kicad/3d-viewer/3d_rendering/3d_render_ogl_legacy/clayer_triangles.h

298 lines
9.1 KiB
C++

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