Example #1
0
void Pcb3D_GLCanvas::Redraw( void )
/**********************************/
{
    SetCurrent();

	InitGL();

    glMatrixMode(GL_MODELVIEW);    /* position viewer */
    /* transformations */
    GLfloat mat[4][4];
	glTranslatef(Draw3d_dx, Draw3d_dy, 0.0F);

    build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat );
    glMultMatrixf( &mat[0][0] );

    glRotatef(g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0);
	glRotatef(g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0);
    glRotatef(g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0);

	if( m_gllist ) glCallList( m_gllist );
	else
	{
		m_gllist = CreateDrawGL_List();
//		m_gllist = DisplayCubeforTest();
	}

	glFlush();
	SwapBuffers();
 }
Example #2
0
void EDA_3D_CANVAS::Redraw()
{
    // SwapBuffer requires the window to be shown before calling
    if( !IsShownOnScreen() )
        return;

    wxString err_messages;
    WX_STRING_REPORTER errorReporter( &err_messages );
    STATUS_TEXT_REPORTER activityReporter( Parent(), 0 );

    // Display build time at the end of build
    unsigned strtime = GetRunningMicroSecs();

    GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );

    // Set the OpenGL viewport according to the client size of this canvas.
    // This is done here rather than in a wxSizeEvent handler because our
    // OpenGL rendering context (and thus viewport setting) is used with
    // multiple canvases: If we updated the viewport in the wxSizeEvent
    // handler, changing the size of one canvas causes a viewport setting that
    // is wrong when next another canvas is repainted.
    wxSize size = GetClientSize();

    InitGL();

    if( isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) )
    {
        generateFakeShadowsTextures( &errorReporter, &activityReporter );
    }

    // *MUST* be called *after* GL_CONTEXT_MANAGER::LockCtx():
    glViewport( 0, 0, size.x, size.y );

    // clear color and depth buffers
    glClearColor( 0.95, 0.95, 1.0, 1.0 );
    glClearStencil( 0 );
    glClearDepth( 1.0 );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

    glShadeModel( GL_SMOOTH );

    // Draw background
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    glDisable( GL_LIGHTING );
    glDisable( GL_COLOR_MATERIAL );
    glDisable( GL_DEPTH_TEST );
    glDisable( GL_TEXTURE_2D );

    // Draw the background ( rectangle with color gradient)
    glBegin( GL_QUADS );
    SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 );
    glVertex2f( -1.0, 1.0 );    // Top left corner

    SetGLColor( GetPrm3DVisu().m_BgColor, 1.0 );
    glVertex2f( -1.0,-1.0 );    // bottom left corner
    glVertex2f( 1.0,-1.0 );     // bottom right corner

    SetGLColor( GetPrm3DVisu().m_BgColor_Top, 1.0 );
    glVertex2f( 1.0, 1.0 );     // top right corner

    glEnd();
    glEnable( GL_DEPTH_TEST );


    // set viewing projection
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();

#define MAX_VIEW_ANGLE 160.0 / 45.0

    if( GetPrm3DVisu().m_Zoom > MAX_VIEW_ANGLE )
        GetPrm3DVisu().m_Zoom = MAX_VIEW_ANGLE;

     if( Parent()->ModeIsOrtho() )
     {
         // OrthoReductionFactor is chosen to provide roughly the same size as
         // Perspective View
         const double orthoReductionFactor = 400 / GetPrm3DVisu().m_Zoom;

         // Initialize Projection Matrix for Ortographic View
         glOrtho( -size.x / orthoReductionFactor, size.x / orthoReductionFactor,
                  -size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 100 );
     }
     else
     {
         // Ratio width / height of the window display
         double ratio_HV = (double) size.x / size.y;

         // Initialize Projection Matrix for Perspective View
         gluPerspective( 45.0f * GetPrm3DVisu().m_Zoom, ratio_HV, 1, 100 );
     }

    // position viewer
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    glTranslatef( 0.0f, 0.0f, -(m_ZBottom + m_ZTop) / 2.0f );

    // Setup light sources:
    SetLights();

    CheckGLError( __FILE__, __LINE__ );

    glMatrixMode( GL_MODELVIEW );    // position viewer

    // transformations
    GLfloat mat[4][4];

    // Translate motion first, so rotations don't mess up the orientation...
    glTranslatef( m_draw3dOffset.x, m_draw3dOffset.y, 0.0F );

    build_rotmatrix( mat, GetPrm3DVisu().m_Quat );
    glMultMatrixf( &mat[0][0] );

    glRotatef( GetPrm3DVisu().m_Rot[0], 1.0, 0.0, 0.0 );
    glRotatef( GetPrm3DVisu().m_Rot[1], 0.0, 1.0, 0.0 );
    glRotatef( GetPrm3DVisu().m_Rot[2], 0.0, 0.0, 1.0 );


    if( ! m_glLists[GL_ID_BOARD] || ! m_glLists[GL_ID_TECH_LAYERS] )
        CreateDrawGL_List( &errorReporter, &activityReporter );

    if( isEnabled( FL_AXIS ) && m_glLists[GL_ID_AXIS] )
        glCallList( m_glLists[GL_ID_AXIS] );

    // move the board in order to draw it with its center at 0,0 3D coordinates
    glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
                  -GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
                  0.0f );

    if( isEnabled( FL_MODULE ) )
    {
        if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
            CreateDrawGL_List( &errorReporter, &activityReporter );
    }

    glEnable( GL_LIGHTING );

    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    if( isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ) )
        glEnable( GL_TEXTURE_2D );
    else
        glDisable( GL_TEXTURE_2D );

    // Set material for the board
    glEnable( GL_COLOR_MATERIAL );
    SetOpenGlDefaultMaterial();

    //glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, FALSE );

    // Board Body

    GLint shininess_value = 32;
    glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );

    if( isEnabled( FL_SHOW_BOARD_BODY ) )
    {
        if( m_glLists[GL_ID_BODY] )
        {
            glCallList( m_glLists[GL_ID_BODY] );
        }
    }


    // Board

    // specify material parameters for the lighting model.
    shininess_value = 52;
    glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );

    glm::vec4 specular( GetPrm3DVisu().m_CopperColor.m_Red   * 0.20f,
                        GetPrm3DVisu().m_CopperColor.m_Green * 0.20f,
                        GetPrm3DVisu().m_CopperColor.m_Blue  * 0.20f, 1.0f );
    glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );

    if( m_glLists[GL_ID_BOARD] )
    {
        glCallList( m_glLists[GL_ID_BOARD] );
    }


    // Tech layers

    shininess_value = 32;
    glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );

    glm::vec4 specularTech( 0.0f, 0.0f, 0.0f, 1.0f );
    glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specularTech.x );

    if( m_glLists[GL_ID_TECH_LAYERS] )
    {
        glCallList( m_glLists[GL_ID_TECH_LAYERS] );
    }

    if( isEnabled( FL_COMMENTS ) || isEnabled( FL_ECO )  )
    {
        if( ! m_glLists[GL_ID_AUX_LAYERS] )
            CreateDrawGL_List( &errorReporter, &activityReporter );

        glCallList( m_glLists[GL_ID_AUX_LAYERS] );
    }

    //glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, TRUE );

    // Draw Component Shadow

    if( isEnabled( FL_MODULE )  && isRealisticMode() &&
        isEnabled( FL_RENDER_SHADOWS ) )
    {
        glEnable( GL_CULL_FACE );
        glDisable( GL_DEPTH_TEST );

        glEnable( GL_COLOR_MATERIAL ) ;
        SetOpenGlDefaultMaterial();
        glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );

        glEnable( GL_TEXTURE_2D );

        glEnable( GL_BLEND );
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

        if( m_glLists[GL_ID_SHADOW_FRONT] )
        {
            glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_front );
            glCallList( m_glLists[GL_ID_SHADOW_FRONT] );
        }

        if( m_glLists[GL_ID_SHADOW_BACK] )
        {
            glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_back );
            glCallList( m_glLists[GL_ID_SHADOW_BACK] );
        }
        glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );

        glEnable( GL_DEPTH_TEST );
        glDisable( GL_TEXTURE_2D );
        glDisable( GL_CULL_FACE );
    }

    glEnable( GL_COLOR_MATERIAL );
    SetOpenGlDefaultMaterial();

    glDisable( GL_BLEND );


    // Draw Solid Shapes

    if( isEnabled( FL_MODULE ) )
    {
        if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
            CreateDrawGL_List( &errorReporter, &activityReporter );

        glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] );
    }

    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );


    // Grid uses transparency: draw it after all objects

    if( isEnabled( FL_GRID ) )
    {
        if( ! m_glLists[GL_ID_GRID] )
            CreateDrawGL_List( &errorReporter, &activityReporter );

        glCallList( m_glLists[GL_ID_GRID] );
    }


    // Draw Board Shadow

    if( isRealisticMode() && isEnabled( FL_RENDER_SHADOWS ) )
    {
        if( m_glLists[GL_ID_SHADOW_BOARD] )
        {
            glEnable( GL_BLEND );
            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
            glColor4f( 1.0, 1.0, 1.0, 0.75f );
            glEnable( GL_CULL_FACE );
            glDisable( GL_COLOR_MATERIAL );
            glEnable( GL_TEXTURE_2D );
            glBindTexture( GL_TEXTURE_2D, m_text_fake_shadow_board );
            glCallList( m_glLists[GL_ID_SHADOW_BOARD] );
            glDisable( GL_CULL_FACE );
            glDisable( GL_TEXTURE_2D );
        }
    }

    // This list must be drawn last, because it contains the
    // transparent gl objects, which should be drawn after all
    // non transparent objects
    if(  isEnabled( FL_MODULE ) && m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
    {
        glEnable( GL_COLOR_MATERIAL );
        SetOpenGlDefaultMaterial();
        glEnable( GL_BLEND );
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
        glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
    }

    // Debug bounding boxes
    /*
    glDisable( GL_BLEND );
    glDisable( GL_COLOR_MATERIAL );
    glDisable( GL_LIGHTING );
    glColor4f( 1.0f, 0.0f, 1.0f, 1.0f );
    m_fastAABBox_Shadow.GLdebug();

    glColor4f( 0.0f, 1.0f, 1.0f, 1.0f );
    m_boardAABBox.GLdebug();
    */

    SwapBuffers();
    GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );

    // Show calculation time if some activity was reported
    if( activityReporter.HasMessage() )
    {
        // Calculation time in seconds
        double calculation_time = (double)( GetRunningMicroSecs() - strtime) / 1e6;

        activityReporter.Report( wxString::Format( _( "Build time %.3f s" ),
                                 calculation_time ) );
    }
    else
        activityReporter.Report( wxEmptyString );

    if( !err_messages.IsEmpty() )
        wxLogMessage( err_messages );

}
Example #3
0
void EDA_3D_CANVAS::generateFakeShadowsTextures( REPORTER* aErrorMessages, REPORTER* aActivity )
{
    if( m_shadow_init == true )
    {
        return;
    }

    // Init info 3d parameters and create gl lists:
    CreateDrawGL_List( aErrorMessages, aActivity );

    DBG( unsigned strtime = GetRunningMicroSecs() );

    m_shadow_init = true;

    glClearColor( 0, 0, 0, 1 );

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();

    const float zDistMax = Millimeter2iu( 3.5 ) * GetPrm3DVisu().m_BiuTo3Dunits;

    glOrtho( -GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
             GetPrm3DVisu().m_BoardSize.x * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
             -GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
             GetPrm3DVisu().m_BoardSize.y * GetPrm3DVisu().m_BiuTo3Dunits / 2.0f,
             0.0, zDistMax );

    float zpos = GetPrm3DVisu().GetLayerZcoordBIU( F_Paste ) * GetPrm3DVisu().m_BiuTo3Dunits;

    // Render FRONT shadow
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
    glTranslatef( 0.0f, 0.0f, zpos );
    glRotatef( 180.0f, 0.0f, 1.0f, 0.0f );

    // move the board in order to draw it with its center at 0,0 3D coordinates
    glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
                  -GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
                  0.0f );

    create_and_render_shadow_buffer( &m_text_fake_shadow_front, 512, false, 1 );

    zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Paste ) * GetPrm3DVisu().m_BiuTo3Dunits;

    // Render BACK shadow
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
    glTranslatef( 0.0f, 0.0f, fabs( zpos ) );


    // move the board in order to draw it with its center at 0,0 3D coordinates
    glTranslatef( -GetPrm3DVisu().m_BoardPos.x * GetPrm3DVisu().m_BiuTo3Dunits,
                  -GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
                  0.0f );

    create_and_render_shadow_buffer( &m_text_fake_shadow_back, 512, false, 1 );


    // Render ALL BOARD shadow
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();

    // Normalization scale to convert bouding box
    // to normalize 3D units between -1.0 and +1.0

    S3D_VERTEX v = m_fastAABBox_Shadow.Max() - m_fastAABBox_Shadow.Min();
    float BoundingBoxBoardiuTo3Dunits = 2.0f / glm::max( v.x, v.y );

    //float zDistance = (m_lightPos.z * zDistMax) / sqrt( (m_lightPos.z - m_fastAABBox_Shadow.Min().z) );
    float zDistance = (m_lightPos.z - m_fastAABBox_Shadow.Min().z) / 3.0f;

    glOrtho( -v.x * BoundingBoxBoardiuTo3Dunits / 2.0f,
              v.x * BoundingBoxBoardiuTo3Dunits / 2.0f,
             -v.y * BoundingBoxBoardiuTo3Dunits / 2.0f,
              v.y * BoundingBoxBoardiuTo3Dunits / 2.0f,
             0.0f, zDistance );

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    // fits the bouding box to scale this size
    glScalef( BoundingBoxBoardiuTo3Dunits, BoundingBoxBoardiuTo3Dunits, 1.0f );

    // Place the eye in the lowerpoint of boudingbox and turn arround and look up to the model
    glTranslatef( 0.0f, 0.0f, m_fastAABBox_Shadow.Min().z );
    glRotatef( 180.0, 0.0f, 1.0f, 0.0f );

    // move the bouding box in order to draw it with its center at 0,0 3D coordinates
    glTranslatef( -(m_fastAABBox_Shadow.Min().x + v.x / 2.0f), -(m_fastAABBox_Shadow.Min().y + v.y / 2.0f), 0.0f );

    create_and_render_shadow_buffer( &m_text_fake_shadow_board, 512, true, 10 );

    DBG( printf( "  generateFakeShadowsTextures total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
}