472 lines
14 KiB
C++
472 lines
14 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) 1992-2017 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_model_viewer.cpp
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* @brief Implements a model viewer canvas. The propose of model viewer is to
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* render 3d models that come in the original data from the files without any
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* transformations.
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*/
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#include <iostream>
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#include "3d_rendering/3d_render_ogl_legacy/c_ogl_3dmodel.h"
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#include "c3d_model_viewer.h"
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#include "../3d_rendering/3d_render_ogl_legacy/ogl_legacy_utils.h"
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#include "../3d_cache/3d_cache.h"
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#include "common_ogl/ogl_utils.h"
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#include <wx/dcclient.h>
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#include <base_units.h>
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#include <gl_context_mgr.h>
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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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/**
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* Trace mask used to enable or disable the trace output of this class.
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* The debug output can be turned on by setting the WXTRACE environment variable to
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* "KI_TRACE_EDA_3D_MODEL_VIEWER". See the wxWidgets documentation on wxLogTrace for
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* more information.
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*/
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const wxChar * C3D_MODEL_VIEWER::m_logTrace = wxT( "KI_TRACE_EDA_3D_MODEL_VIEWER" );
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BEGIN_EVENT_TABLE( C3D_MODEL_VIEWER, wxGLCanvas )
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EVT_PAINT( C3D_MODEL_VIEWER::OnPaint )
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// mouse events
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EVT_LEFT_DOWN( C3D_MODEL_VIEWER::OnLeftDown )
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EVT_LEFT_UP( C3D_MODEL_VIEWER::OnLeftUp )
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EVT_MIDDLE_UP( C3D_MODEL_VIEWER::OnMiddleUp )
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EVT_MIDDLE_DOWN(C3D_MODEL_VIEWER::OnMiddleDown)
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EVT_RIGHT_DOWN( C3D_MODEL_VIEWER::OnRightClick )
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EVT_MOUSEWHEEL( C3D_MODEL_VIEWER::OnMouseWheel )
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EVT_MOTION( C3D_MODEL_VIEWER::OnMouseMove )
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#ifdef USE_OSX_MAGNIFY_EVENT
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EVT_MAGNIFY( C3D_MODEL_VIEWER::OnMagnify )
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#endif
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// other events
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EVT_ERASE_BACKGROUND( C3D_MODEL_VIEWER::OnEraseBackground )
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END_EVENT_TABLE()
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// This defines the range that all coord will have to be rendered.
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// It will use this value to convert to a normalized value between
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// -(RANGE_SCALE_3D/2) .. +(RANGE_SCALE_3D/2)
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#define RANGE_SCALE_3D 8.0f
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C3D_MODEL_VIEWER::C3D_MODEL_VIEWER(wxWindow *aParent,
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const int *aAttribList , S3D_CACHE *aCacheManager) :
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HIDPI_GL_CANVAS( aParent,
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wxID_ANY,
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aAttribList,
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wxDefaultPosition,
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wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE ),
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m_trackBallCamera( RANGE_SCALE_3D * 2.0f ),
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m_cacheManager(aCacheManager)
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::C3D_MODEL_VIEWER" ) );
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m_ogl_initialized = false;
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m_reload_is_needed = false;
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m_ogl_3dmodel = NULL;
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m_3d_model = NULL;
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m_BiuTo3Dunits = 1.0;
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m_glRC = NULL;
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}
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C3D_MODEL_VIEWER::~C3D_MODEL_VIEWER()
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::~C3D_MODEL_VIEWER" ) );
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if( m_glRC )
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{
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GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
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delete m_ogl_3dmodel;
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m_ogl_3dmodel = NULL;
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GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );
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GL_CONTEXT_MANAGER::Get().DestroyCtx( m_glRC );
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}
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}
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void C3D_MODEL_VIEWER::Set3DModel( const S3DMODEL &a3DModel )
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::Set3DModel with a S3DMODEL" ) );
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// Validate a3DModel pointers
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wxASSERT( a3DModel.m_Materials != NULL );
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wxASSERT( a3DModel.m_Meshes != NULL );
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wxASSERT( a3DModel.m_MaterialsSize > 0 );
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wxASSERT( a3DModel.m_MeshesSize > 0 );
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// Delete the old model
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delete m_ogl_3dmodel;
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m_ogl_3dmodel = NULL;
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m_3d_model = NULL;
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if( (a3DModel.m_Materials != NULL) && (a3DModel.m_Meshes != NULL) &&
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(a3DModel.m_MaterialsSize > 0) && (a3DModel.m_MeshesSize > 0) )
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{
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m_3d_model = &a3DModel;
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m_reload_is_needed = true;
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}
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Refresh();
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}
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void C3D_MODEL_VIEWER::Set3DModel(const wxString &aModelPathName)
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::Set3DModel with a wxString" ) );
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if( m_cacheManager )
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{
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const S3DMODEL* model = m_cacheManager->GetModel( aModelPathName );
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if( model )
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Set3DModel( (const S3DMODEL &)*model );
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else
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Clear3DModel();
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}
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}
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void C3D_MODEL_VIEWER::Clear3DModel()
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{
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// Delete the old model
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m_reload_is_needed = false;
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delete m_ogl_3dmodel;
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m_ogl_3dmodel = NULL;
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m_3d_model = NULL;
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Refresh();
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}
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void C3D_MODEL_VIEWER::ogl_initialize()
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{
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
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glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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glEnable( GL_DEPTH_TEST );
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//glDepthFunc( GL_LEQUAL );
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glEnable( GL_CULL_FACE );
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glShadeModel( GL_SMOOTH );
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glEnable( GL_LINE_SMOOTH );
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glEnable( GL_NORMALIZE );
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// Setup light
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// https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
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// /////////////////////////////////////////////////////////////////////////
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const GLfloat ambient[] = { 0.01f, 0.01f, 0.01f, 1.0f };
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const GLfloat diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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// defines a directional light that points along the negative z-axis
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const GLfloat position[] = { 0.0f, 0.0f, 2.0f * RANGE_SCALE_3D, 0.0f };
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const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
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glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
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glLightfv( GL_LIGHT0, GL_POSITION, position );
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
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}
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void C3D_MODEL_VIEWER::ogl_set_arrow_material()
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{
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glEnable( GL_COLOR_MATERIAL );
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
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glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );
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}
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void C3D_MODEL_VIEWER::OnPaint( wxPaintEvent &event )
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{
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wxPaintDC( this );
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event.Skip( false );
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// SwapBuffer requires the window to be shown before calling
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if( !IsShownOnScreen() )
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnPaint !IsShown" ) );
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return;
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}
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// "Makes the OpenGL state that is represented by the OpenGL rendering
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// context context current, i.e. it will be used by all subsequent OpenGL calls.
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// This function may only be called when the window is shown on screen"
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if( m_glRC == NULL )
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m_glRC = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
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GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
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// Set the OpenGL viewport according to the client size of this canvas.
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// This is done here rather than in a wxSizeEvent handler because our
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// OpenGL rendering context (and thus viewport setting) is used with
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// multiple canvases: If we updated the viewport in the wxSizeEvent
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// handler, changing the size of one canvas causes a viewport setting that
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// is wrong when next another canvas is repainted.
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wxSize clientSize = GetClientSize();
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if( !m_ogl_initialized )
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{
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m_ogl_initialized = true;
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ogl_initialize();
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}
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if( m_reload_is_needed )
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnPaint m_reload_is_needed" ) );
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m_reload_is_needed = false;
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m_ogl_3dmodel = new C_OGL_3DMODEL( *m_3d_model, MATERIAL_MODE::NORMAL );
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// It convert a model as it was a board, so get the max size dimension of the board
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// and compute the conversion scale
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m_BiuTo3Dunits = (double)RANGE_SCALE_3D /
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( (double)m_ogl_3dmodel->GetBBox().GetMaxDimension() *
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UNITS3D_TO_UNITSPCB );
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}
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glViewport( 0, 0, clientSize.x, clientSize.y );
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m_trackBallCamera.SetCurWindowSize( clientSize );
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// clear color and depth buffers
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// /////////////////////////////////////////////////////////////////////////
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glEnable( GL_DEPTH_TEST );
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glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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glClearDepth( 1.0f );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// Set projection and modelview matrixes
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// /////////////////////////////////////////////////////////////////////////
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glMatrixMode( GL_PROJECTION );
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glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetProjectionMatrix() ) );
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glMatrixMode( GL_MODELVIEW );
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glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetViewMatrix() ) );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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// Render Model
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if( m_ogl_3dmodel )
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{
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glPushMatrix();
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double modelunit_to_3d_units_factor = m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScaled( modelunit_to_3d_units_factor,
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modelunit_to_3d_units_factor,
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modelunit_to_3d_units_factor );
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// Center model in the render viewport
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const SFVEC3F model_center = m_ogl_3dmodel->GetBBox().GetCenter();
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glTranslatef( -model_center.x, -model_center.y, -model_center.z );
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m_ogl_3dmodel->Draw_opaque();
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m_ogl_3dmodel->Draw_transparent();
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glPopMatrix();
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}
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// YxY squared view port
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glViewport( 0, 0, clientSize.y / 8 , clientSize.y / 8 );
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glClear( GL_DEPTH_BUFFER_BIT );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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gluPerspective( 45.0f, 1.0f, 0.01f, RANGE_SCALE_3D * 2.0f );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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const glm::mat4 TranslationMatrix = glm::translate( glm::mat4(1.0f),
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SFVEC3F( 0.0f, 0.0f, -RANGE_SCALE_3D ) );
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const glm::mat4 ViewMatrix = TranslationMatrix * m_trackBallCamera.GetRotationMatrix();
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glLoadMatrixf( glm::value_ptr( ViewMatrix ) );
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ogl_set_arrow_material();
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glColor3f( 0.9f, 0.0f, 0.0f );
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OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ),
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SFVEC3F( RANGE_SCALE_3D / 2.65f, 0.0f, 0.0f ),
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0.275f );
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glColor3f( 0.0f, 0.9f, 0.0f );
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OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ),
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SFVEC3F( 0.0f, RANGE_SCALE_3D / 2.65f, 0.0f ),
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0.275f );
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glColor3f( 0.0f, 0.0f, 0.9f );
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OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ),
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SFVEC3F( 0.0f, 0.0f, RANGE_SCALE_3D / 2.65f ),
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0.275f );
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// "Swaps the double-buffer of this window, making the back-buffer the
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// front-buffer and vice versa, so that the output of the previous OpenGL
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// commands is displayed on the window."
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SwapBuffers();
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GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );
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}
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void C3D_MODEL_VIEWER::OnEraseBackground( wxEraseEvent &event )
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnEraseBackground" ) );
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// Do nothing, to avoid flashing.
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}
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void C3D_MODEL_VIEWER::OnMouseWheel( wxMouseEvent &event )
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{
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wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnMouseWheel" ) );
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if( event.ShiftDown() )
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{
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//if( event.GetWheelRotation() < 0 )
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//SetView3D( WXK_UP ); // move up
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//else
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//SetView3D( WXK_DOWN ); // move down
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}
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else if( event.ControlDown() )
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{
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//if( event.GetWheelRotation() > 0 )
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//SetView3D( WXK_RIGHT ); // move right
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//else
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//SetView3D( WXK_LEFT ); // move left
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}
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else
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{
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m_trackBallCamera.Zoom( event.GetWheelRotation() > 0 ? 1.1f : 1/1.1f );
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//DisplayStatus();
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Refresh( false );
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}
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m_trackBallCamera.SetCurMousePosition( event.GetPosition() );
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}
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#ifdef USE_OSX_MAGNIFY_EVENT
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void C3D_MODEL_VIEWER::OnMagnify( wxMouseEvent& event )
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{
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/*
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double magnification = ( event.GetMagnification() + 1.0f );
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GetPrm3DVisu().m_Zoom /= magnification;
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if( GetPrm3DVisu().m_Zoom <= 0.01 )
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GetPrm3DVisu().m_Zoom = 0.01;
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DisplayStatus();
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Refresh( false );
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*/
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}
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#endif
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void C3D_MODEL_VIEWER::OnMouseMove( wxMouseEvent &event )
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{
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m_trackBallCamera.SetCurWindowSize( GetClientSize() );
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if( event.Dragging() )
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{
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if( event.LeftIsDown() ) // Drag
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m_trackBallCamera.Drag( event.GetPosition() );
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//else if( event.MiddleIsDown() ) // Pan
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// m_trackBallCamera.Pan( event.GetPosition() );
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// orientation has changed, redraw mesh
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Refresh( false );
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}
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m_trackBallCamera.SetCurMousePosition( event.GetPosition() );
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}
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void C3D_MODEL_VIEWER::OnLeftDown( wxMouseEvent &event )
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{
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//m_is_moving_mouse = true;
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event.Skip();
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}
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void C3D_MODEL_VIEWER::OnLeftUp( wxMouseEvent &event )
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{
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//m_is_moving_mouse = false;
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//Refresh( false );
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event.Skip();
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}
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void C3D_MODEL_VIEWER::OnMiddleDown( wxMouseEvent &event )
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{
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//m_is_moving_mouse = true;
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event.Skip();
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}
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void C3D_MODEL_VIEWER::OnMiddleUp( wxMouseEvent &event )
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{
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//m_is_moving_mouse = false;
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//Refresh( false );
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event.Skip();
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}
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void C3D_MODEL_VIEWER::OnRightClick( wxMouseEvent &event )
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{
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event.Skip();
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}
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