1529 lines
49 KiB
C++
1529 lines
49 KiB
C++
/*
|
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
|
*
|
|
* Copyright (C) 1992-2014 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_draw.cpp
|
|
*/
|
|
|
|
#include <fctsys.h>
|
|
#include <common.h>
|
|
#include <trigo.h>
|
|
#include <pcbstruct.h>
|
|
#include <drawtxt.h>
|
|
#include <layers_id_colors_and_visibility.h>
|
|
|
|
#include <wxBasePcbFrame.h>
|
|
#include <class_board.h>
|
|
#include <class_module.h>
|
|
#include <class_track.h>
|
|
#include <class_edge_mod.h>
|
|
#include <class_zone.h>
|
|
#include <class_drawsegment.h>
|
|
#include <class_pcb_text.h>
|
|
#include <colors_selection.h>
|
|
#include <convert_basic_shapes_to_polygon.h>
|
|
|
|
#ifdef __WINDOWS__
|
|
#include <GL/glew.h> // must be included before gl.h
|
|
#endif
|
|
|
|
#include <3d_viewer.h>
|
|
#include <3d_canvas.h>
|
|
#include <info3d_visu.h>
|
|
#include <trackball.h>
|
|
#include <3d_draw_basic_functions.h>
|
|
|
|
/* returns the Z orientation parameter 1.0 or -1.0 for aLayer
|
|
* Z orientation is 1.0 for all layers but "back" layers:
|
|
* B_Cu , B_Adhes, B_Paste ), B_SilkS
|
|
* used to calculate the Z orientation parameter for glNormal3f
|
|
*/
|
|
static GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer );
|
|
|
|
|
|
/* Based on the tutorial http://www.ulrichmierendorff.com/software/opengl_blur.html
|
|
* It will blur a openGL texture
|
|
*/
|
|
static void blur_tex( GLuint aTex, int aPasses, GLuint aTexture_size )
|
|
{
|
|
int i, x, y;
|
|
|
|
glFlush();
|
|
glFinish();
|
|
|
|
glPushAttrib( GL_ALL_ATTRIB_BITS );
|
|
|
|
glDisable( GL_LIGHTING );
|
|
|
|
glDisable( GL_CULL_FACE );
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_ALPHA_TEST );
|
|
glDisable( GL_COLOR_MATERIAL );
|
|
|
|
glReadBuffer( GL_BACK_LEFT );
|
|
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
|
|
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
|
|
|
|
|
glViewport( 0, 0, aTexture_size, aTexture_size );
|
|
|
|
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glOrtho( 0.0f, aTexture_size, aTexture_size, 0.0f, -1.0f, 1.0f );
|
|
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, aTex );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
|
|
|
while (aPasses > 0)
|
|
{
|
|
i = 0;
|
|
for (x = 0; x < 2; x++)
|
|
{
|
|
for (y = 0; y < 2; y++, i++)
|
|
{
|
|
glColor4f (1.0f,1.0f,1.0f,1.0 / (i + 1.0));
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glTexCoord2f( 0 + (x - 0.5)/aTexture_size, 1 + (y-0.5)/aTexture_size );
|
|
glVertex2f( 0, 0 );
|
|
glTexCoord2f( 0 + (x - 0.5)/aTexture_size, 0 + (y-0.5)/aTexture_size );
|
|
glVertex2f( 0, aTexture_size );
|
|
glTexCoord2f( 1 + (x - 0.5)/aTexture_size, 1 + (y-0.5)/aTexture_size );
|
|
glVertex2f( aTexture_size, 0 );
|
|
glTexCoord2f( 1 + (x - 0.5)/aTexture_size, 0 + (y-0.5)/aTexture_size );
|
|
glVertex2f( aTexture_size, aTexture_size );
|
|
glEnd ();
|
|
}
|
|
}
|
|
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, aTexture_size, aTexture_size, 0 );
|
|
aPasses--;
|
|
}
|
|
|
|
glFlush();
|
|
glFinish();
|
|
glDisable( GL_BLEND );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPopMatrix();
|
|
|
|
glPopAttrib();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture,
|
|
GLuint aTexture_size, bool aDraw_body, int aBlurPasses )
|
|
{
|
|
|
|
float *depthbufferFloat = (float*) malloc( aTexture_size * aTexture_size * sizeof(float) );
|
|
unsigned char *depthbufferRGBA = (unsigned char*) malloc( aTexture_size * aTexture_size * 4 );
|
|
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
glViewport( 0, 0, aTexture_size, aTexture_size );
|
|
|
|
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
|
|
// move the board in order to draw it with its center at 0,0 3D coordinates
|
|
glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
|
|
-GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
|
|
0.0F );
|
|
|
|
if( aDraw_body )
|
|
{
|
|
if( m_glLists[GL_ID_BODY] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_BODY] );
|
|
}
|
|
}
|
|
|
|
// Call model list
|
|
glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] );
|
|
|
|
if( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
|
|
}
|
|
|
|
glPixelStorei( GL_PACK_ALIGNMENT, 4 );
|
|
glReadBuffer( GL_BACK_LEFT );
|
|
|
|
glFinish();
|
|
|
|
glReadPixels( 0, 0,
|
|
aTexture_size, aTexture_size,
|
|
GL_DEPTH_COMPONENT, GL_FLOAT, depthbufferFloat );
|
|
|
|
|
|
glFinish();
|
|
|
|
for( unsigned int i = 0; i< (aTexture_size * aTexture_size); i++ )
|
|
{
|
|
unsigned char v = depthbufferFloat[i] * 255;
|
|
depthbufferRGBA[i * 4 + 0] = v;
|
|
depthbufferRGBA[i * 4 + 1] = v;
|
|
depthbufferRGBA[i * 4 + 2] = v;
|
|
depthbufferRGBA[i * 4 + 3] = 255;
|
|
}
|
|
|
|
glFinish();
|
|
|
|
glEnable( GL_TEXTURE_2D );
|
|
glGenTextures( 1, aDst_gl_texture );
|
|
glBindTexture( GL_TEXTURE_2D, *aDst_gl_texture );
|
|
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
|
|
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aTexture_size, aTexture_size, 0,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
|
|
|
|
glFlush();
|
|
glFinish();
|
|
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
|
|
blur_tex( *aDst_gl_texture, aBlurPasses, aTexture_size );
|
|
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, *aDst_gl_texture );
|
|
|
|
glGetTexImage( GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
|
|
|
|
for(unsigned int i = 0; i< (aTexture_size * aTexture_size); i++)
|
|
{
|
|
float v = (float)depthbufferRGBA[i * 4] / 255.0f;
|
|
v = v * v;
|
|
depthbufferRGBA[i * 4 + 0] = 0;
|
|
depthbufferRGBA[i * 4 + 1] = 0;
|
|
depthbufferRGBA[i * 4 + 2] = 0;
|
|
depthbufferRGBA[i * 4 + 3] = 255 - (unsigned char)(v * 255);
|
|
}
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
|
|
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aTexture_size, aTexture_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
|
|
|
|
free( depthbufferRGBA );
|
|
free( depthbufferFloat );
|
|
}
|
|
|
|
#define SHADOW_BOARD_SCALE 1.5f
|
|
|
|
void EDA_3D_CANVAS::GenerateFakeShadowsTextures()
|
|
{
|
|
if( m_shadow_init == true )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Init info 3d parameters and create gl lists:
|
|
CreateDrawGL_List();
|
|
|
|
m_shadow_init = true;
|
|
|
|
glClearColor( 0, 0, 0, 1 );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
|
|
const double ZDIST_MAX = Millimeter2iu( 3.5 ) * GetPrm3DVisu().m_BiuTo3Dunits;
|
|
glOrtho( -GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
-GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
0.0, ZDIST_MAX );
|
|
|
|
// Render FRONT shadow
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
glTranslatef( 0, 0, 0.03 );
|
|
glRotatef( 180, 0.0, 1.0, 0.0 );
|
|
|
|
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_front, 512, false, 5 );
|
|
|
|
|
|
// Render BACK shadow
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
glTranslatef( 0, 0, 0.03 );
|
|
///glRotatef( 0.0, 0.0, 1.0, 0.0 );
|
|
|
|
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_back, 512, false, 5 );
|
|
|
|
// Render ALL BOARD shadow
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
glOrtho( -GetPrm3DVisu().m_BoardSize.x * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
GetPrm3DVisu().m_BoardSize.x * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
-GetPrm3DVisu().m_BoardSize.y * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
GetPrm3DVisu().m_BoardSize.y * SHADOW_BOARD_SCALE * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
|
|
0.0, 6.0f * ZDIST_MAX );
|
|
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
glTranslatef( 0, 0, -0.4f );
|
|
glRotatef( 180.0, 0.0, 1.0, 0.0 );
|
|
|
|
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_board, 512, true, 20 );
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::Redraw()
|
|
{
|
|
// SwapBuffer requires the window to be shown before calling
|
|
if( !IsShown() )
|
|
return;
|
|
|
|
SetCurrent( *m_glRC );
|
|
|
|
// Set the OpenGL viewport according to the client size of this canvas.
|
|
// This is done here rather than in a wxSizeEvent handler because our
|
|
// OpenGL rendering context (and thus viewport setting) is used with
|
|
// multiple canvases: If we updated the viewport in the wxSizeEvent
|
|
// handler, changing the size of one canvas causes a viewport setting that
|
|
// is wrong when next another canvas is repainted.
|
|
wxSize size = GetClientSize();
|
|
|
|
InitGL();
|
|
|
|
if( isEnabled( FL_MODULE ) && isRealisticMode() &&
|
|
isEnabled( FL_RENDER_SHADOWS ) )
|
|
{
|
|
GenerateFakeShadowsTextures();
|
|
}
|
|
|
|
// *MUST* be called *after* SetCurrent( ):
|
|
glViewport( 0, 0, size.x, size.y );
|
|
|
|
// clear color and depth buffers
|
|
glClearColor( 0.95, 0.95, 1.0, 1.0 );
|
|
glClearStencil( 0 );
|
|
glClearDepth( 1.0 );
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
|
|
|
|
glShadeModel( GL_SMOOTH );
|
|
|
|
// Draw background
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
|
|
glDisable( GL_LIGHTING );
|
|
glDisable( GL_COLOR_MATERIAL );
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
// Draw the background ( rectangle with color gradient)
|
|
glBegin( GL_QUADS );
|
|
SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 );
|
|
glVertex2f( -1.0, 1.0 ); // Top left corner
|
|
|
|
SetGLColor( GetPrm3DVisu().m_BgColor, 1.0 );
|
|
glVertex2f( -1.0,-1.0 ); // bottom left corner
|
|
glVertex2f( 1.0,-1.0 ); // bottom right corner
|
|
|
|
SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 );
|
|
glVertex2f( 1.0, 1.0 ); // top right corner
|
|
|
|
glEnd();
|
|
glEnable( GL_DEPTH_TEST );
|
|
|
|
|
|
// set viewing projection
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
|
|
#define MAX_VIEW_ANGLE 160.0 / 45.0
|
|
if( GetPrm3DVisu().m_Zoom > MAX_VIEW_ANGLE )
|
|
GetPrm3DVisu().m_Zoom = MAX_VIEW_ANGLE;
|
|
|
|
if( Parent()->ModeIsOrtho() )
|
|
{
|
|
// OrthoReductionFactor is chosen to provide roughly the same size as
|
|
// Perspective View
|
|
const double orthoReductionFactor = 400 / GetPrm3DVisu().m_Zoom;
|
|
|
|
// Initialize Projection Matrix for Ortographic View
|
|
glOrtho( -size.x / orthoReductionFactor, size.x / orthoReductionFactor,
|
|
-size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 100 );
|
|
}
|
|
else
|
|
{
|
|
// Ratio width / height of the window display
|
|
double ratio_HV = (double) size.x / size.y;
|
|
|
|
// Initialize Projection Matrix for Perspective View
|
|
gluPerspective( 45.0 * GetPrm3DVisu().m_Zoom, ratio_HV, 1, 100 );
|
|
}
|
|
|
|
// position viewer
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
|
|
glTranslatef( 0.0F, 0.0F, -( m_ZBottom + m_ZTop) / 2 );
|
|
|
|
// Setup light sources:
|
|
SetLights();
|
|
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
|
|
glMatrixMode( GL_MODELVIEW ); // position viewer
|
|
// transformations
|
|
GLfloat mat[4][4];
|
|
|
|
// Translate motion first, so rotations don't mess up the orientation...
|
|
glTranslatef( m_draw3dOffset.x, m_draw3dOffset.y, 0.0F );
|
|
|
|
build_rotmatrix( mat, GetPrm3DVisu().m_Quat );
|
|
glMultMatrixf( &mat[0][0] );
|
|
|
|
glRotatef( GetPrm3DVisu().m_Rot[0], 1.0, 0.0, 0.0 );
|
|
glRotatef( GetPrm3DVisu().m_Rot[1], 0.0, 1.0, 0.0 );
|
|
glRotatef( GetPrm3DVisu().m_Rot[2], 0.0, 0.0, 1.0 );
|
|
|
|
|
|
if( ! m_glLists[GL_ID_BOARD] || ! m_glLists[GL_ID_TECH_LAYERS] )
|
|
CreateDrawGL_List();
|
|
|
|
if( isEnabled( FL_AXIS ) && m_glLists[GL_ID_AXIS] )
|
|
glCallList( m_glLists[GL_ID_AXIS] );
|
|
|
|
// move the board in order to draw it with its center at 0,0 3D coordinates
|
|
glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
|
|
-GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
|
|
0.0F );
|
|
|
|
// draw all objects in lists
|
|
// transparent objects should be drawn after opaque objects
|
|
|
|
if( isEnabled( FL_MODULE ) )
|
|
{
|
|
if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
|
|
CreateDrawGL_List();
|
|
}
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
if( isEnabled( FL_SHOW_BOARD_BODY ) )
|
|
{
|
|
if( !isEnabled( FL_RENDER_TEXTURES ) ||
|
|
isEnabled( FL_SOLDERMASK ) || !isRealisticMode() )
|
|
{
|
|
glDisable( GL_TEXTURE_2D );
|
|
}
|
|
else
|
|
{
|
|
glEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
glDisable( GL_LIGHTING );
|
|
|
|
if( m_glLists[GL_ID_BODY] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_BODY] );
|
|
}
|
|
|
|
glEnable( GL_LIGHTING );
|
|
}
|
|
|
|
glEnable( GL_COLOR_MATERIAL );
|
|
SetOpenGlDefaultMaterial();
|
|
glm::vec4 specular( GetPrm3DVisu().m_CopperColor.m_Red * 0.3,
|
|
GetPrm3DVisu().m_CopperColor.m_Green * 0.3,
|
|
GetPrm3DVisu().m_CopperColor.m_Blue * 0.3, 1.0 );
|
|
GLint shininess_value = 8;
|
|
|
|
glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
|
|
|
|
if( isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ) )
|
|
{
|
|
glEnable( GL_TEXTURE_2D );
|
|
}
|
|
else
|
|
{
|
|
glDisable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
if( m_glLists[GL_ID_BOARD] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_BOARD] );
|
|
}
|
|
|
|
SetOpenGlDefaultMaterial();
|
|
|
|
if( m_glLists[GL_ID_TECH_LAYERS] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_TECH_LAYERS] );
|
|
}
|
|
|
|
if( isEnabled( FL_COMMENTS ) || isEnabled( FL_COMMENTS ) )
|
|
{
|
|
if( ! m_glLists[GL_ID_AUX_LAYERS] )
|
|
CreateDrawGL_List();
|
|
|
|
glCallList( m_glLists[GL_ID_AUX_LAYERS] );
|
|
}
|
|
|
|
// Draw Component Shadow
|
|
if( isEnabled( FL_MODULE ) && isRealisticMode() &&
|
|
isEnabled( FL_RENDER_SHADOWS ) )
|
|
{
|
|
glEnable( GL_CULL_FACE );
|
|
glDisable( GL_DEPTH_TEST );
|
|
|
|
glEnable( GL_COLOR_MATERIAL ) ;
|
|
SetOpenGlDefaultMaterial();
|
|
glColor4f( 1.0, 1.0, 1.0, 1.0 );
|
|
|
|
glEnable( GL_TEXTURE_2D );
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
if( m_glLists[GL_ID_SHADOW_FRONT] )
|
|
{
|
|
glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_front );
|
|
glCallList( m_glLists[GL_ID_SHADOW_FRONT] );
|
|
}
|
|
|
|
if( m_glLists[GL_ID_SHADOW_BACK] )
|
|
{
|
|
glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_back );
|
|
glCallList( m_glLists[GL_ID_SHADOW_BACK] );
|
|
}
|
|
glColor4f( 1.0, 1.0, 1.0, 1.0 );
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_CULL_FACE );
|
|
}
|
|
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
SetOpenGlDefaultMaterial();
|
|
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
glColor4f( 1.0, 1.0, 1.0, 1.0 );
|
|
|
|
// Draw Solid Shapes
|
|
if( isEnabled( FL_MODULE ) )
|
|
{
|
|
if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
|
|
CreateDrawGL_List();
|
|
|
|
glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] );
|
|
}
|
|
|
|
// Grid uses transparency: draw it after all objects
|
|
if( isEnabled( FL_GRID ) && m_glLists[GL_ID_GRID] )
|
|
glCallList( m_glLists[GL_ID_GRID] );
|
|
|
|
// This list must be drawn last, because it contains the
|
|
// transparent gl objects, which should be drawn after all
|
|
// non transparent objects
|
|
if( isEnabled( FL_MODULE ) && m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
|
|
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
|
|
|
|
// Draw Board Shadow
|
|
if( isEnabled( FL_MODULE ) && isRealisticMode() &&
|
|
isEnabled( FL_RENDER_SHADOWS ) )
|
|
{
|
|
if( m_glLists[GL_ID_SHADOW_BOARD] )
|
|
{
|
|
glEnable( GL_CULL_FACE );
|
|
glDisable( GL_COLOR_MATERIAL );
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_board );
|
|
glCallList( m_glLists[GL_ID_SHADOW_BOARD] );
|
|
glDisable( GL_CULL_FACE );
|
|
}
|
|
}
|
|
|
|
SwapBuffers();
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::BuildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList )
|
|
{
|
|
// Use similar calculation as Grid limits, in 3D units
|
|
wxSize brd_size = getBoardSize();
|
|
wxPoint brd_center_pos = getBoardCenter();
|
|
|
|
float xsize = brd_size.x;
|
|
float ysize = brd_size.y;
|
|
|
|
float scale = GetPrm3DVisu().m_BiuTo3Dunits;
|
|
float xmin = (brd_center_pos.x - xsize / 2.0) * scale;
|
|
float xmax = (brd_center_pos.x + xsize / 2.0) * scale;
|
|
float ymin = (brd_center_pos.y - ysize / 2.0) * scale;
|
|
float ymax = (brd_center_pos.y + ysize / 2.0) * scale;
|
|
|
|
float zpos = GetPrm3DVisu().GetLayerZcoordBIU( F_Paste );
|
|
zpos *= GetPrm3DVisu().m_BiuTo3Dunits;
|
|
|
|
// Shadow FRONT
|
|
glNewList( aFrontList, GL_COMPILE );
|
|
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( F_Paste ) );
|
|
|
|
glBegin (GL_QUADS);
|
|
glTexCoord2f( 1.0, 0.0 ); glVertex3f( xmin, ymin, zpos );
|
|
glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmax, ymin, zpos );
|
|
glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmax, ymax, zpos );
|
|
glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmin, ymax, zpos );
|
|
glEnd();
|
|
|
|
glEndList();
|
|
|
|
|
|
// Shadow BACK
|
|
zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Paste );
|
|
zpos *= GetPrm3DVisu().m_BiuTo3Dunits;
|
|
|
|
glNewList( aBacklist, GL_COMPILE );
|
|
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( B_Paste ) );
|
|
|
|
glBegin (GL_QUADS);
|
|
glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmin, ymin, zpos );
|
|
glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmin, ymax, zpos );
|
|
glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmax, ymax, zpos );
|
|
glTexCoord2f( 1.0, 0.0 ); glVertex3f( xmax, ymin, zpos );
|
|
glEnd();
|
|
|
|
glEndList();
|
|
|
|
|
|
// Shadow BOARD
|
|
xsize = brd_size.x * SHADOW_BOARD_SCALE;
|
|
ysize = brd_size.y * SHADOW_BOARD_SCALE;
|
|
|
|
scale = GetPrm3DVisu().m_BiuTo3Dunits;
|
|
xmin = (brd_center_pos.x - xsize / 2.0) * scale;
|
|
xmax = (brd_center_pos.x + xsize / 2.0) * scale;
|
|
ymin = (brd_center_pos.y - ysize / 2.0) * scale;
|
|
ymax = (brd_center_pos.y + ysize / 2.0) * scale;
|
|
|
|
|
|
glNewList( aBoardList, GL_COMPILE );
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( F_Paste ) );
|
|
|
|
glBegin (GL_QUADS);
|
|
glTexCoord2f( 1.0, 0.0 ); glVertex3f( xmin, ymin, zpos * 30.0);
|
|
glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmax, ymin, zpos * 30.0);
|
|
glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmax, ymax, zpos * 30.0);
|
|
glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmin, ymax, zpos * 30.0);
|
|
glEnd();
|
|
|
|
glEndList();
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
|
|
{
|
|
BOARD* pcb = GetBoard();
|
|
|
|
// If FL_RENDER_SHOW_HOLES_IN_ZONES is true, holes are correctly removed from copper zones areas.
|
|
// If FL_RENDER_SHOW_HOLES_IN_ZONES is false, holes are not removed from copper zones areas,
|
|
// but the calculation time is twice shorter.
|
|
bool remove_Holes = isEnabled( FL_RENDER_SHOW_HOLES_IN_ZONES );
|
|
|
|
bool realistic_mode = isRealisticMode();
|
|
bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES );
|
|
|
|
// Number of segments to convert a circle to polygon
|
|
// Boost polygon (at least v 1.54, v1.55 and previous) in very rare cases crashes
|
|
// when using 16 segments to approximate a circle.
|
|
// So using 18 segments is a workaround to try to avoid these crashes
|
|
// ( We already used this trick in plot_board_layers.cpp,
|
|
// see PlotSolderMaskLayer() )
|
|
const int segcountforcircle = 18;
|
|
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
|
|
const int segcountLowQuality = 12; // segments to draw a circle with low quality
|
|
// to reduce time calculations
|
|
// for holes and items which do not need
|
|
// a fine representation
|
|
double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2) );
|
|
|
|
CPOLYGONS_LIST bufferPolys;
|
|
bufferPolys.reserve( 200000 ); // Reserve for large board (tracks mainly)
|
|
|
|
CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines
|
|
CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once
|
|
allLayerHoles.reserve( 20000 );
|
|
|
|
// Build a polygon from edge cut items
|
|
wxString msg;
|
|
|
|
if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) )
|
|
{
|
|
msg << wxT("\n\n") <<
|
|
_("Unable to calculate the board outlines.\n"
|
|
"Therefore use the board boundary box.");
|
|
wxMessageBox( msg );
|
|
}
|
|
|
|
CPOLYGONS_LIST bufferZonesPolys;
|
|
bufferZonesPolys.reserve( 500000 ); // Reserve for large board ( copper zones mainly )
|
|
|
|
CPOLYGONS_LIST currLayerHoles; // Contains holes for the current layer
|
|
bool throughHolesListBuilt = false; // flag to build the through hole polygon list only once
|
|
|
|
LSET cu_set = LSET::AllCuMask( GetPrm3DVisu().m_CopperLayersCount );
|
|
|
|
#if 1
|
|
LAYER_ID cu_seq[MAX_CU_LAYERS]; // preferred sequence, could have called CuStack()
|
|
// but I assume that's backwards
|
|
|
|
glNewList( aBoardList, GL_COMPILE );
|
|
|
|
for( unsigned i=0; i<DIM(cu_seq); ++i )
|
|
cu_seq[i] = ToLAYER_ID( B_Cu - i );
|
|
|
|
for( LSEQ cu = cu_set.Seq( cu_seq, DIM(cu_seq) ); cu; ++cu )
|
|
#else
|
|
for( LSEQ cu = cu_set.CuStack(); cu; ++cu )
|
|
#endif
|
|
{
|
|
LAYER_ID layer = *cu;
|
|
|
|
// Skip non enabled layers in normal mode,
|
|
// and internal layers in realistic mode
|
|
if( !is3DLayerEnabled( layer ) )
|
|
continue;
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
bufferZonesPolys.RemoveAllContours();
|
|
currLayerHoles.RemoveAllContours();
|
|
|
|
// Draw tracks:
|
|
for( TRACK* track = pcb->m_Track; track; track = track->Next() )
|
|
{
|
|
if( !track->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
track->TransformShapeWithClearanceToPolygon( bufferPolys,
|
|
0, segcountforcircle,
|
|
correctionFactor );
|
|
|
|
// Add via hole
|
|
if( track->Type() == PCB_VIA_T )
|
|
{
|
|
VIA *via = static_cast<VIA*>( track );
|
|
VIATYPE_T viatype = via->GetViaType();
|
|
int holediameter = via->GetDrillValue();
|
|
int thickness = GetPrm3DVisu().GetCopperThicknessBIU();
|
|
int hole_outer_radius = (holediameter + thickness) / 2;
|
|
|
|
if( viatype != VIA_THROUGH )
|
|
TransformCircleToPolygon( currLayerHoles,
|
|
via->GetStart(), hole_outer_radius,
|
|
segcountLowQuality );
|
|
else if( !throughHolesListBuilt )
|
|
TransformCircleToPolygon( allLayerHoles,
|
|
via->GetStart(), hole_outer_radius,
|
|
segcountLowQuality );
|
|
}
|
|
}
|
|
|
|
// draw pads
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
module->TransformPadsShapesWithClearanceToPolygon( layer,
|
|
bufferPolys,
|
|
0,
|
|
segcountforcircle,
|
|
correctionFactor );
|
|
|
|
// Micro-wave modules may have items on copper layers
|
|
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
|
|
bufferPolys,
|
|
0,
|
|
segcountforcircle,
|
|
correctionFactor );
|
|
|
|
// Add pad hole, if any
|
|
if( !throughHolesListBuilt )
|
|
{
|
|
D_PAD* pad = module->Pads();
|
|
|
|
for( ; pad; pad = pad->Next() )
|
|
pad->BuildPadDrillShapePolygon( allLayerHoles, 0,
|
|
segcountLowQuality );
|
|
}
|
|
}
|
|
|
|
// Draw copper zones
|
|
if( isEnabled( FL_ZONE ) )
|
|
{
|
|
for( int ii = 0; ii < pcb->GetAreaCount(); ii++ )
|
|
{
|
|
ZONE_CONTAINER* zone = pcb->GetArea( ii );
|
|
LAYER_NUM zonelayer = zone->GetLayer();
|
|
|
|
if( zonelayer == layer )
|
|
{
|
|
zone->TransformSolidAreasShapesToPolygonSet(
|
|
remove_Holes ? bufferPolys : bufferZonesPolys,
|
|
segcountLowQuality, correctionFactorLQ );
|
|
}
|
|
}
|
|
}
|
|
|
|
// draw graphic items on copper layers (texts)
|
|
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
|
|
{
|
|
if( !item->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
switch( item->Type() )
|
|
{
|
|
case PCB_LINE_T: // should not exist on copper layers
|
|
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
case PCB_TEXT_T:
|
|
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// bufferPolys contains polygons to merge. Many overlaps .
|
|
// Calculate merged polygons
|
|
if( bufferPolys.GetCornersCount() == 0 )
|
|
continue;
|
|
|
|
KI_POLYGON_SET currLayerPolyset;
|
|
KI_POLYGON_SET polysetHoles;
|
|
|
|
// Add polygons, without holes
|
|
bufferPolys.ExportTo( currLayerPolyset );
|
|
|
|
// Add holes in polygon list
|
|
currLayerHoles.Append( allLayerHoles );
|
|
|
|
if( currLayerHoles.GetCornersCount() > 0 )
|
|
currLayerHoles.ExportTo( polysetHoles );
|
|
|
|
// Merge polygons, remove holes
|
|
currLayerPolyset -= polysetHoles;
|
|
|
|
int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
|
|
int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );
|
|
|
|
if( realistic_mode )
|
|
{
|
|
setGLCopperColor();
|
|
}
|
|
else
|
|
{
|
|
EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( layer );
|
|
SetGLColor( color );
|
|
}
|
|
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
bufferPolys.ImportFrom( currLayerPolyset );
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
|
|
thickness,
|
|
GetPrm3DVisu().m_BiuTo3Dunits, useTextures );
|
|
|
|
if( isEnabled( FL_USE_COPPER_THICKNESS ) == true )
|
|
{
|
|
thickness -= ( 0.04 * IU_PER_MM );
|
|
}
|
|
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
|
|
|
|
if( bufferZonesPolys.GetCornersCount() )
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferZonesPolys, zpos,
|
|
thickness,
|
|
GetPrm3DVisu().m_BiuTo3Dunits, useTextures );
|
|
throughHolesListBuilt = true;
|
|
}
|
|
|
|
if ( !isEnabled( FL_SHOW_BOARD_BODY ) )
|
|
{
|
|
setGLCopperColor();
|
|
|
|
// Draw vias holes (vertical cylinders)
|
|
for( const TRACK* track = pcb->m_Track; track; track = track->Next() )
|
|
{
|
|
const VIA *via = dynamic_cast<const VIA*>(track);
|
|
|
|
if( via )
|
|
Draw3DViaHole( via );
|
|
}
|
|
|
|
// Draw pads holes (vertical cylinders)
|
|
for( const MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
for( D_PAD* pad = module->Pads(); pad; pad = pad->Next() )
|
|
Draw3DPadHole( pad );
|
|
}
|
|
}
|
|
|
|
glEndList();
|
|
|
|
// Build the body board:
|
|
glNewList( aBodyOnlyList, GL_COMPILE );
|
|
|
|
if( isRealisticMode() )
|
|
{
|
|
setGLEpoxyColor( 0.95 );
|
|
}
|
|
else
|
|
{
|
|
EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( Edge_Cuts );
|
|
SetGLColor( color, 0.7 );
|
|
}
|
|
|
|
float copper_thickness = GetPrm3DVisu().GetCopperThicknessBIU();
|
|
|
|
// a small offset between substrate and external copper layer to avoid artifacts
|
|
// when drawing copper items on board
|
|
float epsilon = Millimeter2iu( 0.01 );
|
|
float zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
|
|
float board_thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu )
|
|
- GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
|
|
|
|
// items on copper layers and having a thickness = copper_thickness
|
|
// are drawn from zpos - copper_thickness/2 to zpos + copper_thickness
|
|
// therefore substrate position is copper_thickness/2 to
|
|
// substrate_height - copper_thickness/2
|
|
zpos += (copper_thickness + epsilon) / 2.0;
|
|
board_thickness -= copper_thickness + epsilon;
|
|
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( F_Cu ) );
|
|
KI_POLYGON_SET currLayerPolyset;
|
|
KI_POLYGON_SET polysetHoles;
|
|
|
|
// Add polygons, without holes
|
|
bufferPcbOutlines.ExportTo( currLayerPolyset );
|
|
|
|
// Build holes list
|
|
allLayerHoles.ExportTo( polysetHoles );
|
|
|
|
// remove holes
|
|
currLayerPolyset -= polysetHoles;
|
|
|
|
bufferPcbOutlines.RemoveAllContours();
|
|
bufferPcbOutlines.ImportFrom( currLayerPolyset );
|
|
|
|
if( bufferPcbOutlines.GetCornersCount() )
|
|
{
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferPcbOutlines, zpos + board_thickness/2.0,
|
|
board_thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures );
|
|
}
|
|
|
|
glEndList();
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::BuildTechLayers3DView()
|
|
{
|
|
BOARD* pcb = GetBoard();
|
|
bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES );
|
|
|
|
// Number of segments to draw a circle using segments
|
|
const int segcountforcircle = 18;
|
|
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
|
|
const int segcountLowQuality = 12; // segments to draw a circle with low quality
|
|
// to reduce time calculations
|
|
// for holes and items which do not need
|
|
// a fine representation
|
|
|
|
double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2) );
|
|
|
|
CPOLYGONS_LIST bufferPolys;
|
|
bufferPolys.reserve( 100000 ); // Reserve for large board
|
|
CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once
|
|
allLayerHoles.reserve( 20000 );
|
|
|
|
CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines
|
|
// Build a polygon from edge cut items
|
|
wxString msg;
|
|
|
|
if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) )
|
|
{
|
|
msg << wxT("\n\n") <<
|
|
_("Unable to calculate the board outlines.\n"
|
|
"Therefore use the board boundary box.");
|
|
wxMessageBox( msg );
|
|
}
|
|
|
|
int thickness = GetPrm3DVisu().GetCopperThicknessBIU();
|
|
|
|
// Add via holes
|
|
for( VIA* via = GetFirstVia( pcb->m_Track ); via;
|
|
via = GetFirstVia( via->Next() ) )
|
|
{
|
|
VIATYPE_T viatype = via->GetViaType();
|
|
int holediameter = via->GetDrillValue();
|
|
int hole_outer_radius = (holediameter + thickness) / 2;
|
|
|
|
if( viatype == VIA_THROUGH )
|
|
TransformCircleToPolygon( allLayerHoles,
|
|
via->GetStart(), hole_outer_radius,
|
|
segcountLowQuality );
|
|
}
|
|
|
|
// draw pads holes
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
// Add pad hole, if any
|
|
D_PAD* pad = module->Pads();
|
|
|
|
for( ; pad; pad = pad->Next() )
|
|
pad->BuildPadDrillShapePolygon( allLayerHoles, 0,
|
|
segcountLowQuality );
|
|
}
|
|
|
|
// draw graphic items, on technical layers
|
|
|
|
KI_POLYGON_SET brdpolysetHoles;
|
|
allLayerHoles.ExportTo( brdpolysetHoles );
|
|
|
|
static const LAYER_ID teckLayerList[] = {
|
|
B_Adhes,
|
|
F_Adhes,
|
|
B_Paste,
|
|
F_Paste,
|
|
B_SilkS,
|
|
F_SilkS,
|
|
B_Mask,
|
|
F_Mask,
|
|
};
|
|
|
|
// User layers are not drawn here, only technical layers
|
|
for( LSEQ seq = LSET::AllTechMask().Seq( teckLayerList, DIM( teckLayerList ) ); seq; ++seq )
|
|
{
|
|
LAYER_ID layer = *seq;
|
|
|
|
if( !is3DLayerEnabled( layer ) )
|
|
continue;
|
|
|
|
if( layer == Edge_Cuts && isEnabled( FL_SHOW_BOARD_BODY ) )
|
|
continue;
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
|
|
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
|
|
{
|
|
if( !item->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
switch( item->Type() )
|
|
{
|
|
case PCB_LINE_T:
|
|
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
case PCB_TEXT_T:
|
|
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
if( layer == F_SilkS || layer == B_SilkS )
|
|
{
|
|
D_PAD* pad = module->Pads();
|
|
int linewidth = g_DrawDefaultLineThickness;
|
|
|
|
for( ; pad; pad = pad->Next() )
|
|
{
|
|
if( !pad->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
BuildPadShapeThickOutlineAsPolygon( pad, bufferPolys,
|
|
linewidth, segcountforcircle, correctionFactor );
|
|
}
|
|
}
|
|
else
|
|
module->TransformPadsShapesWithClearanceToPolygon( layer,
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
|
|
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
}
|
|
|
|
// Draw non copper zones
|
|
if( isEnabled( FL_ZONE ) )
|
|
{
|
|
for( int ii = 0; ii < pcb->GetAreaCount(); ii++ )
|
|
{
|
|
ZONE_CONTAINER* zone = pcb->GetArea( ii );
|
|
|
|
if( !zone->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
zone->TransformSolidAreasShapesToPolygonSet(
|
|
bufferPolys, segcountLowQuality, correctionFactorLQ );
|
|
}
|
|
}
|
|
|
|
// bufferPolys contains polygons to merge. Many overlaps .
|
|
// Calculate merged polygons and remove pads and vias holes
|
|
if( bufferPolys.GetCornersCount() == 0 )
|
|
continue;
|
|
KI_POLYGON_SET currLayerPolyset;
|
|
KI_POLYGON_SET polyset;
|
|
|
|
// Solder mask layers are "negative" layers.
|
|
// Shapes should be removed from the full board area.
|
|
if( layer == B_Mask || layer == F_Mask )
|
|
{
|
|
bufferPcbOutlines.ExportTo( currLayerPolyset );
|
|
bufferPolys.Append( allLayerHoles );
|
|
bufferPolys.ExportTo( polyset );
|
|
currLayerPolyset -= polyset;
|
|
}
|
|
// Remove holes from Solder paste layers and siklscreen
|
|
else if( layer == B_Paste || layer == F_Paste
|
|
|| layer == B_SilkS || layer == F_SilkS )
|
|
{
|
|
bufferPolys.ExportTo( currLayerPolyset );
|
|
currLayerPolyset -= brdpolysetHoles;
|
|
}
|
|
else // usuall layers, merge polys built from each item shape:
|
|
{
|
|
bufferPolys.ExportTo( polyset );
|
|
currLayerPolyset += polyset;
|
|
}
|
|
|
|
int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
|
|
int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );
|
|
|
|
if( layer == Edge_Cuts )
|
|
{
|
|
thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu )
|
|
- GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
|
|
zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu )
|
|
+ (thickness / 2);
|
|
}
|
|
else
|
|
{
|
|
// for Draw3D_SolidHorizontalPolyPolygons, zpos it the middle between bottom and top
|
|
// sides.
|
|
// However for top layers, zpos should be the bottom layer pos,
|
|
// and for bottom layers, zpos should be the top layer pos.
|
|
if( Get3DLayer_Z_Orientation( layer ) > 0 )
|
|
zpos += thickness/2;
|
|
else
|
|
zpos -= thickness/2 ;
|
|
}
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
bufferPolys.ImportFrom( currLayerPolyset );
|
|
|
|
setGLTechLayersColor( layer );
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
|
|
thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures );
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Function BuildBoard3DAuxLayers
|
|
* Called by CreateDrawGL_List()
|
|
* Fills the OpenGL GL_ID_BOARD draw list with items
|
|
* on aux layers only
|
|
*/
|
|
void EDA_3D_CANVAS::BuildBoard3DAuxLayers()
|
|
{
|
|
const int segcountforcircle = 18;
|
|
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
|
|
BOARD* pcb = GetBoard();
|
|
|
|
CPOLYGONS_LIST bufferPolys;
|
|
|
|
bufferPolys.reserve( 5000 ); // Reserve for items not on board
|
|
|
|
static const LAYER_ID sequence[] = {
|
|
Dwgs_User,
|
|
Cmts_User,
|
|
Eco1_User,
|
|
Eco2_User,
|
|
Edge_Cuts,
|
|
Margin
|
|
};
|
|
|
|
for( LSEQ aux( sequence, sequence+DIM(sequence) ); aux; ++aux )
|
|
{
|
|
LAYER_ID layer = *aux;
|
|
|
|
if( !is3DLayerEnabled( layer ) )
|
|
continue;
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
|
|
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
|
|
{
|
|
if( !item->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
switch( item->Type() )
|
|
{
|
|
case PCB_LINE_T:
|
|
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
case PCB_TEXT_T:
|
|
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
module->TransformPadsShapesWithClearanceToPolygon( layer,
|
|
bufferPolys,
|
|
0,
|
|
segcountforcircle,
|
|
correctionFactor );
|
|
|
|
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
|
|
bufferPolys,
|
|
0,
|
|
segcountforcircle,
|
|
correctionFactor );
|
|
}
|
|
|
|
// bufferPolys contains polygons to merge. Many overlaps .
|
|
// Calculate merged polygons and remove pads and vias holes
|
|
if( bufferPolys.GetCornersCount() == 0 )
|
|
continue;
|
|
KI_POLYGON_SET currLayerPolyset;
|
|
KI_POLYGON_SET polyset;
|
|
bufferPolys.ExportTo( polyset );
|
|
currLayerPolyset += polyset;
|
|
|
|
int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
|
|
int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );
|
|
// for Draw3D_SolidHorizontalPolyPolygons,
|
|
// zpos it the middle between bottom and top sides.
|
|
// However for top layers, zpos should be the bottom layer pos,
|
|
// and for bottom layers, zpos should be the top layer pos.
|
|
if( Get3DLayer_Z_Orientation( layer ) > 0 )
|
|
zpos += thickness/2;
|
|
else
|
|
zpos -= thickness/2 ;
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
bufferPolys.ImportFrom( currLayerPolyset );
|
|
|
|
setGLTechLayersColor( layer );
|
|
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
|
|
thickness, GetPrm3DVisu().m_BiuTo3Dunits, false );
|
|
}
|
|
}
|
|
|
|
void EDA_3D_CANVAS::CreateDrawGL_List()
|
|
{
|
|
BOARD* pcb = GetBoard();
|
|
|
|
wxBusyCursor dummy;
|
|
|
|
// Build 3D board parameters:
|
|
GetPrm3DVisu().InitSettings( pcb );
|
|
|
|
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
|
|
|
|
// Create axis gl list (if it is not shown, the list will be not called
|
|
Draw3DAxis();
|
|
|
|
// Create grid gl list
|
|
if( ! m_glLists[GL_ID_GRID] )
|
|
{
|
|
m_glLists[GL_ID_GRID] = glGenLists( 1 );
|
|
glNewList( m_glLists[GL_ID_GRID], GL_COMPILE );
|
|
|
|
Draw3DGrid( GetPrm3DVisu().m_3D_Grid );
|
|
glEndList();
|
|
}
|
|
|
|
// Create Board full gl lists:
|
|
|
|
// For testing purpose only, display calculation time to generate 3D data
|
|
// #define PRINT_CALCULATION_TIME
|
|
|
|
#ifdef PRINT_CALCULATION_TIME
|
|
unsigned strtime = GetRunningMicroSecs();
|
|
#endif
|
|
|
|
if( ! m_glLists[GL_ID_BOARD] )
|
|
{
|
|
m_glLists[GL_ID_BOARD] = glGenLists( 1 );
|
|
m_glLists[GL_ID_BODY] = glGenLists( 1 );
|
|
BuildBoard3DView(m_glLists[GL_ID_BOARD], m_glLists[GL_ID_BODY]);
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
}
|
|
|
|
if( ! m_glLists[GL_ID_TECH_LAYERS] )
|
|
{
|
|
m_glLists[GL_ID_TECH_LAYERS] = glGenLists( 1 );
|
|
glNewList( m_glLists[GL_ID_TECH_LAYERS], GL_COMPILE );
|
|
BuildTechLayers3DView();
|
|
glEndList();
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
}
|
|
|
|
if( ! m_glLists[GL_ID_AUX_LAYERS] )
|
|
{
|
|
m_glLists[GL_ID_AUX_LAYERS] = glGenLists( 1 );
|
|
glNewList( m_glLists[GL_ID_AUX_LAYERS], GL_COMPILE );
|
|
BuildBoard3DAuxLayers();
|
|
glEndList();
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
}
|
|
|
|
// draw modules 3D shapes
|
|
if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] && isEnabled( FL_MODULE ) )
|
|
{
|
|
m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] = glGenLists( 1 );
|
|
|
|
// GL_ID_3DSHAPES_TRANSP_FRONT is an auxiliary list for 3D shapes;
|
|
// Ensure it is cleared before rebuilding it
|
|
if( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
|
|
glDeleteLists( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT], 1 );
|
|
|
|
m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = glGenLists( 1 );
|
|
BuildFootprintShape3DList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT],
|
|
m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT], false );
|
|
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
|
|
m_glLists[GL_ID_SHADOW_FRONT] = glGenLists( 1 );
|
|
m_glLists[GL_ID_SHADOW_BACK] = glGenLists( 1 );
|
|
m_glLists[GL_ID_SHADOW_BOARD] = glGenLists( 1 );
|
|
BuildShadowList(m_glLists[GL_ID_SHADOW_FRONT], m_glLists[GL_ID_SHADOW_BACK], m_glLists[GL_ID_SHADOW_BOARD]);
|
|
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
}
|
|
|
|
|
|
#ifdef PRINT_CALCULATION_TIME
|
|
unsigned endtime = GetRunningMicroSecs();
|
|
wxString msg;
|
|
msg.Printf( "Built data %.1f ms", (double) (endtime - strtime) / 1000 );
|
|
Parent()->SetStatusText( msg, 0 );
|
|
#endif
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::BuildFootprintShape3DList( GLuint aOpaqueList,
|
|
GLuint aTransparentList, bool aSideToLoad)
|
|
{
|
|
// aOpaqueList is the gl list for non transparent items
|
|
// aTransparentList is the gl list for non transparent items,
|
|
// which need to be drawn after all other items
|
|
|
|
BOARD* pcb = GetBoard();
|
|
glNewList( aOpaqueList, GL_COMPILE );
|
|
bool loadTransparentObjects = false;
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
module->ReadAndInsert3DComponentShape( this, !loadTransparentObjects,
|
|
loadTransparentObjects, aSideToLoad );
|
|
|
|
glEndList();
|
|
|
|
glNewList( aTransparentList, GL_COMPILE );
|
|
loadTransparentObjects = true;
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
module->ReadAndInsert3DComponentShape( this, !loadTransparentObjects,
|
|
loadTransparentObjects, aSideToLoad );
|
|
|
|
glEndList();
|
|
}
|
|
|
|
|
|
void MODULE::ReadAndInsert3DComponentShape( EDA_3D_CANVAS* glcanvas,
|
|
bool aAllowNonTransparentObjects,
|
|
bool aAllowTransparentObjects,
|
|
bool aSideToLoad )
|
|
{
|
|
|
|
// Read from disk and draws the footprint 3D shapes if exists
|
|
double zpos = glcanvas->GetPrm3DVisu().GetModulesZcoord3DIU( IsFlipped() );
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef( m_Pos.x * glcanvas->GetPrm3DVisu().m_BiuTo3Dunits,
|
|
-m_Pos.y * glcanvas->GetPrm3DVisu().m_BiuTo3Dunits,
|
|
zpos );
|
|
|
|
if( m_Orient )
|
|
glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 );
|
|
|
|
if( IsFlipped() )
|
|
{
|
|
glRotatef( 180.0, 0.0, 1.0, 0.0 );
|
|
glRotatef( 180.0, 0.0, 0.0, 1.0 );
|
|
}
|
|
|
|
S3D_MASTER* shape3D = Models();
|
|
for( ; shape3D; shape3D = shape3D->Next() )
|
|
{
|
|
shape3D->SetLoadNonTransparentObjects( aAllowNonTransparentObjects );
|
|
shape3D->SetLoadTransparentObjects( aAllowTransparentObjects );
|
|
|
|
if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) )
|
|
{
|
|
glPushMatrix();
|
|
shape3D->ReadData();
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
bool EDA_3D_CANVAS::is3DLayerEnabled( LAYER_ID aLayer ) const
|
|
{
|
|
DISPLAY3D_FLG flg;
|
|
|
|
// see if layer needs to be shown
|
|
// check the flags
|
|
switch( aLayer )
|
|
{
|
|
case B_Adhes:
|
|
case F_Adhes:
|
|
flg = FL_ADHESIVE;
|
|
break;
|
|
|
|
case B_Paste:
|
|
case F_Paste:
|
|
flg = FL_SOLDERPASTE;
|
|
break;
|
|
|
|
case B_SilkS:
|
|
case F_SilkS:
|
|
flg = FL_SILKSCREEN;
|
|
break;
|
|
|
|
case B_Mask:
|
|
case F_Mask:
|
|
flg = FL_SOLDERMASK;
|
|
break;
|
|
|
|
case Dwgs_User:
|
|
case Cmts_User:
|
|
if( isRealisticMode() )
|
|
return false;
|
|
|
|
flg = FL_COMMENTS;
|
|
break;
|
|
|
|
case Eco1_User:
|
|
case Eco2_User:
|
|
if( isRealisticMode() )
|
|
return false;
|
|
|
|
flg = FL_ECO;
|
|
break;
|
|
|
|
case B_Cu:
|
|
case F_Cu:
|
|
return GetPrm3DVisu().m_BoardSettings->IsLayerVisible( aLayer )
|
|
|| isRealisticMode();
|
|
break;
|
|
|
|
default:
|
|
// the layer is an internal copper layer, used the visibility
|
|
//
|
|
if( isRealisticMode() )
|
|
return false;
|
|
|
|
return GetPrm3DVisu().m_BoardSettings->IsLayerVisible( aLayer );
|
|
}
|
|
|
|
// The layer has a flag, return the flag
|
|
return isEnabled( flg );
|
|
}
|
|
|
|
|
|
GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer )
|
|
{
|
|
double nZ = 1.0;
|
|
|
|
if( ( aLayer == B_Cu )
|
|
|| ( aLayer == B_Adhes )
|
|
|| ( aLayer == B_Paste )
|
|
|| ( aLayer == B_SilkS )
|
|
|| ( aLayer == B_Mask ) )
|
|
nZ = -1.0;
|
|
|
|
return nZ;
|
|
}
|