kicad/3d-viewer/3d_rendering/opengl/render_3d_opengl.h

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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) 2015-2021 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
*/
#ifndef RENDER_3D_OPENGL_H
#define RENDER_3D_OPENGL_H
#include "../render_3d_base.h"
#include "layer_triangles.h"
#include "../raytracing/shapes2D/polygon_2d.h"
#include "../raytracing/shapes2D/triangle_2d.h"
#include "../raytracing/shapes2D/4pt_polygon_2d.h"
#include "../raytracing/shapes2D/filled_circle_2d.h"
#include "../raytracing/shapes2D/ring_2d.h"
#include "../raytracing/shapes2D/round_segment_2d.h"
#include "3d_model.h"
#include "3d_cache/3d_info.h"
#include <map>
typedef std::map< PCB_LAYER_ID, OPENGL_RENDER_LIST* > MAP_OGL_DISP_LISTS;
typedef std::list<TRIANGLE_DISPLAY_LIST* > LIST_TRIANGLES;
#define SIZE_OF_CIRCLE_TEXTURE 1024
/**
* Object to render the board using openGL.
*/
class RENDER_3D_OPENGL : public RENDER_3D_BASE
{
public:
explicit RENDER_3D_OPENGL( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter, CAMERA& aCamera );
~RENDER_3D_OPENGL();
void SetCurWindowSize( const wxSize& aSize ) override;
bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override;
int GetWaitForEditingTimeOut() override;
void SetCurrentRollOverItem( BOARD_ITEM* aRollOverItem )
{
m_currentRollOverItem = aRollOverItem;
}
/**
* Load footprint models if they are not already loaded, i.e. if m_3dModelMap is empty
*/
void Load3dModelsIfNeeded();
private:
OPENGL_RENDER_LIST* generateHoles( const LIST_OBJECT2D& aListHolesObject2d,
const SHAPE_POLY_SET& aPoly, float aZtop,
float aZbot, bool aInvertFaces,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
OPENGL_RENDER_LIST* generateLayerList( const BVH_CONTAINER_2D* aContainer,
const SHAPE_POLY_SET* aPolyList,
PCB_LAYER_ID aLayerId,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
OPENGL_RENDER_LIST* generateEmptyLayerList( PCB_LAYER_ID aLayerId );
void addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0,
const SFVEC2F& v1, const SFVEC2F& v2, float top, float bot );
void addObjectTriangles( const RING_2D* aRing, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot );
void addObjectTriangles( const POLYGON_4PT_2D* aPoly, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot );
void addObjectTriangles( const FILLED_CIRCLE_2D* aFilledCircle,
TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot );
void addObjectTriangles( const TRIANGLE_2D* aTri, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot );
void addObjectTriangles( const ROUND_SEGMENT_2D* aSeg,
TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot );
void renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPosition,
bool aDrawMiddleSegments, bool aSkipRenderHoles );
void renderBoardBody( bool aSkipRenderHoles );
void getLayerZPos( PCB_LAYER_ID aLayerID, float& aOutZtop, float& aOutZbot ) const;
void generateRing( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
unsigned int aNr_sides_per_circle,
std::vector< SFVEC2F >& aInnerContourResult,
std::vector< SFVEC2F >& aOuterContourResult, bool aInvertOrder );
void generateCylinder( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
float aZtop, float aZbot, unsigned int aNr_sides_per_circle,
TRIANGLE_DISPLAY_LIST* aDstLayer );
void generateViasAndPads();
/**
* Load footprint models from the cache and load it to openGL lists in the form of
* #MODEL_3D objects.
*
* This map of models will work as a local cache for this render. (cache based on
* MODEL_3D with associated openGL lists in GPU memory)
*/
void load3dModels( REPORTER* aStatusReporter );
struct MODELTORENDER
{
glm::mat4 m_modelWorldMat;
const MODEL_3D* m_model;
float m_opacity;
bool m_isTransparent;
bool m_isSelected;
MODELTORENDER( glm::mat4 aModelWorldMat,
const MODEL_3D* aNodel,
float aOpacity,
bool aIsTransparent,
bool aIsSelected ) :
m_modelWorldMat( std::move( aModelWorldMat ) ),
m_model( aNodel ),
m_opacity( aOpacity ),
m_isTransparent( aIsTransparent ),
m_isSelected( aIsSelected )
{
}
};
void renderOpaqueModels( const glm::mat4 &aCameraViewMatrix );
void renderTransparentModels( const glm::mat4 &aCameraViewMatrix );
void renderModel( const glm::mat4 &aCameraViewMatrix,
const MODELTORENDER &aModelToRender,
const SFVEC3F &aSelColor,
const SFVEC3F *aCameraWorldPos );
void get3dModelsSelected( std::list<MODELTORENDER> &aDstRenderList,
bool aGetTop, bool aGetBot, bool aRenderTransparentOnly,
bool aRenderSelectedOnly );
void get3dModelsFromFootprint( std::list<MODELTORENDER> &aDstRenderList,
const FOOTPRINT* aFootprint, bool aRenderTransparentOnly,
bool aIsSelected );
void setLightFront( bool enabled );
void setLightTop( bool enabled );
void setLightBottom( bool enabled );
void render3dArrows();
/**
* Create a 3D grid to an OpenGL display list.
*
* A horizontal grid (XY plane and Z = 0, and a vertical grid (XZ plane and Y = 0).
*/
void generate3dGrid( GRID3D_TYPE aGridType );
// Materials
void setupMaterials();
void setCopperMaterial();
void setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id );
void unsetDepthOffset();
void setLayerMaterial( PCB_LAYER_ID aLayerID );
bool initializeOpenGL();
OPENGL_RENDER_LIST* createBoard( const SHAPE_POLY_SET& aBoardPoly,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter );
void setArrowMaterial();
void freeAllLists();
struct
{
SMATERIAL m_Paste;
SMATERIAL m_SilkSBot;
SMATERIAL m_SilkSTop;
SMATERIAL m_SolderMask;
SMATERIAL m_EpoxyBoard;
SMATERIAL m_NonPlatedCopper; // raw copper
SMATERIAL m_Copper;
SMATERIAL m_Plastic;
SMATERIAL m_GrayMaterial;
} m_materials;
MAP_OGL_DISP_LISTS m_layers;
OPENGL_RENDER_LIST* m_platedPadsFront;
OPENGL_RENDER_LIST* m_platedPadsBack;
MAP_OGL_DISP_LISTS m_outerLayerHoles;
MAP_OGL_DISP_LISTS m_innerLayerHoles;
OPENGL_RENDER_LIST* m_board;
OPENGL_RENDER_LIST* m_boardWithHoles;
OPENGL_RENDER_LIST* m_antiBoard;
OPENGL_RENDER_LIST* m_outerThroughHoles;
OPENGL_RENDER_LIST* m_outerViaThroughHoles;
OPENGL_RENDER_LIST* m_outerThroughHoleRings;
LIST_TRIANGLES m_triangles; ///< store pointers so can be deleted latter
GLuint m_circleTexture;
GLuint m_grid; ///< oGL list that stores current grid
GRID3D_TYPE m_lastGridType; ///< Stores the last grid type.
OPENGL_RENDER_LIST* m_vias;
OPENGL_RENDER_LIST* m_padHoles;
// Caches
std::map< wxString, MODEL_3D* > m_3dModelMap;
std::map< std::vector<float>, glm::mat4 > m_3dModelMatrixMap;
BOARD_ITEM* m_currentRollOverItem;
SHAPE_POLY_SET m_antiBoardPolys; ///< The negative polygon representation of the board
///< outline.
};
#endif // RENDER_3D_OPENGL_H