36 if( aNrReservedTriangles > 0 )
37 m_vertexs.reserve( aNrReservedTriangles * 3 );
40 m_normals.reserve( aNrReservedTriangles * 3 );
124 float zBot,
float zTop,
bool aInvertFaceDirection,
127 if( aContourPoints.size() >= 4 )
130 std::vector< SFVEC2F > contourNormals;
132 contourNormals.clear();
133 contourNormals.resize( aContourPoints.size() - 1 );
135 if( aInvertFaceDirection )
137 for(
unsigned int i = 0; i < ( aContourPoints.size() - 1 ); ++i )
139 const SFVEC2F& v0 = aContourPoints[i + 0];
140 const SFVEC2F&
v1 = aContourPoints[i + 1];
141 const SFVEC2F n = glm::normalize(
v1 - v0 );
143 contourNormals[i] =
SFVEC2F( n.y, -n.x );
148 for(
unsigned int i = 0; i < ( aContourPoints.size() - 1 ); ++i )
150 const SFVEC2F& v0 = aContourPoints[i + 0];
151 const SFVEC2F&
v1 = aContourPoints[i + 1];
152 const SFVEC2F n = glm::normalize(
v1 - v0 );
154 contourNormals[i] =
SFVEC2F( -n.y, n.x );
159 if( aInvertFaceDirection )
160 std::swap( zBot, zTop );
162 const unsigned int nContoursToProcess = ( aContourPoints.size() - 1 );
164 for(
unsigned int i = 0; i < nContoursToProcess; ++i )
169 lastNormal = contourNormals[i - 1];
171 lastNormal = contourNormals[nContoursToProcess - 1];
173 SFVEC2F n0 = contourNormals[i];
176 if( glm::dot( n0, lastNormal ) > 0.5f )
177 n0 = glm::normalize( n0 + lastNormal );
181 if( i < ( nContoursToProcess - 1) )
182 nextNormal = contourNormals[i + 1];
184 nextNormal = contourNormals[0];
186 SFVEC2F n1 = contourNormals[i];
188 if( glm::dot( n1, nextNormal ) > 0.5f )
189 n1 = glm::normalize( n1 + nextNormal );
194 const SFVEC2F& v0 = aContourPoints[i + 0];
195 const SFVEC2F&
v1 = aContourPoints[i + 1];
217 double aBiuTo3Du,
bool aInvertFaceDirection,
220 std::vector<SFVEC2F> contourPoints;
222 contourPoints.clear();
223 contourPoints.reserve( outlinePath.
PointCount() + 2 );
229 contourPoints.push_back( lastV );
231 for(
unsigned int i = 1; i < (
unsigned int)outlinePath.
PointCount(); ++i )
240 contourPoints.push_back( vf );
245 if( lastV != contourPoints[0] )
246 contourPoints.push_back( contourPoints[0] );
253 double aBiuTo3Du,
bool aInvertFaceDirection,
260 unsigned int nrContourPointsToReserve = 0;
266 nrContourPointsToReserve += pathOutline.
PointCount();
268 for(
int h = 0; h < aPolySet.
HoleCount( i ); ++h )
272 nrContourPointsToReserve += hole.
PointCount();
284 AddToMiddleContours( pathOutline, zBot, zTop, aBiuTo3Du, aInvertFaceDirection, aThroughHoles );
287 for(
int h = 0; h < aPolySet.
HoleCount( i ); ++h )
297 GLuint aTextureIndexForSegEnds,
float aZBot,
float aZTop )
308 if( aTextureIndexForSegEnds )
310 wxASSERT( glIsTexture( aTextureIndexForSegEnds ) );
312 if( glIsTexture( aTextureIndexForSegEnds ) )
315 true, aTextureIndexForSegEnds );
318 false, aTextureIndexForSegEnds );
465 glClearStencil( 0x00 );
466 glClear( GL_STENCIL_BUFFER_BIT );
468 glEnable( GL_CULL_FACE );
469 glCullFace( GL_BACK );
471 glDisable( GL_DEPTH_TEST );
472 glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
473 glDepthMask( GL_FALSE );
474 glEnable( GL_STENCIL_TEST );
475 glStencilFunc( GL_ALWAYS, 1, 0 );
476 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
490 glEnable( GL_DEPTH_TEST );
491 glDepthMask( GL_TRUE );
493 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
494 glStencilFunc( GL_EQUAL, 0, 1 );
495 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
498 glDisable( GL_DEPTH_TEST );
499 glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
500 glDepthMask( GL_FALSE );
501 glEnable( GL_STENCIL_TEST );
502 glStencilFunc( GL_ALWAYS, 2, 0 );
503 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
517 glEnable( GL_DEPTH_TEST );
518 glDepthMask( GL_TRUE );
519 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
520 glStencilFunc( GL_NOTEQUAL, 2, 0x03 );
521 glStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
527 glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE );
529 glCullFace( GL_FRONT );
530 glStencilFunc( GL_GEQUAL, 3, 0x03 );
531 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
532 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
540 glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
542 glCullFace( GL_BACK );
543 glDisable( GL_STENCIL_TEST );
549 wxCHECK2( aZscale > FLT_EPSILON, aZscale = FLT_EPSILON + 1 );
570 const TRIANGLE_LIST* aTriangleContainer,
bool aIsNormalUp, GLuint aTextureId )
const
572 wxCHECK( aTriangleContainer !=
nullptr, 0 );
574 wxASSERT( ( aTriangleContainer->
GetVertexSize() % 3 ) == 0 );
582 GLuint listIdx = glGenLists( 1 );
584 if( glIsList( listIdx ) )
589 for(
unsigned int i = 0; i < aTriangleContainer->
GetVertexSize(); i += 3 )
591 uvArray[i + 0] =
SFVEC2F( 1.0f, 0.0f );
592 uvArray[i + 1] =
SFVEC2F( 0.0f, 1.0f );
593 uvArray[i + 2] =
SFVEC2F( 0.0f, 0.0f );
596 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
597 glDisableClientState( GL_COLOR_ARRAY );
598 glDisableClientState( GL_NORMAL_ARRAY );
599 glEnableClientState( GL_VERTEX_ARRAY );
601 glTexCoordPointer( 2, GL_FLOAT, 0, uvArray );
603 glNewList( listIdx, GL_COMPILE );
605 glDisable( GL_COLOR_MATERIAL );
607 glEnable( GL_TEXTURE_2D );
608 glBindTexture( GL_TEXTURE_2D, aTextureId );
610 glAlphaFunc( GL_GREATER, 0.2f );
611 glEnable( GL_ALPHA_TEST );
613 glNormal3f( 0.0f, 0.0f, aIsNormalUp?1.0f:-1.0f );
615 glDrawArrays( GL_TRIANGLES, 0, aTriangleContainer->
GetVertexSize() );
617 glBindTexture( GL_TEXTURE_2D, 0 );
618 glDisable( GL_TEXTURE_2D );
619 glDisable( GL_ALPHA_TEST );
620 glDisable( GL_BLEND );
624 glDisableClientState( GL_VERTEX_ARRAY );
625 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
637 bool aIsNormalUp )
const
639 wxCHECK( aTriangleContainer !=
nullptr, 0 );
641 wxASSERT( ( aTriangleContainer->
GetVertexSize() % 3 ) == 0 );
649 const GLuint listIdx = glGenLists( 1 );
651 if( glIsList( listIdx ) )
653 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
654 glDisableClientState( GL_COLOR_ARRAY );
655 glDisableClientState( GL_NORMAL_ARRAY );
656 glEnableClientState( GL_VERTEX_ARRAY );
659 glNewList( listIdx, GL_COMPILE );
663 glNormal3f( 0.0f, 0.0f, aIsNormalUp?1.0f:-1.0f );
665 glDrawArrays( GL_TRIANGLES, 0, aTriangleContainer->
GetVertexSize() );
667 glDisable( GL_BLEND );
670 glDisableClientState( GL_VERTEX_ARRAY );
683 wxCHECK( aTriangleContainer !=
nullptr, 0 );
686 wxASSERT( ( aTriangleContainer->
GetVertexSize() % 3 ) == 0 );
699 const GLuint listIdx = glGenLists( 1 );
701 if( glIsList( listIdx ) )
703 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
704 glDisableClientState( GL_COLOR_ARRAY );
705 glEnableClientState( GL_NORMAL_ARRAY );
706 glEnableClientState( GL_VERTEX_ARRAY );
710 glNewList( listIdx, GL_COMPILE );
714 glDrawArrays( GL_TRIANGLES, 0, aTriangleContainer->
GetVertexSize() );
716 glDisable( GL_BLEND );
719 glDisableClientState( GL_VERTEX_ARRAY );
720 glDisableClientState( GL_NORMAL_ARRAY );
741 glEnable( GL_BLEND );
742 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
bool IntersectAny(const RAYSEG2D &aSegRay) const override
Intersect and check if a segment ray hits a object or is inside it.
float m_zPositionTransformation
GLuint generate_middle_triangles(const TRIANGLE_LIST *aTriangleContainer) const
bool m_haveTransformation
bool m_draw_it_transparent
void beginTransformation() const
void DrawMiddle() const
Call the display lists for the middle elements.
GLuint generate_top_or_bot_seg_ends(const TRIANGLE_LIST *aTriangleContainer, bool aIsNormalUp, GLuint aTextureId) const
GLuint m_layer_bot_segment_ends
void DrawTop() const
Call the display lists for the top elements.
GLuint m_layer_bot_triangles
GLuint m_layer_middle_contours_quads
void DrawBot() const
Call the display lists for the bottom elements.
void ApplyScalePosition(float aZposition, float aZscale)
GLuint m_layer_top_triangles
GLuint generate_top_or_bot_triangles(const TRIANGLE_LIST *aTriangleContainer, bool aIsNormalUp) const
void setBlendfunction() const
void DrawBotAndMiddle() const
Call the display lists for the bottom elements and middle contours.
void SetItIsTransparent(bool aSetTransparent)
void DrawCulled(bool aDrawMiddle, const OPENGL_RENDER_LIST *aSubtractList=nullptr, const OPENGL_RENDER_LIST *bSubtractList=nullptr, const OPENGL_RENDER_LIST *cSubtractList=nullptr, const OPENGL_RENDER_LIST *dSubtractList=nullptr) const
Draw all layers if they are visible by the camera if camera position is above the layer.
void endTransformation() const
~OPENGL_RENDER_LIST()
Destroy this class while free the display lists from GPU memory.
float m_zScaleTransformation
OPENGL_RENDER_LIST(const TRIANGLE_DISPLAY_LIST &aLayerTriangles, GLuint aTextureIndexForSegEnds, float aZBot, float aZTop)
Create the display lists for a layer.
GLuint m_layer_top_segment_ends
void DrawTopAndMiddle() const
Call the display lists for the top elements and middle contours.
void DrawAll(bool aDrawMiddle=true) const
Call to draw all the display lists.
Represent a polyline containing arcs as well as line segments: A chain of connected line and/or arc s...
int PointCount() const
Return the number of points (vertices) in this line chain.
const VECTOR2I & CPoint(int aIndex) const
Return a reference to a given point in the line chain.
Represent a set of closed polygons.
int HoleCount(int aOutline) const
Returns the number of holes in a given outline.
const SHAPE_LINE_CHAIN & CHole(int aOutline, int aHole) const
int OutlineCount() const
Return the number of outlines in the set.
const SHAPE_LINE_CHAIN & COutline(int aIndex) const
Store arrays of triangles to be used to create display lists.
TRIANGLE_LIST * m_layer_bot_segment_ends
void AddToMiddleContours(const SHAPE_LINE_CHAIN &outlinePath, float zBot, float zTop, double aBiuTo3Du, bool aInvertFaceDirection, const BVH_CONTAINER_2D *aThroughHoles=nullptr)
TRIANGLE_LIST * m_layer_middle_contours_quads
TRIANGLE_LIST * m_layer_top_segment_ends
TRIANGLE_LIST * m_layer_bot_triangles
TRIANGLE_DISPLAY_LIST(unsigned int aNrReservedTriangles)
Initialize arrays with reserved triangles.
TRIANGLE_LIST * m_layer_top_triangles
std::mutex m_middle_layer_lock
Container to manage a vector of triangles.
void AddTriangle(const SFVEC3F &aV1, const SFVEC3F &aV2, const SFVEC3F &aV3)
const float * GetVertexPointer() const
Get the array of vertices.
SFVEC3F_VECTOR m_normals
normals array
unsigned int GetNormalsSize() const
void AddQuad(const SFVEC3F &aV1, const SFVEC3F &aV2, const SFVEC3F &aV3, const SFVEC3F &aV4)
void AddNormal(const SFVEC3F &aN1, const SFVEC3F &aN2, const SFVEC3F &aN3)
unsigned int GetVertexSize() const
SFVEC3F_VECTOR m_vertexs
vertex array
const float * GetNormalsPointer() const
Get the array of normals.
TRIANGLE_LIST(unsigned int aNrReservedTriangles, bool aReserveNormals)
void Reserve_More(unsigned int aNrReservedTriangles, bool aReserveNormals)
Reserve more triangles.
VECTOR2< int32_t > VECTOR2I