ); // Event functions: void OnPaint( wxPaintEvent& event ); void OnEraseBackground( wxEraseEvent& event ); void OnChar( wxKeyEvent& event ); void OnMouseWheel( wxMouseEvent& event ); #ifdef USE_OSX_MAGNIFY_EVENT void OnMagnify( wxMouseEvent& event ); #endif void OnMouseMove( wxMouseEvent& event ); void OnRightClick( wxMouseEvent& event ); void OnPopUpMenu( wxCommandEvent& event ); /** * Function TakeScreenshot * * creates a screenshot of the current 3D view and save to file as png or jpeg or image * is copied to the clipboard */ void TakeScreenshot( wxCommandEvent& event ); void OnEnterWindow( wxMouseEvent& event ); // Display functions void SetView3D( int keycode ); void DisplayStatus(); void Redraw(); void Render(); /** * Function CreateDrawGL_List * Prepares the parameters of the OpenGL draw list * creates the OpenGL draw list items (board, grid ...) * @param aErrorMessages = a REPORTER which will filled with error messages, * if any * @param aActivity = a REPORTER to display activity state */ void CreateDrawGL_List( REPORTER* aErrorMessages, REPORTER* aActivity ); void InitGL(); void ReportWarnings( bool aReport ) { m_reportWarnings = aReport; } void SetLights(); void SetOffset(double aPosX, double aPosY) { m_draw3dOffset.x = aPosX; m_draw3dOffset.y = aPosY; } /** @return the INFO3D_VISU which contains the current parameters * to draw the 3D view og the board */ INFO3D_VISU& GetPrm3DVisu() const; private: /** * return true if we are in realistic mode render */ bool isRealisticMode() const; /** * @return true if aItem should be displayed * @param aItem = an item of DISPLAY3D_FLG enum */ bool isEnabled( DISPLAY3D_FLG aItem ) const; /** Helper function * @return true if aLayer should be displayed, false otherwise */ bool is3DLayerEnabled( LAYER_ID aLayer ) const; /** * @return the size of the board in pcb units */ wxSize getBoardSize() const; /** * @return the position of the board center in pcb units */ wxPoint getBoardCenter() const; /** * Helper function setGLTechLayersColor * Initialize the color to draw the non copper layers * in realistic mode and normal mode. */ void setGLTechLayersColor( LAYER_NUM aLayer ); /** * Helper function setGLCopperColor * Initialize the copper color to draw the board * in realistic mode (a golden yellow color ) */ void setGLCopperColor(); /** * Helper function setGLEpoxyColor * Initialize the color to draw the epoxy body board in realistic mode. */ void setGLEpoxyColor( float aTransparency = 1.0 ); /** * Helper function setGLSolderMaskColor * Initialize the color to draw the solder mask layers in realistic mode. */ void setGLSolderMaskColor( float aTransparency = 1.0 ); /** * Function buildBoard3DView * Called by CreateDrawGL_List() * Populates the OpenGL GL_ID_BOARD draw list with board items only on copper layers. * 3D footprint shapes, tech layers and aux layers are not on this list * Fills aErrorMessages with error messages created by some calculation function * display activity state * @param aBoardList = * @param aBodyOnlyList = * @param aErrorMessages = a REPORTER to add error and warning messages * created by the build process (can be NULL) * @param aActivity = a REPORTER to display activity state */ void buildBoard3DView( GLuint aBoardList, GLuint aBodyOnlyList, REPORTER* aErrorMessages, REPORTER* aActivity ); /** * Function buildTechLayers3DView * Called by CreateDrawGL_List() * Populates the OpenGL GL_ID_TECH_LAYERS draw list with items on tech layers * @param aErrorMessages = a REPORTER to add error and warning messages * created by the build process (can be NULL) * @param aActivity = a REPORTER to display activity state */ void buildTechLayers3DView( REPORTER* aErrorMessages, REPORTER* aActivity ); /** * Function buildBoardThroughHolesPolygonList * Helper funtion to build the list of the board through holes polygons * @param allBoardHoles = the SHAPE_POLY_SET to populate * @param aSegCountPerCircle = the number of segments to approximate a circle * @param aOptimizeLargeCircles = true to use more than aSegCountPerCircle * for large circles (a large circle dimatere is > 1mm ) */ void buildBoardThroughHolesPolygonList( SHAPE_POLY_SET& allBoardHoles, int aSegCountPerCircle, bool aOptimizeLargeCircles ); /** * Function buildShadowList * Called by CreateDrawGL_List() */ void buildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList ); /** * Function buildFootprintShape3DList * Called by CreateDrawGL_List() * Fills the OpenGL GL_ID_3DSHAPES_SOLID and GL_ID_3DSHAPES_TRANSP * draw lists with 3D footprint shapes * @param aOpaqueList is the gl list for non transparent items * @param aTransparentList is the gl list for non transparent items, * @param aErrorMessages = a REPORTER to add error and warning messages * created by the build process (can be NULL) * @param aActivity = a REPORTER to display activity state * which need to be drawn after all other items */ void buildFootprintShape3DList( GLuint aOpaqueList, GLuint aTransparentList, REPORTER* aErrorMessages, REPORTER* aActivity ); /** * Function buildBoard3DAuxLayers * Called by CreateDrawGL_List() * Fills the OpenGL GL_ID_AUX_LAYERS draw list * with items on aux layers only * @param aErrorMessages = a REPORTER to add error and warning messages * created by the build process (can be NULL) * @param aActivity = a REPORTER to display activity state * which need to be drawn after all other items */ void buildBoard3DAuxLayers( REPORTER* aErrorMessages, REPORTER* aActivity ); void draw3DGrid( double aGriSizeMM ); void draw3DAxis(); /** * Helper function BuildPadShapeThickOutlineAsPolygon: * Build a pad outline as non filled polygon, to draw pads on silkscreen layer * with a line thickness = aWidth * Used only to draw pads outlines on silkscreen layers. */ void buildPadShapeThickOutlineAsPolygon( const D_PAD* aPad, SHAPE_POLY_SET& aCornerBuffer, int aWidth, int aCircleToSegmentsCount, double aCorrectionFactor ); /** * Helper function draw3DViaHole: * Draw the via hole: * Build a vertical hole (a cylinder) between the first and the last via layers */ void draw3DViaHole( const VIA * aVia ); /** * Helper function draw3DPadHole: * Draw the pad hole: * Build a vertical hole (round or oblong) between the front and back layers */ void draw3DPadHole( const D_PAD * aPad ); /** * function render3DComponentShape * insert mesh in gl list * @param module * @param aIsRenderingJustNonTransparentObjects = true to load non transparent objects * @param aIsRenderingJustTransparentObjects = true to load non transparent objects * in openGL, transparent objects should be drawn *after* non transparent objects */ void render3DComponentShape( MODULE* module, bool aIsRenderingJustNonTransparentObjects, bool aIsRenderingJustTransparentObjects ); /** * function read3DComponentShape * read the 3D component shape(s) of the footprint (physical shape). * @param module * @return true if load was succeeded, false otherwise */ bool read3DComponentShape( MODULE* module ); /** * function generateFakeShadowsTextures * creates shadows of the board an footprints * for aesthetical purpose * @param aErrorMessages = a REPORTER to add error and warning messages * created by the build process (can be NULL) * @param aActivity = a REPORTER to display activity state */ void generateFakeShadowsTextures( REPORTER* aErrorMessages, REPORTER* aActivity ); DECLARE_EVENT_TABLE() }; void CheckGLError(const char *aFileName, int aLineNumber); #endif /* _3D_CANVAS_H_ */