1216 lines
38 KiB
C++
1216 lines
38 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) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 1992-2015 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 3d_draw.cpp
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*
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*/
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#include <fctsys.h>
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#include <common.h>
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#include <trigo.h>
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#include <pcbstruct.h>
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#include <drawtxt.h>
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#include <layers_id_colors_and_visibility.h>
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#include <wxBasePcbFrame.h>
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#include <class_board.h>
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#include <class_module.h>
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#include <class_track.h>
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#include <class_edge_mod.h>
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#include <class_zone.h>
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#include <class_drawsegment.h>
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#include <class_pcb_text.h>
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#include <colors_selection.h>
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#include <convert_basic_shapes_to_polygon.h>
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#define GLM_FORCE_RADIANS
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#include <glm/gtc/matrix_transform.hpp>
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#include <gal/opengl/opengl_compositor.h>
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#ifdef __WINDOWS__
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#include <GL/glew.h> // must be included before gl.h
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#endif
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#include <3d_viewer.h>
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#include <3d_canvas.h>
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#include <info3d_visu.h>
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#include <trackball.h>
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#include <3d_draw_basic_functions.h>
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#include "3d_rendering/3d_render_ogl_legacy/ogl_legacy_utils.h"
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#include <CImage.h>
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#include <reporter.h>
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extern SHAPE_POLY_SET::POLYGON_MODE polygonsCalcMode;
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/* returns the Z orientation parameter 1.0 or -1.0 for aLayer
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* Z orientation is 1.0 for all layers but "back" layers:
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* B_Cu , B_Adhes, B_Paste ), B_SilkS
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* used to calculate the Z orientation parameter for glNormal3f
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*/
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GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer );
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/**
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* Class STATUS_TEXT_REPORTER
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* is a wrapper for reporting to a wxString in a wxFrame status text.
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*/
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class STATUS_TEXT_REPORTER : public REPORTER
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{
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wxFrame * m_frame;
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int m_position;
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bool m_hasMessage;
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public:
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STATUS_TEXT_REPORTER( wxFrame* aFrame, int aPosition = 0 ) :
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REPORTER(),
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m_frame( aFrame ), m_position( aPosition )
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{
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m_hasMessage = false;
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}
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REPORTER& Report( const wxString& aText, SEVERITY aSeverity = RPT_UNDEFINED )
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{
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if( !aText.IsEmpty() )
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m_hasMessage = true;
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m_frame->SetStatusText( aText, m_position );
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return *this;
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}
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bool HasMessage() const { return m_hasMessage; }
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};
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void EDA_3D_CANVAS::create_and_render_shadow_buffer( GLuint *aDst_gl_texture,
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GLuint aTexture_size, bool aDraw_body, int aBlurPasses )
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{
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glDisable( GL_TEXTURE_2D );
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glViewport( 0, 0, aTexture_size, aTexture_size);
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glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// Render body and shapes
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if( aDraw_body && m_glLists[GL_ID_BODY] )
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glCallList( m_glLists[GL_ID_BODY] );
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if( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
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glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] );
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// Create and Initialize the float depth buffer
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float *depthbufferFloat = (float*) malloc( aTexture_size * aTexture_size * sizeof(float) );
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for( unsigned int i = 0; i < (aTexture_size * aTexture_size); i++ )
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depthbufferFloat[i] = 1.0f;
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glPixelStorei( GL_PACK_ALIGNMENT, 4 );
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glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
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glReadBuffer( GL_BACK_LEFT );
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glReadPixels( 0, 0,
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aTexture_size, aTexture_size,
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GL_DEPTH_COMPONENT, GL_FLOAT, depthbufferFloat );
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CheckGLError( __FILE__, __LINE__ );
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glEnable( GL_TEXTURE_2D );
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glGenTextures( 1, aDst_gl_texture );
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glBindTexture( GL_TEXTURE_2D, *aDst_gl_texture );
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CIMAGE imgDepthBuffer( aTexture_size, aTexture_size );
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CIMAGE imgDepthBufferAux( aTexture_size, aTexture_size );
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imgDepthBuffer.SetPixelsFromNormalizedFloat( depthbufferFloat );
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free( depthbufferFloat );
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// Debug texture image
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//wxString filename;
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//filename.Printf( "imgDepthBuffer_%04d", *aDst_gl_texture );
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//imgDepthBuffer.SaveAsPNG( filename );
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while( aBlurPasses > 0 )
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{
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aBlurPasses--;
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imgDepthBufferAux.EfxFilter( &imgDepthBuffer, FILTER_GAUSSIAN_BLUR );
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imgDepthBuffer.EfxFilter( &imgDepthBufferAux, FILTER_GAUSSIAN_BLUR );
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}
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// Debug texture image
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//filename.Printf( "imgDepthBuffer_blur%04d", *aDst_gl_texture );
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//imgDepthBuffer.SaveAsPNG( filename );
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unsigned char *depthbufferRGBA = (unsigned char*) malloc( aTexture_size * aTexture_size * 4 );
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unsigned char *pPixels = imgDepthBuffer.GetBuffer();
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// Convert it to a RGBA buffer
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for( unsigned int i = 0; i < (aTexture_size * aTexture_size); i++ )
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{
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depthbufferRGBA[i * 4 + 0] = 0;
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depthbufferRGBA[i * 4 + 1] = 0;
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depthbufferRGBA[i * 4 + 2] = 0;
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depthbufferRGBA[i * 4 + 3] = 255 - pPixels[i]; // Store in alpha channel the inversion of the image
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aTexture_size, aTexture_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
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free( depthbufferRGBA );
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CheckGLError( __FILE__, __LINE__ );
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}
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/// Scale factor to make a bigger BBox in order to blur the texture and dont have artifacts in the edges
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#define SHADOW_BOUNDING_BOX_SCALE 1.25f
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void EDA_3D_CANVAS::generateFakeShadowsTextures( REPORTER* aErrorMessages, REPORTER* aActivity )
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{
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if( m_shadow_init == true )
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{
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return;
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}
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// Init info 3d parameters and create gl lists:
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CreateDrawGL_List( aErrorMessages, aActivity );
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DBG( unsigned strtime = GetRunningMicroSecs() );
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m_shadow_init = true;
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glClearColor( 0, 0, 0, 1 );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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const float zDistMax = Millimeter2iu( 3.5 ) * GetPrm3DVisu().m_BiuTo3Dunits;
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glOrtho( -GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
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GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
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-GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
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GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
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0.0, zDistMax );
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float zpos = GetPrm3DVisu().GetLayerZcoordBIU( F_Paste ) * GetPrm3DVisu().m_BiuTo3Dunits;
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// Render FRONT shadow
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0f, 0.0f, zpos );
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glRotatef( 180.0f, 0.0f, 1.0f, 0.0f );
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// move the board in order to draw it with its center at 0,0 3D coordinates
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glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
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-GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
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0.0f );
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create_and_render_shadow_buffer( &m_text_fake_shadow_front, 512, false, 1 );
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zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Paste ) * GetPrm3DVisu().m_BiuTo3Dunits;
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// Render BACK shadow
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0f, 0.0f, fabs( zpos ) );
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// move the board in order to draw it with its center at 0,0 3D coordinates
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glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
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-GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
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0.0f );
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create_and_render_shadow_buffer( &m_text_fake_shadow_back, 512, false, 1 );
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// Render ALL BOARD shadow
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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// Normalization scale to convert bouding box
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// to normalize 3D units between -1.0 and +1.0
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S3D_VERTEX v = m_fastAABBox_Shadow.Max() - m_fastAABBox_Shadow.Min();
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float BoundingBoxBoardiuTo3Dunits = 2.0f / glm::max( v.x, v.y );
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//float zDistance = (m_lightPos.z * zDistMax) / sqrt( (m_lightPos.z - m_fastAABBox_Shadow.Min().z) );
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float zDistance = (m_lightPos.z - m_fastAABBox_Shadow.Min().z) / 3.0f;
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glOrtho( -v.x * BoundingBoxBoardiuTo3Dunits / 2.0f,
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v.x * BoundingBoxBoardiuTo3Dunits / 2.0f,
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-v.y * BoundingBoxBoardiuTo3Dunits / 2.0f,
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v.y * BoundingBoxBoardiuTo3Dunits / 2.0f,
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0.0f, zDistance );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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// fits the bouding box to scale this size
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glScalef( BoundingBoxBoardiuTo3Dunits, BoundingBoxBoardiuTo3Dunits, 1.0f );
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// Place the eye in the lowerpoint of boudingbox and turn arround and look up to the model
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glTranslatef( 0.0f, 0.0f, m_fastAABBox_Shadow.Min().z );
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glRotatef( 180.0, 0.0f, 1.0f, 0.0f );
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// move the bouding box in order to draw it with its center at 0,0 3D coordinates
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glTranslatef( -(m_fastAABBox_Shadow.Min().x + v.x / 2.0f), -(m_fastAABBox_Shadow.Min().y + v.y / 2.0f), 0.0f );
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create_and_render_shadow_buffer( &m_text_fake_shadow_board, 512, true, 10 );
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DBG( printf( " generateFakeShadowsTextures total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
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}
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void EDA_3D_CANVAS::Redraw()
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{
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// SwapBuffer requires the window to be shown before calling
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if( !IsShownOnScreen() )
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return;
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wxString err_messages;
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WX_STRING_REPORTER errorReporter( &err_messages );
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STATUS_TEXT_REPORTER activityReporter( Parent(), 0 );
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// Display build time at the end of build
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unsigned strtime = GetRunningMicroSecs();
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SetCurrent( *m_glRC );
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// Set the OpenGL viewport according to the client size of this canvas.
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// This is done here rather than in a wxSizeEvent handler because our
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// OpenGL rendering context (and thus viewport setting) is used with
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// multiple canvases: If we updated the viewport in the wxSizeEvent
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// handler, changing the size of one canvas causes a viewport setting that
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// is wrong when next another canvas is repainted.
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wxSize size = GetClientSize();
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InitGL();
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if( isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) )
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{
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generateFakeShadowsTextures( &errorReporter, &activityReporter );
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}
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// *MUST* be called *after* SetCurrent( ):
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glViewport( 0, 0, size.x, size.y );
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// clear color and depth buffers
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glClearColor( 0.95, 0.95, 1.0, 1.0 );
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glClearStencil( 0 );
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glClearDepth( 1.0 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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glShadeModel( GL_SMOOTH );
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// Draw background
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glDisable( GL_LIGHTING );
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glDisable( GL_COLOR_MATERIAL );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_TEXTURE_2D );
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// Draw the background ( rectangle with color gradient)
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glBegin( GL_QUADS );
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SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 );
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glVertex2f( -1.0, 1.0 ); // Top left corner
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SetGLColor( GetPrm3DVisu().m_BgColor, 1.0 );
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glVertex2f( -1.0,-1.0 ); // bottom left corner
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glVertex2f( 1.0,-1.0 ); // bottom right corner
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SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 );
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glVertex2f( 1.0, 1.0 ); // top right corner
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glEnd();
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glEnable( GL_DEPTH_TEST );
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// set viewing projection
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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#define MAX_VIEW_ANGLE 160.0 / 45.0
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if( GetPrm3DVisu().m_Zoom > MAX_VIEW_ANGLE )
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GetPrm3DVisu().m_Zoom = MAX_VIEW_ANGLE;
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if( Parent()->ModeIsOrtho() )
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{
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// OrthoReductionFactor is chosen to provide roughly the same size as
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// Perspective View
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const double orthoReductionFactor = 400 / GetPrm3DVisu().m_Zoom;
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// Initialize Projection Matrix for Ortographic View
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glOrtho( -size.x / orthoReductionFactor, size.x / orthoReductionFactor,
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-size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 100 );
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}
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else
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{
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// Ratio width / height of the window display
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double ratio_HV = (double) size.x / size.y;
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// Initialize Projection Matrix for Perspective View
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gluPerspective( 45.0f * GetPrm3DVisu().m_Zoom, ratio_HV, 1, 100 );
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}
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// position viewer
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0f, 0.0f, -(m_ZBottom + m_ZTop) / 2.0f );
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// Setup light sources:
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SetLights();
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CheckGLError( __FILE__, __LINE__ );
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glMatrixMode( GL_MODELVIEW ); // position viewer
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// transformations
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GLfloat mat[4][4];
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// Translate motion first, so rotations don't mess up the orientation...
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glTranslatef( m_draw3dOffset.x, m_draw3dOffset.y, 0.0F );
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build_rotmatrix( mat, GetPrm3DVisu().m_Quat );
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glMultMatrixf( &mat[0][0] );
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glRotatef( GetPrm3DVisu().m_Rot[0], 1.0, 0.0, 0.0 );
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glRotatef( GetPrm3DVisu().m_Rot[1], 0.0, 1.0, 0.0 );
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glRotatef( GetPrm3DVisu().m_Rot[2], 0.0, 0.0, 1.0 );
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if( ! m_glLists[GL_ID_BOARD] || ! m_glLists[GL_ID_TECH_LAYERS] )
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CreateDrawGL_List( &errorReporter, &activityReporter );
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if( isEnabled( FL_AXIS ) && m_glLists[GL_ID_AXIS] )
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glCallList( m_glLists[GL_ID_AXIS] );
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// move the board in order to draw it with its center at 0,0 3D coordinates
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glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
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-GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
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0.0f );
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if( isEnabled( FL_MODULE ) )
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{
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if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
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CreateDrawGL_List( &errorReporter, &activityReporter );
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}
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glEnable( GL_LIGHTING );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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if( isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ) )
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glEnable( GL_TEXTURE_2D );
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else
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glDisable( GL_TEXTURE_2D );
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// Set material for the board
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glEnable( GL_COLOR_MATERIAL );
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SetOpenGlDefaultMaterial();
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//glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, FALSE );
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// Board Body
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GLint shininess_value = 32;
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glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
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if( isEnabled( FL_SHOW_BOARD_BODY ) )
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{
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if( m_glLists[GL_ID_BODY] )
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|
{
|
|
glCallList( m_glLists[GL_ID_BODY] );
|
|
}
|
|
}
|
|
|
|
|
|
// Board
|
|
|
|
// specify material parameters for the lighting model.
|
|
shininess_value = 52;
|
|
glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
|
|
|
|
glm::vec4 specular( GetPrm3DVisu().m_CopperColor.m_Red * 0.20f,
|
|
GetPrm3DVisu().m_CopperColor.m_Green * 0.20f,
|
|
GetPrm3DVisu().m_CopperColor.m_Blue * 0.20f, 1.0f );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
|
|
|
|
if( m_glLists[GL_ID_BOARD] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_BOARD] );
|
|
}
|
|
|
|
|
|
// Tech layers
|
|
|
|
shininess_value = 32;
|
|
glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
|
|
|
|
glm::vec4 specularTech( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specularTech.x );
|
|
|
|
if( m_glLists[GL_ID_TECH_LAYERS] )
|
|
{
|
|
glCallList( m_glLists[GL_ID_TECH_LAYERS] );
|
|
}
|
|
|
|
if( isEnabled( FL_COMMENTS ) || isEnabled( FL_ECO ) )
|
|
{
|
|
if( ! m_glLists[GL_ID_AUX_LAYERS] )
|
|
CreateDrawGL_List( &errorReporter, &activityReporter );
|
|
|
|
glCallList( m_glLists[GL_ID_AUX_LAYERS] );
|
|
}
|
|
|
|
//glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, TRUE );
|
|
|
|
// 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( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
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( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_CULL_FACE );
|
|
}
|
|
|
|
glEnable( GL_COLOR_MATERIAL );
|
|
SetOpenGlDefaultMaterial();
|
|
|
|
glDisable( GL_BLEND );
|
|
|
|
|
|
// Draw Solid Shapes
|
|
|
|
if( isEnabled( FL_MODULE ) )
|
|
{
|
|
if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
|
|
CreateDrawGL_List( &errorReporter, &activityReporter );
|
|
|
|
glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] );
|
|
}
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
|
|
// Grid uses transparency: draw it after all objects
|
|
|
|
if( isEnabled( FL_GRID ) )
|
|
{
|
|
if( ! m_glLists[GL_ID_GRID] )
|
|
CreateDrawGL_List( &errorReporter, &activityReporter );
|
|
|
|
glCallList( m_glLists[GL_ID_GRID] );
|
|
}
|
|
|
|
|
|
// Draw Board Shadow
|
|
|
|
if( isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) )
|
|
{
|
|
if( m_glLists[GL_ID_SHADOW_BOARD] )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glColor4f( 1.0, 1.0, 1.0, 0.75f );
|
|
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 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
}
|
|
}
|
|
|
|
// 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] )
|
|
{
|
|
glEnable( GL_COLOR_MATERIAL );
|
|
SetOpenGlDefaultMaterial();
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
|
|
}
|
|
|
|
// Debug bounding boxes
|
|
/*
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_COLOR_MATERIAL );
|
|
glDisable( GL_LIGHTING );
|
|
glColor4f( 1.0f, 0.0f, 1.0f, 1.0f );
|
|
m_fastAABBox_Shadow.GLdebug();
|
|
|
|
glColor4f( 0.0f, 1.0f, 1.0f, 1.0f );
|
|
m_boardAABBox.GLdebug();
|
|
*/
|
|
|
|
SwapBuffers();
|
|
|
|
// Show calculation time if some activity was reported
|
|
if( activityReporter.HasMessage() )
|
|
{
|
|
// Calculation time in seconds
|
|
double calculation_time = (double)( GetRunningMicroSecs() - strtime) / 1e6;
|
|
|
|
activityReporter.Report( wxString::Format( _( "Build time %.3f s" ),
|
|
calculation_time ) );
|
|
}
|
|
else
|
|
activityReporter.Report( wxEmptyString );
|
|
|
|
if( !err_messages.IsEmpty() )
|
|
wxLogMessage( err_messages );
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* 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( REPORTER* aErrorMessages, REPORTER* aActivity )
|
|
{
|
|
const int segcountforcircle = 18;
|
|
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
|
|
BOARD* pcb = GetBoard();
|
|
|
|
SHAPE_POLY_SET bufferPolys;
|
|
|
|
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;
|
|
|
|
if( aActivity )
|
|
aActivity->Report( wxString::Format( _( "Build layer %s" ), LSET::Name( layer ) ) );
|
|
|
|
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.IsEmpty() )
|
|
continue;
|
|
|
|
bufferPolys.Simplify( polygonsCalcMode );
|
|
|
|
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 ;
|
|
|
|
float zNormal = 1.0f; // When using thickness it will draw first the top and then botton (with z inverted)
|
|
|
|
// If we are not using thickness, then the znormal must face the layer direction
|
|
// because it will draw just one plane
|
|
if( !thickness )
|
|
zNormal = Get3DLayer_Z_Orientation( layer );
|
|
|
|
setGLTechLayersColor( layer );
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
|
|
thickness, GetPrm3DVisu().m_BiuTo3Dunits, false,
|
|
zNormal );
|
|
}
|
|
}
|
|
|
|
void EDA_3D_CANVAS::buildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList )
|
|
{
|
|
// Board shadows are based on board dimension.
|
|
|
|
float xmin = m_boardAABBox.Min().x;
|
|
float xmax = m_boardAABBox.Max().x;
|
|
float ymin = m_boardAABBox.Min().y;
|
|
float ymax = m_boardAABBox.Max().y;
|
|
|
|
float zpos = GetPrm3DVisu().GetLayerZcoordBIU( F_Paste ) * 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 ) * 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
|
|
|
|
// Floor shadow is based on axis alighned bounding box dimension
|
|
xmin = m_fastAABBox_Shadow.Min().x;
|
|
xmax = m_fastAABBox_Shadow.Max().x;
|
|
ymin = m_fastAABBox_Shadow.Min().y;
|
|
ymax = m_fastAABBox_Shadow.Max().y;
|
|
|
|
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, m_fastAABBox_Shadow.Min().z );
|
|
glTexCoord2f( 0.0, 0.0 ); glVertex3f( xmax, ymin, m_fastAABBox_Shadow.Min().z );
|
|
glTexCoord2f( 0.0, 1.0 ); glVertex3f( xmax, ymax, m_fastAABBox_Shadow.Min().z );
|
|
glTexCoord2f( 1.0, 1.0 ); glVertex3f( xmin, ymax, m_fastAABBox_Shadow.Min().z );
|
|
glEnd();
|
|
|
|
glEndList();
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::CreateDrawGL_List( REPORTER* aErrorMessages, REPORTER* aActivity )
|
|
{
|
|
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 Board full gl lists:
|
|
|
|
if( ! m_glLists[GL_ID_BOARD] )
|
|
{
|
|
DBG( unsigned strtime = GetRunningMicroSecs() );
|
|
|
|
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], aErrorMessages, aActivity );
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
|
|
DBG( printf( " buildBoard3DView total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
|
|
}
|
|
|
|
if( ! m_glLists[GL_ID_TECH_LAYERS] )
|
|
{
|
|
DBG( unsigned strtime = GetRunningMicroSecs() );
|
|
|
|
m_glLists[GL_ID_TECH_LAYERS] = glGenLists( 1 );
|
|
glNewList( m_glLists[GL_ID_TECH_LAYERS], GL_COMPILE );
|
|
// when calling BuildTechLayers3DView,
|
|
// do not show warnings, which are the same as buildBoard3DView
|
|
buildTechLayers3DView( aErrorMessages, aActivity );
|
|
glEndList();
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
|
|
DBG( printf( " buildTechLayers3DView total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
|
|
}
|
|
|
|
if( ! m_glLists[GL_ID_AUX_LAYERS] )
|
|
{
|
|
DBG( unsigned strtime = GetRunningMicroSecs() );
|
|
|
|
m_glLists[GL_ID_AUX_LAYERS] = glGenLists( 1 );
|
|
glNewList( m_glLists[GL_ID_AUX_LAYERS], GL_COMPILE );
|
|
buildBoard3DAuxLayers( aErrorMessages, aActivity );
|
|
glEndList();
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
|
|
DBG( printf( " buildBoard3DAuxLayers total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
|
|
}
|
|
|
|
// 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 );
|
|
|
|
bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );
|
|
|
|
if( useMaterial )
|
|
m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = glGenLists( 1 );
|
|
else
|
|
m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = 0;
|
|
|
|
buildFootprintShape3DList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT],
|
|
m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT],
|
|
aErrorMessages, aActivity );
|
|
|
|
CheckGLError( __FILE__, __LINE__ );
|
|
}
|
|
|
|
calcBBox();
|
|
|
|
// 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();
|
|
}
|
|
|
|
if( !m_glLists[GL_ID_SHADOW_FRONT] )
|
|
m_glLists[GL_ID_SHADOW_FRONT] = glGenLists( 1 );
|
|
|
|
if( !m_glLists[GL_ID_SHADOW_BACK] )
|
|
m_glLists[GL_ID_SHADOW_BACK] = glGenLists( 1 );
|
|
|
|
if( !m_glLists[GL_ID_SHADOW_BOARD] )
|
|
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__ );
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::calcBBox()
|
|
{
|
|
BOARD* pcb = GetBoard();
|
|
|
|
m_fastAABBox.Reset();
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
CBBOX tmpFastAABBox;
|
|
|
|
// Compute the transformation matrix for this module based on translation, rotation and orientation.
|
|
float zpos = GetPrm3DVisu().GetModulesZcoord3DIU( module->IsFlipped() );
|
|
wxPoint pos = module->GetPosition();
|
|
|
|
glm::mat4 fullTransformMatrix;
|
|
fullTransformMatrix = glm::translate( glm::mat4(), S3D_VERTEX( (float)(pos.x * GetPrm3DVisu().m_BiuTo3Dunits),
|
|
(float)(-pos.y * GetPrm3DVisu().m_BiuTo3Dunits),
|
|
zpos ) );
|
|
|
|
if( module->GetOrientation() )
|
|
fullTransformMatrix = glm::rotate( fullTransformMatrix,
|
|
glm::radians( (float)(module->GetOrientation() / 10.0f) ),
|
|
S3D_VERTEX( 0.0f, 0.0f, 1.0f ) );
|
|
|
|
if( module->IsFlipped() )
|
|
{
|
|
fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians( 180.0f ), S3D_VERTEX( 0.0f, 1.0f, 0.0f ) );
|
|
fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians( 180.0f ), S3D_VERTEX( 0.0f, 0.0f, 1.0f ) );
|
|
}
|
|
|
|
// Compute a union bounding box for all the shapes of the model
|
|
|
|
S3D_MASTER* shape3D = module->Models();
|
|
|
|
for( ; shape3D; shape3D = shape3D->Next() )
|
|
{
|
|
if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) )
|
|
tmpFastAABBox.Union( shape3D->getFastAABBox() );
|
|
}
|
|
|
|
tmpFastAABBox.ApplyTransformationAA( fullTransformMatrix );
|
|
|
|
m_fastAABBox.Union( tmpFastAABBox );
|
|
}
|
|
|
|
// Create a board bounding box based on board size
|
|
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 zmin = GetPrm3DVisu().GetLayerZcoordBIU( B_Adhes ) * scale;
|
|
float zmax = GetPrm3DVisu().GetLayerZcoordBIU( F_Adhes ) * scale;
|
|
|
|
m_boardAABBox = CBBOX( S3D_VERTEX(xmin, ymin, zmin),
|
|
S3D_VERTEX(xmax, ymax, zmax) );
|
|
|
|
// Add BB board with BB models and scale it a bit
|
|
m_fastAABBox.Union( m_boardAABBox );
|
|
m_fastAABBox_Shadow = m_fastAABBox;
|
|
m_fastAABBox_Shadow.Scale( SHADOW_BOUNDING_BOX_SCALE );
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::buildFootprintShape3DList( GLuint aOpaqueList,
|
|
GLuint aTransparentList,
|
|
REPORTER* aErrorMessages,
|
|
REPORTER* aActivity )
|
|
{
|
|
DBG( unsigned strtime = GetRunningMicroSecs() );
|
|
|
|
if( aActivity )
|
|
aActivity->Report( _( "Load 3D Shapes" ) );
|
|
|
|
// clean the parser list if it have any already loaded files
|
|
m_model_parsers_list.clear();
|
|
m_model_filename_list.clear();
|
|
|
|
BOARD* pcb = GetBoard();
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
read3DComponentShape( module );
|
|
|
|
DBG( printf( " read3DComponentShape total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
|
|
|
|
DBG( strtime = GetRunningMicroSecs() );
|
|
|
|
bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );
|
|
|
|
if( useMaterial )
|
|
{
|
|
// 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
|
|
|
|
glNewList( aOpaqueList, GL_COMPILE );
|
|
bool loadOpaqueObjects = true;
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
render3DComponentShape( module, loadOpaqueObjects,
|
|
!loadOpaqueObjects );
|
|
|
|
glEndList();
|
|
|
|
|
|
glNewList( aTransparentList, GL_COMPILE );
|
|
bool loadTransparentObjects = true;
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
render3DComponentShape( module, !loadTransparentObjects,
|
|
loadTransparentObjects );
|
|
|
|
glEndList();
|
|
}
|
|
else
|
|
{
|
|
// Just create one list
|
|
glNewList( aOpaqueList, GL_COMPILE );
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
render3DComponentShape( module, false, false );
|
|
glEndList();
|
|
}
|
|
|
|
DBG( printf( " render3DComponentShape total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
|
|
}
|
|
|
|
|
|
bool EDA_3D_CANVAS::read3DComponentShape( MODULE* module )
|
|
{
|
|
if( module )
|
|
{
|
|
S3D_MASTER* shape3D = module->Models();
|
|
|
|
for( ; shape3D; shape3D = shape3D->Next() )
|
|
{
|
|
if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) )
|
|
{
|
|
bool found = false;
|
|
|
|
unsigned int i;
|
|
wxString shape_filename = shape3D->GetShape3DFullFilename();
|
|
|
|
// Search for already loaded files
|
|
for( i = 0; i < m_model_filename_list.size(); i++ )
|
|
{
|
|
if( shape_filename.Cmp(m_model_filename_list[i]) == 0 )
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( found == false )
|
|
{
|
|
// Create a new parser
|
|
S3D_MODEL_PARSER *newParser = S3D_MODEL_PARSER::Create( shape3D, shape3D->GetShape3DExtension() );
|
|
|
|
if( newParser )
|
|
{
|
|
// Read file
|
|
if( shape3D->ReadData( newParser ) == 0 )
|
|
{
|
|
// Store this couple filename / parsed file
|
|
m_model_filename_list.push_back( shape_filename );
|
|
m_model_parsers_list.push_back( newParser );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Reusing file
|
|
shape3D->m_parser = m_model_parsers_list[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void EDA_3D_CANVAS::render3DComponentShape( MODULE* module,
|
|
bool aIsRenderingJustNonTransparentObjects,
|
|
bool aIsRenderingJustTransparentObjects )
|
|
{
|
|
double zpos = GetPrm3DVisu().GetModulesZcoord3DIU( module->IsFlipped() );
|
|
|
|
glPushMatrix();
|
|
|
|
wxPoint pos = module->GetPosition();
|
|
|
|
glTranslatef( pos.x * GetPrm3DVisu().m_BiuTo3Dunits,
|
|
-pos.y * GetPrm3DVisu().m_BiuTo3Dunits,
|
|
zpos );
|
|
|
|
if( module->GetOrientation() )
|
|
glRotatef( (double) module->GetOrientation() / 10.0, 0.0f, 0.0f, 1.0f );
|
|
|
|
if( module->IsFlipped() )
|
|
{
|
|
glRotatef( 180.0f, 0.0f, 1.0f, 0.0f );
|
|
glRotatef( 180.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
S3D_MASTER* shape3D = module->Models();
|
|
|
|
for( ; shape3D; shape3D = shape3D->Next() )
|
|
{
|
|
if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) )
|
|
{
|
|
glPushMatrix();
|
|
|
|
shape3D->Render( aIsRenderingJustNonTransparentObjects,
|
|
aIsRenderingJustTransparentObjects );
|
|
|
|
if( isEnabled( FL_RENDER_SHOW_MODEL_BBOX ) )
|
|
{
|
|
// Set the alpha current color to opaque
|
|
float currentColor[4];
|
|
glGetFloatv( GL_CURRENT_COLOR,currentColor );
|
|
currentColor[3] = 1.0f;
|
|
glColor4fv( currentColor );
|
|
OGL_draw_bbox( shape3D->getBBox() );
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
// Debug AABBox
|
|
//thisBBox = shape3D->getfastAABBox();
|
|
//thisBBox.GLdebug();
|
|
}
|
|
}
|
|
|
|
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 );
|
|
}
|