kicad/3d-viewer/3d_rendering/3d_render_raytracing/render_3d_raytrace.h

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7.4 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2015-2020 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 render_3d_raytrace.h
*/
#ifndef RENDER_3D_RAYTRACE_H
#define RENDER_3D_RAYTRACE_H
#include "../../common_ogl/openGL_includes.h"
#include "accelerators/container_3d.h"
#include "accelerators/accelerator_3d.h"
#include "../render_3d_base.h"
#include "light.h"
#include "../post_shader_ssao.h"
#include "material.h"
#include <plugins/3dapi/c3dmodel.h>
#include <map>
/// Vector of materials
typedef std::vector< BLINN_PHONG_MATERIAL > MODEL_MATERIALS;
/// Maps a S3DMODEL pointer with a created BLINN_PHONG_MATERIAL vector
typedef std::map< const S3DMODEL* , MODEL_MATERIALS > MAP_MODEL_MATERIALS;
typedef enum
{
RT_RENDER_STATE_TRACING = 0,
RT_RENDER_STATE_POST_PROCESS_SHADE,
RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH,
RT_RENDER_STATE_FINISH,
RT_RENDER_STATE_MAX
} RT_RENDER_STATE;
class RENDER_3D_RAYTRACE : public RENDER_3D_BASE
{
public:
explicit RENDER_3D_RAYTRACE( BOARD_ADAPTER& aAdapter, CAMERA& aCamera );
~RENDER_3D_RAYTRACE();
void SetCurWindowSize( const wxSize& aSize ) override;
bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override;
int GetWaitForEditingTimeOut() override;
void Reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter,
bool aOnlyLoadCopperAndShapes );
BOARD_ITEM *IntersectBoardItem( const RAY& aRay );
private:
bool initializeOpenGL();
void initializeNewWindowSize();
void initPbo();
void deletePbo();
void createItemsFromContainer( const BVH_CONTAINER_2D* aContainer2d, PCB_LAYER_ID aLayer_id,
const MATERIAL* aMaterialLayer, const SFVEC3F& aLayerColor,
float aLayerZOffset );
void restartRenderState();
void renderTracing( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void postProcessShading( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void postProcessBlurFinish( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void renderBlockTracing( GLubyte* ptrPBO , signed int iBlock );
void renderFinalColor( GLubyte* ptrPBO, const SFVEC3F& rgbColor, bool applyColorSpaceConversion );
void renderRayPackets( const SFVEC3F* bgColorY, const RAY* aRayPkt, HITINFO_PACKET* aHitPacket,
bool is_testShadow, SFVEC3F* aOutHitColor );
void renderAnitAliasPackets( const SFVEC3F* aBgColorY, const HITINFO_PACKET* aHitPck_X0Y0,
const HITINFO_PACKET* aHitPck_AA_X1Y1, const RAY* aRayPck,
SFVEC3F* aOutHitColor );
// Materials
void setupMaterials();
SFVEC3F shadeHit( const SFVEC3F& aBgColor, const RAY& aRay, HITINFO& aHitInfo,
bool aIsInsideObject, unsigned int aRecursiveLevel,
bool is_testShadow ) const;
/**
* Create one or more 3D objects form a 2D object and Z positions.
*
* It tries to optimize some types of objects that will be faster to trace than the
* LAYER_ITEM object.
*/
void createObject( CONTAINER_3D& aDstContainer, const OBJECT_2D* aObject2D, float aZMin,
float aZMax, const MATERIAL* aMaterial, const SFVEC3F& aObjColor );
void addPadsAndVias();
void insertHole( const VIA* aVia );
void insertHole( const PAD* aPad );
void loadModels( CONTAINER_3D& aDstContainer, bool aSkipMaterialInformation );
void addModels( CONTAINER_3D& aDstContainer, const S3DMODEL* a3DModel,
const glm::mat4& aModelMatrix, float aFPOpacity,
bool aSkipMaterialInformation, BOARD_ITEM* aBoardItem );
MODEL_MATERIALS* getModelMaterial( const S3DMODEL* a3DModel );
void initializeBlockPositions();
void render( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void renderPreview( GLubyte* ptrPBO );
struct
{
BLINN_PHONG_MATERIAL m_Paste;
BLINN_PHONG_MATERIAL m_SilkS;
BLINN_PHONG_MATERIAL m_SolderMask;
BLINN_PHONG_MATERIAL m_EpoxyBoard;
BLINN_PHONG_MATERIAL m_Copper;
BLINN_PHONG_MATERIAL m_NonPlatedCopper;
BLINN_PHONG_MATERIAL m_Floor;
} m_materials;
BOARD_NORMAL m_boardMaterial;
COPPER_NORMAL m_copperMaterial;
PLATED_COPPER_NORMAL m_platedCopperMaterial;
SOLDER_MASK_NORMAL m_solderMaskMaterial;
PLASTIC_NORMAL m_plasticMaterial;
PLASTIC_SHINE_NORMAL m_shinyPlasticMaterial;
BRUSHED_METAL_NORMAL m_brushedMetalMaterial;
SILK_SCREEN_NORMAL m_silkScreenMaterial;
bool m_isPreview;
/// State used on quality render
RT_RENDER_STATE m_renderState;
/// Time that the render starts
unsigned long int m_renderStartTime;
/// Save the number of blocks progress of the render
size_t m_blockRenderProgressCount;
POST_SHADER_SSAO m_postShaderSsao;
LIGHT_SOURCES m_lights;
DIRECTIONAL_LIGHT* m_cameraLight;
bool m_openglSupportsVertexBufferObjects;
GLuint m_pboId;
GLuint m_pboDataSize;
CONTAINER_3D m_objectContainer;
///< Store the list of created objects special for RT that will be clear in the end.
CONTAINER_2D m_containerWithObjectsToDelete;
CONTAINER_2D* m_outlineBoard2dObjects;
BVH_CONTAINER_2D* m_antioutlineBoard2dObjects;
ACCELERATOR_3D* m_accelerator;
SFVEC3F m_backgroundColorTop;
SFVEC3F m_backgroundColorBottom;
///< Used to see if the windows size changed.
wxSize m_oldWindowsSize;
///< Encode Morton code positions.
std::vector< SFVEC2UI > m_blockPositions;
///< Flag if a position was already processed (cleared each new render).
std::vector< int > m_blockPositionsWasProcessed;
///< Encode the Morton code positions (on fast preview mode).
std::vector< SFVEC2UI > m_blockPositionsFast;
SFVEC2UI m_realBufferSize;
SFVEC2UI m_fastPreviewModeSize;
HITINFO_PACKET* m_firstHitinfo;
SFVEC3F* m_shaderBuffer;
// Display Offset
unsigned int m_xoffset;
unsigned int m_yoffset;
/// Stores materials of the 3D models
MAP_MODEL_MATERIALS m_modelMaterialMap;
// Statistics
unsigned int m_convertedDummyBlockCount;
unsigned int m_converted2dRoundSegmentCount;
};
#define USE_SRGB_SPACE
#ifdef USE_SRGB_SPACE
extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F& aSRGBcolor );
#else
#define ConvertSRGBToLinear( v ) ( v )
#endif
#endif // RENDER_3D_RAYTRACE_H