KiCad PCB EDA Suite
c3d_render_ogl_legacy.cpp File Reference
#include <gal/opengl/kiglew.h>
#include "c3d_render_ogl_legacy.h"
#include "ogl_legacy_utils.h"
#include "common_ogl/ogl_utils.h"
#include "../cimage.h"
#include <board.h>
#include <footprint.h>
#include <3d_math.h>
#include <math/util.h>
#include <base_units.h>

Go to the source code of this file.

Macros

#define UNITS3D_TO_UNITSPCB   (IU_PER_MM)
 Scale conversion from 3d model units to pcb units. More...
 

Functions

void init_lights (void)
 

Macro Definition Documentation

◆ UNITS3D_TO_UNITSPCB

#define UNITS3D_TO_UNITSPCB   (IU_PER_MM)

Scale conversion from 3d model units to pcb units.

Definition at line 46 of file c3d_render_ogl_legacy.cpp.

Function Documentation

◆ init_lights()

void init_lights ( void  )

Definition at line 462 of file c3d_render_ogl_legacy.cpp.

463 {
464  // Setup light
465  // https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
466  // /////////////////////////////////////////////////////////////////////////
467  const GLfloat ambient[] = { 0.084f, 0.084f, 0.084f, 1.0f };
468  const GLfloat diffuse0[] = { 0.3f, 0.3f, 0.3f, 1.0f };
469  const GLfloat specular0[] = { 0.5f, 0.5f, 0.5f, 1.0f };
470 
471  glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
472  glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse0 );
473  glLightfv( GL_LIGHT0, GL_SPECULAR, specular0 );
474 
475  const GLfloat diffuse12[] = { 0.7f, 0.7f, 0.7f, 1.0f };
476  const GLfloat specular12[] = { 0.7f, 0.7f, 0.7f, 1.0f };
477 
478  // defines a directional light that points along the negative z-axis
479  GLfloat position[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
480 
481  // This makes a vector slight not perpendicular with XZ plane
482  const SFVEC3F vectorLight = SphericalToCartesian( glm::pi<float>() * 0.03f,
483  glm::pi<float>() * 0.25f );
484 
485  position[0] = vectorLight.x;
486  position[1] = vectorLight.y;
487  position[2] = vectorLight.z;
488 
489  glLightfv( GL_LIGHT1, GL_AMBIENT, ambient );
490  glLightfv( GL_LIGHT1, GL_DIFFUSE, diffuse12 );
491  glLightfv( GL_LIGHT1, GL_SPECULAR, specular12 );
492  glLightfv( GL_LIGHT1, GL_POSITION, position );
493 
494 
495  // defines a directional light that points along the positive z-axis
496  position[2] = -position[2];
497 
498  glLightfv( GL_LIGHT2, GL_AMBIENT, ambient );
499  glLightfv( GL_LIGHT2, GL_DIFFUSE, diffuse12 );
500  glLightfv( GL_LIGHT2, GL_SPECULAR, specular12 );
501  glLightfv( GL_LIGHT2, GL_POSITION, position );
502 
503  const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
504 
505  glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
506 
507  glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
508 }
glm::vec3 SFVEC3F
Definition: xv3d_types.h:47
SFVEC3F SphericalToCartesian(float aInclination, float aAzimuth)
SphericalToCartesian.
Definition: 3d_math.h:43

References SphericalToCartesian().

Referenced by C3D_RENDER_OGL_LEGACY::initializeOpenGL().