177 lines
5.8 KiB
C++
177 lines
5.8 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) 2020 Oleg Endo <olegendo@gcc.gnu.org>
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 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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#ifndef _MODEL_3D_H_
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#define _MODEL_3D_H_
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#include <vector>
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#include <plugins/3dapi/c3dmodel.h>
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#include "../../common_ogl/openGL_includes.h"
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#include "../raytracing/shapes3D/bbox_3d.h"
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#include "../../3d_enums.h"
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#include <wx/chartype.h>
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class MODEL_3D
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{
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public:
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/**
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* Load a 3D model.
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*
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* @note This must be called inside a gl context.
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*
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* @param a3DModel a 3d model data to load.
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* @param aMaterialMode a mode to render the materials of the model.
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*/
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MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode );
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~MODEL_3D();
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/**
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* Render the model into the current context.
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*/
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void DrawOpaque( bool aUseSelectedMaterial, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const
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{
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Draw( false, 1.0f, aUseSelectedMaterial, aSelectionColor, nullptr, nullptr );
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}
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/**
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* Render the model into the current context.
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*/
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void DrawTransparent( float aOpacity, bool aUseSelectedMaterial,
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SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const
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{
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Draw( true, aOpacity, aUseSelectedMaterial, aSelectionColor, nullptr, nullptr );
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}
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/**
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* Render the model into the current context.
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* if aModelWorldMatrix and aCameraWorldPos is provided,
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* it renders the material groups sorted.
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*/
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void Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
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const SFVEC3F& aSelectionColor,
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const glm::mat4 *aModelWorldMatrix,
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const SFVEC3F *aCameraWorldPos ) const;
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/**
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* Return true if have opaque meshes to render.
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*/
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bool HasOpaqueMeshes() const { return m_have_opaque_meshes; }
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/**
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* Return true if have transparent mesh's to render.
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*/
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bool HasTransparentMeshes() const { return m_have_transparent_meshes; }
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/**
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* Draw main bounding box of the model.
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*/
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void DrawBbox() const;
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/**
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* Draw individual bounding boxes of each mesh.
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*/
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void DrawBboxes() const;
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/**
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* Get the main bounding box.
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* @return the main model bounding box.
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*/
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const BBOX_3D& GetBBox() const { return m_model_bbox; }
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/**
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* Set some basic render states before drawing multiple models.
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*/
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static void BeginDrawMulti( bool aUseColorInformation );
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/**
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* Cleanup render states after drawing multiple models.
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*/
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static void EndDrawMulti();
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private:
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static const wxChar* m_logTrace;
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// the material mode that was used to generate the rendering data.
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// FIXME: this can be selected at run-time and does not require re-creation
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// of the whole model objects.
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MATERIAL_MODE m_materialMode;
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BBOX_3D m_model_bbox; ///< global bounding box for this model
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std::vector<BBOX_3D> m_meshes_bbox; ///< individual bbox for each mesh
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// unified vertex format for mesh rendering.
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struct VERTEX
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{
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glm::vec3 m_pos;
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glm::u8vec4 m_nrm; // only 3 components used
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glm::u8vec4 m_color; // regular color
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glm::u8vec4 m_cad_color; // "CAD" mode rendering color
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glm::vec2 m_tex_uv;
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};
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// vertex buffer and index buffers that include all the individual meshes
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// lumped together.
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GLuint m_vertex_buffer = 0;
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GLuint m_index_buffer = 0;
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GLenum m_index_buffer_type = GL_INVALID_ENUM;
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// internal material definition
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// all meshes are grouped by material for rendering purposes.
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struct MATERIAL : SMATERIAL
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{
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unsigned int m_render_idx_buffer_offset = 0;
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unsigned int m_render_idx_count = 0;
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BBOX_3D m_bbox; ///< bounding box for this material group, used for transparent material ordering
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MATERIAL( const SMATERIAL& aOther ) : SMATERIAL( aOther ) { }
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bool IsTransparent() const { return m_Transparency > FLT_EPSILON; }
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};
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std::vector<MATERIAL> m_materials;
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// a model can consist of transparent and opaque parts. remember which
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// ones are present during initial buffer and data setup. use it later
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// during rendering.
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bool m_have_opaque_meshes = false;
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bool m_have_transparent_meshes = false;
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// vertex buffer and index buffer for the bounding boxes.
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// the first box is always the outer box, followed by inner boxes (one for each mesh).
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static constexpr unsigned int bbox_vtx_count = 8;
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static constexpr unsigned int bbox_idx_count = 24;
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GLuint m_bbox_vertex_buffer = 0;
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GLuint m_bbox_index_buffer = 0;
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GLenum m_bbox_index_buffer_type = GL_INVALID_ENUM;
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static void MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
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GLuint* aIdxOut, const glm::vec4& aColor );
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};
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#endif // _MODEL_3D_H_
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