244 lines
7.8 KiB
C++
244 lines
7.8 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef TRIANGLE_DISPLAY_LIST_H
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#define TRIANGLE_DISPLAY_LIST_H
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#include "../../common_ogl/openGL_includes.h"
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#include <plugins/3dapi/xv3d_types.h>
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#include <geometry/shape_line_chain.h>
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#include <geometry/shape_poly_set.h>
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#include <raytracing/accelerators/container_2d.h>
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#include <vector>
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#include <mutex>
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typedef std::vector< SFVEC3F > SFVEC3F_VECTOR;
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/**
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* Container to manage a vector of triangles.
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*/
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class TRIANGLE_LIST
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{
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public:
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/**
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* @param aNrReservedTriangles is number of triangles expected to be used.
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* @param aReserveNormals if you use normals, set it to bool to reserve space.
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*/
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TRIANGLE_LIST( unsigned int aNrReservedTriangles, bool aReserveNormals );
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/**
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* Reserve more triangles.
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*/
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void Reserve_More( unsigned int aNrReservedTriangles, bool aReserveNormals );
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void AddTriangle( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3 );
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void AddQuad( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3, const SFVEC3F& aV4 );
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void AddNormal( const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3 );
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void AddNormal( const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3,
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const SFVEC3F& aN4 );
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/**
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* Get the array of vertices.
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*
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* @return a pointer to the start of array vertex.
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*/
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const float* GetVertexPointer() const { return (const float *)&m_vertexs[0].x; }
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/**
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* Get the array of normals.
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*
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* @return a pointer to start of array of normals.
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*/
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const float* GetNormalsPointer() const { return (const float*) &m_normals[0].x; }
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unsigned int GetVertexSize() const { return (unsigned int) m_vertexs.size(); }
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unsigned int GetNormalsSize() const { return (unsigned int) m_normals.size(); }
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private:
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SFVEC3F_VECTOR m_vertexs; ///< vertex array
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SFVEC3F_VECTOR m_normals; ///< normals array
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};
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/**
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* Store arrays of triangles to be used to create display lists.
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*/
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class TRIANGLE_DISPLAY_LIST
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{
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public:
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/**
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* Initialize arrays with reserved triangles.
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*
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* @param aNrReservedTriangles is the number of triangles to reserve.
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*/
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explicit TRIANGLE_DISPLAY_LIST( unsigned int aNrReservedTriangles );
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~TRIANGLE_DISPLAY_LIST();
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/**
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* Check if the vertex arrays of the layers are as expected.
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*
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* @return true if layers are correctly setup.
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*/
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bool IsLayersSizeValid();
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void AddToMiddleContourns( const SHAPE_LINE_CHAIN& outlinePath, float zBot, float zTop,
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double aBiuTo3Du, bool aInvertFaceDirection,
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const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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void AddToMiddleContourns( const SHAPE_POLY_SET& aPolySet, float zBot, float zTop,
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double aBiuTo3Du, bool aInvertFaceDirection,
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const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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void AddToMiddleContourns( const std::vector< SFVEC2F >& aContournPoints, float zBot,
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float zTop, bool aInvertFaceDirection,
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const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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std::mutex m_middle_layer_lock;
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TRIANGLE_LIST* m_layer_top_segment_ends;
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TRIANGLE_LIST* m_layer_top_triangles;
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TRIANGLE_LIST* m_layer_middle_contourns_quads;
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TRIANGLE_LIST* m_layer_bot_triangles;
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TRIANGLE_LIST* m_layer_bot_segment_ends;
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};
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/**
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* Store the OpenGL display lists to related with a layer.
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*/
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class OPENGL_RENDER_LIST
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{
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public:
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/**
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* Create the display lists for a layer.
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*
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* @param aLayerTriangles contains the layers array of vertex to render to display lists.
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* @param aTextureIndexForSegEnds is the texture index to be used by segment ends.
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* It is a black and white squared texture
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* with a center circle diameter of the size
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* of the texture.
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*/
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OPENGL_RENDER_LIST( const TRIANGLE_DISPLAY_LIST& aLayerTriangles,
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GLuint aTextureIndexForSegEnds, float aZBot, float aZTop );
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/**
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* Destroy this class while free the display lists from GPU memory.
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*/
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~OPENGL_RENDER_LIST();
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/**
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* Call the display lists for the top elements and middle contours.
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*/
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void DrawTopAndMiddle() const;
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/**
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* Call the display lists for the bottom elements and middle contours.
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*/
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void DrawBotAndMiddle() const;
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/**
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* Call the display lists for the top elements.
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*/
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void DrawTop() const;
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/**
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* Call the display lists for the bottom elements.
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*/
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void DrawBot() const;
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/**
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* Call the display lists for the middle elements.
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*/
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void DrawMiddle() const;
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/**
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* Call to draw all the display lists.
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*/
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void DrawAll( bool aDrawMiddle = true ) const;
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/**
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* Draw all layers if they are visible by the camera if camera position is above the layer.
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*
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* This only works because the board is centered and the planes are always perpendicular to
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* the Z axis.
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*
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* @param zCameraPos is the camera z axis position.
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*/
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void DrawCulled( bool aDrawMiddle,
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const OPENGL_RENDER_LIST* aSubtractList = nullptr,
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const OPENGL_RENDER_LIST* bSubtractList = nullptr,
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const OPENGL_RENDER_LIST* cSubtractList = nullptr,
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const OPENGL_RENDER_LIST* dSubtractList = nullptr ) const;
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void ApplyScalePosition( float aZposition, float aZscale );
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void ApplyScalePosition( OPENGL_RENDER_LIST* aOtherList );
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void ClearScalePosition() { m_haveTransformation = false; }
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void SetItIsTransparent( bool aSetTransparent );
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float GetZBot() const { return m_zBot; }
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float GetZTop() const { return m_zTop; }
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private:
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GLuint generate_top_or_bot_seg_ends( const TRIANGLE_LIST* aTriangleContainer,
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bool aIsNormalUp, GLuint aTextureId ) const;
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GLuint generate_top_or_bot_triangles( const TRIANGLE_LIST* aTriangleContainer,
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bool aIsNormalUp ) const;
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GLuint generate_middle_triangles( const TRIANGLE_LIST* aTriangleContainer ) const;
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void beginTransformation() const;
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void endTransformation() const;
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void setBlendfunction() const;
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private:
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float m_zBot;
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float m_zTop;
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GLuint m_layer_top_segment_ends;
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GLuint m_layer_top_triangles;
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GLuint m_layer_middle_contourns_quads;
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GLuint m_layer_bot_triangles;
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GLuint m_layer_bot_segment_ends;
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bool m_haveTransformation;
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float m_zPositionTransformation;
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float m_zScaleTransformation;
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bool m_draw_it_transparent;
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};
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#endif // TRIANGLE_DISPLAY_LIST_H
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