157 lines
4.7 KiB
C++
157 lines
4.7 KiB
C++
/*
|
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
|
*
|
|
* Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
|
|
* Copyright (C) 1992-2012 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 3d_class.cpp
|
|
*/
|
|
|
|
#include <fctsys.h>
|
|
#include <3d_struct.h>
|
|
#include <3d_material.h>
|
|
#include <info3d_visu.h>
|
|
|
|
#ifdef __WXMAC__
|
|
# ifdef __DARWIN__
|
|
# include <OpenGL/glu.h>
|
|
# else
|
|
# include <glu.h>
|
|
# endif
|
|
#else
|
|
# include <GL/glu.h>
|
|
#endif
|
|
|
|
S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) :
|
|
EDA_ITEM( father, NOT_USED )
|
|
{
|
|
m_Name = name;
|
|
m_AmbientColor.clear();
|
|
m_DiffuseColor.clear();
|
|
m_EmissiveColor.clear();
|
|
m_SpecularColor.clear();
|
|
m_Shininess.clear();
|
|
m_Transparency.clear();
|
|
m_ColorPerVertex = false;
|
|
}
|
|
|
|
|
|
void SetOpenGlDefaultMaterial()
|
|
{
|
|
glm::vec4 ambient( 0.2f, 0.2f, 0.2f, 1.0f );
|
|
glm::vec4 specular( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
glm::vec4 emissive( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
glm::vec4 diffuse( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
GLint shininess_value = 0;
|
|
|
|
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
|
|
glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.x );
|
|
|
|
}
|
|
|
|
|
|
bool S3D_MATERIAL::SetOpenGLMaterial( unsigned int aMaterialIndex, bool aUseMaterial )
|
|
{
|
|
if( aUseMaterial )
|
|
{
|
|
float transparency_value = 0.0f;
|
|
|
|
if( m_Transparency.size() > aMaterialIndex )
|
|
{
|
|
transparency_value = m_Transparency[aMaterialIndex];
|
|
}
|
|
else
|
|
{
|
|
if( m_Transparency.size() > 0 )
|
|
transparency_value = m_Transparency[0];
|
|
}
|
|
|
|
if( m_DiffuseColor.size() > aMaterialIndex )
|
|
{
|
|
glm::vec3 color = m_DiffuseColor[aMaterialIndex];
|
|
|
|
glColor4f( color.x, color.y, color.z, 1.0f - transparency_value );
|
|
}
|
|
else
|
|
{
|
|
if( m_DiffuseColor.size() == 0 )
|
|
{
|
|
glColor4f( 0.8f, 0.8f, 0.8f, 1.0f );
|
|
}
|
|
}
|
|
|
|
if( m_Shininess.size() > 0 )
|
|
{
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_Shininess[0] );
|
|
}
|
|
|
|
// emissive
|
|
if( m_EmissiveColor.size() > aMaterialIndex )
|
|
{
|
|
glm::vec4 emissive;
|
|
emissive[0] = m_EmissiveColor[aMaterialIndex].x;
|
|
emissive[1] = m_EmissiveColor[aMaterialIndex].y;
|
|
emissive[2] = m_EmissiveColor[aMaterialIndex].z;
|
|
emissive[3] = 1.0f;
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
|
|
}
|
|
|
|
// specular
|
|
if( m_SpecularColor.size() > aMaterialIndex )
|
|
{
|
|
glm::vec4 specular;
|
|
specular[0] = m_SpecularColor[aMaterialIndex].x;
|
|
specular[1] = m_SpecularColor[aMaterialIndex].y;
|
|
specular[2] = m_SpecularColor[aMaterialIndex].z;
|
|
specular[3] = 1.0f;
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
|
|
}
|
|
|
|
// ambient
|
|
if( m_AmbientColor.size() > aMaterialIndex )
|
|
{
|
|
glm::vec4 ambient;
|
|
ambient[0] = m_AmbientColor[aMaterialIndex].x;
|
|
ambient[1] = m_AmbientColor[aMaterialIndex].y;
|
|
ambient[2] = m_AmbientColor[aMaterialIndex].z;
|
|
ambient[3] = 1.0f;
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
|
|
}
|
|
|
|
return (transparency_value != 0.0f);
|
|
}
|
|
else
|
|
{
|
|
if( m_DiffuseColor.size() > aMaterialIndex )
|
|
{
|
|
glm::vec3 color = m_DiffuseColor[aMaterialIndex];
|
|
glColor4f( color.x, color.y, color.z, 1.0 );
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|