301 lines
9.2 KiB
C++
301 lines
9.2 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 clayer_triangles.h
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* @brief
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*/
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#ifndef CLAYER_TRIANGLES_H_
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#define CLAYER_TRIANGLES_H_
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#include "../../common_ogl/openGL_includes.h"
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#include <plugins/3dapi/xv3d_types.h>
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#include <geometry/shape_line_chain.h>
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#include <geometry/shape_poly_set.h>
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#include <vector>
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#include <mutex>
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typedef std::vector< SFVEC3F > SFVEC3F_VECTOR;
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/**
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* @brief The CLAYER_TRIANGLE_CONTAINER class stores an manage vector of triangles
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*/
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class CLAYER_TRIANGLE_CONTAINER
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{
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public:
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/**
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* @brief CLAYER_TRIANGLE_CONTAINER
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* @param aNrReservedTriangles: number of triangles expected to be used
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* @param aReserveNormals: if you will use normals, set it to bool to pre
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* reserve space
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*/
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CLAYER_TRIANGLE_CONTAINER( unsigned int aNrReservedTriangles, bool aReserveNormals );
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/**
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* @brief Reserve_More - reserve more triangles
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*
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*/
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void Reserve_More( unsigned int aNrReservedTriangles, bool aReserveNormals );
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/**
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* @brief AddTriangle
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* @param aV1
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* @param aV2
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* @param aV3
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*/
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void AddTriangle( const SFVEC3F &aV1, const SFVEC3F &aV2, const SFVEC3F &aV3 );
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/**
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* @brief AddQuad
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* @param aV1
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* @param aV2
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* @param aV3
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* @param aV4
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*/
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void AddQuad( const SFVEC3F &aV1,
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const SFVEC3F &aV2,
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const SFVEC3F &aV3,
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const SFVEC3F &aV4 );
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/**
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* @brief AddNormal
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* @param aN1
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* @param aN2
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* @param aN3
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*/
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void AddNormal( const SFVEC3F &aN1, const SFVEC3F &aN2, const SFVEC3F &aN3 );
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/**
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* @brief AddNormal
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* @param aN1
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* @param aN2
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* @param aN3
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*/
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void AddNormal( const SFVEC3F &aN1,
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const SFVEC3F &aN2,
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const SFVEC3F &aN3,
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const SFVEC3F &aN4 );
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/**
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* @brief GetVertexPointer - Get the array of vertexes
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* @return The pointer to the start of array vertex
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*/
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const float *GetVertexPointer() const { return (const float *)&m_vertexs[0].x; }
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/**
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* @brief GetNormalsPointer - Get the array of normals
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* @return The pointer to start of array of normals
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*/
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const float *GetNormalsPointer() const { return (const float *)&m_normals[0].x; }
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/**
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* @brief GetVertexSize
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* @return
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*/
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unsigned int GetVertexSize() const { return (unsigned int)m_vertexs.size(); }
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/**
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* @brief GetNormalsSize
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* @return
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*/
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unsigned int GetNormalsSize() const { return (unsigned int)m_normals.size(); }
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private:
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SFVEC3F_VECTOR m_vertexs; ///< vertex array
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SFVEC3F_VECTOR m_normals; ///< normals array
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};
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/**
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* @brief The CLAYER_TRIANGLES class stores arrays of triangles to be used to
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* create display lists
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*/
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class CLAYER_TRIANGLES
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{
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public:
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/**
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* @brief CLAYER_TRIANGLES - initialize arrays with reserved triangles
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* @param aNrReservedTriangles: number of pre alloc triangles to reserve
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*/
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explicit CLAYER_TRIANGLES( unsigned int aNrReservedTriangles );
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/**
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* @brief ~CLAYER_TRIANGLES - Free containers
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*/
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~CLAYER_TRIANGLES();
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/**
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* @brief IsLayersSizeValid - check if the vertex arrays of the layers are
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* as expected
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* @return TRUE if layers are correctly setup
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*/
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bool IsLayersSizeValid();
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void AddToMiddleContourns( const SHAPE_LINE_CHAIN &outlinePath,
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float zBot,
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float zTop,
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double aBiuTo3Du,
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bool aInvertFaceDirection );
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void AddToMiddleContourns( const SHAPE_POLY_SET &aPolySet,
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float zBot,
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float zTop,
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double aBiuTo3Du,
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bool aInvertFaceDirection );
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void AddToMiddleContourns( const std::vector< SFVEC2F > &aContournPoints,
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float zBot,
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float zTop,
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bool aInvertFaceDirection );
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std::mutex m_middle_layer_lock;
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CLAYER_TRIANGLE_CONTAINER *m_layer_top_segment_ends;
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CLAYER_TRIANGLE_CONTAINER *m_layer_top_triangles;
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CLAYER_TRIANGLE_CONTAINER *m_layer_middle_contourns_quads;
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CLAYER_TRIANGLE_CONTAINER *m_layer_bot_triangles;
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CLAYER_TRIANGLE_CONTAINER *m_layer_bot_segment_ends;
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};
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/**
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* @brief The CLAYERS_OGL_DISP_LISTS class stores the openGL display lists to
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* related with a layer
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*/
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class CLAYERS_OGL_DISP_LISTS
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{
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public:
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/**
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* @brief CLAYERS_OGL_DISP_LISTS - Creates the display lists for a layer
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* @param aLayerTriangles: contains the layers array of vertex to render to
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* display lists
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* @param aTextureIndexForSegEnds: texture index to be used by segment ends.
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* It is a black and white squared texture
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* with a center circle diameter of the size
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* of the texture.
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*/
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CLAYERS_OGL_DISP_LISTS( const CLAYER_TRIANGLES &aLayerTriangles,
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GLuint aTextureIndexForSegEnds,
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float aZBot,
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float aZTop );
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/**
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* @brief ~CLAYERS_OGL_DISP_LISTS - Destroy this class while free the display
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* lists from GPU mem
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*/
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~CLAYERS_OGL_DISP_LISTS();
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/**
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* @brief DrawTopAndMiddle - This function calls the display lists for the
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* top elements and middle contourns
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*/
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void DrawTopAndMiddle() const;
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/**
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* @brief DrawBotAndMiddle - This function calls the display lists for the
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* botton elements and middle contourns
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*/
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void DrawBotAndMiddle() const;
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/**
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* @brief DrawTop - This function calls the display lists for the top elements
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*/
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void DrawTop() const;
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/**
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* @brief DrawBot - This function calls the display lists for the botton elements
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*/
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void DrawBot() const;
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/**
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* @brief DrawMiddle - This function calls the display lists for the middle
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* elements
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*/
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void DrawMiddle() const;
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/**
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* @brief DrawAll - This function calls all the display lists
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*/
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void DrawAll( bool aDrawMiddle = true ) const;
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/**
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* @brief DrawAllCameraCulled - Draw all layers if they are visible by the camera.
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* i.e.: if camera position is above the layer. This only works because the
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* board is centered and the planes are always perpendicular to the Z axis.
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* @param zCameraPos: camera z position
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*/
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void DrawAllCameraCulled( float zCameraPos, bool aDrawMiddle = true ) const;
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void DrawAllCameraCulledSubtractLayer( const CLAYERS_OGL_DISP_LISTS *aLayerToSubtractA,
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const CLAYERS_OGL_DISP_LISTS *aLayerToSubtractB,
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bool aDrawMiddle = true ) const;
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void ApplyScalePosition( float aZposition, float aZscale );
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void ClearScalePosition() { m_haveTransformation = false; }
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void SetItIsTransparent( bool aSetTransparent );
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float GetZBot() const { return m_zBot; }
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float GetZTop() const { return m_zTop; }
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private:
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GLuint generate_top_or_bot_seg_ends( const CLAYER_TRIANGLE_CONTAINER * aTriangleContainer,
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bool aIsNormalUp,
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GLuint aTextureId ) const;
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GLuint generate_top_or_bot_triangles( const CLAYER_TRIANGLE_CONTAINER * aTriangleContainer,
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bool aIsNormalUp ) const;
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GLuint generate_middle_triangles( const CLAYER_TRIANGLE_CONTAINER * aTriangleContainer ) const;
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void beginTransformation() const;
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void endTransformation() const;
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void setBlendfunction() const;
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private:
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float m_zBot;
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float m_zTop;
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GLuint m_layer_top_segment_ends;
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GLuint m_layer_top_triangles;
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GLuint m_layer_middle_contourns_quads;
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GLuint m_layer_bot_triangles;
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GLuint m_layer_bot_segment_ends;
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bool m_haveTransformation;
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float m_zPositionTransformation;
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float m_zScaleTransformation;
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bool m_draw_it_transparent;
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};
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#endif // CLAYER_TRIANGLES_H_
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