34#include <glm/geometric.hpp>
47#define UNITS3D_TO_UNITSPCB ( pcbIUScale.IU_PER_MM )
53 wxLogTrace(
m_logTrace, wxT(
"RENDER_3D_OPENGL::RENDER_3D_OPENGL" ) );
90 wxLogTrace(
m_logTrace, wxT(
"RENDER_3D_OPENGL::RENDER_3D_OPENGL" ) );
113 int fbWidth, fbHeight;
114 glGetIntegerv( GL_VIEWPORT, viewport );
127 glEnable( GL_LIGHT0 );
129 glDisable( GL_LIGHT0 );
136 glEnable( GL_LIGHT1 );
138 glDisable( GL_LIGHT1 );
145 glEnable( GL_LIGHT2 );
147 glDisable( GL_LIGHT2 );
210 m_materials.m_Copper.m_Shininess = shininessfactor * 128.0f;
219 m_materials.m_NonPlatedCopper.m_Shininess = 0.1f * 128.0f;
247 m_materials.m_SilkSTop.m_Shininess = 0.078125f * 128.0f;
260 m_materials.m_SilkSBot.m_Shininess = 0.078125f * 128.0f;
263 m_materials.m_SolderMask.m_Shininess = 0.8f * 128.0f;
273 m_materials.m_EpoxyBoard.m_Shininess = 0.1f * 128.0f;
303 m_materials.m_SolderMask.m_Transparency = 1.0f - layerColor.a;
363 m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f;
386 m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f;
404 const GLfloat ambient[] = { 0.084f, 0.084f, 0.084f, 1.0f };
405 const GLfloat diffuse0[] = { 0.3f, 0.3f, 0.3f, 1.0f };
406 const GLfloat specular0[] = { 0.5f, 0.5f, 0.5f, 1.0f };
408 glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
409 glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse0 );
410 glLightfv( GL_LIGHT0, GL_SPECULAR, specular0 );
412 const GLfloat diffuse12[] = { 0.7f, 0.7f, 0.7f, 1.0f };
413 const GLfloat specular12[] = { 0.7f, 0.7f, 0.7f, 1.0f };
416 GLfloat position[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
420 glm::pi<float>() * 0.25f );
422 position[0] = vectorLight.x;
423 position[1] = vectorLight.y;
424 position[2] = vectorLight.z;
426 glLightfv( GL_LIGHT1, GL_AMBIENT, ambient );
427 glLightfv( GL_LIGHT1, GL_DIFFUSE, diffuse12 );
428 glLightfv( GL_LIGHT1, GL_SPECULAR, specular12 );
429 glLightfv( GL_LIGHT1, GL_POSITION, position );
432 position[2] = -position[2];
434 glLightfv( GL_LIGHT2, GL_AMBIENT, ambient );
435 glLightfv( GL_LIGHT2, GL_DIFFUSE, diffuse12 );
436 glLightfv( GL_LIGHT2, GL_SPECULAR, specular12 );
437 glLightfv( GL_LIGHT2, GL_POSITION, position );
439 const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
441 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
443 glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
455 glEnable( GL_POLYGON_OFFSET_FILL );
456 glPolygonOffset( -0.1f, -2.0f );
463 glDisable( GL_POLYGON_OFFSET_FILL );
478 if( aSkipRenderHoles )
506 return SFVEC4F( aInput.r * aInput.a, aInput.g * aInput.a, aInput.b * aInput.a, aInput.a );
526 if( aStatusReporter )
527 aStatusReporter->
Report(
_(
"Loading..." ) );
534 reload( aStatusReporter, aWarningReporter );
555 glDepthFunc( GL_LESS );
556 glEnable( GL_CULL_FACE );
557 glFrontFace( GL_CCW );
558 glEnable( GL_NORMALIZE );
562 glDisable( GL_MULTISAMPLE );
564 glEnable( GL_MULTISAMPLE );
567 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
568 glClearDepth( 1.0f );
569 glClearStencil( 0x00 );
570 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
578 glEnable( GL_DEPTH_TEST );
581 glMatrixMode( GL_PROJECTION );
582 glLoadMatrixf( glm::value_ptr(
m_camera.GetProjectionMatrix() ) );
583 glMatrixMode( GL_MODELVIEW );
585 glLoadMatrixf( glm::value_ptr(
m_camera.GetViewMatrix() ) );
592 glEnable( GL_LIGHTING );
601 if( cameraPos.z > 0.0f )
602 zpos = glm::max( cameraPos.z, 0.5f ) + cameraPos.z * cameraPos.z;
604 zpos = glm::min( cameraPos.z,-0.5f ) - cameraPos.z * cameraPos.z;
607 const GLfloat headlight_pos[] = { cameraPos.x, cameraPos.y, zpos, 1.0f };
609 glLightfv( GL_LIGHT0, GL_POSITION, headlight_pos );
615 bool showThickness = !skipThickness;
617 std::bitset<LAYER_3D_END> layerFlags =
m_boardAdapter.GetVisibleLayers();
628 for( MAP_OGL_DISP_LISTS::const_iterator ii =
m_layers.begin(); ii !=
m_layers.end(); ++ii )
642 const double opacity_min = 0.8;
667 if( !skipRenderHoles )
713 if( !skipRenderHoles )
722 anti_board =
nullptr;
729 if( throughHolesOuter )
738 pLayerDispList->
DrawCulled( showThickness, solder_mask, throughHolesOuter, anti_board );
744 glm::mat4 cameraViewMatrix;
746 glGetFloatv( GL_MODELVIEW_MATRIX, glm::value_ptr( cameraViewMatrix ) );
761 bool highlight =
false;
765 if( fp->IsSelected() )
779 renderList->DrawAll();
792 bool highlight =
false;
796 if( fp->IsSelected() )
821 renderList->DrawAll();
836 glEnable( GL_POLYGON_OFFSET_FILL );
837 glPolygonOffset( 0.0f, -2.0f );
844 showThickness, skipRenderHoles );
850 showThickness, skipRenderHoles );
858 showThickness, skipRenderHoles );
864 showThickness, skipRenderHoles );
868 glDisable( GL_POLYGON_OFFSET_FILL );
869 glPolygonOffset( 0.0f, 0.0f );
875 glDepthMask( GL_FALSE );
876 glEnable( GL_BLEND );
877 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
880 glEnable( GL_TEXTURE_2D );
881 glActiveTexture( GL_TEXTURE0 );
886 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
887 glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
888 glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
890 glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR );
891 glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
893 glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS );
894 glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
896 glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR );
897 glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
898 glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT );
899 glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
903 glDisable( GL_BLEND );
906 glDepthMask( GL_TRUE );
911 glDisable( GL_LIGHTING );
916 glEnable( GL_LIGHTING );
933 glEnable( GL_LINE_SMOOTH );
934 glShadeModel( GL_SMOOTH );
937 glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
958 delete circleImageBlured;
959 circleImageBlured =
nullptr;
962 circleImage =
nullptr;
976 glEnable( GL_COLOR_MATERIAL );
977 glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
984 glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
985 glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );
987 glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
988 glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
989 glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
995#define DELETE_AND_FREE( ptr ) \
1001#define DELETE_AND_FREE_MAP( map ) \
1003 for( auto& [ layer, ptr ] : map ) \
1010 glDeleteLists(
m_grid, 1 );
1054 bool aShowThickness,
bool aSkipRenderHoles )
1056 wxASSERT( (aLayerID ==
B_Mask) || (aLayerID ==
F_Mask) );
1069 m_board->SetItIsTransparent(
true );
1070 m_board->DrawCulled( aShowThickness, solder_mask, via_holes );
1087 bool aGetBot,
bool aRenderTransparentOnly,
1088 bool aRenderSelectedOnly )
1090 wxASSERT( ( aGetTop ==
true ) || ( aGetBot ==
true ) );
1100 bool highlight =
false;
1104 if( fp->IsSelected() )
1110 if( aRenderSelectedOnly != highlight )
1114 bool hasModels = !fp->Models().empty();
1115 bool showMissing =
m_boardAdapter.m_Cfg->m_Render.show_missing_models;
1117 if( hasModels || showMissing )
1121 const bool isFlipped = fp->IsFlipped();
1123 if( aGetTop == !isFlipped || aGetBot == isFlipped )
1134 bool aRenderTransparentOnly,
bool aIsSelected )
1136 if( !aFootprint->
Models().empty() )
1142 glm::mat4 fpMatrix( 1.0f );
1150 SFVEC3F( 0.0f, 0.0f, 1.0f ) );
1155 fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(),
SFVEC3F( 0.0f, 1.0f, 0.0f ) );
1156 fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(),
SFVEC3F( 0.0f, 0.0f, 1.0f ) );
1161 fpMatrix = glm::scale( fpMatrix,
SFVEC3F( modelunit_to_3d_units_factor ) );
1166 if( !sM.m_Show || sM.m_Filename.empty() )
1175 aIsSelected, aRenderTransparentOnly ? sM.m_Opacity : 1.0f );
1179 if(
const MODEL_3D* modelPtr = cache_i->second )
1181 bool opaque = sM.m_Opacity >= 1.0;
1183 if( ( !aRenderTransparentOnly && modelPtr->HasOpaqueMeshes() && opaque ) ||
1184 ( aRenderTransparentOnly && ( modelPtr->HasTransparentMeshes() || !opaque ) ) )
1186 glm::mat4 modelworldMatrix = fpMatrix;
1188 const SFVEC3F offset =
SFVEC3F( sM.m_Offset.x, sM.m_Offset.y, sM.m_Offset.z );
1189 const SFVEC3F rotation =
SFVEC3F( sM.m_Rotation.x, sM.m_Rotation.y,
1193 std::vector<float> key = { offset.x, offset.y, offset.z,
1194 rotation.x, rotation.y, rotation.z,
1201 modelworldMatrix *= it->second;
1205 glm::mat4 mtx( 1.0f );
1206 mtx = glm::translate( mtx, offset );
1207 mtx = glm::rotate( mtx, glm::radians( -rotation.z ), { 0.0f, 0.0f, 1.0f } );
1208 mtx = glm::rotate( mtx, glm::radians( -rotation.y ), { 0.0f, 1.0f, 0.0f } );
1209 mtx = glm::rotate( mtx, glm::radians( -rotation.x ), { 1.0f, 0.0f, 0.0f } );
1210 mtx = glm::scale( mtx,
scale );
1213 modelworldMatrix *= mtx;
1216 aDstRenderList.emplace_back( modelworldMatrix, modelPtr,
1217 aRenderTransparentOnly ? sM.m_Opacity : 1.0f,
1218 aRenderTransparentOnly,
1230 glm::mat4 fpMatrix( 1.0f );
1238 SFVEC3F( 0.0f, 0.0f, 1.0f ) );
1243 fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(),
SFVEC3F( 0.0f, 1.0f, 0.0f ) );
1244 fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(),
SFVEC3F( 0.0f, 0.0f, 1.0f ) );
1249 fpMatrix = glm::scale( fpMatrix,
SFVEC3F( modelunit_to_3d_units_factor ) );
1258 const glm::mat4& aFpMatrix,
const FOOTPRINT* aFootprint,
1259 bool aRenderTransparentOnly,
bool aIsSelected,
float aOpacity )
1273 float scaleX = bboxW;
1274 float scaleY = bboxH;
1275 float scaleZ = std::min( bboxW, bboxH ) * 0.5f;
1278 float offsetX = localCenter.
x /
pcbIUScale.IU_PER_MM;
1279 float offsetY = -localCenter.
y /
pcbIUScale.IU_PER_MM;
1280 float offsetZ = scaleZ * 0.5f;
1285 glm::mat4 mtx = aFpMatrix;
1286 mtx = glm::translate( mtx,
SFVEC3F( offsetX, offsetY, offsetZ ) );
1287 mtx = glm::scale( mtx,
SFVEC3F( scaleX, scaleY, scaleZ ) );
1289 bool placeholderOpaque = aOpacity >= 1.0;
1291 if( ( !aRenderTransparentOnly &&
m_placeholderModel->HasOpaqueMeshes() && placeholderOpaque )
1292 || ( aRenderTransparentOnly && (
m_placeholderModel->HasTransparentMeshes() || !placeholderOpaque ) ) )
1294 aDstRenderList.emplace_back( mtx,
m_placeholderModel, aOpacity, aRenderTransparentOnly,
1308 std::list<MODELTORENDER> renderList;
1316 if( !renderList.empty() )
1321 renderModel( aCameraViewMatrix, mtr, selColor,
nullptr );
1330 if( !renderList.empty() )
1335 renderModel( aCameraViewMatrix, mtr, selColor,
nullptr );
1350 std::list<MODELTORENDER> renderListModels;
1361 if( renderListModels.empty() )
1364 std::vector<std::pair<const MODELTORENDER *, float>> transparentModelList;
1366 transparentModelList.reserve( renderListModels.size() );
1373 const BBOX_3D& bBox = mtr.m_model->GetBBox();
1375 const SFVEC3F bBoxWorld = mtr.m_modelWorldMat * glm::vec4( bBoxCenter, 1.0f );
1377 const float distanceToCamera = glm::length( cameraPos - bBoxWorld );
1379 transparentModelList.emplace_back( &mtr, distanceToCamera );
1383 std::sort( transparentModelList.begin(), transparentModelList.end(),
1384 [&]( std::pair<const MODELTORENDER *, float>& a,
1385 std::pair<const MODELTORENDER *, float>& b )
1387 if( a.second != b.second )
1388 return a.second > b.second;
1390 return a.first > b.first;
1396 bool isUsingColorInformation = !( transparentModelList.begin()->first->m_isSelected &&
1401 for(
const std::pair<const MODELTORENDER *, float>& mtr : transparentModelList )
1406 if( !isUsingColorInformation && !mtr.first->m_isSelected )
1408 isUsingColorInformation =
true;
1410 glEnableClientState( GL_COLOR_ARRAY );
1411 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
1412 glEnable( GL_COLOR_MATERIAL );
1414 else if( isUsingColorInformation && mtr.first->m_isSelected )
1416 isUsingColorInformation =
false;
1418 glDisableClientState( GL_COLOR_ARRAY );
1419 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1420 glDisable( GL_COLOR_MATERIAL );
1426 renderModel( aCameraViewMatrix, *mtr.first, selColor, &cameraPos );
1441 const glm::mat4 modelviewMatrix = aCameraViewMatrix * aModelToRender.
m_modelWorldMat;
1443 glLoadMatrixf( glm::value_ptr( modelviewMatrix ) );
1451 const bool wasBlendEnabled = glIsEnabled( GL_BLEND );
1453 if( !wasBlendEnabled )
1455 glEnable( GL_BLEND );
1456 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
1459 glDisable( GL_LIGHTING );
1467 glEnable( GL_LIGHTING );
1469 if( !wasBlendEnabled )
1470 glDisable( GL_BLEND );
1478 glDeleteLists(
m_grid, 1 );
1485 m_grid = glGenLists( 1 );
1487 if( !glIsList(
m_grid ) )
1490 glNewList(
m_grid, GL_COMPILE );
1492 glEnable( GL_BLEND );
1493 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
1495 const double zpos = 0.0;
1503 const GLfloat transparency = 0.35f;
1505 double griSizeMM = 0.0;
1518 glNormal3f( 0.0, 0.0, 1.0 );
1523 brd_center_pos.
y = -brd_center_pos.
y;
1525 const int xsize = std::max( brd_size.
x,
pcbIUScale.mmToIU( 100 ) ) * 1.2;
1526 const int ysize = std::max( brd_size.
y,
pcbIUScale.mmToIU( 100 ) ) * 1.2;
1529 double xmin = ( brd_center_pos.
x - xsize / 2 ) *
scale;
1530 double xmax = ( brd_center_pos.
x + xsize / 2 ) *
scale;
1531 double ymin = ( brd_center_pos.
y - ysize / 2 ) *
scale;
1532 double ymax = ( brd_center_pos.
y + ysize / 2 ) *
scale;
1540 for(
int ii = 0; ; ii++ )
1543 glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
1545 glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b,
1550 if(
delta <= xsize / 2 )
1552 glBegin( GL_LINES );
1553 glVertex3f( (brd_center_pos.
x +
delta) *
scale, -ymin, zpos );
1554 glVertex3f( (brd_center_pos.
x +
delta) *
scale, -ymax, zpos );
1559 glBegin( GL_LINES );
1560 glVertex3f( (brd_center_pos.
x -
delta) *
scale, -ymin, zpos );
1561 glVertex3f( (brd_center_pos.
x -
delta) *
scale, -ymax, zpos );
1566 if(
delta <= ysize / 2 )
1568 glBegin( GL_LINES );
1569 glVertex3f( xmin, -( brd_center_pos.
y +
delta ) *
scale, zpos );
1570 glVertex3f( xmax, -( brd_center_pos.
y +
delta ) *
scale, zpos );
1575 glBegin( GL_LINES );
1576 glVertex3f( xmin, -( brd_center_pos.
y -
delta ) *
scale, zpos );
1577 glVertex3f( xmax, -( brd_center_pos.
y -
delta ) *
scale, zpos );
1582 if( (
delta > ysize / 2 ) && (
delta > xsize / 2 ) )
1587 glNormal3f( 0.0, -1.0, 0.0 );
1590 double posy = -brd_center_pos.
y *
scale;
1592 for(
int ii = 0; ; ii++ )
1595 glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
1597 glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b,
1602 glBegin( GL_LINES );
1605 glVertex3f( xmax, posy, zmin );
1606 glVertex3f( xmax, posy, zmax );
1611 glBegin( GL_LINES );
1613 glVertex3f( xmin, posy, zmin );
1614 glVertex3f( xmin, posy, zmax );
1618 if(
delta > xsize / 2.0f )
1623 for(
int ii = 0; ; ii++ )
1626 glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
1628 glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b, transparency );
1635 glBegin( GL_LINES );
1636 glVertex3f( xmin, posy,
delta );
1637 glVertex3f( xmax, posy,
delta );
1641 if(
delta <= -zmin && ( ii != 0 ) )
1644 glBegin( GL_LINES );
1645 glVertex3f( xmin, posy, -
delta );
1646 glVertex3f( xmax, posy, -
delta );
1654 glDisable( GL_BLEND );
1663 static SFVEC3F positions[24] = {
1664 { -0.5f, -0.5f, 0.5f },
1665 { 0.5f, -0.5f, 0.5f },
1666 { 0.5f, 0.5f, 0.5f },
1667 { -0.5f, 0.5f, 0.5f },
1670 { -0.5f, 0.5f, -0.5f },
1671 { 0.5f, 0.5f, -0.5f },
1672 { 0.5f, -0.5f, -0.5f },
1673 { -0.5f, -0.5f, -0.5f },
1676 { 0.5f, -0.5f, -0.5f },
1677 { 0.5f, 0.5f, -0.5f },
1678 { 0.5f, 0.5f, 0.5f },
1679 { 0.5f, -0.5f, 0.5f },
1682 { -0.5f, -0.5f, 0.5f },
1683 { -0.5f, 0.5f, 0.5f },
1684 { -0.5f, 0.5f, -0.5f },
1685 { -0.5f, -0.5f, -0.5f },
1688 { -0.5f, 0.5f, 0.5f },
1689 { 0.5f, 0.5f, 0.5f },
1690 { 0.5f, 0.5f, -0.5f },
1691 { -0.5f, 0.5f, -0.5f },
1694 { -0.5f, -0.5f, -0.5f },
1695 { 0.5f, -0.5f, -0.5f },
1696 { 0.5f, -0.5f, 0.5f },
1697 { -0.5f, -0.5f, 0.5f }
1700 static SFVEC3F normals[24] = {
1732 static unsigned int indices[36] = {
1735 8, 9, 10, 8, 10, 11,
1736 12, 13, 14, 12, 14, 15,
1737 16, 17, 18, 16, 18, 19,
1738 20, 21, 22, 20, 22, 23
1750 static SMESH mesh = { 24, positions, normals,
nullptr,
nullptr, 36, indices, 0 };
@ NORMAL
Use all material properties from model file.
Defines math related functions.
float mapf(float x, float in_min, float in_max, float out_min, float out_max)
SFVEC3F SphericalToCartesian(float aInclination, float aAzimuth)
https://en.wikipedia.org/wiki/Spherical_coordinate_system
EXTRUSION_MATERIAL_PROPS GetMaterialProps(EXTRUSION_MATERIAL aMaterial, const SFVEC3F &aDiffuse)
BOX2I CalcPlaceholderLocalBox(const FOOTPRINT *aFootprint)
Calculate a local space bounding box for a placeholder 3D model.
constexpr EDA_IU_SCALE pcbIUScale
constexpr BOX2I KiROUND(const BOX2D &aBoxD)
Helper class to handle information needed to display 3D board.
constexpr size_type GetWidth() const
constexpr const Vec GetCenter() const
constexpr size_type GetHeight() const
A class used to derive camera objects from.
Implement a canvas based on a wxGLCanvas.
static KIGFX::COLOR4D GetDefaultColor(EXTRUSION_MATERIAL aMaterial)
EXTRUSION_MATERIAL m_material
auto RunWithoutCtxLock(Func &&aFunction, Args &&... args)
Run the given function first releasing the GL context lock, then restoring it.
Manage an 8-bit channel image.
void CircleFilled(int aCx, int aCy, int aRadius, unsigned char aValue)
void EfxFilter_SkipCenter(IMAGE *aInImg, IMAGE_FILTER aFilterType, unsigned int aRadius)
Apply a filter to the input image and store it in the image class.
unsigned int GetHeight() const
unsigned int GetWidth() const
A color representation with 4 components: red, green, blue, alpha.
static const COLOR4D UNSPECIFIED
For legacy support; used as a value to indicate color hasn't been set yet.
static const LSET & PhysicalLayersMask()
Return a mask holding all layers which are physically realized.
void DrawBbox() const
Draw main bounding box of the model.
static void EndDrawMulti()
Cleanup render states after drawing multiple models.
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.
static void BeginDrawMulti(bool aUseColorInformation)
Set some basic render states before drawing multiple models.
void DrawBboxes() const
Draw individual bounding boxes of each mesh.
Store the OpenGL display lists to related with a layer.
void ApplyScalePosition(float aZposition, float aZscale)
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 DrawAll(bool aDrawMiddle=true) const
Call to draw all the display lists.
GL_CONTEXT_MANAGER * GetGLContextManager()
std::unique_ptr< BUSY_INDICATOR > CreateBusyIndicator() const
Return a created busy indicator, if a factory has been set, else a null pointer.
RENDER_3D_BASE(BOARD_ADAPTER &aBoardAdapter, CAMERA &aCamera)
bool m_canvasInitialized
Flag if the canvas specific for this render was already initialized.
wxSize m_windowSize
The window size that this camera is working.
BOARD_ADAPTER & m_boardAdapter
Settings reference in use for this render.
OPENGL_RENDER_LIST * m_board
OPENGL_RENDER_LIST * m_outerThroughHoleRings
OPENGL_RENDER_LIST * m_offboardPadsFront
SPHERES_GIZMO::GizmoSphereSelection getSelectedGizmoSphere() const
GRID3D_TYPE m_lastGridType
Stores the last grid type.
std::tuple< int, int, int, int > getGizmoViewport() const
OPENGL_RENDER_LIST * m_microviaHoles
void renderOpaqueModels(const glm::mat4 &aCameraViewMatrix)
void generate3dGrid(GRID3D_TYPE aGridType)
Create a 3D grid to an OpenGL display list.
void setLightFront(bool enabled)
std::map< const FOOTPRINT *, OPENGL_RENDER_LIST * > m_extrudedPadLists
bool Redraw(bool aIsMoving, REPORTER *aStatusReporter, REPORTER *aWarningReporter) override
Redraw the view.
MAP_OGL_DISP_LISTS m_layers
MAP_OGL_DISP_LISTS m_innerLayerHoles
OPENGL_RENDER_LIST * m_boardWithHoles
RENDER_3D_OPENGL(EDA_3D_CANVAS *aCanvas, BOARD_ADAPTER &aAdapter, CAMERA &aCamera)
MAP_OGL_DISP_LISTS m_outerLayerHoles
OPENGL_RENDER_LIST * m_offboardPadsBack
BOARD_ITEM * m_currentRollOverItem
void renderBoardBody(bool aSkipRenderHoles)
std::map< std::vector< float >, glm::mat4 > m_3dModelMatrixMap
std::map< wxString, MODEL_3D * > m_3dModelMap
OPENGL_RENDER_LIST * m_viaBackCover
OPENGL_RENDER_LIST * m_viaFrontCover
LIST_TRIANGLES m_triangles
store pointers so can be deleted latter
OPENGL_RENDER_LIST * m_outerViaThroughHoles
MODEL_3D * m_placeholderModel
OPENGL_RENDER_LIST * m_outerThroughHoles
void setLayerMaterial(PCB_LAYER_ID aLayerID)
OPENGL_RENDER_LIST * m_platedPadsFront
void resetSelectedGizmoSphere()
struct RENDER_3D_OPENGL::@136145154067207014164113243162246125147361200233 m_materials
void createPlaceholderModel()
void renderModel(const glm::mat4 &aCameraViewMatrix, const MODELTORENDER &aModelToRender, const SFVEC3F &aSelColor, const SFVEC3F *aCameraWorldPos)
int GetWaitForEditingTimeOut() override
Give the interface the time (in ms) that it should wait for editing or movements before (this works f...
void renderSolderMaskLayer(PCB_LAYER_ID aLayerID, float aZPos, bool aShowThickness, bool aSkipRenderHoles)
void renderTransparentModels(const glm::mat4 &aCameraViewMatrix)
std::map< const FOOTPRINT *, OPENGL_RENDER_LIST * > m_extrudedBodyLists
void get3dModelsSelected(std::list< MODELTORENDER > &aDstRenderList, bool aGetTop, bool aGetBot, bool aRenderTransparentOnly, bool aRenderSelectedOnly)
OPENGL_RENDER_LIST * m_postMachinePlugs
Board material plugs for backdrill/counterbore/countersink.
void setPlatedCopperAndDepthOffset(PCB_LAYER_ID aLayer_id)
void updateGizmoSelection(glm::mat4 aCameraRotationMatrix)
OPENGL_RENDER_LIST * m_antiBoard
void SetCurWindowSize(const wxSize &aSize) override
Before each render, the canvas will tell the render what is the size of its windows,...
void renderPlaceholderForFootprint(std::list< MODELTORENDER > &aDstRenderList, const glm::mat4 &aFpMatrix, const FOOTPRINT *aFootprint, bool aRenderTransparentOnly, bool aIsSelected, float aOpacity)
OPENGL_RENDER_LIST * m_padHoles
SPHERES_GIZMO * m_spheres_gizmo
GLuint m_grid
oGL list that stores current grid
OPENGL_RENDER_LIST * m_platedPadsBack
void get3dModelsFromFootprint(std::list< MODELTORENDER > &aDstRenderList, const FOOTPRINT *aFootprint, bool aRenderTransparentOnly, bool aIsSelected)
void handleGizmoMouseInput(int mouseX, int mouseY)
void setLightBottom(bool enabled)
void setGizmoViewport(int x, int y, int width, int height)
void setLightTop(bool enabled)
A pure virtual class used to derive REPORTER objects from.
virtual REPORTER & Report(const wxString &aText, SEVERITY aSeverity=RPT_SEVERITY_UNDEFINED)
Report a string with a given severity.
Renders a set of colored spheres in 3D space that act as a directional orientation gizmo.
GizmoSphereSelection
Enum to indicate which sphere (direction) is selected.
Store arrays of triangles to be used to create display lists.
#define DELETE_AND_FREE_MAP(map)
#define DELETE_AND_FREE(ptr)
#define UNITS3D_TO_UNITSPCB
Implements a model viewer canvas.
static const wxChar * m_logTrace
Trace mask used to enable or disable the trace output of this class.
int MapPCBLayerTo3DLayer(PCB_LAYER_ID aLayer)
@ LAYER_3D_SOLDERMASK_TOP
@ LAYER_3D_SOLDERMASK_BOTTOM
bool IsCopperLayer(int aLayerId)
Test whether a layer is a copper layer.
PCB_LAYER_ID
A quick note on layer IDs:
EDA_ANGLE abs(const EDA_ANGLE &aAngle)
void OglResetTextureState()
Reset to default state the texture settings.
void OglSetMaterial(const SMATERIAL &aMaterial, float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor)
Set OpenGL materials.
GLuint OglLoadTexture(const IMAGE &aImage)
Generate a new OpenGL texture.
void OglDrawBackground(const SFVEC4F &aTopColor, const SFVEC4F &aBotColor)
Define generic OpenGL functions that are common to any OpenGL target.
PGM_BASE & Pgm()
The global program "get" accessor.
static SFVEC4F premultiplyAlpha(const SFVEC4F &aInput)
#define SIZE_OF_CIRCLE_TEXTURE
Manage a bounding box defined by two SFVEC3F min max points.
SFVEC3F GetCenter() const
Return the center point of the bounding box.
bool opengl_thickness_disableOnMove
KIGFX::COLOR4D opengl_selection_color
bool clip_silk_on_via_annuli
bool subtract_mask_from_silk
bool opengl_microvias_disableOnMove
bool highlight_on_rollover
bool DifferentiatePlatedCopper()
return true if platted copper aeras and non platted copper areas must be drawn using a different colo...
bool opengl_holes_disableOnMove
bool opengl_AA_disableOnMove
glm::mat4 m_modelWorldMat
Store the a model based on meshes and materials.
float m_Transparency
1.0 is completely transparent, 0.0 completely opaque
SFVEC3F m_Diffuse
Default diffuse color if m_Color is NULL.
Per-vertex normal/color/texcoors structure.
VECTOR2< int32_t > VECTOR2I