kicad/3d-viewer/3d_material.cpp

151 lines
4.8 KiB
C++

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