kicad/3d-viewer/3d_model_viewer/eda_3d_model_viewer.cpp

488 lines
15 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2024 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @brief Implements a model viewer canvas. The purpose of the model viewer is to render
* 3d models that come in the original data from the files without any transformations.
*/
#include <gal/opengl/kiglew.h> // Must be included first
#include <iostream>
#include "3d_rendering/opengl/3d_model.h"
#include "eda_3d_model_viewer.h"
#include "../3d_rendering/opengl/opengl_utils.h"
#include "../3d_cache/3d_cache.h"
#include <wx/dcclient.h>
#include <base_units.h>
#include <build_version.h>
#include <gal/opengl/gl_context_mgr.h>
#include <settings/common_settings.h>
#include <pgm_base.h>
#include <dpi_scaling_common.h>
#include <class_draw_panel_gal.h>
#include <macros.h>
/**
* Scale conversion from 3d model units to pcb units
*/
#define UNITS3D_TO_UNITSPCB ( pcbIUScale.IU_PER_MM )
/**
* Trace mask used to enable or disable the trace output of this class.
* The debug output can be turned on by setting the WXTRACE environment variable to
* "KI_TRACE_EDA_3D_MODEL_VIEWER". See the wxWidgets documentation on wxLogTrace for
* more information.
*
* @ingroup trace_env_vars
*/
const wxChar* EDA_3D_MODEL_VIEWER::m_logTrace = wxT( "KI_TRACE_EDA_3D_MODEL_VIEWER" );
BEGIN_EVENT_TABLE( EDA_3D_MODEL_VIEWER, wxGLCanvas )
EVT_PAINT( EDA_3D_MODEL_VIEWER::OnPaint )
// mouse events
EVT_LEFT_DOWN( EDA_3D_MODEL_VIEWER::OnLeftDown )
EVT_LEFT_UP( EDA_3D_MODEL_VIEWER::OnLeftUp )
EVT_MIDDLE_UP( EDA_3D_MODEL_VIEWER::OnMiddleUp )
EVT_MIDDLE_DOWN( EDA_3D_MODEL_VIEWER::OnMiddleDown)
EVT_RIGHT_DOWN( EDA_3D_MODEL_VIEWER::OnRightClick )
EVT_MOUSEWHEEL( EDA_3D_MODEL_VIEWER::OnMouseWheel )
EVT_MOTION( EDA_3D_MODEL_VIEWER::OnMouseMove )
#ifdef USE_OSX_MAGNIFY_EVENT
EVT_MAGNIFY( EDA_3D_MODEL_VIEWER::OnMagnify )
#endif
// other events
EVT_ERASE_BACKGROUND( EDA_3D_MODEL_VIEWER::OnEraseBackground )
END_EVENT_TABLE()
// This defines the range that all coord will have to be rendered.
// It will use this value to convert to a normalized value between
// -(RANGE_SCALE_3D/2) .. +(RANGE_SCALE_3D/2)
#define RANGE_SCALE_3D 8.0f
EDA_3D_MODEL_VIEWER::EDA_3D_MODEL_VIEWER( wxWindow* aParent, const int* aAttribList,
S3D_CACHE* aCacheManager ) :
HIDPI_GL_CANVAS( EDA_DRAW_PANEL_GAL::GetVcSettings(), aParent, wxID_ANY, aAttribList,
wxDefaultPosition, wxDefaultSize,
wxFULL_REPAINT_ON_RESIZE ),
m_trackBallCamera( RANGE_SCALE_3D * 4.0f ),
m_cacheManager( aCacheManager )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::EDA_3D_MODEL_VIEWER" ) );
m_ogl_initialized = false;
m_reload_is_needed = false;
m_ogl_3dmodel = nullptr;
m_3d_model = nullptr;
m_BiuTo3dUnits = 1.0;
m_glRC = nullptr;
COMMON_SETTINGS* settings = Pgm().GetCommonSettings();
const DPI_SCALING_COMMON dpi{ settings, this };
SetScaleFactor( dpi.GetScaleFactor() );
}
EDA_3D_MODEL_VIEWER::~EDA_3D_MODEL_VIEWER()
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::~EDA_3D_MODEL_VIEWER" ) );
if( m_glRC )
{
GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
delete m_ogl_3dmodel;
m_ogl_3dmodel = nullptr;
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );
GL_CONTEXT_MANAGER::Get().DestroyCtx( m_glRC );
}
}
void EDA_3D_MODEL_VIEWER::Set3DModel( const S3DMODEL& a3DModel )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::Set3DModel with a S3DMODEL" ) );
// Validate a3DModel pointers
wxASSERT( a3DModel.m_Materials != nullptr );
wxASSERT( a3DModel.m_Meshes != nullptr );
wxASSERT( a3DModel.m_MaterialsSize > 0 );
wxASSERT( a3DModel.m_MeshesSize > 0 );
// Delete the old model
delete m_ogl_3dmodel;
m_ogl_3dmodel = nullptr;
m_3d_model = nullptr;
if( ( a3DModel.m_Materials != nullptr ) && ( a3DModel.m_Meshes != nullptr )
&& ( a3DModel.m_MaterialsSize > 0 ) && ( a3DModel.m_MeshesSize > 0 ) )
{
m_3d_model = &a3DModel;
m_reload_is_needed = true;
}
Refresh();
}
void EDA_3D_MODEL_VIEWER::Set3DModel( const wxString& aModelPathName)
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::Set3DModel with a wxString" ) );
if( m_cacheManager )
{
const S3DMODEL* model = m_cacheManager->GetModel( aModelPathName, wxEmptyString );
if( model )
Set3DModel( (const S3DMODEL &)*model );
else
Clear3DModel();
}
}
void EDA_3D_MODEL_VIEWER::Clear3DModel()
{
// Delete the old model
m_reload_is_needed = false;
delete m_ogl_3dmodel;
m_ogl_3dmodel = nullptr;
m_3d_model = nullptr;
Refresh();
}
void EDA_3D_MODEL_VIEWER::ogl_initialize()
{
const GLenum err = glewInit();
if( GLEW_OK != err )
{
const wxString msgError = (const char*) glewGetErrorString( err );
wxLogMessage( msgError );
}
else
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::ogl_initialize Using GLEW version %s" ),
From_UTF8( (char*) glewGetString( GLEW_VERSION ) ) );
}
SetOpenGLInfo( (const char*) glGetString( GL_VENDOR ), (const char*) glGetString( GL_RENDERER ),
(const char*) glGetString( GL_VERSION ) );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
glShadeModel( GL_SMOOTH );
glEnable( GL_LINE_SMOOTH );
glEnable( GL_NORMALIZE );
// Setup light
// https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
const GLfloat ambient[] = { 0.01f, 0.01f, 0.01f, 1.0f };
const GLfloat diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
// defines a directional light that points along the negative z-axis
const GLfloat position[] = { 0.0f, 0.0f, 2.0f * RANGE_SCALE_3D, 0.0f };
const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
glLightfv( GL_LIGHT0, GL_POSITION, position );
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
}
void EDA_3D_MODEL_VIEWER::ogl_set_arrow_material()
{
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );
}
void EDA_3D_MODEL_VIEWER::OnPaint( wxPaintEvent& event )
{
event.Skip( false );
// SwapBuffer requires the window to be shown before calling
if( !IsShownOnScreen() )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnPaint !IsShown" ) );
return;
}
// "Makes the OpenGL state that is represented by the OpenGL rendering
// context context current, i.e. it will be used by all subsequent OpenGL calls.
// This function may only be called when the window is shown on screen"
if( m_glRC == nullptr )
m_glRC = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
// CreateCtx could and does fail per sentry crash events, lets be graceful
if( m_glRC == nullptr )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnPaint creating gl context failed" ) );
return;
}
GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
// Set the OpenGL viewport according to the client size of this canvas.
// This is done here rather than in a wxSizeEvent handler because our
// OpenGL rendering context (and thus viewport setting) is used with
// multiple canvases: If we updated the viewport in the wxSizeEvent
// handler, changing the size of one canvas causes a viewport setting that
// is wrong when next another canvas is repainted.
wxSize clientSize = GetNativePixelSize();
if( !m_ogl_initialized )
{
m_ogl_initialized = true;
ogl_initialize();
}
if( m_reload_is_needed )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnPaint m_reload_is_needed" ) );
m_reload_is_needed = false;
m_ogl_3dmodel = new MODEL_3D( *m_3d_model, MATERIAL_MODE::NORMAL );
// It convert a model as it was a board, so get the max size dimension of the board
// and compute the conversion scale
m_BiuTo3dUnits =
(double) RANGE_SCALE_3D
/ ( (double) m_ogl_3dmodel->GetBBox().GetMaxDimension() * UNITS3D_TO_UNITSPCB );
}
glViewport( 0, 0, clientSize.x, clientSize.y );
m_trackBallCamera.SetCurWindowSize( clientSize );
// clear color and depth buffers
glEnable( GL_DEPTH_TEST );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClearDepth( 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Set projection and modelview matrices
glMatrixMode( GL_PROJECTION );
glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetProjectionMatrix() ) );
glMatrixMode( GL_MODELVIEW );
glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetViewMatrix() ) );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
// Render Model
if( m_ogl_3dmodel )
{
glPushMatrix();
double modelunit_to_3d_units_factor = m_BiuTo3dUnits * UNITS3D_TO_UNITSPCB;
glScaled( modelunit_to_3d_units_factor, modelunit_to_3d_units_factor,
modelunit_to_3d_units_factor );
// Center model in the render viewport
const SFVEC3F model_center = m_ogl_3dmodel->GetBBox().GetCenter();
glTranslatef( -model_center.x, -model_center.y, -model_center.z );
m_ogl_3dmodel->BeginDrawMulti( true );
m_ogl_3dmodel->DrawOpaque( false );
glDepthMask( GL_FALSE );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
m_ogl_3dmodel->DrawTransparent( 1.0f, false );
glDisable( GL_BLEND );
glDepthMask( GL_TRUE );
m_ogl_3dmodel->EndDrawMulti();
glPopMatrix();
}
// YxY squared view port
glViewport( 0, 0, clientSize.y / 8 , clientSize.y / 8 );
glClear( GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0f, 1.0f, 0.01f, RANGE_SCALE_3D * 2.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
const glm::mat4 TranslationMatrix = glm::translate( glm::mat4(1.0f),
SFVEC3F( 0.0f, 0.0f, -RANGE_SCALE_3D ) );
const glm::mat4 ViewMatrix = TranslationMatrix * m_trackBallCamera.GetRotationMatrix();
glLoadMatrixf( glm::value_ptr( ViewMatrix ) );
ogl_set_arrow_material();
glColor3f( 0.9f, 0.0f, 0.0f );
DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( RANGE_SCALE_3D / 2.65f, 0.0f, 0.0f ),
0.275f );
glColor3f( 0.0f, 0.9f, 0.0f );
DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, RANGE_SCALE_3D / 2.65f, 0.0f ),
0.275f );
glColor3f( 0.0f, 0.0f, 0.9f );
DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, 0.0f, RANGE_SCALE_3D / 2.65f ),
0.275f );
// "Swaps the double-buffer of this window, making the back-buffer the
// front-buffer and vice versa, so that the output of the previous OpenGL
// commands is displayed on the window."
SwapBuffers();
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );
}
void EDA_3D_MODEL_VIEWER::OnEraseBackground( wxEraseEvent& event )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnEraseBackground" ) );
// Do nothing, to avoid flashing.
}
void EDA_3D_MODEL_VIEWER::OnMouseWheel( wxMouseEvent& event )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnMouseWheel" ) );
if( event.ShiftDown() )
{
//if( event.GetWheelRotation() < 0 )
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_UP ); // move up
//else
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_DOWN ); // move down
}
else if( event.ControlDown() )
{
//if( event.GetWheelRotation() > 0 )
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_RIGHT ); // move right
//else
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_LEFT ); // move left
}
else
{
m_trackBallCamera.Zoom( event.GetWheelRotation() > 0 ? 1.1f : 1/1.1f );
//DisplayStatus();
Refresh( false );
}
m_trackBallCamera.SetCurMousePosition( event.GetPosition() );
}
#ifdef USE_OSX_MAGNIFY_EVENT
void EDA_3D_MODEL_VIEWER::OnMagnify( wxMouseEvent& event )
{
}
#endif
void EDA_3D_MODEL_VIEWER::OnMouseMove( wxMouseEvent& event )
{
const wxSize& nativeWinSize = GetNativePixelSize();
const wxPoint& nativePosition = GetNativePosition( event.GetPosition() );
m_trackBallCamera.SetCurWindowSize( nativeWinSize );
if( event.Dragging() )
{
if( event.LeftIsDown() ) // Drag
m_trackBallCamera.Drag( nativePosition );
// orientation has changed, redraw mesh
Refresh( false );
}
m_trackBallCamera.SetCurMousePosition( nativePosition );
}
void EDA_3D_MODEL_VIEWER::OnLeftDown( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnLeftUp( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnMiddleDown( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnMiddleUp( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnRightClick( wxMouseEvent& event )
{
event.Skip();
}