kicad/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.h

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7.9 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) 1992-2020 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 c3d_render_raytracing.h
* @brief
*/
#ifndef C3D_RENDER_RAYTRACING_H
#define C3D_RENDER_RAYTRACING_H
#include "../../common_ogl/openGL_includes.h"
#include "accelerators/ccontainer.h"
#include "accelerators/caccelerator.h"
#include "../c3d_render_base.h"
#include "clight.h"
#include "../cpostshader_ssao.h"
#include "cmaterial.h"
#include <plugins/3dapi/c3dmodel.h>
#include <map>
/// Vector of materials
typedef std::vector< CBLINN_PHONG_MATERIAL > MODEL_MATERIALS;
/// Maps a S3DMODEL pointer with a created CBLINN_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 C3D_RENDER_RAYTRACING : public C3D_RENDER_BASE
{
public:
explicit C3D_RENDER_RAYTRACING( BOARD_ADAPTER& aAdapter, CCAMERA& aCamera );
~C3D_RENDER_RAYTRACING();
// Imported from C3D_RENDER_BASE
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 opengl_init_pbo();
void opengl_delete_pbo();
void createItemsFromContainer( const CBVHCONTAINER2D *aContainer2d,
PCB_LAYER_ID aLayer_id,
const CMATERIAL *aMaterialLayer,
const SFVEC3F &aLayerColor,
float aLayerZOffset );
void restart_render_state();
void rt_render_tracing( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void rt_render_post_process_shade( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void rt_render_post_process_blur_finish( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void rt_render_trace_block( GLubyte *ptrPBO , signed int iBlock );
void rt_final_color( GLubyte *ptrPBO, const SFVEC3F &rgbColor, bool applyColorSpaceConversion );
void rt_shades_packet( const SFVEC3F *bgColorY,
const RAY *aRayPkt,
HITINFO_PACKET *aHitPacket,
bool is_testShadow,
SFVEC3F *aOutHitColor );
void rt_trace_AA_packet( const SFVEC3F *aBgColorY,
const HITINFO_PACKET *aHitPck_X0Y0,
const HITINFO_PACKET *aHitPck_AA_X1Y1,
const RAY *aRayPck,
SFVEC3F *aOutHitColor );
// Materials
void setupMaterials();
struct
{
CBLINN_PHONG_MATERIAL m_Paste;
CBLINN_PHONG_MATERIAL m_SilkS;
CBLINN_PHONG_MATERIAL m_SolderMask;
CBLINN_PHONG_MATERIAL m_EpoxyBoard;
CBLINN_PHONG_MATERIAL m_Copper;
CBLINN_PHONG_MATERIAL m_NonPlatedCopper;
CBLINN_PHONG_MATERIAL m_Floor;
}m_materials;
CBOARDNORMAL m_board_normal_perturbator;
CCOPPERNORMAL m_copper_normal_perturbator;
CPLATEDCOPPERNORMAL m_platedcopper_normal_perturbator;
CSOLDERMASKNORMAL m_solder_mask_normal_perturbator;
CPLASTICNORMAL m_plastic_normal_perturbator;
CPLASTICSHINENORMAL m_plastic_shine_normal_perturbator;
CMETALBRUSHEDNORMAL m_brushed_metal_normal_perturbator;
CSILKSCREENNORMAL m_silkscreen_normal_perturbator;
bool m_isPreview;
SFVEC3F shadeHit( const SFVEC3F &aBgColor,
const RAY &aRay,
HITINFO &aHitInfo,
bool aIsInsideObject,
unsigned int aRecursiveLevel,
bool is_testShadow ) const;
/// State used on quality render
RT_RENDER_STATE m_rt_render_state;
/// Time that the render starts
unsigned long int m_stats_start_rendering_time;
/// Save the number of blocks progress of the render
size_t m_nrBlocksRenderProgress;
CPOSTSHADER_SSAO m_postshader_ssao;
CLIGHTCONTAINER m_lights;
CDIRECTIONALLIGHT *m_camera_light;
bool m_opengl_support_vertex_buffer_object;
GLuint m_pboId;
GLuint m_pboDataSize;
CCONTAINER m_object_container;
/// This will store the list of created objects special for RT,
/// that will be clear in the end
CCONTAINER2D m_containerWithObjectsToDelete;
CCONTAINER2D *m_outlineBoard2dObjects;
CBVHCONTAINER2D *m_antioutlineBoard2dObjects;
CGENERICACCELERATOR *m_accelerator;
SFVEC3F m_BgColorTop_LinearRGB;
SFVEC3F m_BgColorBot_LinearRGB;
// Morton codes
/// used to see if the windows size changed
wxSize m_oldWindowsSize;
/// this encodes the Morton code positions
std::vector< SFVEC2UI > m_blockPositions;
/// this flags if a position was already processed (cleared each new render)
std::vector< int > m_blockPositionsWasProcessed;
/// this encodes 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;
// Statistics
unsigned int m_stats_converted_dummy_to_plane;
unsigned int m_stats_converted_roundsegment2d_to_roundsegment;
void create_3d_object_from( CCONTAINER &aDstContainer,
const COBJECT2D *aObject2D,
float aZMin, float aZMax,
const CMATERIAL *aMaterial,
const SFVEC3F &aObjColor );
void add_3D_vias_and_pads_to_container();
void insert3DViaHole( const VIA* aVia );
void insert3DPadHole( const PAD* aPad );
void load_3D_models( CCONTAINER &aDstContainer, bool aSkipMaterialInformation );
void add_3D_models( CCONTAINER &aDstContainer,
const S3DMODEL *a3DModel,
const glm::mat4 &aModelMatrix,
float aFPOpacity,
bool aSkipMaterialInformation,
BOARD_ITEM *aBoardItem );
MODEL_MATERIALS *get_3D_model_material( const S3DMODEL *a3DModel );
/// Stores materials of the 3D models
MAP_MODEL_MATERIALS m_model_materials;
void initialize_block_positions();
void render( GLubyte* ptrPBO, REPORTER* aStatusReporter );
void render_preview( GLubyte *ptrPBO );
};
#define USE_SRGB_SPACE
#ifdef USE_SRGB_SPACE
extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F &aSRGBcolor );
#else
#define ConvertSRGBToLinear(v) (v)
#endif
#endif // C3D_RENDER_RAYTRACING_H