220 lines
7.1 KiB
C++
220 lines
7.1 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_raytracing.h
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* @brief
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*/
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#ifndef C3D_RENDER_RAYTRACING_H
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#define C3D_RENDER_RAYTRACING_H
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#include "../../common_ogl/openGL_includes.h"
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#include "accelerators/ccontainer.h"
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#include "accelerators/caccelerator.h"
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#include "../c3d_render_base.h"
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#include "clight.h"
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#include "../cpostshader_ssao.h"
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#include "cmaterial.h"
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#include <plugins/3dapi/c3dmodel.h>
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#include <map>
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/// Vector of materials
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typedef std::vector< CBLINN_PHONG_MATERIAL > MODEL_MATERIALS;
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/// Maps a S3DMODEL pointer with a created CBLINN_PHONG_MATERIAL vector
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typedef std::map< const S3DMODEL * , MODEL_MATERIALS > MAP_MODEL_MATERIALS;
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typedef enum
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{
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RT_RENDER_STATE_TRACING = 0,
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RT_RENDER_STATE_POST_PROCESS_SHADE,
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RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH,
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RT_RENDER_STATE_FINISH,
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RT_RENDER_STATE_MAX
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}RT_RENDER_STATE;
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class C3D_RENDER_RAYTRACING : public C3D_RENDER_BASE
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{
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public:
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explicit C3D_RENDER_RAYTRACING( BOARD_ADAPTER& aAdapter, CCAMERA& aCamera );
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~C3D_RENDER_RAYTRACING();
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// Imported from C3D_RENDER_BASE
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void SetCurWindowSize( const wxSize &aSize ) override;
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bool Redraw( bool aIsMoving, REPORTER* aStatusTextReporter,
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REPORTER* aWarningTextReporter ) override;
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int GetWaitForEditingTimeOut() override;
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private:
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bool initializeOpenGL();
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void initializeNewWindowSize();
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void opengl_init_pbo();
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void opengl_delete_pbo();
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void reload( REPORTER* aStatusTextReporter, REPORTER* aWarningTextReporter );
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void restart_render_state();
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void rt_render_tracing( GLubyte *ptrPBO , REPORTER *aStatusTextReporter );
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void rt_render_post_process_shade( GLubyte *ptrPBO , REPORTER *aStatusTextReporter );
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void rt_render_post_process_blur_finish( GLubyte *ptrPBO , REPORTER *aStatusTextReporter );
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void rt_render_trace_block( GLubyte *ptrPBO , signed int iBlock );
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void rt_final_color( GLubyte *ptrPBO, const SFVEC3F &rgbColor, bool applyColorSpaceConversion );
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void rt_shades_packet( const SFVEC3F *bgColorY,
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const RAY *aRayPkt,
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HITINFO_PACKET *aHitPacket,
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bool is_testShadow,
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SFVEC3F *aOutHitColor );
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void rt_trace_AA_packet( const SFVEC3F *aBgColorY,
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const HITINFO_PACKET *aHitPck_X0Y0,
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const HITINFO_PACKET *aHitPck_AA_X1Y1,
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const RAY *aRayPck,
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SFVEC3F *aOutHitColor );
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// Materials
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void setupMaterials();
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struct
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{
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CBLINN_PHONG_MATERIAL m_Paste;
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CBLINN_PHONG_MATERIAL m_SilkS;
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CBLINN_PHONG_MATERIAL m_SolderMask;
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CBLINN_PHONG_MATERIAL m_EpoxyBoard;
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CBLINN_PHONG_MATERIAL m_Copper;
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CBLINN_PHONG_MATERIAL m_Floor;
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}m_materials;
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CBOARDNORMAL m_board_normal_perturbator;
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CCOPPERNORMAL m_copper_normal_perturbator;
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CSOLDERMASKNORMAL m_solder_mask_normal_perturbator;
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CPLASTICNORMAL m_plastic_normal_perturbator;
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CPLASTICSHINENORMAL m_plastic_shine_normal_perturbator;
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CMETALBRUSHEDNORMAL m_brushed_metal_normal_perturbator;
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bool m_isPreview;
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SFVEC3F shadeHit( const SFVEC3F &aBgColor,
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const RAY &aRay,
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HITINFO &aHitInfo,
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bool aIsInsideObject,
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unsigned int aRecursiveLevel,
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bool is_testShadow ) const;
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/// State used on quality render
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RT_RENDER_STATE m_rt_render_state;
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/// Time that the render starts
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unsigned long int m_stats_start_rendering_time;
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/// Save the number of blocks progress of the render
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size_t m_nrBlocksRenderProgress;
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CPOSTSHADER_SSAO m_postshader_ssao;
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CLIGHTCONTAINER m_lights;
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CDIRECTIONALLIGHT *m_camera_light;
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bool m_opengl_support_vertex_buffer_object;
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GLuint m_pboId;
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GLuint m_pboDataSize;
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CCONTAINER m_object_container;
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/// This will store the list of created objects special for RT,
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/// that will be clear in the end
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CCONTAINER2D m_containerWithObjectsToDelete;
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CCONTAINER2D *m_outlineBoard2dObjects;
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CGENERICACCELERATOR *m_accelerator;
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SFVEC3F m_BgColorTop_LinearRGB;
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SFVEC3F m_BgColorBot_LinearRGB;
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// Morton codes
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/// used to see if the windows size changed
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wxSize m_oldWindowsSize;
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/// this encodes the Morton code positions
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std::vector< SFVEC2UI > m_blockPositions;
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/// this flags if a position was already processed (cleared each new render)
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std::vector< int > m_blockPositionsWasProcessed;
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/// this encodes the Morton code positions (on fast preview mode)
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std::vector< SFVEC2UI > m_blockPositionsFast;
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SFVEC2UI m_realBufferSize;
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SFVEC2UI m_fastPreviewModeSize;
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HITINFO_PACKET *m_firstHitinfo;
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SFVEC3F *m_shaderBuffer;
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// Display Offset
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unsigned int m_xoffset;
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unsigned int m_yoffset;
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// Statistics
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unsigned int m_stats_converted_dummy_to_plane;
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unsigned int m_stats_converted_roundsegment2d_to_roundsegment;
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void create_3d_object_from( CCONTAINER &aDstContainer,
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const COBJECT2D *aObject2D,
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float aZMin, float aZMax,
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const CMATERIAL *aMaterial,
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const SFVEC3F &aObjColor );
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void add_3D_vias_and_pads_to_container();
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void insert3DViaHole( const VIA* aVia );
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void insert3DPadHole( const D_PAD* aPad );
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void load_3D_models();
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void add_3D_models( const S3DMODEL *a3DModel,
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const glm::mat4 &aModelMatrix );
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/// Stores materials of the 3D models
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MAP_MODEL_MATERIALS m_model_materials;
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void initialize_block_positions();
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void render( GLubyte *ptrPBO, REPORTER *aStatusTextReporter );
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void render_preview( GLubyte *ptrPBO );
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};
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#define USE_SRGB_SPACE
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#ifdef USE_SRGB_SPACE
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extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F &aSRGBcolor );
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#else
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#define ConvertSRGBToLinear(v) (v)
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#endif
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#endif // C3D_RENDER_RAYTRACING_H
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