151 lines
4.8 KiB
C++
151 lines
4.8 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) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 1992-2012 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 3d_class.cpp
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*/
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#include <fctsys.h>
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#include <3d_struct.h>
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#include <3d_material.h>
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#include <info3d_visu.h>
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#ifdef __WXMAC__
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# ifdef __DARWIN__
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# include <OpenGL/glu.h>
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# else
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# include <glu.h>
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# endif
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#else
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# include <GL/glu.h>
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#endif
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S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) :
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EDA_ITEM( father, NOT_USED )
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{
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m_Name = name;
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m_AmbientColor.clear();
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m_DiffuseColor.clear();
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m_EmissiveColor.clear();
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m_SpecularColor.clear();
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m_Shininess.clear();
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m_Transparency.clear();
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}
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void SetOpenGlDefaultMaterial()
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{
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glm::vec4 ambient( 0.2, 0.2, 0.2, 1.0 );
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glm::vec4 specular( 0.0, 0.0, 0.0, 1.0 );
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glm::vec4 emissive( 0.0, 0.0, 0.0, 1.0 );
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glm::vec4 diffuse( 0.0, 0.0, 0.0, 1.0 );
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GLint shininess_value = 0;
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
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glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.x );
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}
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void S3D_MATERIAL::SetOpenGLMaterial( unsigned int aMaterialIndex, bool aUseMaterial )
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{
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S3D_MASTER * s3dParent = (S3D_MASTER *) GetParent();
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if( ! s3dParent->IsOpenGlAllowed() )
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return;
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if( aUseMaterial )
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{
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float transparency_value = 0.0f;
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if( m_Transparency.size() > aMaterialIndex )
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{
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transparency_value = m_Transparency[aMaterialIndex];
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s3dParent->SetLastTransparency( transparency_value );
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}
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if( m_DiffuseColor.size() > aMaterialIndex )
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{
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glm::vec3 color = m_DiffuseColor[aMaterialIndex];
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if( m_AmbientColor.size() == 0 )
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{
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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}
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glColor4f( color.x, color.y, color.z, 1.0 - transparency_value );
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}
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if( m_Shininess.size() > aMaterialIndex )
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{
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_Shininess[aMaterialIndex] );
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}
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// emissive
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if( m_EmissiveColor.size() > aMaterialIndex )
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{
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glm::vec4 emissive;
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emissive[0] = m_EmissiveColor[aMaterialIndex].x;
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emissive[1] = m_EmissiveColor[aMaterialIndex].y;
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emissive[2] = m_EmissiveColor[aMaterialIndex].z;
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emissive[3] = 1.0f;
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
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}
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// specular
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if( m_SpecularColor.size() > aMaterialIndex )
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{
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glm::vec4 specular;
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specular[0] = m_SpecularColor[aMaterialIndex].x;
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specular[1] = m_SpecularColor[aMaterialIndex].y;
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specular[2] = m_SpecularColor[aMaterialIndex].z;
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specular[3] = 1.0f;
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
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}
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// ambient
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if( m_AmbientColor.size() > aMaterialIndex )
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{
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glm::vec4 ambient;
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ambient[0] = m_AmbientColor[aMaterialIndex].x;
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ambient[1] = m_AmbientColor[aMaterialIndex].y;
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ambient[2] = m_AmbientColor[aMaterialIndex].z;
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ambient[3] = 1.0f;
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
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}
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}
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else
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{
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if( m_DiffuseColor.size() > aMaterialIndex )
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{
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glm::vec3 color = m_DiffuseColor[aMaterialIndex];
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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glColor4f( color.x, color.y, color.z, 1.0 );
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}
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}
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}
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