1596 lines
68 KiB
C++
1596 lines
68 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) 1992-2016 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 c3d_render_createscene.cpp
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* @brief
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*/
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#include "c3d_render_raytracing.h"
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#include "shapes3D/cplane.h"
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#include "shapes3D/croundseg.h"
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#include "shapes3D/clayeritem.h"
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#include "shapes3D/ccylinder.h"
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#include "shapes3D/ctriangle.h"
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#include "shapes2D/citemlayercsg2d.h"
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#include "shapes2D/cring2d.h"
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#include "shapes2D/cpolygon2d.h"
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#include "shapes2D/cfilledcircle2d.h"
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#include "accelerators/cbvh_pbrt.h"
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#include "3d_fastmath.h"
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#include "3d_math.h"
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#include <class_board.h>
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#include <class_module.h>
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#include <base_units.h>
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#include <profile.h> // To use GetRunningMicroSecs or another profiling utility
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/**
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* Scale convertion from 3d model units to pcb units
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*/
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#define UNITS3D_TO_UNITSPCB (IU_PER_MM)
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void C3D_RENDER_RAYTRACING::setupMaterials()
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{
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
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{
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m_board_normal_perturbator = CBOARDNORMAL( 0.5f * IU_PER_MM * m_settings.BiuTo3Dunits() );
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m_copper_normal_perturbator = CCOPPERNORMAL( 4.0f * IU_PER_MM * m_settings.BiuTo3Dunits(),
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&m_board_normal_perturbator );
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m_solder_mask_normal_perturbator = CSOLDERMASKNORMAL( &m_board_normal_perturbator );
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m_plastic_normal_perturbator = CPLASTICNORMAL( 0.15f * IU_PER_MM * m_settings.BiuTo3Dunits() );
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m_plastic_shine_normal_perturbator = CPLASTICSHINENORMAL( 1.0f * IU_PER_MM * m_settings.BiuTo3Dunits() );
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m_brushed_metal_normal_perturbator = CMETALBRUSHEDNORMAL( 1.0f * IU_PER_MM * m_settings.BiuTo3Dunits() );
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}
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// http://devernay.free.fr/cours/opengl/materials.html
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// Copper
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m_materials.m_Copper = CBLINN_PHONG_MATERIAL(
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ConvertSRGBToLinear( (SFVEC3F)m_settings.m_CopperColor ) *
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(SFVEC3F)(0.18f), // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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glm::clamp( ((SFVEC3F)(1.0f) -
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ConvertSRGBToLinear( (SFVEC3F)m_settings.m_CopperColor ) ),
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SFVEC3F( 0.0f ),
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SFVEC3F( 0.35f ) ), // specular
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0.4f * 128.0f, // shiness
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0.0f, // transparency
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0.0f );
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
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m_materials.m_Copper.SetNormalPerturbator( &m_copper_normal_perturbator );
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m_materials.m_Paste = CBLINN_PHONG_MATERIAL(
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ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SolderPasteColor ) *
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ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SolderPasteColor ), // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SolderPasteColor ) *
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ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SolderPasteColor ), // specular
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0.10f * 128.0f, // shiness
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0.0f, // transparency
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0.0f );
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m_materials.m_SilkS = CBLINN_PHONG_MATERIAL( ConvertSRGBToLinear( SFVEC3F( 0.11f ) ), // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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glm::clamp(
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( ( SFVEC3F )( 1.0f )
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- ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SilkScreenColorTop ) ),
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SFVEC3F( 0.0f ),
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SFVEC3F( 0.10f ) ), // specular
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0.078125f * 128.0f, // shiness
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0.0f, // transparency
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0.0f );
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const float solderMaskTop_gray =
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( m_settings.m_SolderMaskColorTop.r + m_settings.m_SolderMaskColorTop.g
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+ m_settings.m_SolderMaskColorTop.b )
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/ 3.0f;
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const float solderMaskTop_transparency = solderMaskTop_gray * 0.40f + 0.005f;
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m_materials.m_SolderMask = CBLINN_PHONG_MATERIAL(
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ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorTop ) * 0.10f, // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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glm::clamp(
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( ( SFVEC3F )( 1.0f )
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- ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorTop ) ),
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SFVEC3F( 0.0f ),
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SFVEC3F( solderMaskTop_gray * 2.0f ) ), // specular
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0.85f * 128.0f, // shiness
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solderMaskTop_transparency, // transparency
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0.16f ); // reflection
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const float solderMaskBot_gray =
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( m_settings.m_SolderMaskColorBot.r + m_settings.m_SolderMaskColorBot.g
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+ m_settings.m_SolderMaskColorBot.b )
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/ 3.0f;
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const float solderMaskBot_transparency = solderMaskBot_gray * 0.40f + 0.005f;
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m_materials.m_SolderMask = CBLINN_PHONG_MATERIAL(
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ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorBot ) * 0.10f, // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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glm::clamp(
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( ( SFVEC3F )( 1.0f )
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- ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorBot ) ),
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SFVEC3F( 0.0f ),
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SFVEC3F( solderMaskBot_gray * 2.0f ) ), // specular
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0.85f * 128.0f, // shiness
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solderMaskBot_transparency, // transparency
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0.16f );
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m_materials.m_SolderMask.SetCastShadows( true );
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m_materials.m_SolderMask.SetNrRefractionsSamples( 1 );
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m_materials.m_SolderMask.SetNrReflectionsSamples( 2 );
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
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m_materials.m_SolderMask.SetNormalPerturbator( &m_solder_mask_normal_perturbator );
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m_materials.m_EpoxyBoard = CBLINN_PHONG_MATERIAL(
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ConvertSRGBToLinear( SFVEC3F( 16.0f / 255.0f,
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14.0f / 255.0f,
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10.0f / 255.0f ) ), // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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ConvertSRGBToLinear( SFVEC3F( 10.0f / 255.0f,
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8.0f / 255.0f,
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10.0f / 255.0f ) ), // specular
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0.1f * 128.0f, // shiness
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0.10f, // transparency
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0.0f ); // reflection
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m_materials.m_EpoxyBoard.SetAbsorvance( 10.0f );
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m_materials.m_EpoxyBoard.SetNrRefractionsSamples( 3 );
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
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m_materials.m_EpoxyBoard.SetNormalPerturbator( &m_board_normal_perturbator );
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SFVEC3F bgTop = ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BgColorTop );
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//SFVEC3F bgBot = (SFVEC3F)m_settings.m_BgColorBot;
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m_materials.m_Floor = CBLINN_PHONG_MATERIAL(
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bgTop * 0.125f, // ambient
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SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
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(SFVEC3F(1.0f) - bgTop) / 3.0f, // specular
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0.10f * 128.0f, // shiness
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0.0f, // transparency
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0.50f ); // reflection
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}
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/** Function create_3d_object_from
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* @brief Creates on or more 3D objects form a 2D object and Z positions. It try
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* optimize some types of objects that will be faster to trace than the
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* CLAYERITEM object.
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* @param aObject2D
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* @param aZMin
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* @param aZMax
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*/
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void C3D_RENDER_RAYTRACING::create_3d_object_from( CCONTAINER& aDstContainer,
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const COBJECT2D* aObject2D, float aZMin, float aZMax, const CMATERIAL* aMaterial,
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const SFVEC3F& aObjColor )
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{
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switch( aObject2D->GetObjectType() )
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{
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case OBJECT2D_TYPE::DUMMYBLOCK:
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{
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m_stats_converted_dummy_to_plane++;
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#if 1
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CXYPLANE* objPtr;
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objPtr = new CXYPLANE( CBBOX(
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SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMin ),
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SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMin ) ) );
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objPtr->SetMaterial( aMaterial );
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objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
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aDstContainer.Add( objPtr );
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objPtr = new CXYPLANE( CBBOX(
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SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMax ),
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SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMax ) ) );
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objPtr->SetMaterial( aMaterial );
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objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
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aDstContainer.Add( objPtr );
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#else
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objPtr = new CDUMMYBLOCK( CBBOX(
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SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMin ),
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SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMax ) ) );
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objPtr->SetMaterial( aMaterial );
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aDstContainer.Add( objPtr );
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#endif
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}
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break;
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case OBJECT2D_TYPE::ROUNDSEG:
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{
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m_stats_converted_roundsegment2d_to_roundsegment++;
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const CROUNDSEGMENT2D* aRoundSeg2D = static_cast<const CROUNDSEGMENT2D*>( aObject2D );
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CROUNDSEG* objPtr = new CROUNDSEG( *aRoundSeg2D, aZMin, aZMax );
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objPtr->SetMaterial( aMaterial );
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objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
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aDstContainer.Add( objPtr );
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}
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break;
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default:
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{
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CLAYERITEM* objPtr = new CLAYERITEM( aObject2D, aZMin, aZMax );
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objPtr->SetMaterial( aMaterial );
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objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) );
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aDstContainer.Add( objPtr );
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}
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break;
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}
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}
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void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusTextReporter, REPORTER* aWarningTextReporter )
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{
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m_reloadRequested = false;
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m_model_materials.clear();
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COBJECT2D_STATS::Instance().ResetStats();
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COBJECT3D_STATS::Instance().ResetStats();
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#ifdef PRINT_STATISTICS_3D_VIEWER
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printf("InitSettings...\n");
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#endif
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unsigned stats_startReloadTime = GetRunningMicroSecs();
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m_settings.InitSettings( aStatusTextReporter, aWarningTextReporter );
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#ifdef PRINT_STATISTICS_3D_VIEWER
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unsigned stats_endReloadTime = GetRunningMicroSecs();
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unsigned stats_startConvertTime = GetRunningMicroSecs();
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#endif
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SFVEC3F camera_pos = m_settings.GetBoardCenter3DU();
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m_settings.CameraGet().SetBoardLookAtPos( camera_pos );
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m_object_container.Clear();
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m_containerWithObjectsToDelete.Clear();
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// Create and add the outline board
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// /////////////////////////////////////////////////////////////////////////
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#ifdef PRINT_STATISTICS_3D_VIEWER
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printf("Create outline board...\n");
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#endif
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delete m_outlineBoard2dObjects;
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m_outlineBoard2dObjects = new CCONTAINER2D;
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const int outlineCount = m_settings.GetBoardPoly().OutlineCount();
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if( outlineCount > 0 )
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{
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float divFactor = 0.0f;
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if( m_settings.GetStats_Nr_Vias() )
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divFactor = m_settings.GetStats_Med_Via_Hole_Diameter3DU() * 18.0f;
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else
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if( m_settings.GetStats_Nr_Holes() )
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divFactor = m_settings.GetStats_Med_Hole_Diameter3DU() * 8.0f;
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SHAPE_POLY_SET boardPolyCopy = m_settings.GetBoardPoly();
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boardPolyCopy.Fracture( SHAPE_POLY_SET::PM_FAST );
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for( int iOutlinePolyIdx = 0; iOutlinePolyIdx < outlineCount; iOutlinePolyIdx++ )
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{
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Convert_path_polygon_to_polygon_blocks_and_dummy_blocks(
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boardPolyCopy,
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*m_outlineBoard2dObjects,
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m_settings.BiuTo3Dunits(),
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divFactor,
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*dynamic_cast<const BOARD_ITEM*>( m_settings.GetBoard() ),
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iOutlinePolyIdx );
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}
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if( m_settings.GetFlag( FL_SHOW_BOARD_BODY ) )
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{
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const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
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for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
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object2d_iterator != listObjects.end();
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++object2d_iterator )
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{
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const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
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std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
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// Check if there are any THT that intersects this outline object part
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if( !m_settings.GetThroughHole_Outer().GetList().empty() )
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{
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CONST_LIST_OBJECT2D intersectionList;
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m_settings.GetThroughHole_Outer().GetListObjectsIntersects(
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object2d_A->GetBBox(),
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intersectionList );
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if( !intersectionList.empty() )
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{
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for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
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hole != intersectionList.end();
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++hole )
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{
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const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
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if( object2d_A->Intersects( hole2d->GetBBox() ) )
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//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
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object2d_B->push_back( hole2d );
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}
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}
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}
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if( object2d_B->empty() )
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{
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delete object2d_B;
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object2d_B = CSGITEM_EMPTY;
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}
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if( object2d_B == CSGITEM_EMPTY )
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{
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#if 0
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create_3d_object_from( m_object_container, object2d_A,
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m_settings.GetLayerBottomZpos3DU( F_Cu ),
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m_settings.GetLayerBottomZpos3DU( B_Cu ),
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&m_materials.m_EpoxyBoard,
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g_epoxyColor );
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#else
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CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
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m_settings.GetLayerBottomZpos3DU( F_Cu ),
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m_settings.GetLayerBottomZpos3DU( B_Cu ) );
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objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
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objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BoardBodyColor ) );
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m_object_container.Add( objPtr );
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#endif
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}
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else
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{
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CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D(
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object2d_A,
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object2d_B,
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CSGITEM_FULL,
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(const BOARD_ITEM &)*m_settings.GetBoard() );
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m_containerWithObjectsToDelete.Add( itemCSG2d );
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CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
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m_settings.GetLayerBottomZpos3DU( F_Cu ),
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m_settings.GetLayerBottomZpos3DU( B_Cu ) );
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objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
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objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BoardBodyColor ) );
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m_object_container.Add( objPtr );
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}
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}
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// Add cylinders of the board body to container
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// Note: This is actually a workarround for the holes in the board.
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// The issue is because if a hole is in a border of a divided polygon ( ex
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// a polygon or dummyblock) it will cut also the render of the hole.
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// So this will add a full hole.
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// In fact, that is not need if the hole have copper.
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// /////////////////////////////////////////////////////////////////////////
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if( !m_settings.GetThroughHole_Outer().GetList().empty() )
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{
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const LIST_OBJECT2D &holeList = m_settings.GetThroughHole_Outer().GetList();
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for( LIST_OBJECT2D::const_iterator hole = holeList.begin();
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hole != holeList.end();
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++hole )
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{
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const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
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switch( hole2d->GetObjectType() )
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{
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case OBJECT2D_TYPE::FILLED_CIRCLE:
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{
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const float radius = hole2d->GetBBox().GetExtent().x * 0.5f * 0.999f;
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CVCYLINDER *objPtr = new CVCYLINDER(
|
|
hole2d->GetCentroid(),
|
|
NextFloatDown( m_settings.GetLayerBottomZpos3DU( F_Cu ) ),
|
|
NextFloatUp( m_settings.GetLayerBottomZpos3DU( B_Cu ) ),
|
|
radius );
|
|
|
|
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
|
|
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_settings.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_settings.GetMapLayers().begin();
|
|
ii != m_settings.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_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
layerColor = m_settings.m_SolderPasteColor;
|
|
else
|
|
layerColor = m_settings.GetLayerColor( layer_id );
|
|
break;
|
|
|
|
case B_SilkS:
|
|
materialLayer = &m_materials.m_SilkS;
|
|
|
|
if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
layerColor = m_settings.m_SilkScreenColorBot;
|
|
else
|
|
layerColor = m_settings.GetLayerColor( layer_id );
|
|
break;
|
|
case F_SilkS:
|
|
materialLayer = &m_materials.m_SilkS;
|
|
|
|
if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
layerColor = m_settings.m_SilkScreenColorTop;
|
|
else
|
|
layerColor = m_settings.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_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
layerColor = m_settings.m_CopperColor;
|
|
else
|
|
layerColor = m_settings.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_settings.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_settings.GetThroughHole_Outer().GetList().empty() )
|
|
{
|
|
CONST_LIST_OBJECT2D intersectionList;
|
|
|
|
m_settings.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_settings.GetMapLayers();
|
|
|
|
if( m_settings.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;
|
|
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_settings.GetLayerBottomZpos3DU( layer_id ),
|
|
m_settings.GetLayerTopZpos3DU( layer_id ),
|
|
materialLayer,
|
|
layerColor );
|
|
#else
|
|
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
|
|
m_settings.GetLayerBottomZpos3DU( layer_id ),
|
|
m_settings.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_settings.GetLayerBottomZpos3DU( layer_id ),
|
|
m_settings.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_settings.GetFlag( FL_SOLDERMASK ) &&
|
|
(m_outlineBoard2dObjects->GetList().size() >= 1) )
|
|
{
|
|
CMATERIAL *materialLayer = &m_materials.m_SolderMask;
|
|
|
|
for( MAP_CONTAINER_2D::const_iterator ii = m_settings.GetMapLayers().begin();
|
|
ii != m_settings.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_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
{
|
|
if( layer_id == B_Mask )
|
|
layerColor = m_settings.m_SolderMaskColorBot;
|
|
else
|
|
layerColor = m_settings.m_SolderMaskColorTop;
|
|
}
|
|
else
|
|
layerColor = m_settings.GetLayerColor( layer_id );
|
|
|
|
const float zLayerMin = m_settings.GetLayerBottomZpos3DU( layer_id );
|
|
const float zLayerMax = m_settings.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_settings.GetThroughHole_Outer().GetList().empty() )
|
|
{
|
|
|
|
CONST_LIST_OBJECT2D intersectionList;
|
|
|
|
m_settings.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_settings.GetFlag( FL_RENDER_RAYTRACING_BACKFLOOR ) )
|
|
{
|
|
CBBOX boardBBox = m_settings.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();
|
|
|
|
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 );
|
|
|
|
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( ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BgColorTop ) );
|
|
newTriangle2->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BgColorTop ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// 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_settings.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
|
|
|
|
setupMaterials();
|
|
|
|
#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( aStatusTextReporter )
|
|
{
|
|
// Calculation time in seconds
|
|
const double calculation_time = (double)( GetRunningMicroSecs() -
|
|
stats_startReloadTime ) / 1e6;
|
|
|
|
aStatusTextReporter->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_settings.GetLayerBottomZpos3DU( top_layer ) +
|
|
m_settings.GetCopperThickness3DU();
|
|
|
|
float botZ = m_settings.GetLayerBottomZpos3DU( bottom_layer ) -
|
|
m_settings.GetCopperThickness3DU();
|
|
|
|
const SFVEC2F center = SFVEC2F( aVia->GetStart().x * m_settings.BiuTo3Dunits(),
|
|
-aVia->GetStart().y * m_settings.BiuTo3Dunits() );
|
|
|
|
CRING2D *ring = new CRING2D( center,
|
|
radiusBUI * m_settings.BiuTo3Dunits(),
|
|
( radiusBUI + m_settings.GetCopperThicknessBIU() ) *
|
|
m_settings.BiuTo3Dunits(),
|
|
*aVia );
|
|
|
|
m_containerWithObjectsToDelete.Add( ring );
|
|
|
|
|
|
CLAYERITEM *objPtr = new CLAYERITEM( ring, topZ, botZ );
|
|
|
|
objPtr->SetMaterial( &m_materials.m_Copper );
|
|
|
|
if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_settings.m_CopperColor ) );
|
|
else
|
|
objPtr->SetColor( ConvertSRGBToLinear(
|
|
m_settings.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_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
|
|
objColor = (SFVEC3F)m_settings.m_CopperColor;
|
|
else
|
|
objColor = m_settings.GetItemColor( LAYER_PADS_TH );
|
|
|
|
const wxSize drillsize = aPad->GetDrillSize();
|
|
const bool hasHole = drillsize.x && drillsize.y;
|
|
|
|
if( !hasHole )
|
|
return;
|
|
|
|
const float topZ = m_settings.GetLayerBottomZpos3DU( F_Cu ) +
|
|
m_settings.GetCopperThickness3DU();
|
|
|
|
const float botZ = m_settings.GetLayerBottomZpos3DU( B_Cu ) -
|
|
m_settings.GetCopperThickness3DU();
|
|
|
|
if( drillsize.x == drillsize.y ) // usual round hole
|
|
{
|
|
SFVEC2F center = SFVEC2F( aPad->GetPosition().x * m_settings.BiuTo3Dunits(),
|
|
-aPad->GetPosition().y * m_settings.BiuTo3Dunits() );
|
|
|
|
CRING2D *ring = new CRING2D( center,
|
|
( drillsize.x / 2 ) * m_settings.BiuTo3Dunits(),
|
|
( ( drillsize.x / 2 ) +
|
|
m_settings.GetCopperThicknessBIU() ) *
|
|
m_settings.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_settings.BiuTo3Dunits(),
|
|
-start.y * m_settings.BiuTo3Dunits() ),
|
|
SFVEC2F( end.x * m_settings.BiuTo3Dunits(),
|
|
-end.y * m_settings.BiuTo3Dunits() ),
|
|
width * m_settings.BiuTo3Dunits(),
|
|
*aPad );
|
|
|
|
CROUNDSEGMENT2D *outerSeg = new CROUNDSEGMENT2D(
|
|
SFVEC2F( start.x * m_settings.BiuTo3Dunits(),
|
|
-start.y * m_settings.BiuTo3Dunits() ),
|
|
SFVEC2F( end.x * m_settings.BiuTo3Dunits(),
|
|
-end.y * m_settings.BiuTo3Dunits() ),
|
|
( width + m_settings.GetCopperThicknessBIU() * 2 ) *
|
|
m_settings.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_settings.GetThroughHole_Inner().GetList().empty() )
|
|
{
|
|
|
|
CONST_LIST_OBJECT2D intersectionList;
|
|
m_settings.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_settings.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_settings.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_settings.GetBoard()->Modules() )
|
|
{
|
|
if( (!module->Models().empty() ) &&
|
|
m_settings.ShouldModuleBeDisplayed( (MODULE_ATTR_T)module->GetAttributes() ) )
|
|
{
|
|
double zpos = m_settings.GetModulesZcoord3DIU( module->IsFlipped() );
|
|
|
|
wxPoint pos = module->GetPosition();
|
|
|
|
glm::mat4 moduleMatrix = glm::mat4( 1.0f );
|
|
|
|
moduleMatrix = glm::translate( moduleMatrix,
|
|
SFVEC3F( pos.x * m_settings.BiuTo3Dunits(),
|
|
-pos.y * m_settings.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_settings.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
|
|
auto sM = module->Models().begin();
|
|
auto eM = module->Models().end();
|
|
|
|
while( sM != eM )
|
|
{
|
|
// get it from cache
|
|
const S3DMODEL *modelPtr =
|
|
m_settings.Get3DCacheManager()->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 );
|
|
}
|
|
|
|
++sM;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
|
|
const glm::mat4 &aModelMatrix )
|
|
{
|
|
|
|
// 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 );
|
|
|
|
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_settings.MaterialModeGet() == MATERIAL_MODE::NORMAL )
|
|
{
|
|
const SMATERIAL &material = a3DModel->m_Materials[imat];
|
|
|
|
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJtaW4oc3FydCh4LTAuMzUpKjAuNDAtMC4wNSwxLjApIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMC4wNzA3NzM2NzMyMzY1OTAxMiIsIjEuNTY5NTcxNjI5MjI1NDY5OCIsIi0wLjI3NDYzNTMyMTc1OTkyOTMiLCIwLjY0NzcwMTg4MTkyNTUzNjIiXSwic2l6ZSI6WzY0NCwzOTRdfV0-
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float reflectionFactor = 0.0f;
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if( (material.m_Shininess - 0.35f) > FLT_EPSILON )
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{
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reflectionFactor = glm::clamp( glm::sqrt( (material.m_Shininess - 0.35f) ) *
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0.40f - 0.05f,
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0.0f,
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0.5f );
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}
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CBLINN_PHONG_MATERIAL &blinnMaterial = (*materialVector)[imat];
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SFVEC3F ambient;
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
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{
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// apply a gain to the (dark) ambient colors
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// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgrMC4yMCleKDEvMi4wMCkpLTAuMzUiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoieCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0xLjI0OTUwNTMzOTIyMzYyIiwiMS42Nzc4MzQ0MTg1NjcxODQzIiwiLTAuNDM1NTA0NjQyODEwOTMwMjYiLCIxLjM2NTkzNTIwODEzNzI1OCJdLCJzaXplIjpbNjQ5LDM5OV19XQ--
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// ambient = glm::max( (glm::pow((material.m_Ambient + 0.20f), SFVEC3F(1.0f / 2.00f)) - SFVEC3F(0.35f)), material.m_Ambient );
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// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgrMC4yMCleKDEvMS41OCkpLTAuMzUiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoieCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0xLjI0OTUwNTMzOTIyMzYyIiwiMS42Nzc4MzQ0MTg1NjcxODQzIiwiLTAuNDM1NTA0NjQyODEwOTMwMjYiLCIxLjM2NTkzNTIwODEzNzI1OCJdLCJzaXplIjpbNjQ5LDM5OV19XQ--
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//ambient = glm::max( (glm::pow((material.m_Ambient + 0.20f), SFVEC3F(1.0f / 1.58f)) - SFVEC3F(0.35f)), material.m_Ambient );
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// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgrMC4yMCleKDEvMS41NCkpLTAuMzQiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoieCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0yLjcyMTA5NTg0MjA1MDYwNSIsIjEuODUyODcyNTI5NDk3NTIyMyIsIi0xLjQyMTM3NjAxOTkyOTA4MDYiLCIxLjM5MzM3Mzc0NzE3NzQ2MTIiXSwic2l6ZSI6WzY0OSwzOTldfV0-
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ambient = ConvertSRGBToLinear(
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glm::pow((material.m_Ambient + 0.30f), SFVEC3F(1.0f / 1.54f)) - SFVEC3F(0.34f) );
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}
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else
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{
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ambient = ConvertSRGBToLinear( material.m_Ambient );
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}
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blinnMaterial = CBLINN_PHONG_MATERIAL(
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ambient,
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ConvertSRGBToLinear( material.m_Emissive ),
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ConvertSRGBToLinear( material.m_Specular ),
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material.m_Shininess * 180.0f,
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material.m_Transparency,
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reflectionFactor );
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
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{
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// Guess material type and apply a normal perturbator
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if( ( RGBtoGray(material.m_Diffuse) < 0.3f ) &&
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( material.m_Shininess < 0.36f ) &&
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( material.m_Transparency == 0.0f ) &&
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( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f) &&
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(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f) &&
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(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f) ) )
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{
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// This may be a black plastic..
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if( material.m_Shininess < 0.26f )
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blinnMaterial.SetNormalPerturbator( &m_plastic_normal_perturbator );
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else
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blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
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}
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else
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{
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if( ( RGBtoGray(material.m_Diffuse) > 0.3f ) &&
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( material.m_Shininess < 0.30f ) &&
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( material.m_Transparency == 0.0f ) &&
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( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f) ||
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(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f) ||
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(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f) ) )
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{
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// This may be a color plastic ...
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blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
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}
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else
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{
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if( ( RGBtoGray(material.m_Diffuse) > 0.6f ) &&
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( material.m_Shininess > 0.35f ) &&
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( material.m_Transparency == 0.0f ) &&
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( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f) &&
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(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f) &&
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(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f) ) )
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{
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// This may be a brushed metal
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blinnMaterial.SetNormalPerturbator( &m_brushed_metal_normal_perturbator );
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}
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}
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}
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}
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}
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else
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{
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(*materialVector)[imat] = CBLINN_PHONG_MATERIAL( SFVEC3F( 0.2f ),
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SFVEC3F( 0.0f ),
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SFVEC3F( 0.0f ),
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0.0f,
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0.0f,
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0.0f );
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}
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}
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}
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const glm::mat3 normalMatrix = glm::transpose( glm::inverse( glm::mat3( aModelMatrix ) ) );
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for( unsigned int mesh_i = 0;
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mesh_i < a3DModel->m_MeshesSize;
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++mesh_i )
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{
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const SMESH &mesh = a3DModel->m_Meshes[mesh_i];
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// Validate the mesh pointers
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wxASSERT( mesh.m_Positions != NULL );
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wxASSERT( mesh.m_FaceIdx != NULL );
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wxASSERT( mesh.m_Normals != NULL );
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wxASSERT( mesh.m_FaceIdxSize > 0 );
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wxASSERT( (mesh.m_FaceIdxSize % 3) == 0 );
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if( (mesh.m_Positions != NULL) &&
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(mesh.m_Normals != NULL) &&
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(mesh.m_FaceIdx != NULL) &&
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(mesh.m_FaceIdxSize > 0) &&
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(mesh.m_VertexSize > 0) &&
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((mesh.m_FaceIdxSize % 3) == 0) &&
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(mesh.m_MaterialIdx < a3DModel->m_MaterialsSize) )
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{
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const CBLINN_PHONG_MATERIAL &blinn_material = (*materialVector)[mesh.m_MaterialIdx];
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// Add all face triangles
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for( unsigned int faceIdx = 0;
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faceIdx < mesh.m_FaceIdxSize;
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faceIdx += 3 )
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{
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const unsigned int idx0 = mesh.m_FaceIdx[faceIdx + 0];
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const unsigned int idx1 = mesh.m_FaceIdx[faceIdx + 1];
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const unsigned int idx2 = mesh.m_FaceIdx[faceIdx + 2];
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wxASSERT( idx0 < mesh.m_VertexSize );
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wxASSERT( idx1 < mesh.m_VertexSize );
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wxASSERT( idx2 < mesh.m_VertexSize );
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if( ( idx0 < mesh.m_VertexSize ) &&
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( idx1 < mesh.m_VertexSize ) &&
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( idx2 < mesh.m_VertexSize ) )
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{
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const SFVEC3F &v0 = mesh.m_Positions[idx0];
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const SFVEC3F &v1 = mesh.m_Positions[idx1];
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const SFVEC3F &v2 = mesh.m_Positions[idx2];
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const SFVEC3F &n0 = mesh.m_Normals[idx0];
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const SFVEC3F &n1 = mesh.m_Normals[idx1];
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const SFVEC3F &n2 = mesh.m_Normals[idx2];
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// Transform vertex with the model matrix
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const SFVEC3F vt0 = SFVEC3F( aModelMatrix * glm::vec4( v0, 1.0f) );
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const SFVEC3F vt1 = SFVEC3F( aModelMatrix * glm::vec4( v1, 1.0f) );
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const SFVEC3F vt2 = SFVEC3F( aModelMatrix * glm::vec4( v2, 1.0f) );
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const SFVEC3F nt0 = glm::normalize( SFVEC3F( normalMatrix * n0 ) );
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const SFVEC3F nt1 = glm::normalize( SFVEC3F( normalMatrix * n1 ) );
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const SFVEC3F nt2 = glm::normalize( SFVEC3F( normalMatrix * n2 ) );
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CTRIANGLE *newTriangle = new CTRIANGLE( vt0, vt2, vt1,
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nt0, nt2, nt1 );
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m_object_container.Add( newTriangle );
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newTriangle->SetMaterial( (const CMATERIAL *)&blinn_material );
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if( mesh.m_Color == NULL )
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{
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const SFVEC3F diffuseColor =
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a3DModel->m_Materials[mesh.m_MaterialIdx].m_Diffuse;
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if( m_settings.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
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newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( diffuseColor ) ) );
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else
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newTriangle->SetColor( ConvertSRGBToLinear( diffuseColor ) );
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}
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else
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{
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if( m_settings.MaterialModeGet() == MATERIAL_MODE::CAD_MODE )
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newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx0] ) ),
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ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx1] ) ),
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ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx2] ) ) );
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else
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newTriangle->SetColor( ConvertSRGBToLinear( mesh.m_Color[idx0] ),
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ConvertSRGBToLinear( mesh.m_Color[idx1] ),
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ConvertSRGBToLinear( mesh.m_Color[idx2] ) );
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}
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}
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}
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}
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}
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}
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}
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