KiCad PCB EDA Suite
3d_model.h
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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) 2015-2016 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
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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
26#ifndef _MODEL_3D_H_
27#define _MODEL_3D_H_
28
29#include <vector>
31#include "../../common_ogl/openGL_includes.h"
32#include "../raytracing/shapes3D/bbox_3d.h"
33#include "../../3d_enums.h"
34
35#include <wx/chartype.h>
36
38{
39public:
48 MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode );
49
50 ~MODEL_3D();
51
55 void DrawOpaque( bool aUseSelectedMaterial, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const
56 {
57 Draw( false, 1.0f, aUseSelectedMaterial, aSelectionColor, nullptr, nullptr );
58 }
59
63 void DrawTransparent( float aOpacity, bool aUseSelectedMaterial,
64 SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const
65 {
66 Draw( true, aOpacity, aUseSelectedMaterial, aSelectionColor, nullptr, nullptr );
67 }
68
74 void Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
75 const SFVEC3F& aSelectionColor,
76 const glm::mat4 *aModelWorldMatrix,
77 const SFVEC3F *aCameraWorldPos ) const;
78
82 bool HasOpaqueMeshes() const { return m_have_opaque_meshes; }
83
88
92 void DrawBbox() const;
93
97 void DrawBboxes() const;
98
103 const BBOX_3D& GetBBox() const { return m_model_bbox; }
104
108 static void BeginDrawMulti( bool aUseColorInformation );
109
113 static void EndDrawMulti();
114
115private:
116 static const wxChar* m_logTrace;
117
118 // the material mode that was used to generate the rendering data.
119 // FIXME: this can be selected at run-time and does not require re-creation
120 // of the whole model objects.
122
124 std::vector<BBOX_3D> m_meshes_bbox;
125
126 // unified vertex format for mesh rendering.
127 struct VERTEX
128 {
129 glm::vec3 m_pos;
130 glm::u8vec4 m_nrm; // only 3 components used
131 glm::u8vec4 m_color; // regular color
132 glm::u8vec4 m_cad_color; // "CAD" mode rendering color
133 glm::vec2 m_tex_uv;
134 };
135
136 // vertex buffer and index buffers that include all the individual meshes
137 // lumped together.
138 GLuint m_vertex_buffer = 0;
139 GLuint m_index_buffer = 0;
140 GLenum m_index_buffer_type = GL_INVALID_ENUM;
141
142 // internal material definition
143 // all meshes are grouped by material for rendering purposes.
145 {
147 unsigned int m_render_idx_count = 0;
148
150
151 MATERIAL( const SMATERIAL& aOther ) : SMATERIAL( aOther ) { }
152 bool IsTransparent() const { return m_Transparency > FLT_EPSILON; }
153 };
154
155 std::vector<MATERIAL> m_materials;
156
157 // a model can consist of transparent and opaque parts. remember which
158 // ones are present during initial buffer and data setup. use it later
159 // during rendering.
162
163 // vertex buffer and index buffer for the bounding boxes.
164 // the first box is always the outer box, followed by inner boxes (one for each mesh).
165 static constexpr unsigned int bbox_vtx_count = 8;
166 static constexpr unsigned int bbox_idx_count = 24;
167
170 GLenum m_bbox_index_buffer_type = GL_INVALID_ENUM;
171
172 static void MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
173 GLuint* aIdxOut, const glm::vec4& aColor );
174};
175
176#endif // _MODEL_3D_H_
MATERIAL_MODE
Render 3d model shape materials mode.
Definition: 3d_enums.h:71
define an internal structure to be used by the 3D renders
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
bool HasTransparentMeshes() const
Return true if have transparent mesh's to render.
Definition: 3d_model.h:87
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
bool HasOpaqueMeshes() const
Return true if have opaque meshes to render.
Definition: 3d_model.h:82
void DrawTransparent(float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor=SFVEC3F(0.0f)) const
Render the model into the current context.
Definition: 3d_model.h:63
void DrawOpaque(bool aUseSelectedMaterial, SFVEC3F aSelectionColor=SFVEC3F(0.0f)) const
Render the model into the current context.
Definition: 3d_model.h:55
const BBOX_3D & GetBBox() const
Get the main bounding box.
Definition: 3d_model.h:103
Manage a bounding box defined by two SFVEC3F min max points.
Definition: bbox_3d.h:42
MATERIAL(const SMATERIAL &aOther)
Definition: 3d_model.h:151
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
float m_Transparency
1.0 is completely transparent, 0.0 completely opaque
Definition: c3dmodel.h:44
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44