287 lines
8.9 KiB
C++
287 lines
8.9 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) 2012 Jean-Pierre Charras, jp.charras at wanadoo.fr
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* Copyright (C) 2012 Wayne Stambaugh <stambaughw@verizon.net>
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* Copyright (C) 1992-2012 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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/**
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* @file 3d_viewer.h
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*/
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#ifndef _3D_CANVAS_H_
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#define _3D_CANVAS_H_
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#include <wx/glcanvas.h>
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#ifdef __WXMAC__
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# ifdef __DARWIN__
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# include <OpenGL/glu.h>
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# else
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# include <glu.h>
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# endif
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#else
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# include <GL/glu.h>
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#endif
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#include <3d_struct.h>
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class BOARD_DESIGN_SETTINGS;
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class EDA_3D_FRAME;
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class CPOLYGONS_LIST;
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class VIA;
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class D_PAD;
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// We are using GL lists to store layers and other items
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// to draw or not
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// GL_LIST_ID are the GL lists indexes in m_glLists
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enum GL_LIST_ID
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{
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GL_ID_BEGIN = 0,
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GL_ID_AXIS = GL_ID_BEGIN, // list id for 3D axis
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GL_ID_GRID, // list id for 3D grid
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GL_ID_BOARD, // List id for copper layers
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GL_ID_TECH_LAYERS, // List id for non copper layers (masks...)
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GL_ID_AUX_LAYERS, // List id for user layers (draw, eco, comment)
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GL_ID_3DSHAPES_SOLID_FRONT, // List id for 3D shapes, non transparent entities
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GL_ID_3DSHAPES_TRANSP_FRONT,// List id for 3D shapes, transparent entities
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GL_ID_3DSHAPES_SOLID_BACK, // List id for 3D shapes, non transparent entities
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GL_ID_3DSHAPES_TRANSP_BACK, // List id for 3D shapes, transparent entities
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GL_ID_SHADOW_FRONT,
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GL_ID_SHADOW_BACK,
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GL_ID_SHADOW_BOARD,
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GL_ID_BODY, // Body only list
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GL_ID_END
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};
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class EDA_3D_CANVAS : public wxGLCanvas
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{
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private:
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bool m_init;
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GLuint m_glLists[GL_ID_END]; // GL lists
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wxGLContext* m_glRC;
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wxRealPoint m_draw3dOffset; // offset to draw the 3D mesh.
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double m_ZBottom; // position of the back layer
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double m_ZTop; // position of the front layer
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GLuint m_text_pcb;
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GLuint m_text_silk;
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bool m_shadow_init;
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GLuint m_text_fake_shadow_front;
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GLuint m_text_fake_shadow_back;
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GLuint m_text_fake_shadow_board;
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void Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture,
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GLuint aTexture_size, bool aDraw_body, int aBlurPasses );
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public:
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EDA_3D_CANVAS( EDA_3D_FRAME* parent, int* attribList = 0 );
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~EDA_3D_CANVAS();
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EDA_3D_FRAME* Parent() const { return static_cast<EDA_3D_FRAME*>( GetParent() ); }
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BOARD* GetBoard() { return Parent()->GetBoard(); }
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/**
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* Function ClearLists
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* Clear the display list.
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* @param aGlList = the list to clear.
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* if 0 (default) all lists are cleared
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*/
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void ClearLists( int aGlList = 0 );
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// Event functions:
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void OnPaint( wxPaintEvent& event );
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void OnEraseBackground( wxEraseEvent& event );
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void OnChar( wxKeyEvent& event );
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void OnMouseWheel( wxMouseEvent& event );
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#ifdef USE_OSX_MAGNIFY_EVENT
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void OnMagnify( wxMouseEvent& event );
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#endif
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void OnMouseMove( wxMouseEvent& event );
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void OnRightClick( wxMouseEvent& event );
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void OnPopUpMenu( wxCommandEvent& event );
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void TakeScreenshot( wxCommandEvent& event );
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void OnEnterWindow( wxMouseEvent& event );
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// Display functions
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void SetView3D( int keycode );
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void DisplayStatus();
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void Redraw();
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void Render();
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/**
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* Function CreateDrawGL_List
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* Prepares the parameters of the OpenGL draw list
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* creates the OpenGL draw list items (board, grid ...
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*/
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void CreateDrawGL_List();
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void InitGL();
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void SetLights();
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void SetOffset(double aPosX, double aPosY)
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{
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m_draw3dOffset.x = aPosX;
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m_draw3dOffset.y = aPosY;
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}
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/** @return the INFO3D_VISU which contains the current parameters
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* to draw the 3D view og the board
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*/
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INFO3D_VISU& GetPrm3DVisu() const;
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private:
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/**
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* return true if we are in realistic mode render
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*/
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bool isRealisticMode() const;
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/**
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* @return true if aItem should be displayed
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* @param aItem = an item of DISPLAY3D_FLG enum
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*/
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bool isEnabled( DISPLAY3D_FLG aItem ) const;
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/** Helper function
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* @return true if aLayer should be displayed, false otherwise
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*/
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bool is3DLayerEnabled( LAYER_ID aLayer ) const;
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/**
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* @return the size of the board in pcb units
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*/
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wxSize getBoardSize() const;
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/**
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* @return the position of the board center in pcb units
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*/
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wxPoint getBoardCenter() const;
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/**
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* Helper function SetGLTechLayersColor
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* Initialize the color to draw the non copper layers
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* in realistic mode and normal mode.
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*/
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void setGLTechLayersColor( LAYER_NUM aLayer );
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/**
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* Helper function SetGLCopperColor
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* Initialize the copper color to draw the board
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* in realistic mode (a golden yellow color )
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*/
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void setGLCopperColor();
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/**
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* Helper function SetGLEpoxyColor
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* Initialize the color to draw the epoxy body board in realistic mode.
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*/
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void setGLEpoxyColor( double aTransparency = 1.0 );
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/**
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* Helper function SetGLSolderMaskColor
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* Initialize the color to draw the solder mask layers in realistic mode.
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*/
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void setGLSolderMaskColor( double aTransparency = 1.0 );
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/**
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* Function BuildBoard3DView
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* Called by CreateDrawGL_List()
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* Populates the OpenGL GL_ID_BOARD draw list with board items only on copper layers.
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* 3D footprint shapes, tech layers and aux layers are not on this list
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*/
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void BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList);
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/**
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* Function BuildTechLayers3DView
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* Called by CreateDrawGL_List()
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* Populates the OpenGL GL_ID_TECH_LAYERS draw list with items on tech layers
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*/
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void BuildTechLayers3DView();
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/**
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* Function BuildShadowList
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* Called by CreateDrawGL_List()
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*/
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void BuildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList );
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/**
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* Function BuildFootprintShape3DList
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* Called by CreateDrawGL_List()
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* Fills the OpenGL GL_ID_3DSHAPES_SOLID and GL_ID_3DSHAPES_TRANSP
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* draw lists with 3D footprint shapes
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* @param aOpaqueList is the gl list for non transparent items
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* @param aTransparentList is the gl list for non transparent items,
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* which need to be drawn after all other items
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*/
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void BuildFootprintShape3DList( GLuint aOpaqueList,
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GLuint aTransparentList,
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bool aSideToLoad );
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/**
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* Function BuildBoard3DAuxLayers
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* Called by CreateDrawGL_List()
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* Fills the OpenGL GL_ID_AUX_LAYERS draw list
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* with items on aux layers only
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*/
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void BuildBoard3DAuxLayers();
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void Draw3DGrid( double aGriSizeMM );
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void Draw3DAxis();
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/**
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* Helper function BuildPadShapeThickOutlineAsPolygon:
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* Build a pad outline as non filled polygon, to draw pads on silkscreen layer
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* with a line thickness = aWidth
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* Used only to draw pads outlines on silkscreen layers.
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*/
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void BuildPadShapeThickOutlineAsPolygon( const D_PAD* aPad,
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CPOLYGONS_LIST& aCornerBuffer,
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int aWidth,
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int aCircleToSegmentsCount,
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double aCorrectionFactor );
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/**
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* Helper function Draw3DViaHole:
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* Draw the via hole:
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* Build a vertical hole (a cylinder) between the first and the last via layers
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*/
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void Draw3DViaHole( const VIA * aVia );
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/**
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* Helper function Draw3DPadHole:
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* Draw the pad hole:
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* Build a vertical hole (round or oblong) between the front and back layers
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*/
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void Draw3DPadHole( const D_PAD * aPad );
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void GenerateFakeShadowsTextures();
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DECLARE_EVENT_TABLE()
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};
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void CheckGLError(const char *aFileName, int aLineNumber);
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#endif /* _3D_CANVAS_H_ */
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