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 <stdexcept>
31#include <gal/opengl/kiglew.h> // Must be included first
32
33#include "3d_model.h"
34#include "opengl_utils.h"
35#include "../common_ogl/ogl_utils.h"
36#include "../3d_math.h"
37#include <wx/debug.h>
38#include <wx/log.h>
39#include <chrono>
40#include <memory>
41
42
43/*
44 * Flag to enable connectivity profiling.
45 *
46 * @ingroup trace_env_vars
47 */
48const wxChar* MODEL_3D::m_logTrace = wxT( "KI_TRACE_EDA_OGL_3DMODEL" );
49
50
51void MODEL_3D::MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
52 GLuint* aIdxOut, const glm::vec4& aColor )
53{
54 aVtxOut[0].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Min().z };
55 aVtxOut[1].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Min().z };
56 aVtxOut[2].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Min().z };
57 aVtxOut[3].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Min().z };
58
59 aVtxOut[4].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Max().z };
60 aVtxOut[5].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Max().z };
61 aVtxOut[6].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Max().z };
62 aVtxOut[7].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Max().z };
63
64 for( unsigned int i = 0; i < 8; ++i )
65 aVtxOut[i].m_color = aVtxOut[i].m_cad_color = glm::clamp( aColor * 255.0f, 0.0f, 255.0f );
66
67 #define bbox_line( vtx_a, vtx_b )\
68 do { *aIdxOut++ = vtx_a + aIdxOffset; \
69 *aIdxOut++ = vtx_b + aIdxOffset; } while( 0 )
70
71 bbox_line( 0, 1 );
72 bbox_line( 1, 2 );
73 bbox_line( 2, 3 );
74 bbox_line( 3, 0 );
75
76 bbox_line( 4, 5 );
77 bbox_line( 5, 6 );
78 bbox_line( 6, 7 );
79 bbox_line( 7, 4 );
80
81 bbox_line( 0, 4 );
82 bbox_line( 1, 5 );
83 bbox_line( 2, 6 );
84 bbox_line( 3, 7 );
85
86 #undef bbox_line
87}
88
89
90MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
91{
92 wxLogTrace( m_logTrace, wxT( "MODEL_3D::MODEL_3D %u meshes %u materials" ),
93 static_cast<unsigned int>( a3DModel.m_MeshesSize ),
94 static_cast<unsigned int>( a3DModel.m_MaterialsSize ) );
95
96 auto start_time = std::chrono::high_resolution_clock::now();
97 GLuint buffers[8];
98
106 glGenBuffers( 6, buffers );
107 m_bbox_vertex_buffer = buffers[2];
108 m_bbox_index_buffer = buffers[3];
109 m_vertex_buffer = buffers[4];
110 m_index_buffer = buffers[5];
111
112 // Validate a3DModel pointers
113 wxASSERT( a3DModel.m_Materials != nullptr );
114 wxASSERT( a3DModel.m_Meshes != nullptr );
115 wxASSERT( a3DModel.m_MaterialsSize > 0 );
116 wxASSERT( a3DModel.m_MeshesSize > 0 );
117
118 m_materialMode = aMaterialMode;
119
120 if( a3DModel.m_Materials == nullptr || a3DModel.m_Meshes == nullptr
121 || a3DModel.m_MaterialsSize == 0 || a3DModel.m_MeshesSize == 0 )
122 return;
123
124 // create empty bbox for each mesh. it will be updated when the vertices are copied.
125 m_meshes_bbox.resize( a3DModel.m_MeshesSize );
126
127 // copy materials for later use during rendering.
128 m_materials.reserve( a3DModel.m_MaterialsSize );
129
130 for( unsigned int i = 0; i < a3DModel.m_MaterialsSize; ++i )
131 m_materials.emplace_back( a3DModel.m_Materials[i] );
132
133 // build temporary vertex and index buffers for bounding boxes.
134 // the first box is the outer box.
135 std::vector<VERTEX> bbox_tmp_vertices( ( m_meshes_bbox.size() + 1 ) * bbox_vtx_count );
136 std::vector<GLuint> bbox_tmp_indices( ( m_meshes_bbox.size() + 1 ) * bbox_idx_count );
137
138 // group all meshes by material.
139 // for each material create a combined vertex and index buffer.
140 // some models might have many sub-meshes. so iterate over the
141 // input meshes only once.
142 struct MESH_GROUP
143 {
144 std::vector<VERTEX> m_vertices;
145 std::vector<GLuint> m_indices;
146 };
147
148 std::vector<MESH_GROUP> mesh_groups( m_materials.size() );
149
150 for( unsigned int mesh_i = 0; mesh_i < a3DModel.m_MeshesSize; ++mesh_i )
151 {
152 const SMESH& mesh = a3DModel.m_Meshes[mesh_i];
153
154 // silently ignore meshes that have invalid material references or invalid geometry.
155 if( mesh.m_MaterialIdx >= m_materials.size()
156 || mesh.m_Positions == nullptr
157 || mesh.m_FaceIdx == nullptr
158 || mesh.m_Normals == nullptr
159 || mesh.m_FaceIdxSize == 0
160 || mesh.m_VertexSize == 0 )
161 {
162 continue;
163 }
164
165 MESH_GROUP& mesh_group = mesh_groups[mesh.m_MaterialIdx];
166 MATERIAL& material = m_materials[mesh.m_MaterialIdx];
167
170 else
172
173 const unsigned int vtx_offset = mesh_group.m_vertices.size();
174 mesh_group.m_vertices.resize( mesh_group.m_vertices.size() + mesh.m_VertexSize );
175
176 // copy vertex data and update the bounding box.
177 // use material color for mesh bounding box or some sort of average vertex color.
178 glm::vec3 avg_color = material.m_Diffuse;
179
180 for( unsigned int vtx_i = 0; vtx_i < mesh.m_VertexSize; ++vtx_i )
181 {
182 m_meshes_bbox[mesh_i].Union( mesh.m_Positions[vtx_i] );
183
184 VERTEX& vtx_out = mesh_group.m_vertices[vtx_offset + vtx_i];
185
186 vtx_out.m_pos = mesh.m_Positions[vtx_i];
187 vtx_out.m_nrm = glm::clamp( glm::vec4( mesh.m_Normals[vtx_i], 1.0f ) * 127.0f,
188 -127.0f, 127.0f );
189
190 vtx_out.m_tex_uv = mesh.m_Texcoords != nullptr ? mesh.m_Texcoords[vtx_i]
191 : glm::vec2 (0);
192
193 if( mesh.m_Color != nullptr )
194 {
195 avg_color = ( avg_color + mesh.m_Color[vtx_i] ) * 0.5f;
196
197 vtx_out.m_color =
198 glm::clamp( glm::vec4( mesh.m_Color[vtx_i],
199 1 - material.m_Transparency ) * 255.0f,
200 0.0f, 255.0f );
201
202 vtx_out.m_cad_color =
203 glm::clamp( glm::vec4( MaterialDiffuseToColorCAD( mesh.m_Color[vtx_i] ),
204 1 ) * 255.0f, 0.0f, 255.0f );
205 }
206 else
207 {
208 // the mesh will be rendered with other meshes that might have
209 // vertex colors. thus, we can't enable/disable vertex colors
210 // for individual meshes during rendering.
211
212 // if there are no vertex colors, use material color instead.
213 vtx_out.m_color =
214 glm::clamp( glm::vec4( material.m_Diffuse,
215 1 - material.m_Transparency ) * 255.0f,
216 0.0f, 255.0f );
217
218 vtx_out.m_cad_color =
219 glm::clamp( glm::vec4 ( MaterialDiffuseToColorCAD( material.m_Diffuse ),
220 1 ) * 255.0f,
221 0.0f, 255.0f );
222 }
223 }
224
225 if( m_meshes_bbox[mesh_i].IsInitialized() )
226 {
227 // generate geometry for the bounding box
228 MakeBbox( m_meshes_bbox[mesh_i], ( mesh_i + 1 ) * bbox_vtx_count,
229 &bbox_tmp_vertices[( mesh_i + 1 ) * bbox_vtx_count],
230 &bbox_tmp_indices[( mesh_i + 1 ) * bbox_idx_count],
231 { avg_color, 1.0f } );
232
233 // bump the outer bounding box
235 }
236
237
238 // append indices of this mesh to the mesh group.
239 const unsigned int idx_offset = mesh_group.m_indices.size();
240 unsigned int use_idx_count = mesh.m_FaceIdxSize;
241
242 if( use_idx_count % 3 != 0 )
243 {
244 wxLogTrace( m_logTrace, wxT( " index count %u not multiple of 3, truncating" ),
245 static_cast<unsigned int>( use_idx_count ) );
246 use_idx_count = ( use_idx_count / 3 ) * 3;
247 }
248
249 mesh_group.m_indices.resize( mesh_group.m_indices.size() + use_idx_count );
250
251 for( unsigned int idx_i = 0; idx_i < use_idx_count; ++idx_i )
252 {
253 if( mesh.m_FaceIdx[idx_i] >= mesh.m_VertexSize )
254 {
255 wxLogTrace( m_logTrace, wxT( " index %u out of range (%u)" ),
256 static_cast<unsigned int>( mesh.m_FaceIdx[idx_i] ),
257 static_cast<unsigned int>( mesh.m_VertexSize ) );
258
259 // FIXME: should skip this triangle
260 }
261
262 mesh_group.m_indices[idx_offset + idx_i] = mesh.m_FaceIdx[idx_i] + vtx_offset;
263 }
264 }
265
266 // generate geometry for the outer bounding box
268 MakeBbox( m_model_bbox, 0, &bbox_tmp_vertices[0], &bbox_tmp_indices[0],
269 { 0.0f, 1.0f, 0.0f, 1.0f } );
270
271 // create bounding box buffers
272 glGenBuffers( 1, &m_bbox_vertex_buffer );
273 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
274 glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * bbox_tmp_vertices.size(),
275 bbox_tmp_vertices.data(), GL_STATIC_DRAW );
276
277 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
278
279 if( bbox_tmp_vertices.size() <= std::numeric_limits<GLushort>::max() )
280 {
281 m_bbox_index_buffer_type = GL_UNSIGNED_SHORT;
282
283 auto u16buf = std::make_unique<GLushort[]>( bbox_tmp_indices.size() );
284
285 for( unsigned int i = 0; i < bbox_tmp_indices.size(); ++i )
286 u16buf[i] = static_cast<GLushort>( bbox_tmp_indices[i] );
287
288 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLushort ) * bbox_tmp_indices.size(),
289 u16buf.get(), GL_STATIC_DRAW );
290 }
291 else
292 {
293 m_bbox_index_buffer_type = GL_UNSIGNED_INT;
294 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLuint ) * bbox_tmp_indices.size(),
295 bbox_tmp_indices.data(), GL_STATIC_DRAW );
296 }
297
298 // merge the mesh group geometry data.
299 unsigned int total_vertex_count = 0;
300 unsigned int total_index_count = 0;
301
302 for( const MESH_GROUP& mg : mesh_groups )
303 {
304 total_vertex_count += mg.m_vertices.size();
305 total_index_count += mg.m_indices.size();
306 }
307
308 wxLogTrace( m_logTrace, wxT( " total %u vertices, %u indices" ),
309 total_vertex_count, total_index_count );
310
311 glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
312 glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * total_vertex_count,
313 nullptr, GL_STATIC_DRAW );
314
315 unsigned int idx_size = 0;
316
317 if( total_vertex_count <= std::numeric_limits<GLushort>::max() )
318 {
319 m_index_buffer_type = GL_UNSIGNED_SHORT;
320 idx_size = sizeof( GLushort );
321 }
322 else
323 {
324 m_index_buffer_type = GL_UNSIGNED_INT;
325 idx_size = sizeof( GLuint );
326 }
327
328 // temporary index buffer which will contain either GLushort or GLuint
329 // type indices. allocate with a bit of meadow at the end.
330 auto tmp_idx = std::make_unique<GLuint[]>( ( idx_size * total_index_count + 8 ) / sizeof( GLuint ) );
331
332 unsigned int prev_vtx_count = 0;
333 unsigned int idx_offset = 0;
334 unsigned int vtx_offset = 0;
335
336 for( unsigned int mg_i = 0; mg_i < mesh_groups.size (); ++mg_i )
337 {
338 MESH_GROUP& mg = mesh_groups[mg_i];
339 MATERIAL& mat = m_materials[mg_i];
340 uintptr_t tmp_idx_ptr = reinterpret_cast<uintptr_t>( tmp_idx.get() );
341
342 if( m_index_buffer_type == GL_UNSIGNED_SHORT )
343 {
344 GLushort* idx_out = reinterpret_cast<GLushort*>( tmp_idx_ptr + idx_offset );
345
346 for( GLuint idx : mg.m_indices )
347 *idx_out++ = static_cast<GLushort>( idx + prev_vtx_count );
348 }
349 else if( m_index_buffer_type == GL_UNSIGNED_INT )
350 {
351 GLuint* idx_out = reinterpret_cast<GLuint*>( tmp_idx_ptr + idx_offset );
352
353 for( GLuint idx : mg.m_indices )
354 *idx_out++ = static_cast<GLuint>( idx + prev_vtx_count );
355 }
356
357 glBufferSubData( GL_ARRAY_BUFFER, vtx_offset, mg.m_vertices.size() * sizeof( VERTEX ),
358 mg.m_vertices.data() );
359
360 mat.m_render_idx_buffer_offset = idx_offset;
361 mat.m_render_idx_count = mg.m_indices.size();
362
363 prev_vtx_count += mg.m_vertices.size();
364 idx_offset += mg.m_indices.size() * idx_size;
365 vtx_offset += mg.m_vertices.size() * sizeof( VERTEX );
366 }
367
368 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
369 glBufferData( GL_ELEMENT_ARRAY_BUFFER, idx_size * total_index_count, tmp_idx.get(),
370 GL_STATIC_DRAW );
371
372 glBindBuffer( GL_ARRAY_BUFFER, 0 );
373 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
374
375 auto end_time = std::chrono::high_resolution_clock::now();
376
377 wxLogTrace( m_logTrace, wxT( " loaded in %u ms\n" ),
378 (unsigned int)std::chrono::duration_cast<std::chrono::milliseconds> (
379 end_time - start_time).count() );
380}
381
382
383void MODEL_3D::BeginDrawMulti( bool aUseColorInformation )
384{
385 glEnableClientState( GL_VERTEX_ARRAY );
386 glEnableClientState( GL_NORMAL_ARRAY );
387
388 if( aUseColorInformation )
389 {
390 glEnableClientState( GL_COLOR_ARRAY );
391 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
392 glEnable( GL_COLOR_MATERIAL );
393 }
394
395 glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
396}
397
398
400{
401 glDisable( GL_COLOR_MATERIAL );
402 glDisableClientState( GL_VERTEX_ARRAY );
403 glDisableClientState( GL_NORMAL_ARRAY );
404 glDisableClientState( GL_COLOR_ARRAY );
405 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
406
407 glBindBuffer( GL_ARRAY_BUFFER, 0 );
408 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
409}
410
411
412void MODEL_3D::Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
413 SFVEC3F& aSelectionColor ) const
414{
415 if( aOpacity <= FLT_EPSILON )
416 return;
417
418 if( !glBindBuffer )
419 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw" );
420
421 glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
422 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
423
424 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
425 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
426
427 glNormalPointer( GL_BYTE, sizeof( VERTEX ),
428 reinterpret_cast<const void*>( offsetof( VERTEX, m_nrm ) ) );
429
430 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
431 reinterpret_cast<const void*>( m_materialMode == MATERIAL_MODE::CAD_MODE
432 ? offsetof( VERTEX, m_cad_color )
433 : offsetof( VERTEX, m_color ) ) );
434
435 glTexCoordPointer( 2, GL_FLOAT, sizeof( VERTEX ),
436 reinterpret_cast<const void*>( offsetof( VERTEX, m_tex_uv ) ) );
437
438 const SFVEC4F param = SFVEC4F( 1.0f, 1.0f, 1.0f, aOpacity );
439
440 glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (const float*)&param.x );
441
442 // BeginDrawMulti();
443 for( const MODEL_3D::MATERIAL& mat : m_materials )
444 {
445 if( ( mat.IsTransparent() != aTransparent )
446 && ( aOpacity >= 1.0f )
448 {
449 continue;
450 }
451
452 switch( m_materialMode )
453 {
455 OglSetMaterial( mat, aOpacity, aUseSelectedMaterial, aSelectionColor );
456 break;
457
459 OglSetDiffuseMaterial( mat.m_Diffuse, aOpacity, aUseSelectedMaterial, aSelectionColor );
460 break;
461
463 OglSetDiffuseMaterial( MaterialDiffuseToColorCAD( mat.m_Diffuse ), aOpacity,
464 aUseSelectedMaterial, aSelectionColor );
465 break;
466
467 default:
468 break;
469 }
470
471 glDrawElements( GL_TRIANGLES, mat.m_render_idx_count, m_index_buffer_type,
472 reinterpret_cast<const void*>(
473 static_cast<uintptr_t>( mat.m_render_idx_buffer_offset ) ) );
474 }
475}
476
477
479{
480 if( glDeleteBuffers )
481 {
482 glDeleteBuffers( 1, &m_vertex_buffer );
483 glDeleteBuffers( 1, &m_index_buffer );
484 glDeleteBuffers( 1, &m_bbox_vertex_buffer );
485 glDeleteBuffers( 1, &m_bbox_index_buffer );
486 }
487}
488
489
491{
492 if( !glBindBuffer )
493 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bbox" );
494
495 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
496 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
497
498 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
499 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
500
501 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
502 reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
503
504 glDrawElements( GL_LINES, bbox_idx_count, m_bbox_index_buffer_type,
505 reinterpret_cast<const void*>( 0 ) );
506}
507
508
510{
511 if( !glBindBuffer )
512 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bboxes" );
513
514 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
515 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
516
517 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
518 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
519
520 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
521 reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
522
523 unsigned int idx_size = m_bbox_index_buffer_type == GL_UNSIGNED_SHORT ? sizeof( GLushort )
524 : sizeof( GLuint );
525
526 glDrawElements( GL_LINES, bbox_idx_count * m_meshes_bbox.size(), m_bbox_index_buffer_type,
527 reinterpret_cast<const void*>(
528 static_cast<uintptr_t>( bbox_idx_count * idx_size ) ) );
529}
530
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:128
void DrawBbox() const
Draw main bounding box of the model.
Definition: 3d_model.cpp:490
bool m_have_opaque_meshes
Definition: 3d_model.h:148
static void EndDrawMulti()
Cleanup render states after drawing multiple models.
Definition: 3d_model.cpp:399
GLenum m_index_buffer_type
Definition: 3d_model.h:130
MODEL_3D(const S3DMODEL &a3DModel, MATERIAL_MODE aMaterialMode)
Load a 3D model.
Definition: 3d_model.cpp:90
std::vector< MATERIAL > m_materials
Definition: 3d_model.h:143
static void MakeBbox(const BBOX_3D &aBox, unsigned int aIdxOffset, VERTEX *aVtxOut, GLuint *aIdxOut, const glm::vec4 &aColor)
Definition: 3d_model.cpp:51
GLuint m_index_buffer
Definition: 3d_model.h:129
static void BeginDrawMulti(bool aUseColorInformation)
Set some basic render states before drawing multiple models.
Definition: 3d_model.cpp:383
GLuint m_bbox_index_buffer
Definition: 3d_model.h:157
static constexpr unsigned int bbox_idx_count
Definition: 3d_model.h:154
MATERIAL_MODE m_materialMode
Definition: 3d_model.h:111
void DrawBboxes() const
Draw individual bounding boxes of each mesh.
Definition: 3d_model.cpp:509
static const wxChar * m_logTrace
Definition: 3d_model.h:106
bool m_have_transparent_meshes
Definition: 3d_model.h:149
std::vector< BBOX_3D > m_meshes_bbox
individual bbox for each mesh
Definition: 3d_model.h:114
void Draw(bool aTransparent, float aOpacity, bool aUseSelectedMaterial, SFVEC3F &aSelectionColor) const
Definition: 3d_model.cpp:412
GLenum m_bbox_index_buffer_type
Definition: 3d_model.h:158
static constexpr unsigned int bbox_vtx_count
Definition: 3d_model.h:153
BBOX_3D m_model_bbox
global bounding box for this model
Definition: 3d_model.h:113
GLuint m_bbox_vertex_buffer
Definition: 3d_model.h:156
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
const SFVEC3F & Min() const
Return the minimum vertex pointer.
Definition: bbox_3d.h:183
const SFVEC3F & Max() const
Return the maximum vertex pointer.
Definition: bbox_3d.h:190
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition: bbox_3d.cpp:88
bool IsTransparent() const
Definition: 3d_model.h:140
unsigned int m_render_idx_count
Definition: 3d_model.h:137
unsigned int m_render_idx_buffer_offset
Definition: 3d_model.h:136
glm::vec3 m_pos
Definition: 3d_model.h:119
glm::vec2 m_tex_uv
Definition: 3d_model.h:123
glm::u8vec4 m_cad_color
Definition: 3d_model.h:122
glm::u8vec4 m_color
Definition: 3d_model.h:121
glm::u8vec4 m_nrm
Definition: 3d_model.h:120
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