KiCad PCB EDA Suite
3d_model.cpp
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2020 Oleg Endo <[email protected]>
5 * Copyright (C) 2015-2020 Mario Luzeiro <[email protected]>
6 * Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
7 *
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License
10 * as published by the Free Software Foundation; either version 2
11 * of the License, or (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, you may find one here:
20 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
21 * or you may search the http://www.gnu.org website for the version 2 license,
22 * or you may write to the Free Software Foundation, Inc.,
23 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
24 */
25
30#include <algorithm>
31#include <stdexcept>
32#include <gal/opengl/kiglew.h> // Must be included first
33
34#include "3d_model.h"
35#include "../common_ogl/ogl_utils.h"
36#include "../3d_math.h"
37#include <utility>
38#include <wx/debug.h>
39#include <wx/log.h>
40#include <chrono>
41#include <memory>
42
43
44/*
45 * Flag to enable connectivity profiling.
46 *
47 * @ingroup trace_env_vars
48 */
49const wxChar* MODEL_3D::m_logTrace = wxT( "KI_TRACE_EDA_OGL_3DMODEL" );
50
51
52void MODEL_3D::MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
53 GLuint* aIdxOut, const glm::vec4& aColor )
54{
55 aVtxOut[0].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Min().z };
56 aVtxOut[1].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Min().z };
57 aVtxOut[2].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Min().z };
58 aVtxOut[3].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Min().z };
59
60 aVtxOut[4].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Max().z };
61 aVtxOut[5].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Max().z };
62 aVtxOut[6].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Max().z };
63 aVtxOut[7].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Max().z };
64
65 for( unsigned int i = 0; i < 8; ++i )
66 aVtxOut[i].m_color = aVtxOut[i].m_cad_color = glm::clamp( aColor * 255.0f, 0.0f, 255.0f );
67
68 #define bbox_line( vtx_a, vtx_b )\
69 do { *aIdxOut++ = vtx_a + aIdxOffset; \
70 *aIdxOut++ = vtx_b + aIdxOffset; } while( 0 )
71
72 bbox_line( 0, 1 );
73 bbox_line( 1, 2 );
74 bbox_line( 2, 3 );
75 bbox_line( 3, 0 );
76
77 bbox_line( 4, 5 );
78 bbox_line( 5, 6 );
79 bbox_line( 6, 7 );
80 bbox_line( 7, 4 );
81
82 bbox_line( 0, 4 );
83 bbox_line( 1, 5 );
84 bbox_line( 2, 6 );
85 bbox_line( 3, 7 );
86
87 #undef bbox_line
88}
89
90
91MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
92{
93 wxLogTrace( m_logTrace, wxT( "MODEL_3D::MODEL_3D %u meshes %u materials" ),
94 static_cast<unsigned int>( a3DModel.m_MeshesSize ),
95 static_cast<unsigned int>( a3DModel.m_MaterialsSize ) );
96
97 auto start_time = std::chrono::high_resolution_clock::now();
98 GLuint buffers[8];
99
107 glGenBuffers( 6, buffers );
108 m_bbox_vertex_buffer = buffers[2];
109 m_bbox_index_buffer = buffers[3];
110 m_vertex_buffer = buffers[4];
111 m_index_buffer = buffers[5];
112
113 // Validate a3DModel pointers
114 wxASSERT( a3DModel.m_Materials != nullptr );
115 wxASSERT( a3DModel.m_Meshes != nullptr );
116 wxASSERT( a3DModel.m_MaterialsSize > 0 );
117 wxASSERT( a3DModel.m_MeshesSize > 0 );
118
119 m_materialMode = aMaterialMode;
120
121 if( a3DModel.m_Materials == nullptr || a3DModel.m_Meshes == nullptr
122 || a3DModel.m_MaterialsSize == 0 || a3DModel.m_MeshesSize == 0 )
123 return;
124
125 // create empty bbox for each mesh. it will be updated when the vertices are copied.
126 m_meshes_bbox.resize( a3DModel.m_MeshesSize );
127
128 // copy materials for later use during rendering.
129 m_materials.reserve( a3DModel.m_MaterialsSize );
130
131 for( unsigned int i = 0; i < a3DModel.m_MaterialsSize; ++i )
132 m_materials.emplace_back( a3DModel.m_Materials[i] );
133
134 // build temporary vertex and index buffers for bounding boxes.
135 // the first box is the outer box.
136 std::vector<VERTEX> bbox_tmp_vertices( ( m_meshes_bbox.size() + 1 ) * bbox_vtx_count );
137 std::vector<GLuint> bbox_tmp_indices( ( m_meshes_bbox.size() + 1 ) * bbox_idx_count );
138
139 // group all meshes by material.
140 // for each material create a combined vertex and index buffer.
141 // some models might have many sub-meshes. so iterate over the
142 // input meshes only once.
143 struct MESH_GROUP
144 {
145 std::vector<VERTEX> m_vertices;
146 std::vector<GLuint> m_indices;
147 };
148
149 std::vector<MESH_GROUP> mesh_groups( m_materials.size() );
150
151 for( unsigned int mesh_i = 0; mesh_i < a3DModel.m_MeshesSize; ++mesh_i )
152 {
153 const SMESH& mesh = a3DModel.m_Meshes[mesh_i];
154
155 // silently ignore meshes that have invalid material references or invalid geometry.
156 if( mesh.m_MaterialIdx >= m_materials.size()
157 || mesh.m_Positions == nullptr
158 || mesh.m_FaceIdx == nullptr
159 || mesh.m_Normals == nullptr
160 || mesh.m_FaceIdxSize == 0
161 || mesh.m_VertexSize == 0 )
162 {
163 continue;
164 }
165
166 MESH_GROUP& mesh_group = mesh_groups[mesh.m_MaterialIdx];
167 MATERIAL& material = m_materials[mesh.m_MaterialIdx];
168
171 else
173
174 const unsigned int vtx_offset = mesh_group.m_vertices.size();
175 mesh_group.m_vertices.resize( mesh_group.m_vertices.size() + mesh.m_VertexSize );
176
177 // copy vertex data and update the bounding box.
178 // use material color for mesh bounding box or some sort of average vertex color.
179 glm::vec3 avg_color = material.m_Diffuse;
180
181 BBOX_3D &mesh_bbox = m_meshes_bbox[mesh_i];
182
183 for( unsigned int vtx_i = 0; vtx_i < mesh.m_VertexSize; ++vtx_i )
184 {
185 mesh_bbox.Union( mesh.m_Positions[vtx_i] );
186
187 VERTEX& vtx_out = mesh_group.m_vertices[vtx_offset + vtx_i];
188
189 vtx_out.m_pos = mesh.m_Positions[vtx_i];
190 vtx_out.m_nrm = glm::clamp( glm::vec4( mesh.m_Normals[vtx_i], 1.0f ) * 127.0f,
191 -127.0f, 127.0f );
192
193 vtx_out.m_tex_uv = mesh.m_Texcoords != nullptr ? mesh.m_Texcoords[vtx_i]
194 : glm::vec2 (0);
195
196 if( mesh.m_Color != nullptr )
197 {
198 avg_color = ( avg_color + mesh.m_Color[vtx_i] ) * 0.5f;
199
200 vtx_out.m_color =
201 glm::clamp( glm::vec4( mesh.m_Color[vtx_i],
202 1 - material.m_Transparency ) * 255.0f,
203 0.0f, 255.0f );
204
205 vtx_out.m_cad_color =
206 glm::clamp( glm::vec4( MaterialDiffuseToColorCAD( mesh.m_Color[vtx_i] ),
207 1 ) * 255.0f, 0.0f, 255.0f );
208 }
209 else
210 {
211 // the mesh will be rendered with other meshes that might have
212 // vertex colors. thus, we can't enable/disable vertex colors
213 // for individual meshes during rendering.
214
215 // if there are no vertex colors, use material color instead.
216 vtx_out.m_color =
217 glm::clamp( glm::vec4( material.m_Diffuse,
218 1 - material.m_Transparency ) * 255.0f,
219 0.0f, 255.0f );
220
221 vtx_out.m_cad_color =
222 glm::clamp( glm::vec4 ( MaterialDiffuseToColorCAD( material.m_Diffuse ),
223 1 ) * 255.0f,
224 0.0f, 255.0f );
225 }
226 }
227
228 if( mesh_bbox.IsInitialized() )
229 {
230 // generate geometry for the bounding box
231 MakeBbox( mesh_bbox, ( mesh_i + 1 ) * bbox_vtx_count,
232 &bbox_tmp_vertices[( mesh_i + 1 ) * bbox_vtx_count],
233 &bbox_tmp_indices[( mesh_i + 1 ) * bbox_idx_count],
234 { avg_color, 1.0f } );
235
236 // bump the outer bounding box
237 m_model_bbox.Union( mesh_bbox );
238
239 // add to the material group
240 material.m_bbox.Union( mesh_bbox );
241 }
242
243
244 // append indices of this mesh to the mesh group.
245 const unsigned int idx_offset = mesh_group.m_indices.size();
246 unsigned int use_idx_count = mesh.m_FaceIdxSize;
247
248 if( use_idx_count % 3 != 0 )
249 {
250 wxLogTrace( m_logTrace, wxT( " index count %u not multiple of 3, truncating" ),
251 static_cast<unsigned int>( use_idx_count ) );
252 use_idx_count = ( use_idx_count / 3 ) * 3;
253 }
254
255 mesh_group.m_indices.resize( mesh_group.m_indices.size() + use_idx_count );
256
257 for( unsigned int idx_i = 0; idx_i < use_idx_count; ++idx_i )
258 {
259 if( mesh.m_FaceIdx[idx_i] >= mesh.m_VertexSize )
260 {
261 wxLogTrace( m_logTrace, wxT( " index %u out of range (%u)" ),
262 static_cast<unsigned int>( mesh.m_FaceIdx[idx_i] ),
263 static_cast<unsigned int>( mesh.m_VertexSize ) );
264
265 // FIXME: should skip this triangle
266 }
267
268 mesh_group.m_indices[idx_offset + idx_i] = mesh.m_FaceIdx[idx_i] + vtx_offset;
269 }
270 }
271
272 // generate geometry for the outer bounding box
274 MakeBbox( m_model_bbox, 0, &bbox_tmp_vertices[0], &bbox_tmp_indices[0],
275 { 0.0f, 1.0f, 0.0f, 1.0f } );
276
277 // create bounding box buffers
278 glGenBuffers( 1, &m_bbox_vertex_buffer );
279 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
280 glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * bbox_tmp_vertices.size(),
281 bbox_tmp_vertices.data(), GL_STATIC_DRAW );
282
283 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
284
285 if( bbox_tmp_vertices.size() <= std::numeric_limits<GLushort>::max() )
286 {
287 m_bbox_index_buffer_type = GL_UNSIGNED_SHORT;
288
289 auto u16buf = std::make_unique<GLushort[]>( bbox_tmp_indices.size() );
290
291 for( unsigned int i = 0; i < bbox_tmp_indices.size(); ++i )
292 u16buf[i] = static_cast<GLushort>( bbox_tmp_indices[i] );
293
294 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLushort ) * bbox_tmp_indices.size(),
295 u16buf.get(), GL_STATIC_DRAW );
296 }
297 else
298 {
299 m_bbox_index_buffer_type = GL_UNSIGNED_INT;
300 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLuint ) * bbox_tmp_indices.size(),
301 bbox_tmp_indices.data(), GL_STATIC_DRAW );
302 }
303
304 // merge the mesh group geometry data.
305 unsigned int total_vertex_count = 0;
306 unsigned int total_index_count = 0;
307
308 for( const MESH_GROUP& mg : mesh_groups )
309 {
310 total_vertex_count += mg.m_vertices.size();
311 total_index_count += mg.m_indices.size();
312 }
313
314 wxLogTrace( m_logTrace, wxT( " total %u vertices, %u indices" ),
315 total_vertex_count, total_index_count );
316
317 glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
318 glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * total_vertex_count,
319 nullptr, GL_STATIC_DRAW );
320
321 unsigned int idx_size = 0;
322
323 if( total_vertex_count <= std::numeric_limits<GLushort>::max() )
324 {
325 m_index_buffer_type = GL_UNSIGNED_SHORT;
326 idx_size = sizeof( GLushort );
327 }
328 else
329 {
330 m_index_buffer_type = GL_UNSIGNED_INT;
331 idx_size = sizeof( GLuint );
332 }
333
334 // temporary index buffer which will contain either GLushort or GLuint
335 // type indices. allocate with a bit of meadow at the end.
336 auto tmp_idx = std::make_unique<GLuint[]>( ( idx_size * total_index_count + 8 ) / sizeof( GLuint ) );
337
338 unsigned int prev_vtx_count = 0;
339 unsigned int idx_offset = 0;
340 unsigned int vtx_offset = 0;
341
342 for( unsigned int mg_i = 0; mg_i < mesh_groups.size (); ++mg_i )
343 {
344 MESH_GROUP& mg = mesh_groups[mg_i];
345 MATERIAL& mat = m_materials[mg_i];
346 uintptr_t tmp_idx_ptr = reinterpret_cast<uintptr_t>( tmp_idx.get() );
347
348 if( m_index_buffer_type == GL_UNSIGNED_SHORT )
349 {
350 GLushort* idx_out = reinterpret_cast<GLushort*>( tmp_idx_ptr + idx_offset );
351
352 for( GLuint idx : mg.m_indices )
353 *idx_out++ = static_cast<GLushort>( idx + prev_vtx_count );
354 }
355 else if( m_index_buffer_type == GL_UNSIGNED_INT )
356 {
357 GLuint* idx_out = reinterpret_cast<GLuint*>( tmp_idx_ptr + idx_offset );
358
359 for( GLuint idx : mg.m_indices )
360 *idx_out++ = static_cast<GLuint>( idx + prev_vtx_count );
361 }
362
363 glBufferSubData( GL_ARRAY_BUFFER, vtx_offset, mg.m_vertices.size() * sizeof( VERTEX ),
364 mg.m_vertices.data() );
365
366 mat.m_render_idx_buffer_offset = idx_offset;
367 mat.m_render_idx_count = mg.m_indices.size();
368
369 prev_vtx_count += mg.m_vertices.size();
370 idx_offset += mg.m_indices.size() * idx_size;
371 vtx_offset += mg.m_vertices.size() * sizeof( VERTEX );
372 }
373
374 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
375 glBufferData( GL_ELEMENT_ARRAY_BUFFER, idx_size * total_index_count, tmp_idx.get(),
376 GL_STATIC_DRAW );
377
378 glBindBuffer( GL_ARRAY_BUFFER, 0 );
379 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
380
381 auto end_time = std::chrono::high_resolution_clock::now();
382
383 wxLogTrace( m_logTrace, wxT( " loaded in %u ms\n" ),
384 (unsigned int)std::chrono::duration_cast<std::chrono::milliseconds> (
385 end_time - start_time).count() );
386}
387
388
389void MODEL_3D::BeginDrawMulti( bool aUseColorInformation )
390{
391 glEnableClientState( GL_VERTEX_ARRAY );
392 glEnableClientState( GL_NORMAL_ARRAY );
393
394 if( aUseColorInformation )
395 {
396 glEnableClientState( GL_COLOR_ARRAY );
397 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
398 glEnable( GL_COLOR_MATERIAL );
399 }
400
401 glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
402}
403
404
406{
407 glDisable( GL_COLOR_MATERIAL );
408 glDisableClientState( GL_VERTEX_ARRAY );
409 glDisableClientState( GL_NORMAL_ARRAY );
410 glDisableClientState( GL_COLOR_ARRAY );
411 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
412
413 glBindBuffer( GL_ARRAY_BUFFER, 0 );
414 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
415}
416
417
418void MODEL_3D::Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
419 const SFVEC3F& aSelectionColor,
420 const glm::mat4 *aModelWorldMatrix,
421 const SFVEC3F *aCameraWorldPos ) const
422{
423 if( aOpacity <= FLT_EPSILON )
424 return;
425
426 if( !glBindBuffer )
427 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw" );
428
429 glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
430 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
431
432 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
433 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
434
435 glNormalPointer( GL_BYTE, sizeof( VERTEX ),
436 reinterpret_cast<const void*>( offsetof( VERTEX, m_nrm ) ) );
437
438 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
439 reinterpret_cast<const void*>( m_materialMode == MATERIAL_MODE::CAD_MODE
440 ? offsetof( VERTEX, m_cad_color )
441 : offsetof( VERTEX, m_color ) ) );
442
443 glTexCoordPointer( 2, GL_FLOAT, sizeof( VERTEX ),
444 reinterpret_cast<const void*>( offsetof( VERTEX, m_tex_uv ) ) );
445
446 const SFVEC4F param = SFVEC4F( 1.0f, 1.0f, 1.0f, aOpacity );
447
448 glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (const float*)&param.x );
449
450 std::vector<const MODEL_3D::MATERIAL *> materialsToRender;
451
452 materialsToRender.reserve( m_materials.size() );
453
454 if( aModelWorldMatrix && aCameraWorldPos )
455 {
456 // Sort Material groups
457
458 std::vector<std::pair<const MODEL_3D::MATERIAL*, float>> materialsSorted;
459
460 // Calculate the distance to the camera for each material group
461 for( const MODEL_3D::MATERIAL& mat : m_materials )
462 {
463 if( mat.m_render_idx_count == 0 )
464 {
465 continue;
466 }
467
468 if( ( mat.IsTransparent() != aTransparent )
469 && ( aOpacity >= 1.0f )
471 {
472 continue;
473 }
474
475 const BBOX_3D& bBox = mat.m_bbox;
476 const SFVEC3F& bBoxCenter = bBox.GetCenter();
477 const SFVEC3F bBoxWorld = *aModelWorldMatrix * glm::vec4( bBoxCenter, 1.0f );
478
479 const float distanceToCamera = glm::length( *aCameraWorldPos - bBoxWorld );
480
481 materialsSorted.emplace_back( &mat, distanceToCamera );
482 }
483
484 // Sort from back to front
485 std::sort( materialsSorted.begin(), materialsSorted.end(),
486 [&]( std::pair<const MODEL_3D::MATERIAL*, float>& a,
487 std::pair<const MODEL_3D::MATERIAL*, float>& b ) {
488 // If A is inside B, then A is rendered first
489 if( b.first->m_bbox.Inside( a.first->m_bbox ) )
490 {
491 return true;
492 }
493 else
494 {
495 if( a.first->m_bbox.Inside( b.first->m_bbox ) )
496 {
497 return false;
498 }
499 }
500
501 return a.second > b.second;
502 } );
503
504 for( const std::pair<const MODEL_3D::MATERIAL*, float>& mat : materialsSorted )
505 {
506 materialsToRender.push_back( mat.first );
507 }
508 }
509 else
510 {
511 for( const MODEL_3D::MATERIAL& mat : m_materials )
512 {
513 // There is at least one default material created in case a mesh has no declared materials.
514 // Most meshes have a material, so usually the first material will have nothing to render and is skip.
515 // See S3D::GetModel for more details.
516 if( mat.m_render_idx_count == 0 )
517 {
518 continue;
519 }
520
521 if( ( mat.IsTransparent() != aTransparent )
522 && ( aOpacity >= 1.0f )
523 && m_materialMode != MATERIAL_MODE::DIFFUSE_ONLY )
524 {
525 continue;
526 }
527
528 materialsToRender.push_back( &mat );
529 }
530 }
531
532 for( const MODEL_3D::MATERIAL* mat : materialsToRender )
533 {
534 switch( m_materialMode )
535 {
537 OglSetMaterial( *mat, aOpacity, aUseSelectedMaterial, aSelectionColor );
538 break;
539
541 OglSetDiffuseMaterial( mat->m_Diffuse, aOpacity, aUseSelectedMaterial, aSelectionColor );
542 break;
543
545 OglSetDiffuseMaterial( MaterialDiffuseToColorCAD( mat->m_Diffuse ), aOpacity,
546 aUseSelectedMaterial, aSelectionColor );
547 break;
548
549 default:
550 break;
551 }
552
553 glDrawElements( GL_TRIANGLES, mat->m_render_idx_count, m_index_buffer_type,
554 reinterpret_cast<const void*>(
555 static_cast<uintptr_t>( mat->m_render_idx_buffer_offset ) ) );
556 }
557}
558
559
561{
562 if( glDeleteBuffers )
563 {
564 glDeleteBuffers( 1, &m_vertex_buffer );
565 glDeleteBuffers( 1, &m_index_buffer );
566 glDeleteBuffers( 1, &m_bbox_vertex_buffer );
567 glDeleteBuffers( 1, &m_bbox_index_buffer );
568 }
569}
570
571
573{
574 if( !glBindBuffer )
575 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bbox" );
576
577 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
578 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
579
580 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
581 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
582
583 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
584 reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
585
586 glDrawElements( GL_LINES, bbox_idx_count, m_bbox_index_buffer_type,
587 reinterpret_cast<const void*>( 0 ) );
588}
589
590
592{
593 if( !glBindBuffer )
594 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bboxes" );
595
596 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
597 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
598
599 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
600 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
601
602 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
603 reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
604
605 unsigned int idx_size = m_bbox_index_buffer_type == GL_UNSIGNED_SHORT ? sizeof( GLushort )
606 : sizeof( GLuint );
607
608 glDrawElements( GL_LINES, bbox_idx_count * m_meshes_bbox.size(), m_bbox_index_buffer_type,
609 reinterpret_cast<const void*>(
610 static_cast<uintptr_t>( bbox_idx_count * idx_size ) ) );
611}
612
MATERIAL_MODE
Render 3d model shape materials mode.
Definition: 3d_enums.h:71
@ NORMAL
Use all material properties from model file.
@ CAD_MODE
Use a gray shading based on diffuse material.
@ DIFFUSE_ONLY
Use only diffuse material properties.
SFVEC3F MaterialDiffuseToColorCAD(const SFVEC3F &aDiffuseColor)
Definition: 3d_math.h:147
#define bbox_line(vtx_a, vtx_b)
GLuint m_vertex_buffer
Definition: 3d_model.h:138
void DrawBbox() const
Draw main bounding box of the model.
Definition: 3d_model.cpp:572
bool m_have_opaque_meshes
Definition: 3d_model.h:160
static void EndDrawMulti()
Cleanup render states after drawing multiple models.
Definition: 3d_model.cpp:405
GLenum m_index_buffer_type
Definition: 3d_model.h:140
MODEL_3D(const S3DMODEL &a3DModel, MATERIAL_MODE aMaterialMode)
Load a 3D model.
Definition: 3d_model.cpp:91
std::vector< MATERIAL > m_materials
Definition: 3d_model.h:155
static void MakeBbox(const BBOX_3D &aBox, unsigned int aIdxOffset, VERTEX *aVtxOut, GLuint *aIdxOut, const glm::vec4 &aColor)
Definition: 3d_model.cpp:52
GLuint m_index_buffer
Definition: 3d_model.h:139
void Draw(bool aTransparent, float aOpacity, bool aUseSelectedMaterial, const SFVEC3F &aSelectionColor, const glm::mat4 *aModelWorldMatrix, const SFVEC3F *aCameraWorldPos) const
Render the model into the current context.
Definition: 3d_model.cpp:418
static void BeginDrawMulti(bool aUseColorInformation)
Set some basic render states before drawing multiple models.
Definition: 3d_model.cpp:389
GLuint m_bbox_index_buffer
Definition: 3d_model.h:169
static constexpr unsigned int bbox_idx_count
Definition: 3d_model.h:166
MATERIAL_MODE m_materialMode
Definition: 3d_model.h:121
void DrawBboxes() const
Draw individual bounding boxes of each mesh.
Definition: 3d_model.cpp:591
static const wxChar * m_logTrace
Definition: 3d_model.h:116
bool m_have_transparent_meshes
Definition: 3d_model.h:161
std::vector< BBOX_3D > m_meshes_bbox
individual bbox for each mesh
Definition: 3d_model.h:124
GLenum m_bbox_index_buffer_type
Definition: 3d_model.h:170
static constexpr unsigned int bbox_vtx_count
Definition: 3d_model.h:165
BBOX_3D m_model_bbox
global bounding box for this model
Definition: 3d_model.h:123
GLuint m_bbox_vertex_buffer
Definition: 3d_model.h:168
void OglSetDiffuseMaterial(const SFVEC3F &aMaterialDiffuse, float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor)
Sets only the diffuse color and keep other parameters with default values.
Definition: ogl_utils.cpp:143
void OglSetMaterial(const SMATERIAL &aMaterial, float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor)
Set OpenGL materials.
Definition: ogl_utils.cpp:119
Manage a bounding box defined by two SFVEC3F min max points.
Definition: bbox_3d.h:42
void Union(const SFVEC3F &aPoint)
Recalculate the bounding box adding a point.
Definition: bbox_3d.cpp:102
SFVEC3F GetCenter() const
Return the center point of the bounding box.
Definition: bbox_3d.cpp:132
const SFVEC3F & Min() const
Return the minimum vertex pointer.
Definition: bbox_3d.h:191
const SFVEC3F & Max() const
Return the maximum vertex pointer.
Definition: bbox_3d.h:198
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition: bbox_3d.cpp:88
bool IsTransparent() const
Definition: 3d_model.h:152
unsigned int m_render_idx_count
Definition: 3d_model.h:147
BBOX_3D m_bbox
bounding box for this material group, used for transparent material ordering
Definition: 3d_model.h:149
unsigned int m_render_idx_buffer_offset
Definition: 3d_model.h:146
glm::vec3 m_pos
Definition: 3d_model.h:129
glm::vec2 m_tex_uv
Definition: 3d_model.h:133
glm::u8vec4 m_cad_color
Definition: 3d_model.h:132
glm::u8vec4 m_color
Definition: 3d_model.h:131
glm::u8vec4 m_nrm
Definition: 3d_model.h:130
Store the a model based on meshes and materials.
Definition: c3dmodel.h:91
SMATERIAL * m_Materials
The materials list of this model.
Definition: c3dmodel.h:96
unsigned int m_MeshesSize
Number of meshes in the array.
Definition: c3dmodel.h:92
SMESH * m_Meshes
The meshes list of this model.
Definition: c3dmodel.h:93
unsigned int m_MaterialsSize
Number of materials in the material array.
Definition: c3dmodel.h:95
float m_Transparency
1.0 is completely transparent, 0.0 completely opaque
Definition: c3dmodel.h:44
SFVEC3F m_Diffuse
Default diffuse color if m_Color is NULL.
Definition: c3dmodel.h:40
Per-vertex normal/color/texcoors structure.
Definition: c3dmodel.h:77
unsigned int * m_FaceIdx
Triangle Face Indexes.
Definition: c3dmodel.h:84
SFVEC3F * m_Normals
Vertex normals array.
Definition: c3dmodel.h:80
unsigned int m_MaterialIdx
Material Index to be used in this mesh (must be < m_MaterialsSize )
Definition: c3dmodel.h:85
unsigned int m_VertexSize
Number of vertex in the arrays.
Definition: c3dmodel.h:78
SFVEC2F * m_Texcoords
Vertex texture coordinates array, can be NULL.
Definition: c3dmodel.h:81
unsigned int m_FaceIdxSize
Number of elements of the m_FaceIdx array.
Definition: c3dmodel.h:83
SFVEC3F * m_Color
Vertex color array, can be NULL.
Definition: c3dmodel.h:82
SFVEC3F * m_Positions
Vertex position array.
Definition: c3dmodel.h:79
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44
glm::vec4 SFVEC4F
Definition: xv3d_types.h:46