kicad/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_createscene.cpp

1637 lines
70 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 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_createscene.cpp
* @brief
*/
#include "c3d_render_raytracing.h"
#include "shapes3D/cplane.h"
#include "shapes3D/croundseg.h"
#include "shapes3D/clayeritem.h"
#include "shapes3D/ccylinder.h"
#include "shapes3D/ctriangle.h"
#include "shapes2D/citemlayercsg2d.h"
#include "shapes2D/cring2d.h"
#include "shapes2D/cpolygon2d.h"
#include "shapes2D/cfilledcircle2d.h"
#include "accelerators/cbvh_pbrt.h"
#include "3d_fastmath.h"
#include "3d_math.h"
#include <class_board.h>
#include <class_module.h>
#include <base_units.h>
#include <profile.h> // To use GetRunningMicroSecs or another profiling utility
/**
* Scale convertion from 3d model units to pcb units
*/
#define UNITS3D_TO_UNITSPCB (IU_PER_MM)
void C3D_RENDER_RAYTRACING::setupMaterials()
{
double mmTo3Dunits = IU_PER_MM * m_boardAdapter.BiuTo3Dunits();
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
{
m_board_normal_perturbator = CBOARDNORMAL( 0.5f * mmTo3Dunits );
m_copper_normal_perturbator = CCOPPERNORMAL( 4.0f * mmTo3Dunits,
&m_board_normal_perturbator );
m_solder_mask_normal_perturbator = CSOLDERMASKNORMAL( &m_board_normal_perturbator );
m_plastic_normal_perturbator = CPLASTICNORMAL( 0.15f * mmTo3Dunits );
m_plastic_shine_normal_perturbator = CPLASTICSHINENORMAL( 1.0f * mmTo3Dunits );
m_brushed_metal_normal_perturbator = CMETALBRUSHEDNORMAL( 1.0f * mmTo3Dunits );
}
// http://devernay.free.fr/cours/opengl/materials.html
// Copper
m_materials.m_Copper = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_CopperColor ) *
(SFVEC3F)(0.18f), // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp( ((SFVEC3F)(1.0f) -
ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_CopperColor ) ),
SFVEC3F( 0.0f ),
SFVEC3F( 0.35f ) ), // specular
0.4f * 128.0f, // shiness
0.0f, // transparency
0.0f );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
m_materials.m_Copper.SetNormalPerturbator( &m_copper_normal_perturbator );
m_materials.m_Paste = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_SolderPasteColor ) *
ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_SolderPasteColor ), // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_SolderPasteColor ) *
ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_SolderPasteColor ), // specular
0.10f * 128.0f, // shiness
0.0f, // transparency
0.0f );
m_materials.m_SilkS = CBLINN_PHONG_MATERIAL( ConvertSRGBToLinear( SFVEC3F( 0.11f ) ), // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp(
( ( SFVEC3F )( 1.0f )
- ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SilkScreenColorTop ) ),
SFVEC3F( 0.0f ),
SFVEC3F( 0.10f ) ), // specular
0.078125f * 128.0f, // shiness
0.0f, // transparency
0.0f );
const float solderMaskTop_gray =
( m_boardAdapter.m_SolderMaskColorTop.r + m_boardAdapter.m_SolderMaskColorTop.g
+ m_boardAdapter.m_SolderMaskColorTop.b )
/ 3.0f;
const float solderMaskTop_transparency = solderMaskTop_gray * 0.40f + 0.005f;
m_materials.m_SolderMask = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderMaskColorTop ) * 0.10f, // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp(
( ( SFVEC3F )( 1.0f )
- ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderMaskColorTop ) ),
SFVEC3F( 0.0f ),
SFVEC3F( solderMaskTop_gray * 2.0f ) ), // specular
0.85f * 128.0f, // shiness
solderMaskTop_transparency, // transparency
0.16f ); // reflection
const float solderMaskBot_gray =
( m_boardAdapter.m_SolderMaskColorBot.r + m_boardAdapter.m_SolderMaskColorBot.g
+ m_boardAdapter.m_SolderMaskColorBot.b )
/ 3.0f;
const float solderMaskBot_transparency = solderMaskBot_gray * 0.40f + 0.005f;
m_materials.m_SolderMask = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderMaskColorBot ) * 0.10f, // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp(
( ( SFVEC3F )( 1.0f )
- ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderMaskColorBot ) ),
SFVEC3F( 0.0f ),
SFVEC3F( solderMaskBot_gray * 2.0f ) ), // specular
0.85f * 128.0f, // shiness
solderMaskBot_transparency, // transparency
0.16f );
m_materials.m_SolderMask.SetCastShadows( true );
m_materials.m_SolderMask.SetNrRefractionsSamples( 1 );
m_materials.m_SolderMask.SetNrReflectionsSamples( 2 );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
m_materials.m_SolderMask.SetNormalPerturbator( &m_solder_mask_normal_perturbator );
m_materials.m_EpoxyBoard = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( SFVEC3F( 16.0f / 255.0f,
14.0f / 255.0f,
10.0f / 255.0f ) ), // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
ConvertSRGBToLinear( SFVEC3F( 10.0f / 255.0f,
8.0f / 255.0f,
10.0f / 255.0f ) ), // specular
0.1f * 128.0f, // shiness
0.10f, // transparency
0.0f ); // reflection
m_materials.m_EpoxyBoard.SetAbsorvance( 10.0f );
m_materials.m_EpoxyBoard.SetNrRefractionsSamples( 3 );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
m_materials.m_EpoxyBoard.SetNormalPerturbator( &m_board_normal_perturbator );
SFVEC3F bgTop = ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop );
//SFVEC3F bgBot = (SFVEC3F)m_boardAdapter.m_BgColorBot;
m_materials.m_Floor = CBLINN_PHONG_MATERIAL(
bgTop * 0.125f, // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
(SFVEC3F(1.0f) - bgTop) / 3.0f, // specular
0.10f * 128.0f, // shiness
0.0f, // transparency
0.50f ); // reflection
m_materials.m_Floor.SetCastShadows( false );
}
/** Function create_3d_object_from
* @brief Creates on or more 3D objects form a 2D object and Z positions. It try
* optimize some types of objects that will be faster to trace than the
* CLAYERITEM object.
* @param aObject2D
* @param aZMin
* @param aZMax
*/
void C3D_RENDER_RAYTRACING::create_3d_object_from( CCONTAINER& aDstContainer,
const COBJECT2D* aObject2D, float aZMin, float aZMax, const CMATERIAL* aMaterial,
const SFVEC3F& aObjColor )
{
switch( aObject2D->GetObjectType() )
{
case OBJECT2D_TYPE::DUMMYBLOCK:
{
m_stats_converted_dummy_to_plane++;
#if 1
CXYPLANE* objPtr;
objPtr = new CXYPLANE( CBBOX(
SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMin ),
SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMin ) ) );
objPtr->SetMaterial( aMaterial );
objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
aDstContainer.Add( objPtr );
objPtr = new CXYPLANE( CBBOX(
SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMax ),
SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMax ) ) );
objPtr->SetMaterial( aMaterial );
objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
aDstContainer.Add( objPtr );
#else
objPtr = new CDUMMYBLOCK( CBBOX(
SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMin ),
SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMax ) ) );
objPtr->SetMaterial( aMaterial );
aDstContainer.Add( objPtr );
#endif
}
break;
case OBJECT2D_TYPE::ROUNDSEG:
{
m_stats_converted_roundsegment2d_to_roundsegment++;
const CROUNDSEGMENT2D* aRoundSeg2D = static_cast<const CROUNDSEGMENT2D*>( aObject2D );
CROUNDSEG* objPtr = new CROUNDSEG( *aRoundSeg2D, aZMin, aZMax );
objPtr->SetMaterial( aMaterial );
objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
aDstContainer.Add( objPtr );
}
break;
default:
{
CLAYERITEM* objPtr = new CLAYERITEM( aObject2D, aZMin, aZMax );
objPtr->SetMaterial( aMaterial );
objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
aDstContainer.Add( objPtr );
}
break;
}
}
void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter )
{
m_reloadRequested = false;
m_model_materials.clear();
COBJECT2D_STATS::Instance().ResetStats();
COBJECT3D_STATS::Instance().ResetStats();
#ifdef PRINT_STATISTICS_3D_VIEWER
printf("InitSettings...\n");
#endif
unsigned stats_startReloadTime = GetRunningMicroSecs();
m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter );
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_endReloadTime = GetRunningMicroSecs();
unsigned stats_startConvertTime = GetRunningMicroSecs();
#endif
SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter3DU();
m_camera.SetBoardLookAtPos( camera_pos );
m_object_container.Clear();
m_containerWithObjectsToDelete.Clear();
setupMaterials();
// Create and add the outline board
// /////////////////////////////////////////////////////////////////////////
#ifdef PRINT_STATISTICS_3D_VIEWER
printf("Create outline board...\n");
#endif
delete m_outlineBoard2dObjects;
m_outlineBoard2dObjects = new CCONTAINER2D;
const int outlineCount = m_boardAdapter.GetBoardPoly().OutlineCount();
if( outlineCount > 0 )
{
float divFactor = 0.0f;
if( m_boardAdapter.GetStats_Nr_Vias() )
divFactor = m_boardAdapter.GetStats_Med_Via_Hole_Diameter3DU() * 18.0f;
else
if( m_boardAdapter.GetStats_Nr_Holes() )
divFactor = m_boardAdapter.GetStats_Med_Hole_Diameter3DU() * 8.0f;
SHAPE_POLY_SET boardPolyCopy = m_boardAdapter.GetBoardPoly();
boardPolyCopy.Fracture( SHAPE_POLY_SET::PM_FAST );
for( int iOutlinePolyIdx = 0; iOutlinePolyIdx < outlineCount; iOutlinePolyIdx++ )
{
Convert_path_polygon_to_polygon_blocks_and_dummy_blocks(
boardPolyCopy,
*m_outlineBoard2dObjects,
m_boardAdapter.BiuTo3Dunits(),
divFactor,
*dynamic_cast<const BOARD_ITEM*>( m_boardAdapter.GetBoard() ),
iOutlinePolyIdx );
}
if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
{
const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
object2d_iterator != listObjects.end();
++object2d_iterator )
{
const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
// Check if there are any THT that intersects this outline object part
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
hole != intersectionList.end();
++hole )
{
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
}
}
if( object2d_B->empty() )
{
delete object2d_B;
object2d_B = CSGITEM_EMPTY;
}
if( object2d_B == CSGITEM_EMPTY )
{
#if 0
create_3d_object_from( m_object_container, object2d_A,
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ),
&m_materials.m_EpoxyBoard,
g_epoxyColor );
#else
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
m_object_container.Add( objPtr );
#endif
}
else
{
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D(
object2d_A,
object2d_B,
CSGITEM_FULL,
(const BOARD_ITEM &)*m_boardAdapter.GetBoard() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
m_object_container.Add( objPtr );
}
}
// Add cylinders of the board body to container
// Note: This is actually a workarround for the holes in the board.
// The issue is because if a hole is in a border of a divided polygon ( ex
// a polygon or dummyblock) it will cut also the render of the hole.
// So this will add a full hole.
// In fact, that is not need if the hole have copper.
// /////////////////////////////////////////////////////////////////////////
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
{
const LIST_OBJECT2D &holeList = m_boardAdapter.GetThroughHole_Outer().GetList();
for( LIST_OBJECT2D::const_iterator hole = holeList.begin();
hole != holeList.end();
++hole )
{
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
switch( hole2d->GetObjectType() )
{
case OBJECT2D_TYPE::FILLED_CIRCLE:
{
const float radius = hole2d->GetBBox().GetExtent().x * 0.5f * 0.999f;
CVCYLINDER *objPtr = new CVCYLINDER(
hole2d->GetCentroid(),
NextFloatDown( m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ) ),
NextFloatUp( m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) ),
radius );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
m_object_container.Add( objPtr );
}
break;
default:
break;
}
}
}
}
}
// Add layers maps (except B_Mask and F_Mask)
// /////////////////////////////////////////////////////////////////////////
#ifdef PRINT_STATISTICS_3D_VIEWER
printf("Add layers maps...\n");
#endif
for( MAP_CONTAINER_2D::const_iterator ii = m_boardAdapter.GetMapLayers().begin();
ii != m_boardAdapter.GetMapLayers().end();
++ii )
{
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>(ii->first);
// Mask kayers are not processed here because they are a special case
if( (layer_id == B_Mask) || (layer_id == F_Mask) )
continue;
CMATERIAL *materialLayer = &m_materials.m_SilkS;
SFVEC3F layerColor = SFVEC3F( 0.0f, 0.0f, 0.0f );
switch( layer_id )
{
case B_Adhes:
case F_Adhes:
break;
case B_Paste:
case F_Paste:
materialLayer = &m_materials.m_Paste;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_boardAdapter.m_SolderPasteColor;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
case B_SilkS:
materialLayer = &m_materials.m_SilkS;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_boardAdapter.m_SilkScreenColorBot;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
case F_SilkS:
materialLayer = &m_materials.m_SilkS;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_boardAdapter.m_SilkScreenColorTop;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
case Dwgs_User:
case Cmts_User:
case Eco1_User:
case Eco2_User:
case Edge_Cuts:
case Margin:
break;
case B_CrtYd:
case F_CrtYd:
break;
case B_Fab:
case F_Fab:
break;
default:
materialLayer = &m_materials.m_Copper;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_boardAdapter.m_CopperColor;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
}
const CBVHCONTAINER2D *container2d = static_cast<const CBVHCONTAINER2D *>(ii->second);
const LIST_OBJECT2D &listObject2d = container2d->GetList();
for( LIST_OBJECT2D::const_iterator itemOnLayer = listObject2d.begin();
itemOnLayer != listObject2d.end();
++itemOnLayer )
{
const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*itemOnLayer);
// not yet used / implemented (can be used in future to clip the objects in the board borders
COBJECT2D *object2d_C = CSGITEM_FULL;
std::vector<const COBJECT2D *> *object2d_B = CSGITEM_EMPTY;
object2d_B = new std::vector<const COBJECT2D*>();
// Subtract holes but not in SolderPaste
// (can be added as an option in future)
if( !( ( layer_id == B_Paste ) || ( layer_id == F_Paste ) ) )
{
// Check if there are any layerhole that intersects this object
// Eg: a segment is cutted by a via hole or THT hole.
// /////////////////////////////////////////////////////////////
const MAP_CONTAINER_2D &layerHolesMap = m_boardAdapter.GetMapLayersHoles();
if( layerHolesMap.find(layer_id) != layerHolesMap.end() )
{
MAP_CONTAINER_2D::const_iterator ii_hole = layerHolesMap.find(layer_id);
const CBVHCONTAINER2D *containerLayerHoles2d =
static_cast<const CBVHCONTAINER2D *>(ii_hole->second);
CONST_LIST_OBJECT2D intersectionList;
containerLayerHoles2d->GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator holeOnLayer =
intersectionList.begin();
holeOnLayer != intersectionList.end();
++holeOnLayer )
{
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*holeOnLayer);
//if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
}
}
// Check if there are any THT that intersects this object
// /////////////////////////////////////////////////////////////
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
hole != intersectionList.end();
++hole )
{
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
//if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
}
}
}
const MAP_CONTAINER_2D& mapLayers = m_boardAdapter.GetMapLayers();
if( m_boardAdapter.GetFlag( FL_SUBTRACT_MASK_FROM_SILK ) &&
( ( ( layer_id == B_SilkS ) &&
( mapLayers.find( B_Mask ) != mapLayers.end() ) ) ||
( ( layer_id == F_SilkS ) &&
( mapLayers.find( F_Mask ) != mapLayers.end() ) ) ) )
{
const PCB_LAYER_ID layerMask_id = ( layer_id == B_SilkS ) ? B_Mask : F_Mask;
const CBVHCONTAINER2D *containerMaskLayer2d =
static_cast<const CBVHCONTAINER2D*>( mapLayers.at( layerMask_id ) );
CONST_LIST_OBJECT2D intersectionList;
if( containerMaskLayer2d ) // can be null if B_Mask or F_Mask is not shown
containerMaskLayer2d->GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator objOnLayer =
intersectionList.begin();
objOnLayer != intersectionList.end();
++objOnLayer )
{
const COBJECT2D* obj2d = static_cast<const COBJECT2D*>( *objOnLayer );
object2d_B->push_back( obj2d );
}
}
}
if( object2d_B->empty() )
{
delete object2d_B;
object2d_B = CSGITEM_EMPTY;
}
if( (object2d_B == CSGITEM_EMPTY) &&
(object2d_C == CSGITEM_FULL) )
{
#if 0
create_3d_object_from( m_object_container,
object2d_A,
m_boardAdapter.GetLayerBottomZpos3DU( layer_id ),
m_boardAdapter.GetLayerTopZpos3DU( layer_id ),
materialLayer,
layerColor );
#else
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
m_boardAdapter.GetLayerBottomZpos3DU( layer_id ),
m_boardAdapter.GetLayerTopZpos3DU( layer_id ) );
objPtr->SetMaterial( materialLayer );
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
m_object_container.Add( objPtr );
#endif
}
else
{
#if 1
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( object2d_A,
object2d_B,
object2d_C,
object2d_A->GetBoardItem() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
m_boardAdapter.GetLayerBottomZpos3DU( layer_id ),
m_boardAdapter.GetLayerTopZpos3DU( layer_id ) );
objPtr->SetMaterial( materialLayer );
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
m_object_container.Add( objPtr );
#endif
}
}
}// for each layer on map
// Add Mask layer
// Solder mask layers are "negative" layers so the elements that we have
// (in the container) should remove the board outline.
// We will check for all objects in the outline if it intersects any object
// in the layer container and also any hole.
// /////////////////////////////////////////////////////////////////////////
if( m_boardAdapter.GetFlag( FL_SOLDERMASK ) &&
(m_outlineBoard2dObjects->GetList().size() >= 1) )
{
const CMATERIAL *materialLayer = &m_materials.m_SolderMask;
for( MAP_CONTAINER_2D::const_iterator ii = m_boardAdapter.GetMapLayers().begin();
ii != m_boardAdapter.GetMapLayers().end();
++ii )
{
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>(ii->first);
const CBVHCONTAINER2D *containerLayer2d =
static_cast<const CBVHCONTAINER2D *>(ii->second);
// Only get the Solder mask layers
if( !((layer_id == B_Mask) || (layer_id == F_Mask)) )
continue;
SFVEC3F layerColor;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
{
if( layer_id == B_Mask )
layerColor = m_boardAdapter.m_SolderMaskColorBot;
else
layerColor = m_boardAdapter.m_SolderMaskColorTop;
}
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
const float zLayerMin = m_boardAdapter.GetLayerBottomZpos3DU( layer_id );
const float zLayerMax = m_boardAdapter.GetLayerTopZpos3DU( layer_id );
// Get the outline board objects
const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
object2d_iterator != listObjects.end();
++object2d_iterator )
{
const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
// Check if there are any THT that intersects this outline object part
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
hole != intersectionList.end();
++hole )
{
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
}
}
// Check if there are any objects in the layer to subtract with the
// corrent object
if( !containerLayer2d->GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
containerLayer2d->GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator obj = intersectionList.begin();
obj != intersectionList.end();
++obj )
{
const COBJECT2D *obj2d = static_cast<const COBJECT2D *>(*obj);
//if( object2d_A->Intersects( obj2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( obj2d->GetBBox() ) )
object2d_B->push_back( obj2d );
}
}
}
if( object2d_B->empty() )
{
delete object2d_B;
object2d_B = CSGITEM_EMPTY;
}
if( object2d_B == CSGITEM_EMPTY )
{
#if 0
create_3d_object_from( m_object_container,
object2d_A,
zLayerMin,
zLayerMax,
materialLayer,
layerColor );
#else
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
zLayerMin,
zLayerMax );
objPtr->SetMaterial( materialLayer );
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
m_object_container.Add( objPtr );
#endif
}
else
{
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( object2d_A,
object2d_B,
CSGITEM_FULL,
object2d_A->GetBoardItem() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
zLayerMin,
zLayerMax );
objPtr->SetMaterial( materialLayer );
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
m_object_container.Add( objPtr );
}
}
}
}
add_3D_vias_and_pads_to_container();
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_endConvertTime = GetRunningMicroSecs();
unsigned stats_startLoad3DmodelsTime = stats_endConvertTime;
#endif
load_3D_models();
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_endLoad3DmodelsTime = GetRunningMicroSecs();
#endif
// Add floor
// /////////////////////////////////////////////////////////////////////////
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_BACKFLOOR ) )
{
CBBOX boardBBox = m_boardAdapter.GetBBox3DU();
if( boardBBox.IsInitialized() )
{
boardBBox.Scale( 3.0f );
if( m_object_container.GetList().size() > 0 )
{
CBBOX containerBBox = m_object_container.GetBBox();
containerBBox.Scale( 1.3f );
const SFVEC3F centerBBox = containerBBox.GetCenter();
// Floor triangles
const float minZ = glm::min( containerBBox.Min().z,
boardBBox.Min().z );
const SFVEC3F v1 = SFVEC3F( -RANGE_SCALE_3D * 4.0f,
-RANGE_SCALE_3D * 4.0f,
minZ ) +
SFVEC3F( centerBBox.x,
centerBBox.y,
0.0f );
const SFVEC3F v3 = SFVEC3F( +RANGE_SCALE_3D * 4.0f,
+RANGE_SCALE_3D * 4.0f,
minZ ) +
SFVEC3F( centerBBox.x,
centerBBox.y,
0.0f );
const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z );
const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
SFVEC3F backgroundColor =
ConvertSRGBToLinear( static_cast<SFVEC3F>( m_boardAdapter.m_BgColorTop ) );
CTRIANGLE *newTriangle1 = new CTRIANGLE( v1, v2, v3 );
CTRIANGLE *newTriangle2 = new CTRIANGLE( v3, v4, v1 );
m_object_container.Add( newTriangle1 );
m_object_container.Add( newTriangle2 );
newTriangle1->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
newTriangle2->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
newTriangle1->SetColor( backgroundColor );
newTriangle2->SetColor( backgroundColor );
// Ceiling triangles
const float maxZ = glm::max( containerBBox.Max().z,
boardBBox.Max().z );
const SFVEC3F v5 = SFVEC3F( v1.x, v1.y, maxZ );
const SFVEC3F v6 = SFVEC3F( v2.x, v2.y, maxZ );
const SFVEC3F v7 = SFVEC3F( v3.x, v3.y, maxZ );
const SFVEC3F v8 = SFVEC3F( v4.x, v4.y, maxZ );
CTRIANGLE *newTriangle3 = new CTRIANGLE( v7, v6, v5 );
CTRIANGLE *newTriangle4 = new CTRIANGLE( v5, v8, v7 );
m_object_container.Add( newTriangle3 );
m_object_container.Add( newTriangle4 );
newTriangle3->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
newTriangle4->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
newTriangle3->SetColor( backgroundColor );
newTriangle4->SetColor( backgroundColor );
}
}
}
// Init initial lights
// /////////////////////////////////////////////////////////////////////////
m_lights.Clear();
// This will work as the front camera light.
const float light_camera_intensity = 0.20f;
const float light_top_bottom = 0.25f;
const float light_directional_intensity = ( 1.0f - ( light_camera_intensity +
light_top_bottom * 0.5f ) ) / 4.0f;
m_camera_light = new CDIRECTIONALLIGHT( SFVEC3F( 0.0f, 0.0f, 0.0f ),
SFVEC3F( light_camera_intensity ) );
m_camera_light->SetCastShadows( false );
m_lights.Add( m_camera_light );
// Option 1 - using Point Lights
const SFVEC3F &boarCenter = m_boardAdapter.GetBBox3DU().GetCenter();
m_lights.Add( new CPOINTLIGHT( SFVEC3F( boarCenter.x, boarCenter.y, +RANGE_SCALE_3D * 2.0f ),
SFVEC3F( light_top_bottom ) ) );
m_lights.Add( new CPOINTLIGHT( SFVEC3F( boarCenter.x, boarCenter.y, -RANGE_SCALE_3D * 2.0f ),
SFVEC3F( light_top_bottom ) ) );
// http://www.flashandmath.com/mathlets/multicalc/coords/shilmay23fin.html
// Option 2 - Top/Bottom direction lights
/*
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 0.03f,
glm::pi<float>() * 0.25f ),
SFVEC3F( light_top_bottom ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 0.97f,
glm::pi<float>() * 1.25f ),
SFVEC3F( light_top_bottom ) ) );
*/
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
glm::pi<float>() * 1 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
glm::pi<float>() * 3 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
glm::pi<float>() * 5 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
glm::pi<float>() * 7 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
glm::pi<float>() * 1 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
glm::pi<float>() * 3 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
glm::pi<float>() * 5 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
glm::pi<float>() * 7 / 4.0f ),
SFVEC3F( light_directional_intensity ) ) );
// Create an accelerator
// /////////////////////////////////////////////////////////////////////////
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_startAcceleratorTime = GetRunningMicroSecs();
#endif
if( m_accelerator )
{
delete m_accelerator;
}
m_accelerator = 0;
m_accelerator = new CBVH_PBRT( m_object_container );
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_endAcceleratorTime = GetRunningMicroSecs();
#endif
#ifdef PRINT_STATISTICS_3D_VIEWER
printf( "C3D_RENDER_RAYTRACING::reload times:\n" );
printf( " Reload board: %.3f ms\n", (float)( stats_endReloadTime -
stats_startReloadTime ) /
1000.0f );
printf( " Convert to 3D objects: %.3f ms\n", (float)( stats_endConvertTime -
stats_startConvertTime ) /
1000.0f );
printf( " Accelerator construction: %.3f ms\n", (float)( stats_endAcceleratorTime -
stats_startAcceleratorTime ) /
1000.0f );
printf( " Load and add 3D models: %.3f ms\n", (float)( stats_endLoad3DmodelsTime -
stats_startLoad3DmodelsTime ) /
1000.0f );
printf( "Optimizations\n" );
printf( " m_stats_converted_dummy_to_plane: %u\n",
m_stats_converted_dummy_to_plane );
printf( " m_stats_converted_roundsegment2d_to_roundsegment: %u\n",
m_stats_converted_roundsegment2d_to_roundsegment );
COBJECT2D_STATS::Instance().PrintStats();
COBJECT3D_STATS::Instance().PrintStats();
#endif
if( aStatusReporter )
{
// Calculation time in seconds
const double calculation_time = (double)( GetRunningMicroSecs() -
stats_startReloadTime ) / 1e6;
aStatusReporter->Report( wxString::Format( _( "Reload time %.3f s" ), calculation_time ) );
}
}
// Based on draw3DViaHole from
// 3d_draw_helper_functions.cpp
void C3D_RENDER_RAYTRACING::insert3DViaHole( const VIA* aVia )
{
PCB_LAYER_ID top_layer, bottom_layer;
int radiusBUI = (aVia->GetDrillValue() / 2);
aVia->LayerPair( &top_layer, &bottom_layer );
float topZ = m_boardAdapter.GetLayerBottomZpos3DU( top_layer ) +
m_boardAdapter.GetCopperThickness3DU();
float botZ = m_boardAdapter.GetLayerBottomZpos3DU( bottom_layer ) -
m_boardAdapter.GetCopperThickness3DU();
const SFVEC2F center = SFVEC2F( aVia->GetStart().x * m_boardAdapter.BiuTo3Dunits(),
-aVia->GetStart().y * m_boardAdapter.BiuTo3Dunits() );
CRING2D *ring = new CRING2D( center,
radiusBUI * m_boardAdapter.BiuTo3Dunits(),
( radiusBUI + m_boardAdapter.GetCopperThicknessBIU() ) *
m_boardAdapter.BiuTo3Dunits(),
*aVia );
m_containerWithObjectsToDelete.Add( ring );
CLAYERITEM *objPtr = new CLAYERITEM( ring, topZ, botZ );
objPtr->SetMaterial( &m_materials.m_Copper );
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_CopperColor ) );
else
objPtr->SetColor( ConvertSRGBToLinear(
m_boardAdapter.GetItemColor( LAYER_VIAS + static_cast<int>( aVia->GetViaType() ) ) ) );
m_object_container.Add( objPtr );
}
// Based on draw3DPadHole from
// 3d_draw_helper_functions.cpp
void C3D_RENDER_RAYTRACING::insert3DPadHole( const D_PAD* aPad )
{
const COBJECT2D *object2d_A = NULL;
SFVEC3F objColor;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
objColor = (SFVEC3F)m_boardAdapter.m_CopperColor;
else
objColor = m_boardAdapter.GetItemColor( LAYER_PADS_TH );
const wxSize drillsize = aPad->GetDrillSize();
const bool hasHole = drillsize.x && drillsize.y;
if( !hasHole )
return;
const float topZ = m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ) +
m_boardAdapter.GetCopperThickness3DU();
const float botZ = m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) -
m_boardAdapter.GetCopperThickness3DU();
if( drillsize.x == drillsize.y ) // usual round hole
{
SFVEC2F center = SFVEC2F( aPad->GetPosition().x * m_boardAdapter.BiuTo3Dunits(),
-aPad->GetPosition().y * m_boardAdapter.BiuTo3Dunits() );
CRING2D *ring = new CRING2D( center,
( drillsize.x / 2 ) * m_boardAdapter.BiuTo3Dunits(),
(( drillsize.x / 2 ) +
m_boardAdapter.GetCopperThicknessBIU() ) *
m_boardAdapter.BiuTo3Dunits(),
*aPad );
m_containerWithObjectsToDelete.Add( ring );
object2d_A = ring;
}
else // Oblong hole
{
wxPoint ends_offset;
int width;
if( drillsize.x > drillsize.y ) // Horizontal oval
{
ends_offset.x = ( drillsize.x - drillsize.y ) / 2;
width = drillsize.y;
}
else // Vertical oval
{
ends_offset.y = ( drillsize.y - drillsize.x ) / 2;
width = drillsize.x;
}
RotatePoint( &ends_offset, aPad->GetOrientation() );
wxPoint start = aPad->GetPosition() + ends_offset;
wxPoint end = aPad->GetPosition() - ends_offset;
CROUNDSEGMENT2D *innerSeg = new CROUNDSEGMENT2D(
SFVEC2F( start.x * m_boardAdapter.BiuTo3Dunits(),
-start.y * m_boardAdapter.BiuTo3Dunits() ),
SFVEC2F( end.x * m_boardAdapter.BiuTo3Dunits(),
-end.y * m_boardAdapter.BiuTo3Dunits() ),
width * m_boardAdapter.BiuTo3Dunits(),
*aPad );
CROUNDSEGMENT2D *outerSeg = new CROUNDSEGMENT2D(
SFVEC2F( start.x * m_boardAdapter.BiuTo3Dunits(),
-start.y * m_boardAdapter.BiuTo3Dunits() ),
SFVEC2F( end.x * m_boardAdapter.BiuTo3Dunits(),
-end.y * m_boardAdapter.BiuTo3Dunits() ),
( width + m_boardAdapter.GetCopperThicknessBIU() * 2 ) *
m_boardAdapter.BiuTo3Dunits(),
*aPad );
// NOTE: the round segment width is the "diameter", so we double the thickness
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
object2d_B->push_back( innerSeg );
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( outerSeg,
object2d_B,
CSGITEM_FULL,
*aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d );
m_containerWithObjectsToDelete.Add( innerSeg );
m_containerWithObjectsToDelete.Add( outerSeg );
object2d_A = itemCSG2d;
}
if( object2d_A )
{
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
// Check if there are any other THT that intersects this hole
// It will use the non inflated holes
if( !m_boardAdapter.GetThroughHole_Inner().GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
m_boardAdapter.GetThroughHole_Inner().GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
hole != intersectionList.end();
++hole )
{
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
}
}
if( object2d_B->empty() )
{
delete object2d_B;
object2d_B = CSGITEM_EMPTY;
}
if( object2d_B == CSGITEM_EMPTY )
{
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A, topZ, botZ );
objPtr->SetMaterial( &m_materials.m_Copper );
objPtr->SetColor( ConvertSRGBToLinear( objColor ) );
m_object_container.Add( objPtr );
}
else
{
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( object2d_A,
object2d_B,
CSGITEM_FULL,
(const BOARD_ITEM &)*aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d );
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d, topZ, botZ );
objPtr->SetMaterial( &m_materials.m_Copper );
objPtr->SetColor( ConvertSRGBToLinear( objColor ) );
m_object_container.Add( objPtr );
}
}
}
void C3D_RENDER_RAYTRACING::add_3D_vias_and_pads_to_container()
{
// Insert plated vertical holes inside the board
// /////////////////////////////////////////////////////////////////////////
// Insert vias holes (vertical cylinders)
for( auto track : m_boardAdapter.GetBoard()->Tracks() )
{
if( track->Type() == PCB_VIA_T )
{
const VIA *via = static_cast<const VIA*>(track);
insert3DViaHole( via );
}
}
// Insert pads holes (vertical cylinders)
for( auto module : m_boardAdapter.GetBoard()->Modules() )
{
for( auto pad : module->Pads() )
if( pad->GetAttribute () != PAD_ATTRIB_HOLE_NOT_PLATED )
{
insert3DPadHole( pad );
}
}
}
void C3D_RENDER_RAYTRACING::load_3D_models()
{
// Go for all modules
for( auto module : m_boardAdapter.GetBoard()->Modules() )
{
if((!module->Models().empty() ) &&
m_boardAdapter.ShouldModuleBeDisplayed((MODULE_ATTR_T)module->GetAttributes() ) )
{
double zpos = m_boardAdapter.GetModulesZcoord3DIU( module->IsFlipped() );
wxPoint pos = module->GetPosition();
glm::mat4 moduleMatrix = glm::mat4( 1.0f );
moduleMatrix = glm::translate( moduleMatrix,
SFVEC3F( pos.x * m_boardAdapter.BiuTo3Dunits(),
-pos.y * m_boardAdapter.BiuTo3Dunits(),
zpos ) );
if( module->GetOrientation() )
{
moduleMatrix = glm::rotate( moduleMatrix,
( (float)(module->GetOrientation() / 10.0f) / 180.0f ) *
glm::pi<float>(),
SFVEC3F( 0.0f, 0.0f, 1.0f ) );
}
if( module->IsFlipped() )
{
moduleMatrix = glm::rotate( moduleMatrix,
glm::pi<float>(),
SFVEC3F( 0.0f, 1.0f, 0.0f ) );
moduleMatrix = glm::rotate( moduleMatrix,
glm::pi<float>(),
SFVEC3F( 0.0f, 0.0f, 1.0f ) );
}
const double modelunit_to_3d_units_factor = m_boardAdapter.BiuTo3Dunits() *
UNITS3D_TO_UNITSPCB;
moduleMatrix = glm::scale( moduleMatrix,
SFVEC3F( modelunit_to_3d_units_factor,
modelunit_to_3d_units_factor,
modelunit_to_3d_units_factor ) );
// Get the list of model files for this model
S3D_CACHE* cacheMgr = m_boardAdapter.Get3DCacheManager();
auto sM = module->Models().begin();
auto eM = module->Models().end();
while( sM != eM )
{
if( ( static_cast<float>( sM->m_Opacity ) > FLT_EPSILON ) &&
( sM->m_Show && !sM->m_Filename.empty() ) )
{
// get it from cache
const S3DMODEL *modelPtr = cacheMgr->GetModel( sM->m_Filename );
// only add it if the return is not NULL
if( modelPtr )
{
glm::mat4 modelMatrix = moduleMatrix;
modelMatrix = glm::translate( modelMatrix,
SFVEC3F( sM->m_Offset.x,
sM->m_Offset.y,
sM->m_Offset.z ) );
modelMatrix = glm::rotate( modelMatrix,
(float)-( sM->m_Rotation.z / 180.0f ) *
glm::pi<float>(),
SFVEC3F( 0.0f, 0.0f, 1.0f ) );
modelMatrix = glm::rotate( modelMatrix,
(float)-( sM->m_Rotation.y / 180.0f ) *
glm::pi<float>(),
SFVEC3F( 0.0f, 1.0f, 0.0f ) );
modelMatrix = glm::rotate( modelMatrix,
(float)-( sM->m_Rotation.x / 180.0f ) *
glm::pi<float>(),
SFVEC3F( 1.0f, 0.0f, 0.0f ) );
modelMatrix = glm::scale( modelMatrix,
SFVEC3F( sM->m_Scale.x,
sM->m_Scale.y,
sM->m_Scale.z ) );
add_3D_models( modelPtr, modelMatrix, (float)sM->m_Opacity );
}
}
++sM;
}
}
}
}
void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
const glm::mat4 &aModelMatrix,
float aModuleOpacity )
{
// Validate a3DModel pointers
wxASSERT( a3DModel != NULL );
if( a3DModel == NULL )
return;
wxASSERT( a3DModel->m_Materials != NULL );
wxASSERT( a3DModel->m_Meshes != NULL );
wxASSERT( a3DModel->m_MaterialsSize > 0 );
wxASSERT( a3DModel->m_MeshesSize > 0 );
wxASSERT( aModuleOpacity > 0.0f );
wxASSERT( aModuleOpacity <= 1.0f );
if( aModuleOpacity > 1.0f )
{
aModuleOpacity = 1.0f;
}
if( (a3DModel->m_Materials != NULL) && (a3DModel->m_Meshes != NULL) &&
(a3DModel->m_MaterialsSize > 0) && (a3DModel->m_MeshesSize > 0) )
{
MODEL_MATERIALS *materialVector;
// Try find if the materials already exists in the map list
if( m_model_materials.find( a3DModel ) != m_model_materials.end() )
{
// Found it, so get the pointer
materialVector = &m_model_materials[a3DModel];
}
else
{
// Materials was not found in the map, so it will create a new for
// this model.
m_model_materials[a3DModel] = MODEL_MATERIALS();
materialVector = &m_model_materials[a3DModel];
materialVector->resize( a3DModel->m_MaterialsSize );
for( unsigned int imat = 0;
imat < a3DModel->m_MaterialsSize;
++imat )
{
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::NORMAL )
{
const SMATERIAL &material = a3DModel->m_Materials[imat];
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJtaW4oc3FydCh4LTAuMzUpKjAuNDAtMC4wNSwxLjApIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMC4wNzA3NzM2NzMyMzY1OTAxMiIsIjEuNTY5NTcxNjI5MjI1NDY5OCIsIi0wLjI3NDYzNTMyMTc1OTkyOTMiLCIwLjY0NzcwMTg4MTkyNTUzNjIiXSwic2l6ZSI6WzY0NCwzOTRdfV0-
float reflectionFactor = 0.0f;
if( (material.m_Shininess - 0.35f) > FLT_EPSILON )
{
reflectionFactor = glm::clamp( glm::sqrt( (material.m_Shininess - 0.35f) ) *
0.40f - 0.05f,
0.0f,
0.5f );
}
CBLINN_PHONG_MATERIAL &blinnMaterial = (*materialVector)[imat];
SFVEC3F ambient;
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
{
// apply a gain to the (dark) ambient colors
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgrMC4yMCleKDEvMi4wMCkpLTAuMzUiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoieCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0xLjI0OTUwNTMzOTIyMzYyIiwiMS42Nzc4MzQ0MTg1NjcxODQzIiwiLTAuNDM1NTA0NjQyODEwOTMwMjYiLCIxLjM2NTkzNTIwODEzNzI1OCJdLCJzaXplIjpbNjQ5LDM5OV19XQ--
// ambient = glm::max( (glm::pow((material.m_Ambient + 0.20f), SFVEC3F(1.0f / 2.00f)) - SFVEC3F(0.35f)), material.m_Ambient );
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgrMC4yMCleKDEvMS41OCkpLTAuMzUiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoieCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0xLjI0OTUwNTMzOTIyMzYyIiwiMS42Nzc4MzQ0MTg1NjcxODQzIiwiLTAuNDM1NTA0NjQyODEwOTMwMjYiLCIxLjM2NTkzNTIwODEzNzI1OCJdLCJzaXplIjpbNjQ5LDM5OV19XQ--
//ambient = glm::max( (glm::pow((material.m_Ambient + 0.20f), SFVEC3F(1.0f / 1.58f)) - SFVEC3F(0.35f)), material.m_Ambient );
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgrMC4yMCleKDEvMS41NCkpLTAuMzQiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoieCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0yLjcyMTA5NTg0MjA1MDYwNSIsIjEuODUyODcyNTI5NDk3NTIyMyIsIi0xLjQyMTM3NjAxOTkyOTA4MDYiLCIxLjM5MzM3Mzc0NzE3NzQ2MTIiXSwic2l6ZSI6WzY0OSwzOTldfV0-
ambient = ConvertSRGBToLinear(
glm::pow((material.m_Ambient + 0.30f), SFVEC3F(1.0f / 1.54f)) - SFVEC3F(0.34f) );
}
else
{
ambient = ConvertSRGBToLinear( material.m_Ambient );
}
blinnMaterial = CBLINN_PHONG_MATERIAL(
ambient,
ConvertSRGBToLinear( material.m_Emissive ),
ConvertSRGBToLinear( material.m_Specular ),
material.m_Shininess * 180.0f,
material.m_Transparency,
reflectionFactor );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
{
// Guess material type and apply a normal perturbator
if( ( RGBtoGray(material.m_Diffuse) < 0.3f ) &&
( material.m_Shininess < 0.36f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f) ) )
{
// This may be a black plastic..
if( material.m_Shininess < 0.26f )
blinnMaterial.SetNormalPerturbator( &m_plastic_normal_perturbator );
else
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.3f ) &&
( material.m_Shininess < 0.30f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f) ) )
{
// This may be a color plastic ...
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.6f ) &&
( material.m_Shininess > 0.35f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f) ) )
{
// This may be a brushed metal
blinnMaterial.SetNormalPerturbator( &m_brushed_metal_normal_perturbator );
}
}
}
}
}
else
{
(*materialVector)[imat] = CBLINN_PHONG_MATERIAL( SFVEC3F( 0.2f ),
SFVEC3F( 0.0f ),
SFVEC3F( 0.0f ),
0.0f,
0.0f,
0.0f );
}
}
}
const glm::mat3 normalMatrix = glm::transpose( glm::inverse( glm::mat3( aModelMatrix ) ) );
for( unsigned int mesh_i = 0;
mesh_i < a3DModel->m_MeshesSize;
++mesh_i )
{
const SMESH &mesh = a3DModel->m_Meshes[mesh_i];
// Validate the mesh pointers
wxASSERT( mesh.m_Positions != NULL );
wxASSERT( mesh.m_FaceIdx != NULL );
wxASSERT( mesh.m_Normals != NULL );
wxASSERT( mesh.m_FaceIdxSize > 0 );
wxASSERT( (mesh.m_FaceIdxSize % 3) == 0 );
if( (mesh.m_Positions != NULL) &&
(mesh.m_Normals != NULL) &&
(mesh.m_FaceIdx != NULL) &&
(mesh.m_FaceIdxSize > 0) &&
(mesh.m_VertexSize > 0) &&
((mesh.m_FaceIdxSize % 3) == 0) &&
(mesh.m_MaterialIdx < a3DModel->m_MaterialsSize) )
{
const CBLINN_PHONG_MATERIAL &blinn_material = (*materialVector)[mesh.m_MaterialIdx];
const float moduleTransparency = 1.0f - ( ( 1.0f - blinn_material.GetTransparency() ) * aModuleOpacity );
// Add all face triangles
for( unsigned int faceIdx = 0;
faceIdx < mesh.m_FaceIdxSize;
faceIdx += 3 )
{
const unsigned int idx0 = mesh.m_FaceIdx[faceIdx + 0];
const unsigned int idx1 = mesh.m_FaceIdx[faceIdx + 1];
const unsigned int idx2 = mesh.m_FaceIdx[faceIdx + 2];
wxASSERT( idx0 < mesh.m_VertexSize );
wxASSERT( idx1 < mesh.m_VertexSize );
wxASSERT( idx2 < mesh.m_VertexSize );
if( ( idx0 < mesh.m_VertexSize ) &&
( idx1 < mesh.m_VertexSize ) &&
( idx2 < mesh.m_VertexSize ) )
{
const SFVEC3F &v0 = mesh.m_Positions[idx0];
const SFVEC3F &v1 = mesh.m_Positions[idx1];
const SFVEC3F &v2 = mesh.m_Positions[idx2];
const SFVEC3F &n0 = mesh.m_Normals[idx0];
const SFVEC3F &n1 = mesh.m_Normals[idx1];
const SFVEC3F &n2 = mesh.m_Normals[idx2];
// Transform vertex with the model matrix
const SFVEC3F vt0 = SFVEC3F( aModelMatrix * glm::vec4( v0, 1.0f) );
const SFVEC3F vt1 = SFVEC3F( aModelMatrix * glm::vec4( v1, 1.0f) );
const SFVEC3F vt2 = SFVEC3F( aModelMatrix * glm::vec4( v2, 1.0f) );
const SFVEC3F nt0 = glm::normalize( SFVEC3F( normalMatrix * n0 ) );
const SFVEC3F nt1 = glm::normalize( SFVEC3F( normalMatrix * n1 ) );
const SFVEC3F nt2 = glm::normalize( SFVEC3F( normalMatrix * n2 ) );
CTRIANGLE *newTriangle = new CTRIANGLE( vt0, vt2, vt1,
nt0, nt2, nt1 );
m_object_container.Add( newTriangle );
newTriangle->SetMaterial( (const CMATERIAL *)&blinn_material );
newTriangle->SetModelTransparency( moduleTransparency );
if( mesh.m_Color == NULL )
{
const SFVEC3F diffuseColor =
a3DModel->m_Materials[mesh.m_MaterialIdx].m_Diffuse;
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( diffuseColor ) ) );
else
newTriangle->SetColor( ConvertSRGBToLinear( diffuseColor ) );
}
else
{
if( m_boardAdapter.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx0] ) ),
ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx1] ) ),
ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx2] ) ) );
else
newTriangle->SetColor( ConvertSRGBToLinear( mesh.m_Color[idx0] ),
ConvertSRGBToLinear( mesh.m_Color[idx1] ),
ConvertSRGBToLinear( mesh.m_Color[idx2] ) );
}
}
}
}
}
}
}