KiCad PCB EDA Suite
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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 The 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, see <https://www.gnu.org/licenses/>.
20 */
21
25#include <algorithm>
26#include <stdexcept>
27#include <kicad_gl/kiglad.h> // Must be included first
28
29#include "3d_model.h"
30#include "../common_ogl/ogl_utils.h"
31#include "../3d_math.h"
32#include <utility>
33#include <wx/debug.h>
34#include <wx/log.h>
35#include <chrono>
36#include <memory>
37
38
39/*
40 * Flag to enable connectivity profiling.
41 *
42 * @ingroup trace_env_vars
43 */
44const wxChar* MODEL_3D::m_logTrace = wxT( "KI_TRACE_EDA_OGL_3DMODEL" );
45
46
47void MODEL_3D::MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
48 GLuint* aIdxOut, const glm::vec4& aColor )
49{
50 aVtxOut[0].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Min().z };
51 aVtxOut[1].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Min().z };
52 aVtxOut[2].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Min().z };
53 aVtxOut[3].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Min().z };
54
55 aVtxOut[4].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Max().z };
56 aVtxOut[5].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Max().z };
57 aVtxOut[6].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Max().z };
58 aVtxOut[7].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Max().z };
59
60 for( unsigned int i = 0; i < 8; ++i )
61 aVtxOut[i].m_color = aVtxOut[i].m_cad_color = glm::clamp( aColor * 255.0f, 0.0f, 255.0f );
62
63 #define bbox_line( vtx_a, vtx_b )\
64 do { *aIdxOut++ = vtx_a + aIdxOffset; \
65 *aIdxOut++ = vtx_b + aIdxOffset; } while( 0 )
66
67 bbox_line( 0, 1 );
68 bbox_line( 1, 2 );
69 bbox_line( 2, 3 );
70 bbox_line( 3, 0 );
71
72 bbox_line( 4, 5 );
73 bbox_line( 5, 6 );
74 bbox_line( 6, 7 );
75 bbox_line( 7, 4 );
76
77 bbox_line( 0, 4 );
78 bbox_line( 1, 5 );
79 bbox_line( 2, 6 );
80 bbox_line( 3, 7 );
81
82 #undef bbox_line
83}
84
85
86MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
87{
88 wxLogTrace( m_logTrace, wxT( "MODEL_3D::MODEL_3D %u meshes %u materials" ),
89 static_cast<unsigned int>( a3DModel.m_MeshesSize ),
90 static_cast<unsigned int>( a3DModel.m_MaterialsSize ) );
91
92 auto start_time = std::chrono::high_resolution_clock::now();
93 GLuint buffers[8];
94
102 glGenBuffers( 6, buffers );
103 m_bbox_vertex_buffer = buffers[2];
104 m_bbox_index_buffer = buffers[3];
105 m_vertex_buffer = buffers[4];
106 m_index_buffer = buffers[5];
107
108 // Validate a3DModel pointers
109 wxASSERT( a3DModel.m_Materials != nullptr );
110 wxASSERT( a3DModel.m_Meshes != nullptr );
111 wxASSERT( a3DModel.m_MaterialsSize > 0 );
112 wxASSERT( a3DModel.m_MeshesSize > 0 );
113
114 m_materialMode = aMaterialMode;
115
116 if( a3DModel.m_Materials == nullptr || a3DModel.m_Meshes == nullptr
117 || a3DModel.m_MaterialsSize == 0 || a3DModel.m_MeshesSize == 0 )
118 return;
119
120 // create empty bbox for each mesh. it will be updated when the vertices are copied.
121 m_meshes_bbox.resize( a3DModel.m_MeshesSize );
122
123 // copy materials for later use during rendering.
124 m_materials.reserve( a3DModel.m_MaterialsSize );
125
126 for( unsigned int i = 0; i < a3DModel.m_MaterialsSize; ++i )
127 m_materials.emplace_back( a3DModel.m_Materials[i] );
128
129 // build temporary vertex and index buffers for bounding boxes.
130 // the first box is the outer box.
131 std::vector<VERTEX> bbox_tmp_vertices( ( m_meshes_bbox.size() + 1 ) * bbox_vtx_count );
132 std::vector<GLuint> bbox_tmp_indices( ( m_meshes_bbox.size() + 1 ) * bbox_idx_count );
133
134 // group all meshes by material.
135 // for each material create a combined vertex and index buffer.
136 // some models might have many sub-meshes. so iterate over the
137 // input meshes only once.
138 struct MESH_GROUP
139 {
140 std::vector<VERTEX> m_vertices;
141 std::vector<GLuint> m_indices;
142 };
143
144 std::vector<MESH_GROUP> mesh_groups( m_materials.size() );
145
146 for( unsigned int mesh_i = 0; mesh_i < a3DModel.m_MeshesSize; ++mesh_i )
147 {
148 const SMESH& mesh = a3DModel.m_Meshes[mesh_i];
149
150 // silently ignore meshes that have invalid material references or invalid geometry.
151 if( mesh.m_MaterialIdx >= m_materials.size()
152 || mesh.m_Positions == nullptr
153 || mesh.m_FaceIdx == nullptr
154 || mesh.m_Normals == nullptr
155 || mesh.m_FaceIdxSize == 0
156 || mesh.m_VertexSize == 0 )
157 {
158 continue;
159 }
160
161 MESH_GROUP& mesh_group = mesh_groups[mesh.m_MaterialIdx];
162 MATERIAL& material = m_materials[mesh.m_MaterialIdx];
163
166 else
168
169 const unsigned int vtx_offset = mesh_group.m_vertices.size();
170 mesh_group.m_vertices.resize( mesh_group.m_vertices.size() + mesh.m_VertexSize );
171
172 // copy vertex data and update the bounding box.
173 // use material color for mesh bounding box or some sort of average vertex color.
174 glm::vec3 avg_color = material.m_Diffuse;
175
176 BBOX_3D &mesh_bbox = m_meshes_bbox[mesh_i];
177
178 for( unsigned int vtx_i = 0; vtx_i < mesh.m_VertexSize; ++vtx_i )
179 {
180 mesh_bbox.Union( mesh.m_Positions[vtx_i] );
181
182 VERTEX& vtx_out = mesh_group.m_vertices[vtx_offset + vtx_i];
183
184 vtx_out.m_pos = mesh.m_Positions[vtx_i];
185 vtx_out.m_nrm = glm::clamp( glm::vec4( mesh.m_Normals[vtx_i], 1.0f ) * 127.0f,
186 -127.0f, 127.0f );
187
188 vtx_out.m_tex_uv = mesh.m_Texcoords != nullptr ? mesh.m_Texcoords[vtx_i]
189 : glm::vec2 (0);
190
191 if( mesh.m_Color != nullptr )
192 {
193 avg_color = ( avg_color + mesh.m_Color[vtx_i] ) * 0.5f;
194
195 vtx_out.m_color =
196 glm::clamp( glm::vec4( mesh.m_Color[vtx_i],
197 1 - material.m_Transparency ) * 255.0f,
198 0.0f, 255.0f );
199
200 vtx_out.m_cad_color =
201 glm::clamp( glm::vec4( MaterialDiffuseToColorCAD( mesh.m_Color[vtx_i] ),
202 1 ) * 255.0f, 0.0f, 255.0f );
203 }
204 else
205 {
206 // the mesh will be rendered with other meshes that might have
207 // vertex colors. thus, we can't enable/disable vertex colors
208 // for individual meshes during rendering.
209
210 // if there are no vertex colors, use material color instead.
211 vtx_out.m_color =
212 glm::clamp( glm::vec4( material.m_Diffuse,
213 1 - material.m_Transparency ) * 255.0f,
214 0.0f, 255.0f );
215
216 vtx_out.m_cad_color =
217 glm::clamp( glm::vec4 ( MaterialDiffuseToColorCAD( material.m_Diffuse ),
218 1 ) * 255.0f,
219 0.0f, 255.0f );
220 }
221 }
222
223 if( mesh_bbox.IsInitialized() )
224 {
225 // generate geometry for the bounding box
226 MakeBbox( mesh_bbox, ( mesh_i + 1 ) * bbox_vtx_count,
227 &bbox_tmp_vertices[( mesh_i + 1 ) * bbox_vtx_count],
228 &bbox_tmp_indices[( mesh_i + 1 ) * bbox_idx_count],
229 { avg_color, 1.0f } );
230
231 // bump the outer bounding box
232 m_model_bbox.Union( mesh_bbox );
233
234 // add to the material group
235 material.m_bbox.Union( mesh_bbox );
236 }
237
238
239 // append indices of this mesh to the mesh group.
240 const unsigned int idx_offset = mesh_group.m_indices.size();
241 unsigned int use_idx_count = mesh.m_FaceIdxSize;
242
243 if( use_idx_count % 3 != 0 )
244 {
245 wxLogTrace( m_logTrace, wxT( " index count %u not multiple of 3, truncating" ),
246 static_cast<unsigned int>( use_idx_count ) );
247 use_idx_count = ( use_idx_count / 3 ) * 3;
248 }
249
250 mesh_group.m_indices.resize( mesh_group.m_indices.size() + use_idx_count );
251
252 for( unsigned int idx_i = 0; idx_i < use_idx_count; ++idx_i )
253 {
254 if( mesh.m_FaceIdx[idx_i] >= mesh.m_VertexSize )
255 {
256 wxLogTrace( m_logTrace, wxT( " index %u out of range (%u)" ),
257 static_cast<unsigned int>( mesh.m_FaceIdx[idx_i] ),
258 static_cast<unsigned int>( mesh.m_VertexSize ) );
259
260 // FIXME: should skip this triangle
261 }
262
263 mesh_group.m_indices[idx_offset + idx_i] = mesh.m_FaceIdx[idx_i] + vtx_offset;
264 }
265 }
266
267 // generate geometry for the outer bounding box
268 if( m_model_bbox.IsInitialized() )
269 MakeBbox( m_model_bbox, 0, &bbox_tmp_vertices[0], &bbox_tmp_indices[0],
270 { 0.0f, 1.0f, 0.0f, 1.0f } );
271
272 // create bounding box buffers
273 glGenBuffers( 1, &m_bbox_vertex_buffer );
274 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
275 glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * bbox_tmp_vertices.size(),
276 bbox_tmp_vertices.data(), GL_STATIC_DRAW );
277
278 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
279
280 if( bbox_tmp_vertices.size() <= std::numeric_limits<GLushort>::max() )
281 {
282 m_bbox_index_buffer_type = GL_UNSIGNED_SHORT;
283
284 auto u16buf = std::make_unique<GLushort[]>( bbox_tmp_indices.size() );
285
286 for( unsigned int i = 0; i < bbox_tmp_indices.size(); ++i )
287 u16buf[i] = static_cast<GLushort>( bbox_tmp_indices[i] );
288
289 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLushort ) * bbox_tmp_indices.size(),
290 u16buf.get(), GL_STATIC_DRAW );
291 }
292 else
293 {
294 m_bbox_index_buffer_type = GL_UNSIGNED_INT;
295 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLuint ) * bbox_tmp_indices.size(),
296 bbox_tmp_indices.data(), GL_STATIC_DRAW );
297 }
298
299 // merge the mesh group geometry data.
300 unsigned int total_vertex_count = 0;
301 unsigned int total_index_count = 0;
302
303 for( const MESH_GROUP& mg : mesh_groups )
304 {
305 total_vertex_count += mg.m_vertices.size();
306 total_index_count += mg.m_indices.size();
307 }
308
309 wxLogTrace( m_logTrace, wxT( " total %u vertices, %u indices" ),
310 total_vertex_count, total_index_count );
311
312 glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
313 glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * total_vertex_count,
314 nullptr, GL_STATIC_DRAW );
315
316 unsigned int idx_size = 0;
317
318 if( total_vertex_count <= std::numeric_limits<GLushort>::max() )
319 {
320 m_index_buffer_type = GL_UNSIGNED_SHORT;
321 idx_size = sizeof( GLushort );
322 }
323 else
324 {
325 m_index_buffer_type = GL_UNSIGNED_INT;
326 idx_size = sizeof( GLuint );
327 }
328
329 // temporary index buffer which will contain either GLushort or GLuint
330 // type indices. allocate with a bit of meadow at the end.
331 auto tmp_idx =
332 std::make_unique<GLuint[]>( ( idx_size * total_index_count + 8 ) / sizeof( GLuint ) );
333
334 unsigned int prev_vtx_count = 0;
335 unsigned int idx_offset = 0;
336 unsigned int vtx_offset = 0;
337
338 for( unsigned int mg_i = 0; mg_i < mesh_groups.size (); ++mg_i )
339 {
340 MESH_GROUP& mg = mesh_groups[mg_i];
341 MATERIAL& mat = m_materials[mg_i];
342 uintptr_t tmp_idx_ptr = reinterpret_cast<uintptr_t>( tmp_idx.get() );
343
344 if( m_index_buffer_type == GL_UNSIGNED_SHORT )
345 {
346 GLushort* idx_out = reinterpret_cast<GLushort*>( tmp_idx_ptr + idx_offset );
347
348 for( GLuint idx : mg.m_indices )
349 *idx_out++ = static_cast<GLushort>( idx + prev_vtx_count );
350 }
351 else if( m_index_buffer_type == GL_UNSIGNED_INT )
352 {
353 GLuint* idx_out = reinterpret_cast<GLuint*>( tmp_idx_ptr + idx_offset );
354
355 for( GLuint idx : mg.m_indices )
356 *idx_out++ = static_cast<GLuint>( idx + prev_vtx_count );
357 }
358
359 glBufferSubData( GL_ARRAY_BUFFER, vtx_offset, mg.m_vertices.size() * sizeof( VERTEX ),
360 mg.m_vertices.data() );
361
362 mat.m_render_idx_buffer_offset = idx_offset;
363 mat.m_render_idx_count = mg.m_indices.size();
364
365 prev_vtx_count += mg.m_vertices.size();
366 idx_offset += mg.m_indices.size() * idx_size;
367 vtx_offset += mg.m_vertices.size() * sizeof( VERTEX );
368 }
369
370 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
371 glBufferData( GL_ELEMENT_ARRAY_BUFFER, idx_size * total_index_count, tmp_idx.get(),
372 GL_STATIC_DRAW );
373
374 glBindBuffer( GL_ARRAY_BUFFER, 0 );
375 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
376
377 auto end_time = std::chrono::high_resolution_clock::now();
378
379 wxLogTrace( m_logTrace, wxT( " loaded in %u ms\n" ),
380 (unsigned int)std::chrono::duration_cast<std::chrono::milliseconds> (
381 end_time - start_time).count() );
382}
383
384
385void MODEL_3D::BeginDrawMulti( bool aUseColorInformation )
386{
387 glEnableClientState( GL_VERTEX_ARRAY );
388 glEnableClientState( GL_NORMAL_ARRAY );
389
390 if( aUseColorInformation )
391 {
392 glEnableClientState( GL_COLOR_ARRAY );
393 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
394 glEnable( GL_COLOR_MATERIAL );
395 }
396
397 glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
398}
399
400
402{
403 glDisable( GL_COLOR_MATERIAL );
404 glDisableClientState( GL_VERTEX_ARRAY );
405 glDisableClientState( GL_NORMAL_ARRAY );
406 glDisableClientState( GL_COLOR_ARRAY );
407 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
408
409 glBindBuffer( GL_ARRAY_BUFFER, 0 );
410 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
411}
412
413
414void MODEL_3D::Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
415 const SFVEC3F& aSelectionColor,
416 const glm::mat4 *aModelWorldMatrix,
417 const SFVEC3F *aCameraWorldPos ) const
418{
419 if( aOpacity <= FLT_EPSILON )
420 return;
421
422 if( !glBindBuffer )
423 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw" );
424
425 glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
426 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
427
428 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
429 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
430
431 glNormalPointer( GL_BYTE, sizeof( VERTEX ),
432 reinterpret_cast<const void*>( offsetof( VERTEX, m_nrm ) ) );
433
434 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
435 reinterpret_cast<const void*>( m_materialMode == MATERIAL_MODE::CAD_MODE
436 ? offsetof( VERTEX, m_cad_color )
437 : offsetof( VERTEX, m_color ) ) );
438
439 glTexCoordPointer( 2, GL_FLOAT, sizeof( VERTEX ),
440 reinterpret_cast<const void*>( offsetof( VERTEX, m_tex_uv ) ) );
441
442 const SFVEC4F param = SFVEC4F( 1.0f, 1.0f, 1.0f, aOpacity );
443
444 glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (const float*)&param.x );
445
446 std::vector<const MODEL_3D::MATERIAL *> materialsToRender;
447
448 materialsToRender.reserve( m_materials.size() );
449
450 if( aModelWorldMatrix && aCameraWorldPos )
451 {
452 // Sort Material groups
453
454 std::vector<std::pair<const MODEL_3D::MATERIAL*, float>> materialsSorted;
455
456 // Calculate the distance to the camera for each material group
457 for( const MODEL_3D::MATERIAL& mat : m_materials )
458 {
459 if( mat.m_render_idx_count == 0 )
460 {
461 continue;
462 }
463
464 if( ( mat.IsTransparent() != aTransparent )
465 && ( aOpacity >= 1.0f )
467 {
468 continue;
469 }
470
471 const BBOX_3D& bBox = mat.m_bbox;
472 const SFVEC3F& bBoxCenter = bBox.GetCenter();
473 const SFVEC3F bBoxWorld = *aModelWorldMatrix * glm::vec4( bBoxCenter, 1.0f );
474
475 const float distanceToCamera = glm::length( *aCameraWorldPos - bBoxWorld );
476
477 materialsSorted.emplace_back( &mat, distanceToCamera );
478 }
479
480 // Sort from back to front
481 std::sort( materialsSorted.begin(), materialsSorted.end(),
482 [&]( std::pair<const MODEL_3D::MATERIAL*, float>& a,
483 std::pair<const MODEL_3D::MATERIAL*, float>& b )
484 {
485 bool aInsideB = a.first->m_bbox.Inside( b.first->m_bbox );
486 bool bInsideA = b.first->m_bbox.Inside( a.first->m_bbox );
487
488 // If A is inside B, then A is rendered first
489 if( aInsideB != bInsideA )
490 return bInsideA;
491
492 if( a.second != b.second )
493 return a.second > b.second;
494
495 return a.first > b.first; // compare pointers as a last resort
496 } );
497
498 for( const std::pair<const MODEL_3D::MATERIAL*, float>& mat : materialsSorted )
499 {
500 materialsToRender.push_back( mat.first );
501 }
502 }
503 else
504 {
505 for( const MODEL_3D::MATERIAL& mat : m_materials )
506 {
507 // There is at least one default material created in case a mesh has no declared
508 // materials. Most meshes have a material, so usually the first material will have
509 // nothing to render and is skip. See S3D::GetModel for more details.
510 if( mat.m_render_idx_count == 0 )
511 {
512 continue;
513 }
514
515 if( ( mat.IsTransparent() != aTransparent )
516 && ( aOpacity >= 1.0f )
518 {
519 continue;
520 }
521
522 materialsToRender.push_back( &mat );
523 }
524 }
525
526 for( const MODEL_3D::MATERIAL* mat : materialsToRender )
527 {
528 switch( m_materialMode )
529 {
531 OglSetMaterial( *mat, aOpacity, aUseSelectedMaterial, aSelectionColor );
532 break;
533
535 OglSetDiffuseMaterial( mat->m_Diffuse, aOpacity, aUseSelectedMaterial,
536 aSelectionColor );
537 break;
538
540 OglSetDiffuseMaterial( MaterialDiffuseToColorCAD( mat->m_Diffuse ), aOpacity,
541 aUseSelectedMaterial, aSelectionColor );
542 break;
543
544 default:
545 break;
546 }
547
548 glDrawElements( GL_TRIANGLES, mat->m_render_idx_count, m_index_buffer_type,
549 reinterpret_cast<const void*>(
550 static_cast<uintptr_t>( mat->m_render_idx_buffer_offset ) ) );
551 }
552}
553
554
556{
557 if( glDeleteBuffers )
558 {
559 glDeleteBuffers( 1, &m_vertex_buffer );
560 glDeleteBuffers( 1, &m_index_buffer );
561 glDeleteBuffers( 1, &m_bbox_vertex_buffer );
562 glDeleteBuffers( 1, &m_bbox_index_buffer );
563 }
564}
565
566
568{
569 if( !glBindBuffer )
570 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bbox" );
571
572 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
573 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
574
575 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
576 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
577
578 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
579 reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
580
581 glDrawElements( GL_LINES, bbox_idx_count, m_bbox_index_buffer_type,
582 reinterpret_cast<const void*>( 0 ) );
583}
584
585
587{
588 if( !glBindBuffer )
589 throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bboxes" );
590
591 glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
592 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
593
594 glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
595 reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
596
597 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
598 reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
599
600 unsigned int idx_size = m_bbox_index_buffer_type == GL_UNSIGNED_SHORT ? sizeof( GLushort )
601 : sizeof( GLuint );
602
603 glDrawElements( GL_LINES, bbox_idx_count * m_meshes_bbox.size(), m_bbox_index_buffer_type,
604 reinterpret_cast<const void*>(
605 static_cast<uintptr_t>( bbox_idx_count * idx_size ) ) );
606}
607
MATERIAL_MODE
Render 3d model shape materials mode.
Definition 3d_enums.h:67
@ NORMAL
Use all material properties from model file.
Definition 3d_enums.h:68
@ CAD_MODE
Use a gray shading based on diffuse material.
Definition 3d_enums.h:70
@ DIFFUSE_ONLY
Use only diffuse material properties.
Definition 3d_enums.h:69
SFVEC3F MaterialDiffuseToColorCAD(const SFVEC3F &aDiffuseColor)
Definition 3d_math.h:143
#define bbox_line(vtx_a, vtx_b)
GLuint m_vertex_buffer
Definition 3d_model.h:135
void DrawBbox() const
Draw main bounding box of the model.
Definition 3d_model.cpp:567
bool m_have_opaque_meshes
Definition 3d_model.h:158
static void EndDrawMulti()
Cleanup render states after drawing multiple models.
Definition 3d_model.cpp:401
GLenum m_index_buffer_type
Definition 3d_model.h:137
MODEL_3D(const S3DMODEL &a3DModel, MATERIAL_MODE aMaterialMode)
Load a 3D model.
Definition 3d_model.cpp:86
std::vector< MATERIAL > m_materials
Definition 3d_model.h:153
static void MakeBbox(const BBOX_3D &aBox, unsigned int aIdxOffset, VERTEX *aVtxOut, GLuint *aIdxOut, const glm::vec4 &aColor)
Definition 3d_model.cpp:47
GLuint m_index_buffer
Definition 3d_model.h:136
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:414
static void BeginDrawMulti(bool aUseColorInformation)
Set some basic render states before drawing multiple models.
Definition 3d_model.cpp:385
GLuint m_bbox_index_buffer
Definition 3d_model.h:167
static constexpr unsigned int bbox_idx_count
Definition 3d_model.h:164
MATERIAL_MODE m_materialMode
Definition 3d_model.h:118
void DrawBboxes() const
Draw individual bounding boxes of each mesh.
Definition 3d_model.cpp:586
static const wxChar * m_logTrace
Definition 3d_model.h:113
bool m_have_transparent_meshes
Definition 3d_model.h:159
std::vector< BBOX_3D > m_meshes_bbox
individual bbox for each mesh
Definition 3d_model.h:121
GLenum m_bbox_index_buffer_type
Definition 3d_model.h:168
static constexpr unsigned int bbox_vtx_count
Definition 3d_model.h:163
BBOX_3D m_model_bbox
global bounding box for this model
Definition 3d_model.h:120
GLuint m_bbox_vertex_buffer
Definition 3d_model.h:166
void OglSetDiffuseMaterial(const SFVEC3F &aMaterialDiffuse, float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor)
Sets only the diffuse color and keep other parameters with default values.
void OglSetMaterial(const SMATERIAL &aMaterial, float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor)
Set OpenGL materials.
Manage a bounding box defined by two SFVEC3F min max points.
Definition bbox_3d.h:39
void Union(const SFVEC3F &aPoint)
Recalculate the bounding box adding a point.
Definition bbox_3d.cpp:98
SFVEC3F GetCenter() const
Return the center point of the bounding box.
Definition bbox_3d.cpp:128
const SFVEC3F & Min() const
Return the minimum vertex pointer.
Definition bbox_3d.h:188
const SFVEC3F & Max() const
Return the maximum vertex pointer.
Definition bbox_3d.h:195
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition bbox_3d.cpp:84
bool IsTransparent() const
Definition 3d_model.h:150
unsigned int m_render_idx_count
Definition 3d_model.h:144
BBOX_3D m_bbox
bounding box for this material group, used for transparent material ordering.
Definition 3d_model.h:146
unsigned int m_render_idx_buffer_offset
Definition 3d_model.h:143
glm::vec3 m_pos
Definition 3d_model.h:126
glm::vec2 m_tex_uv
Definition 3d_model.h:130
glm::u8vec4 m_cad_color
Definition 3d_model.h:129
glm::u8vec4 m_color
Definition 3d_model.h:128
glm::u8vec4 m_nrm
Definition 3d_model.h:127
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:40
SFVEC3F m_Diffuse
Default diffuse color if m_Color is NULL.
Definition c3dmodel.h:36
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:40
glm::vec4 SFVEC4F
Definition xv3d_types.h:42