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/*
* This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2022 Mario Luzeiro <mrluzeiro@ua.pt> * Copyright (C) 2023 CERN * Copyright The KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */
#include "render_3d_raytrace_base.h"
#include "shapes3D/plane_3d.h"
#include "shapes3D/round_segment_3d.h"
#include "shapes3D/layer_item_3d.h"
#include "shapes3D/cylinder_3d.h"
#include "shapes3D/triangle_3d.h"
#include "shapes2D/layer_item_2d.h"
#include "shapes2D/ring_2d.h"
#include "shapes2D/polygon_2d.h"
#include "shapes2D/filled_circle_2d.h"
#include "shapes2D/round_segment_2d.h"
#include "accelerators/bvh_pbrt.h"
#include "3d_fastmath.h"
#include "3d_math.h"
#include <board.h>
#include <footprint.h>
#include <fp_lib_table.h>
#include <eda_3d_viewer_frame.h>
#include <project_pcb.h>
#include <base_units.h>
#include <core/profile.h> // To use GetRunningMicroSecs or another profiling utility
/**
* Perform an interpolation step to easy control the transparency based on the * gray color value and transparency. * * @param aGrayColorValue - diffuse gray value * @param aTransparency - control * @return transparency to use in material */static float TransparencyControl( float aGrayColorValue, float aTransparency ){ const float aaa = aTransparency * aTransparency * aTransparency;
// 1.00-1.05*(1.0-x)^3
float ca = 1.0f - aTransparency; ca = 1.00f - 1.05f * ca * ca * ca;
return glm::max( glm::min( aGrayColorValue * ca + aaa, 1.0f ), 0.0f );}
/**
* Scale conversion from 3d model units to pcb units */#define UNITS3D_TO_UNITSPCB ( pcbIUScale.IU_PER_MM )
void RENDER_3D_RAYTRACE_BASE::setupMaterials(){ MATERIAL::SetDefaultRefractionRayCount( m_boardAdapter.m_Cfg->m_Render.raytrace_nrsamples_refractions ); MATERIAL::SetDefaultReflectionRayCount( m_boardAdapter.m_Cfg->m_Render.raytrace_nrsamples_reflections );
MATERIAL::SetDefaultRefractionRecursionCount( m_boardAdapter.m_Cfg->m_Render.raytrace_recursivelevel_refractions ); MATERIAL::SetDefaultReflectionRecursionCount( m_boardAdapter.m_Cfg->m_Render.raytrace_recursivelevel_reflections );
double mmTo3Dunits = pcbIUScale.IU_PER_MM * m_boardAdapter.BiuTo3dUnits();
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) { m_boardMaterial = BOARD_NORMAL( 0.40f * mmTo3Dunits ); m_copperMaterial = COPPER_NORMAL( 4.0f * mmTo3Dunits, &m_boardMaterial ); m_platedCopperMaterial = PLATED_COPPER_NORMAL( 0.5f * mmTo3Dunits ); m_solderMaskMaterial = SOLDER_MASK_NORMAL( &m_boardMaterial ); m_plasticMaterial = PLASTIC_NORMAL( 0.05f * mmTo3Dunits ); m_shinyPlasticMaterial = PLASTIC_SHINE_NORMAL( 0.1f * mmTo3Dunits ); m_brushedMetalMaterial = BRUSHED_METAL_NORMAL( 0.05f * mmTo3Dunits ); m_silkScreenMaterial = SILK_SCREEN_NORMAL( 0.25f * mmTo3Dunits ); }
// http://devernay.free.fr/cours/opengl/materials.html
// Copper
const SFVEC3F copperSpecularLinear = ConvertSRGBToLinear( glm::clamp( (SFVEC3F) m_boardAdapter.m_CopperColor * 0.5f + 0.25f, SFVEC3F( 0.0f ), SFVEC3F( 1.0f ) ) );
m_materials.m_Copper = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_CopperColor * 0.3f ), SFVEC3F( 0.0f ), copperSpecularLinear, 0.4f * 128.0f, 0.0f, 0.0f );
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) m_materials.m_Copper.SetGenerator( &m_platedCopperMaterial );
m_materials.m_NonPlatedCopper = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( SFVEC3F( 0.191f, 0.073f, 0.022f ) ), SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.256f, 0.137f, 0.086f ), 0.15f * 128.0f, 0.0f, 0.0f );
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) m_materials.m_NonPlatedCopper.SetGenerator( &m_copperMaterial );
m_materials.m_Paste = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderPasteColor ) * ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderPasteColor ), SFVEC3F( 0.0f, 0.0f, 0.0f ), ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderPasteColor ) * ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderPasteColor ), 0.10f * 128.0f, 0.0f, 0.0f );
m_materials.m_SilkS = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( SFVEC3F( 0.11f ) ), SFVEC3F( 0.0f, 0.0f, 0.0f ), glm::clamp( ( ( SFVEC3F )( 1.0f ) - ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SilkScreenColorTop ) ), SFVEC3F( 0.0f ), SFVEC3F( 0.10f ) ), 0.078125f * 128.0f, 0.0f, 0.0f );
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) m_materials.m_SilkS.SetGenerator( &m_silkScreenMaterial );
// Assume that SolderMaskTop == SolderMaskBot
const float solderMask_gray = ( m_boardAdapter.m_SolderMaskColorTop.r + m_boardAdapter.m_SolderMaskColorTop.g + m_boardAdapter.m_SolderMaskColorTop.b ) / 3.0f;
const float solderMask_transparency = TransparencyControl( solderMask_gray, 1.0f - m_boardAdapter.m_SolderMaskColorTop.a );
m_materials.m_SolderMask = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_SolderMaskColorTop ) * 0.10f, SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( glm::clamp( solderMask_gray * 2.0f, 0.25f, 1.0f ) ), 0.85f * 128.0f, solderMask_transparency, 0.16f );
m_materials.m_SolderMask.SetCastShadows( true ); m_materials.m_SolderMask.SetRefractionRayCount( 1 );
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) m_materials.m_SolderMask.SetGenerator( &m_solderMaskMaterial );
m_materials.m_EpoxyBoard = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( SFVEC3F( 16.0f / 255.0f, 14.0f / 255.0f, 10.0f / 255.0f ) ), SFVEC3F( 0.0f, 0.0f, 0.0f ), ConvertSRGBToLinear( SFVEC3F( 10.0f / 255.0f, 8.0f / 255.0f, 10.0f / 255.0f ) ), 0.1f * 128.0f, 1.0f - m_boardAdapter.m_BoardBodyColor.a, 0.0f );
m_materials.m_EpoxyBoard.SetAbsorvance( 10.0f );
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) m_materials.m_EpoxyBoard.SetGenerator( &m_boardMaterial );
SFVEC3F bgTop = ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_BgColorTop );
m_materials.m_Floor = BLINN_PHONG_MATERIAL( bgTop * 0.125f, SFVEC3F( 0.0f, 0.0f, 0.0f ), ( SFVEC3F( 1.0f ) - bgTop ) / 3.0f, 0.10f * 128.0f, 1.0f, 0.50f ); m_materials.m_Floor.SetCastShadows( false ); m_materials.m_Floor.SetReflectionRecursionCount( 1 );}
void RENDER_3D_RAYTRACE_BASE::createObject( CONTAINER_3D& aDstContainer, const OBJECT_2D* aObject2D, float aZMin, float aZMax, const MATERIAL* aMaterial, const SFVEC3F& aObjColor ){ switch( aObject2D->GetObjectType() ) { case OBJECT_2D_TYPE::DUMMYBLOCK: { m_convertedDummyBlockCount++;
XY_PLANE* objPtr; objPtr = new XY_PLANE( BBOX_3D( SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMin ), SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMin ) ) ); objPtr->SetMaterial( aMaterial ); objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) ); aDstContainer.Add( objPtr );
objPtr = new XY_PLANE( BBOX_3D( SFVEC3F( aObject2D->GetBBox().Min().x, aObject2D->GetBBox().Min().y, aZMax ), SFVEC3F( aObject2D->GetBBox().Max().x, aObject2D->GetBBox().Max().y, aZMax ) ) ); objPtr->SetMaterial( aMaterial ); objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) ); aDstContainer.Add( objPtr ); break; }
case OBJECT_2D_TYPE::ROUNDSEG: { m_converted2dRoundSegmentCount++;
const ROUND_SEGMENT_2D* aRoundSeg2D = static_cast<const ROUND_SEGMENT_2D*>( aObject2D ); ROUND_SEGMENT* objPtr = new ROUND_SEGMENT( *aRoundSeg2D, aZMin, aZMax ); objPtr->SetMaterial( aMaterial ); objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) ); aDstContainer.Add( objPtr ); break; }
default: { LAYER_ITEM* objPtr = new LAYER_ITEM( aObject2D, aZMin, aZMax ); objPtr->SetMaterial( aMaterial ); objPtr->SetColor( ConvertSRGBToLinear( aObjColor ) ); aDstContainer.Add( objPtr ); break; } }}
void RENDER_3D_RAYTRACE_BASE::createItemsFromContainer( const BVH_CONTAINER_2D* aContainer2d, PCB_LAYER_ID aLayer_id, const MATERIAL* aMaterialLayer, const SFVEC3F& aLayerColor, float aLayerZOffset ){ if( aContainer2d == nullptr ) return;
EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render; bool isSilk = aLayer_id == B_SilkS || aLayer_id == F_SilkS; const LIST_OBJECT2D& listObject2d = aContainer2d->GetList();
if( listObject2d.size() == 0 ) return;
for( const OBJECT_2D* object2d_A : listObject2d ) { // not yet used / implemented (can be used in future to clip the objects in the
// board borders
OBJECT_2D* object2d_C = CSGITEM_FULL;
std::vector<const OBJECT_2D*>* object2d_B = CSGITEM_EMPTY;
object2d_B = new std::vector<const OBJECT_2D*>();
// Subtract holes but not in SolderPaste
// (can be added as an option in future)
if( !( aLayer_id == B_Paste || aLayer_id == F_Paste ) ) { // Check if there are any layerhole that intersects this object
// Eg: a segment is cut by a via hole or THT hole.
const MAP_CONTAINER_2D_BASE& layerHolesMap = m_boardAdapter.GetLayerHoleMap();
if( layerHolesMap.find( aLayer_id ) != layerHolesMap.end() ) { const BVH_CONTAINER_2D* holes2d = layerHolesMap.at( aLayer_id );
CONST_LIST_OBJECT2D intersecting;
holes2d->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* hole2d : intersecting ) object2d_B->push_back( hole2d ); }
// Check if there are any THT that intersects this object. If we're processing a silk
// layer and the flag is set, then clip the silk at the outer edge of the annular ring,
// rather than the at the outer edge of the copper plating.
const BVH_CONTAINER_2D& throughHoleOuter = cfg.clip_silk_on_via_annuli && isSilk ? m_boardAdapter.GetViaAnnuli() : m_boardAdapter.GetTH_ODs();
if( !throughHoleOuter.GetList().empty() ) { CONST_LIST_OBJECT2D intersecting;
throughHoleOuter.GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* hole2d : intersecting ) object2d_B->push_back( hole2d ); } }
if( !m_antioutlineBoard2dObjects->GetList().empty() ) { CONST_LIST_OBJECT2D intersecting;
m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* obj : intersecting ) object2d_B->push_back( obj ); }
const MAP_CONTAINER_2D_BASE& mapLayers = m_boardAdapter.GetLayerMap();
if( cfg.subtract_mask_from_silk && ( ( aLayer_id == B_SilkS && mapLayers.find( B_Mask ) != mapLayers.end() ) || ( aLayer_id == F_SilkS && mapLayers.find( F_Mask ) != mapLayers.end() ) ) ) { const PCB_LAYER_ID maskLayer = ( aLayer_id == B_SilkS ) ? B_Mask : F_Mask;
const BVH_CONTAINER_2D* containerMaskLayer2d = mapLayers.at( maskLayer );
CONST_LIST_OBJECT2D intersecting;
if( containerMaskLayer2d ) // can be null if B_Mask or F_Mask is not shown
containerMaskLayer2d->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* obj2d : intersecting ) object2d_B->push_back( obj2d ); }
if( object2d_B->empty() ) { delete object2d_B; object2d_B = CSGITEM_EMPTY; }
if( ( object2d_B == CSGITEM_EMPTY ) && ( object2d_C == CSGITEM_FULL ) ) { LAYER_ITEM* objPtr = new LAYER_ITEM( object2d_A, m_boardAdapter.GetLayerBottomZPos( aLayer_id ) - aLayerZOffset, m_boardAdapter.GetLayerTopZPos( aLayer_id ) + aLayerZOffset ); objPtr->SetMaterial( aMaterialLayer ); objPtr->SetColor( ConvertSRGBToLinear( aLayerColor ) ); m_objectContainer.Add( objPtr ); } else { LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B, object2d_C, object2d_A->GetBoardItem() ); m_containerWithObjectsToDelete.Add( itemCSG2d );
LAYER_ITEM* objPtr = new LAYER_ITEM( itemCSG2d, m_boardAdapter.GetLayerBottomZPos( aLayer_id ) - aLayerZOffset, m_boardAdapter.GetLayerTopZPos( aLayer_id ) + aLayerZOffset );
objPtr->SetMaterial( aMaterialLayer ); objPtr->SetColor( ConvertSRGBToLinear( aLayerColor ) );
m_objectContainer.Add( objPtr ); } }}
extern void buildBoardBoundingBoxPoly( const BOARD* aBoard, SHAPE_POLY_SET& aOutline );
void RENDER_3D_RAYTRACE_BASE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter, bool aOnlyLoadCopperAndShapes ){ m_reloadRequested = false;
m_modelMaterialMap.clear();
OBJECT_2D_STATS::Instance().ResetStats(); OBJECT_3D_STATS::Instance().ResetStats();
int64_t stats_startReloadTime = GetRunningMicroSecs();
if( !aOnlyLoadCopperAndShapes ) { m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter );
SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter(); m_camera.SetBoardLookAtPos( camera_pos ); }
m_objectContainer.Clear(); m_containerWithObjectsToDelete.Clear();
setupMaterials();
if( aStatusReporter ) aStatusReporter->Report( _( "Load Raytracing: board" ) );
// Create and add the outline board
delete m_outlineBoard2dObjects; delete m_antioutlineBoard2dObjects;
m_outlineBoard2dObjects = new CONTAINER_2D; m_antioutlineBoard2dObjects = new BVH_CONTAINER_2D;
std::bitset<LAYER_3D_END> layerFlags = m_boardAdapter.GetVisibleLayers();
if( !aOnlyLoadCopperAndShapes ) { const int outlineCount = m_boardAdapter.GetBoardPoly().OutlineCount();
if( outlineCount > 0 ) { float divFactor = 0.0f;
if( m_boardAdapter.GetViaCount() ) divFactor = m_boardAdapter.GetAverageViaHoleDiameter() * 18.0f; else if( m_boardAdapter.GetHoleCount() ) divFactor = m_boardAdapter.GetAverageHoleDiameter() * 8.0f;
SHAPE_POLY_SET boardPolyCopy = m_boardAdapter.GetBoardPoly();
// Calculate an antiboard outline
SHAPE_POLY_SET antiboardPoly;
buildBoardBoundingBoxPoly( m_boardAdapter.GetBoard(), antiboardPoly );
antiboardPoly.BooleanSubtract( boardPolyCopy ); antiboardPoly.Fracture();
for( int ii = 0; ii < antiboardPoly.OutlineCount(); ii++ ) { ConvertPolygonToBlocks( antiboardPoly, *m_antioutlineBoard2dObjects, m_boardAdapter.BiuTo3dUnits(), -1.0f, *m_boardAdapter.GetBoard(), ii ); }
m_antioutlineBoard2dObjects->BuildBVH();
boardPolyCopy.Fracture();
for( int ii = 0; ii < boardPolyCopy.OutlineCount(); ii++ ) { ConvertPolygonToBlocks( boardPolyCopy, *m_outlineBoard2dObjects, m_boardAdapter.BiuTo3dUnits(), divFactor, *m_boardAdapter.GetBoard(), ii ); }
if( layerFlags.test( LAYER_3D_BOARD ) ) { const LIST_OBJECT2D& listObjects = m_outlineBoard2dObjects->GetList();
for( const OBJECT_2D* object2d_A : listObjects ) { std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
// Check if there are any THT that intersects this outline object part
if( !m_boardAdapter.GetTH_ODs().GetList().empty() ) { const BVH_CONTAINER_2D& throughHoles = m_boardAdapter.GetTH_ODs(); CONST_LIST_OBJECT2D intersecting;
throughHoles.GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* hole : intersecting ) { if( object2d_A->Intersects( hole->GetBBox() ) ) object2d_B->push_back( hole ); } }
if( !m_antioutlineBoard2dObjects->GetList().empty() ) { CONST_LIST_OBJECT2D intersecting;
m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* obj : intersecting ) object2d_B->push_back( obj ); }
if( object2d_B->empty() ) { delete object2d_B; object2d_B = CSGITEM_EMPTY; }
if( object2d_B == CSGITEM_EMPTY ) { LAYER_ITEM* objPtr = new LAYER_ITEM( object2d_A, m_boardAdapter.GetLayerBottomZPos( F_Cu ), m_boardAdapter.GetLayerBottomZPos( B_Cu ) );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard ); objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_BoardBodyColor ) ); m_objectContainer.Add( objPtr ); } else {
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B, CSGITEM_FULL, *m_boardAdapter.GetBoard() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
LAYER_ITEM* objPtr = new LAYER_ITEM( itemCSG2d, m_boardAdapter.GetLayerBottomZPos( F_Cu ), m_boardAdapter.GetLayerBottomZPos( B_Cu ) );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard ); objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_BoardBodyColor ) ); m_objectContainer.Add( objPtr ); } }
// Add cylinders of the board body to container
// Note: This is actually a workaround for the holes in the board.
// The issue is because if a hole is in a border of a divided polygon ( ex
// a polygon or dummy block) it will cut also the render of the hole.
// So this will add a full hole.
// In fact, that is not need if the hole have copper.
if( !m_boardAdapter.GetTH_ODs().GetList().empty() ) { const LIST_OBJECT2D& holeList = m_boardAdapter.GetTH_ODs().GetList();
for( const OBJECT_2D* hole2d : holeList ) { if( !m_antioutlineBoard2dObjects->GetList().empty() ) { CONST_LIST_OBJECT2D intersecting;
m_antioutlineBoard2dObjects->GetIntersectingObjects( hole2d->GetBBox(), intersecting );
// Do not add cylinder if it intersects the edge of the board
if( !intersecting.empty() ) continue; }
switch( hole2d->GetObjectType() ) { case OBJECT_2D_TYPE::FILLED_CIRCLE: { const float radius = hole2d->GetBBox().GetExtent().x * 0.5f * 0.999f;
CYLINDER* objPtr = new CYLINDER( hole2d->GetCentroid(), NextFloatDown( m_boardAdapter.GetLayerBottomZPos( F_Cu ) ), NextFloatUp( m_boardAdapter.GetLayerBottomZPos( B_Cu ) ), radius );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard ); objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_BoardBodyColor ) );
m_objectContainer.Add( objPtr ); } break;
default: break; } } } } } }
if( aStatusReporter ) aStatusReporter->Report( _( "Load Raytracing: layers" ) );
// Add layers maps (except B_Mask and F_Mask)
for( const std::pair<const PCB_LAYER_ID, BVH_CONTAINER_2D*>& entry : m_boardAdapter.GetLayerMap() ) { const PCB_LAYER_ID layer_id = entry.first; const BVH_CONTAINER_2D* container2d = entry.second;
// Only process layers that exist
if( !container2d ) continue;
if( aOnlyLoadCopperAndShapes && !IsCopperLayer( layer_id ) ) continue;
// Mask layers are not processed here because they are a special case
if( layer_id == B_Mask || layer_id == F_Mask ) continue;
MATERIAL* materialLayer = &m_materials.m_SilkS; SFVEC3F layerColor = SFVEC3F( 0.0f, 0.0f, 0.0f );
switch( layer_id ) { case B_Adhes: case F_Adhes: break;
case B_Paste: case F_Paste: materialLayer = &m_materials.m_Paste; layerColor = m_boardAdapter.m_SolderPasteColor; break;
case B_SilkS: materialLayer = &m_materials.m_SilkS; layerColor = m_boardAdapter.m_SilkScreenColorBot; break;
case F_SilkS: materialLayer = &m_materials.m_SilkS; layerColor = m_boardAdapter.m_SilkScreenColorTop; break;
case Dwgs_User: layerColor = m_boardAdapter.m_UserDrawingsColor; break;
case Cmts_User: layerColor = m_boardAdapter.m_UserCommentsColor; break;
case Eco1_User: layerColor = m_boardAdapter.m_ECO1Color; break;
case Eco2_User: layerColor = m_boardAdapter.m_ECO2Color; break;
case B_CrtYd: case F_CrtYd: break;
case B_Fab: case F_Fab: break;
default: { int layer3D = MapPCBLayerTo3DLayer( layer_id );
// Note: MUST do this in LAYER_3D space; User_1..User_45 are NOT contiguous
if( layer3D >= LAYER_3D_USER_1 && layer3D <= LAYER_3D_USER_45 ) { layerColor = m_boardAdapter.m_UserDefinedLayerColor[ layer3D - LAYER_3D_USER_1 ]; } else if( m_boardAdapter.m_Cfg->m_Render.differentiate_plated_copper ) { layerColor = SFVEC3F( 184.0f / 255.0f, 115.0f / 255.0f, 50.0f / 255.0f ); materialLayer = &m_materials.m_NonPlatedCopper; } else { layerColor = m_boardAdapter.m_CopperColor; materialLayer = &m_materials.m_Copper; }
break; } }
createItemsFromContainer( container2d, layer_id, materialLayer, layerColor, 0.0f ); } // for each layer on map
// Create plated copper
if( m_boardAdapter.m_Cfg->m_Render.differentiate_plated_copper ) { createItemsFromContainer( m_boardAdapter.GetPlatedPadsFront(), F_Cu, &m_materials.m_Copper, m_boardAdapter.m_CopperColor, m_boardAdapter.GetFrontCopperThickness() * 0.1f );
createItemsFromContainer( m_boardAdapter.GetPlatedPadsBack(), B_Cu, &m_materials.m_Copper, m_boardAdapter.m_CopperColor, -m_boardAdapter.GetBackCopperThickness() * 0.1f ); }
if( !aOnlyLoadCopperAndShapes ) { // Add Mask layer
// Solder mask layers are "negative" layers so the elements that we have in the container
// should remove the board outline. We will check for all objects in the outline if it
// intersects any object in the layer container and also any hole.
if( ( layerFlags.test( LAYER_3D_SOLDERMASK_TOP ) || layerFlags.test( LAYER_3D_SOLDERMASK_BOTTOM ) ) && !m_outlineBoard2dObjects->GetList().empty() ) { const MATERIAL* materialLayer = &m_materials.m_SolderMask;
for( const std::pair<const PCB_LAYER_ID, BVH_CONTAINER_2D*>& entry : m_boardAdapter.GetLayerMap() ) { const PCB_LAYER_ID layer_id = entry.first; const BVH_CONTAINER_2D* container2d = entry.second;
// Only process layers that exist
if( !container2d ) continue;
// Only get the Solder mask layers (and only if the board has them)
if( layer_id == F_Mask && !layerFlags.test( LAYER_3D_SOLDERMASK_TOP ) ) continue;
if( layer_id == B_Mask && !layerFlags.test( LAYER_3D_SOLDERMASK_BOTTOM ) ) continue;
// Only Mask layers are processed here because they are negative layers
if( layer_id != F_Mask && layer_id != B_Mask ) continue;
SFVEC3F layerColor;
if( layer_id == B_Mask ) layerColor = m_boardAdapter.m_SolderMaskColorBot; else layerColor = m_boardAdapter.m_SolderMaskColorTop;
const float zLayerMin = m_boardAdapter.GetLayerBottomZPos( layer_id ); const float zLayerMax = m_boardAdapter.GetLayerTopZPos( layer_id );
// Get the outline board objects
for( const OBJECT_2D* object2d_A : m_outlineBoard2dObjects->GetList() ) { std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
// Check if there are any THT that intersects this outline object part
if( !m_boardAdapter.GetTH_ODs().GetList().empty() ) { const BVH_CONTAINER_2D& throughHoles = m_boardAdapter.GetTH_ODs(); CONST_LIST_OBJECT2D intersecting;
throughHoles.GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* hole : intersecting ) { if( object2d_A->Intersects( hole->GetBBox() ) ) object2d_B->push_back( hole ); } }
// Check if there are any objects in the layer to subtract with the current
// object
if( !container2d->GetList().empty() ) { CONST_LIST_OBJECT2D intersecting;
container2d->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* obj : intersecting ) object2d_B->push_back( obj ); }
if( object2d_B->empty() ) { delete object2d_B; object2d_B = CSGITEM_EMPTY; }
if( object2d_B == CSGITEM_EMPTY ) {#if 0
createObject( m_objectContainer, object2d_A, zLayerMin, zLayerMax, materialLayer, layerColor );#else
LAYER_ITEM* objPtr = new LAYER_ITEM( object2d_A, zLayerMin, zLayerMax );
objPtr->SetMaterial( materialLayer ); objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
m_objectContainer.Add( objPtr );#endif
} else { LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B, CSGITEM_FULL, object2d_A->GetBoardItem() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
LAYER_ITEM* objPtr = new LAYER_ITEM( itemCSG2d, zLayerMin, zLayerMax ); objPtr->SetMaterial( materialLayer ); objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
m_objectContainer.Add( objPtr ); } } } }
addPadsAndVias(); }
#ifdef PRINT_STATISTICS_3D_VIEWER
int64_t stats_endConvertTime = GetRunningMicroSecs(); int64_t stats_startLoad3DmodelsTime = stats_endConvertTime;#endif
if( aStatusReporter ) aStatusReporter->Report( _( "Loading 3D models..." ) );
load3DModels( m_objectContainer, aOnlyLoadCopperAndShapes );
#ifdef PRINT_STATISTICS_3D_VIEWER
int64_t stats_endLoad3DmodelsTime = GetRunningMicroSecs();#endif
if( !aOnlyLoadCopperAndShapes ) { // Add floor
if( m_boardAdapter.m_Cfg->m_Render.raytrace_backfloor ) { BBOX_3D boardBBox = m_boardAdapter.GetBBox();
if( boardBBox.IsInitialized() ) { boardBBox.Scale( 3.0f );
if( m_objectContainer.GetList().size() > 0 ) { BBOX_3D containerBBox = m_objectContainer.GetBBox();
containerBBox.Scale( 1.3f );
const SFVEC3F centerBBox = containerBBox.GetCenter();
// Floor triangles
const float minZ = glm::min( containerBBox.Min().z, boardBBox.Min().z );
const SFVEC3F v1 = SFVEC3F( -RANGE_SCALE_3D * 4.0f, -RANGE_SCALE_3D * 4.0f, minZ ) + SFVEC3F( centerBBox.x, centerBBox.y, 0.0f );
const SFVEC3F v3 = SFVEC3F( +RANGE_SCALE_3D * 4.0f, +RANGE_SCALE_3D * 4.0f, minZ ) + SFVEC3F( centerBBox.x, centerBBox.y, 0.0f );
const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z ); const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
SFVEC3F floorColor = ConvertSRGBToLinear( m_boardAdapter.m_BgColorTop );
TRIANGLE* newTriangle1 = new TRIANGLE( v1, v2, v3 ); TRIANGLE* newTriangle2 = new TRIANGLE( v3, v4, v1 );
m_objectContainer.Add( newTriangle1 ); m_objectContainer.Add( newTriangle2 );
newTriangle1->SetMaterial( &m_materials.m_Floor ); newTriangle2->SetMaterial( &m_materials.m_Floor );
newTriangle1->SetColor( floorColor ); newTriangle2->SetColor( floorColor );
// Ceiling triangles
const float maxZ = glm::max( containerBBox.Max().z, boardBBox.Max().z );
const SFVEC3F v5 = SFVEC3F( v1.x, v1.y, maxZ ); const SFVEC3F v6 = SFVEC3F( v2.x, v2.y, maxZ ); const SFVEC3F v7 = SFVEC3F( v3.x, v3.y, maxZ ); const SFVEC3F v8 = SFVEC3F( v4.x, v4.y, maxZ );
TRIANGLE* newTriangle3 = new TRIANGLE( v7, v6, v5 ); TRIANGLE* newTriangle4 = new TRIANGLE( v5, v8, v7 );
m_objectContainer.Add( newTriangle3 ); m_objectContainer.Add( newTriangle4 );
newTriangle3->SetMaterial( &m_materials.m_Floor ); newTriangle4->SetMaterial( &m_materials.m_Floor );
newTriangle3->SetColor( floorColor ); newTriangle4->SetColor( floorColor ); } } }
// Init initial lights
for( LIGHT* light : m_lights ) delete light;
m_lights.clear();
auto IsColorZero = []( const SFVEC3F& aSource ) { return ( ( aSource.r < ( 1.0f / 255.0f ) ) && ( aSource.g < ( 1.0f / 255.0f ) ) && ( aSource.b < ( 1.0f / 255.0f ) ) ); };
SFVEC3F cameraLightColor = m_boardAdapter.GetColor( m_boardAdapter.m_Cfg->m_Render.raytrace_lightColorCamera ); SFVEC3F topLightColor = m_boardAdapter.GetColor( m_boardAdapter.m_Cfg->m_Render.raytrace_lightColorTop ); SFVEC3F bottomLightColor = m_boardAdapter.GetColor( m_boardAdapter.m_Cfg->m_Render.raytrace_lightColorBottom );
m_cameraLight = new DIRECTIONAL_LIGHT( SFVEC3F( 0.0f, 0.0f, 0.0f ), cameraLightColor ); m_cameraLight->SetCastShadows( false );
if( !IsColorZero( cameraLightColor ) ) m_lights.push_back( m_cameraLight );
const SFVEC3F& boardCenter = m_boardAdapter.GetBBox().GetCenter();
if( !IsColorZero( topLightColor ) ) { m_lights.push_back( new POINT_LIGHT( SFVEC3F( boardCenter.x, boardCenter.y, +RANGE_SCALE_3D * 2.0f ), topLightColor ) ); }
if( !IsColorZero( bottomLightColor ) ) { m_lights.push_back( new POINT_LIGHT( SFVEC3F( boardCenter.x, boardCenter.y, -RANGE_SCALE_3D * 2.0f ), bottomLightColor ) ); }
for( size_t i = 0; i < m_boardAdapter.m_Cfg->m_Render.raytrace_lightColor.size(); ++i ) { SFVEC3F lightColor = m_boardAdapter.GetColor( m_boardAdapter.m_Cfg->m_Render.raytrace_lightColor[i] );
if( !IsColorZero( lightColor ) ) { const SFVEC2F sc = m_boardAdapter.GetSphericalCoord( i );
m_lights.push_back( new DIRECTIONAL_LIGHT( SphericalToCartesian( glm::pi<float>() * sc.x, glm::pi<float>() * sc.y ), lightColor ) ); } } }
// Set min. and max. zoom range. This doesn't really fit here, but moving this outside of this
// class would require reimplementing bounding box calculation (feel free to do this if you
// have time and patience).
if( m_objectContainer.GetList().size() > 0 ) { float ratio = std::max( 1.0f, m_objectContainer.GetBBox().GetMaxDimension() / RANGE_SCALE_3D );
float max_zoom = CAMERA::DEFAULT_MAX_ZOOM * ratio; float min_zoom = static_cast<float>( MIN_DISTANCE_IU * m_boardAdapter.BiuTo3dUnits() / -m_camera.GetCameraInitPos().z );
if( min_zoom > max_zoom ) std::swap( min_zoom, max_zoom );
float zoom_ratio = max_zoom / min_zoom;
// Set the minimum number of zoom 'steps' between max and min.
int steps = 3 * 3; steps -= static_cast<int>( ceil( log( zoom_ratio ) / log( 1.26f ) ) ); steps = std::max( steps, 0 );
// Resize max and min zoom to accomplish the number of steps.
float increased_zoom = pow( 1.26f, steps / 2 ); max_zoom *= increased_zoom; min_zoom /= increased_zoom;
if( steps & 1 ) min_zoom /= 1.26f;
min_zoom = std::min( min_zoom, 1.0f );
m_camera.SetMaxZoom( max_zoom ); m_camera.SetMinZoom( min_zoom ); }
// Create an accelerator
delete m_accelerator; m_accelerator = new BVH_PBRT( m_objectContainer, 8, SPLITMETHOD::MIDDLE );
if( aStatusReporter ) { // Calculation time in seconds
double calculation_time = (double) ( GetRunningMicroSecs() - stats_startReloadTime ) / 1e6;
aStatusReporter->Report( wxString::Format( _( "Reload time %.3f s" ), calculation_time ) ); }}
void RENDER_3D_RAYTRACE_BASE::insertHole( const PCB_VIA* aVia ){ PCB_LAYER_ID top_layer, bottom_layer; int radiusBUI = ( aVia->GetDrillValue() / 2 );
aVia->LayerPair( &top_layer, &bottom_layer );
float topZ = m_boardAdapter.GetLayerBottomZPos( top_layer ) + m_boardAdapter.GetFrontCopperThickness();
float botZ = m_boardAdapter.GetLayerBottomZPos( bottom_layer ) - m_boardAdapter.GetBackCopperThickness();
const SFVEC2F center = SFVEC2F( aVia->GetStart().x * m_boardAdapter.BiuTo3dUnits(), -aVia->GetStart().y * m_boardAdapter.BiuTo3dUnits() );
RING_2D* ring = new RING_2D( center, radiusBUI * m_boardAdapter.BiuTo3dUnits(), ( radiusBUI + m_boardAdapter.GetHolePlatingThickness() ) * m_boardAdapter.BiuTo3dUnits(), *aVia );
m_containerWithObjectsToDelete.Add( ring );
LAYER_ITEM* objPtr = new LAYER_ITEM( ring, topZ, botZ );
objPtr->SetMaterial( &m_materials.m_Copper ); objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_CopperColor ) );
m_objectContainer.Add( objPtr );}
void RENDER_3D_RAYTRACE_BASE::insertHole( const PAD* aPad ){ const OBJECT_2D* object2d_A = nullptr;
SFVEC3F objColor = m_boardAdapter.m_CopperColor; const VECTOR2I drillsize = aPad->GetDrillSize(); const bool hasHole = drillsize.x && drillsize.y;
if( !hasHole ) return;
CONST_LIST_OBJECT2D antiOutlineIntersectionList;
const float topZ = m_boardAdapter.GetLayerBottomZPos( F_Cu ) + m_boardAdapter.GetFrontCopperThickness() * 0.99f;
const float botZ = m_boardAdapter.GetLayerBottomZPos( B_Cu ) - m_boardAdapter.GetBackCopperThickness() * 0.99f;
if( drillsize.x == drillsize.y ) // usual round hole
{ SFVEC2F center = SFVEC2F( aPad->GetPosition().x * m_boardAdapter.BiuTo3dUnits(), -aPad->GetPosition().y * m_boardAdapter.BiuTo3dUnits() );
int innerRadius = drillsize.x / 2; int outerRadius = innerRadius + m_boardAdapter.GetHolePlatingThickness();
RING_2D* ring = new RING_2D( center, innerRadius * m_boardAdapter.BiuTo3dUnits(), outerRadius * m_boardAdapter.BiuTo3dUnits(), *aPad );
m_containerWithObjectsToDelete.Add( ring );
object2d_A = ring;
// If the object (ring) is intersected by an antioutline board,
// it will use instead a CSG of two circles.
if( object2d_A && !m_antioutlineBoard2dObjects->GetList().empty() ) { m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(), antiOutlineIntersectionList ); }
if( !antiOutlineIntersectionList.empty() ) { FILLED_CIRCLE_2D* innerCircle = new FILLED_CIRCLE_2D( center, innerRadius * m_boardAdapter.BiuTo3dUnits(), *aPad );
FILLED_CIRCLE_2D* outterCircle = new FILLED_CIRCLE_2D( center, outerRadius * m_boardAdapter.BiuTo3dUnits(), *aPad ); std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>(); object2d_B->push_back( innerCircle );
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( outterCircle, object2d_B, CSGITEM_FULL, *aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d ); m_containerWithObjectsToDelete.Add( innerCircle ); m_containerWithObjectsToDelete.Add( outterCircle );
object2d_A = itemCSG2d; } } else // Oblong hole
{ VECTOR2I ends_offset; int width;
if( drillsize.x > drillsize.y ) // Horizontal oval
{ ends_offset.x = ( drillsize.x - drillsize.y ) / 2; width = drillsize.y; } else // Vertical oval
{ ends_offset.y = ( drillsize.y - drillsize.x ) / 2; width = drillsize.x; }
RotatePoint( ends_offset, aPad->GetOrientation() );
VECTOR2I start = VECTOR2I( aPad->GetPosition() ) + ends_offset; VECTOR2I end = VECTOR2I( aPad->GetPosition() ) - ends_offset;
ROUND_SEGMENT_2D* innerSeg = new ROUND_SEGMENT_2D( SFVEC2F( start.x * m_boardAdapter.BiuTo3dUnits(), -start.y * m_boardAdapter.BiuTo3dUnits() ), SFVEC2F( end.x * m_boardAdapter.BiuTo3dUnits(), -end.y * m_boardAdapter.BiuTo3dUnits() ), width * m_boardAdapter.BiuTo3dUnits(), *aPad );
ROUND_SEGMENT_2D* outerSeg = new ROUND_SEGMENT_2D( SFVEC2F( start.x * m_boardAdapter.BiuTo3dUnits(), -start.y * m_boardAdapter.BiuTo3dUnits() ), SFVEC2F( end.x * m_boardAdapter.BiuTo3dUnits(), -end.y * m_boardAdapter.BiuTo3dUnits() ), ( width + m_boardAdapter.GetHolePlatingThickness() * 2 ) * m_boardAdapter.BiuTo3dUnits(), *aPad );
// NOTE: the round segment width is the "diameter", so we double the thickness
std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>(); object2d_B->push_back( innerSeg );
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( outerSeg, object2d_B, CSGITEM_FULL, *aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d ); m_containerWithObjectsToDelete.Add( innerSeg ); m_containerWithObjectsToDelete.Add( outerSeg );
object2d_A = itemCSG2d;
if( object2d_A && !m_antioutlineBoard2dObjects->GetList().empty() ) { m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(), antiOutlineIntersectionList ); } }
if( object2d_A ) { std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
// Check if there are any other THT that intersects this hole
// It will use the non inflated holes
if( !m_boardAdapter.GetTH_IDs().GetList().empty() ) { CONST_LIST_OBJECT2D intersecting;
m_boardAdapter.GetTH_IDs().GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* hole2d : intersecting ) { if( object2d_A->Intersects( hole2d->GetBBox() ) ) object2d_B->push_back( hole2d ); } }
for( const OBJECT_2D* obj : antiOutlineIntersectionList ) object2d_B->push_back( obj );
if( object2d_B->empty() ) { delete object2d_B; object2d_B = CSGITEM_EMPTY; }
if( object2d_B == CSGITEM_EMPTY ) { LAYER_ITEM* objPtr = new LAYER_ITEM( object2d_A, topZ, botZ );
objPtr->SetMaterial( &m_materials.m_Copper ); objPtr->SetColor( ConvertSRGBToLinear( objColor ) ); m_objectContainer.Add( objPtr ); } else { LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B, CSGITEM_FULL, *aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d );
LAYER_ITEM* objPtr = new LAYER_ITEM( itemCSG2d, topZ, botZ );
objPtr->SetMaterial( &m_materials.m_Copper ); objPtr->SetColor( ConvertSRGBToLinear( objColor ) );
m_objectContainer.Add( objPtr ); } }}
void RENDER_3D_RAYTRACE_BASE::addPadsAndVias(){ if( !m_boardAdapter.GetBoard() ) return;
// Insert plated vertical holes inside the board
// Insert vias holes (vertical cylinders)
for( PCB_TRACK* track : m_boardAdapter.GetBoard()->Tracks() ) { if( track->Type() == PCB_VIA_T ) { const PCB_VIA* via = static_cast<const PCB_VIA*>( track ); insertHole( via ); } }
// Insert pads holes (vertical cylinders)
for( FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() ) { for( PAD* pad : footprint->Pads() ) { if( pad->GetAttribute() != PAD_ATTRIB::NPTH ) insertHole( pad ); } }}
void RENDER_3D_RAYTRACE_BASE::load3DModels( CONTAINER_3D& aDstContainer, bool aSkipMaterialInformation ){ if( !m_boardAdapter.GetBoard() ) return;
if( !m_boardAdapter.m_IsPreviewer && !m_boardAdapter.m_Cfg->m_Render.show_footprints_normal && !m_boardAdapter.m_Cfg->m_Render.show_footprints_insert && !m_boardAdapter.m_Cfg->m_Render.show_footprints_virtual ) { return; }
// Go for all footprints
for( FOOTPRINT* fp : m_boardAdapter.GetBoard()->Footprints() ) { if( !fp->Models().empty() && m_boardAdapter.IsFootprintShown( (FOOTPRINT_ATTR_T) fp->GetAttributes() ) ) { double zpos = m_boardAdapter.GetFootprintZPos( fp->IsFlipped() );
VECTOR2I pos = fp->GetPosition();
glm::mat4 fpMatrix = glm::mat4( 1.0f );
fpMatrix = glm::translate( fpMatrix, SFVEC3F( pos.x * m_boardAdapter.BiuTo3dUnits(), -pos.y * m_boardAdapter.BiuTo3dUnits(), zpos ) );
if( !fp->GetOrientation().IsZero() ) { fpMatrix = glm::rotate( fpMatrix, (float) fp->GetOrientation().AsRadians(), SFVEC3F( 0.0f, 0.0f, 1.0f ) ); }
if( fp->IsFlipped() ) { fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(), SFVEC3F( 0.0f, 1.0f, 0.0f ) );
fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(), SFVEC3F( 0.0f, 0.0f, 1.0f ) ); }
const double modelunit_to_3d_units_factor = m_boardAdapter.BiuTo3dUnits() * UNITS3D_TO_UNITSPCB;
fpMatrix = glm::scale( fpMatrix, SFVEC3F( modelunit_to_3d_units_factor, modelunit_to_3d_units_factor, modelunit_to_3d_units_factor ) );
// Get the list of model files for this model
S3D_CACHE* cacheMgr = m_boardAdapter.Get3dCacheManager();
wxString libraryName = fp->GetFPID().GetLibNickname();
wxString footprintBasePath = wxEmptyString;
if( m_boardAdapter.GetBoard()->GetProject() ) { try { // FindRow() can throw an exception
const FP_LIB_TABLE_ROW* fpRow = PROJECT_PCB::PcbFootprintLibs( m_boardAdapter.GetBoard()->GetProject() ) ->FindRow( libraryName, false );
if( fpRow ) footprintBasePath = fpRow->GetFullURI( true ); } catch( ... ) { // Do nothing if the libraryName is not found in lib table
} }
for( FP_3DMODEL& model : fp->Models() ) { if( !model.m_Show || model.m_Filename.empty() ) continue;
// get it from cache
std::vector<const EMBEDDED_FILES*> embeddedFilesStack; embeddedFilesStack.push_back( fp->GetEmbeddedFiles() ); embeddedFilesStack.push_back( m_boardAdapter.GetBoard()->GetEmbeddedFiles() );
const S3DMODEL* modelPtr = cacheMgr->GetModel( model.m_Filename, footprintBasePath, std::move( embeddedFilesStack ) );
// only add it if the return is not NULL.
if( modelPtr ) { glm::mat4 modelMatrix = fpMatrix;
modelMatrix = glm::translate( modelMatrix, SFVEC3F( model.m_Offset.x, model.m_Offset.y, model.m_Offset.z ) );
modelMatrix = glm::rotate( modelMatrix, (float) -( model.m_Rotation.z / 180.0f ) * glm::pi<float>(), SFVEC3F( 0.0f, 0.0f, 1.0f ) );
modelMatrix = glm::rotate( modelMatrix, (float) -( model.m_Rotation.y / 180.0f ) * glm::pi<float>(), SFVEC3F( 0.0f, 1.0f, 0.0f ) );
modelMatrix = glm::rotate( modelMatrix, (float) -( model.m_Rotation.x / 180.0f ) * glm::pi<float>(), SFVEC3F( 1.0f, 0.0f, 0.0f ) );
modelMatrix = glm::scale( modelMatrix, SFVEC3F( model.m_Scale.x, model.m_Scale.y, model.m_Scale.z ) );
addModels( aDstContainer, modelPtr, modelMatrix, (float) model.m_Opacity, aSkipMaterialInformation, fp ); } } } }}
MODEL_MATERIALS* RENDER_3D_RAYTRACE_BASE::getModelMaterial( const S3DMODEL* a3DModel ){ MODEL_MATERIALS* materialVector;
// Try find if the materials already exists in the map list
if( m_modelMaterialMap.find( a3DModel ) != m_modelMaterialMap.end() ) { // Found it, so get the pointer
materialVector = &m_modelMaterialMap[a3DModel]; } else { // Materials was not found in the map, so it will create a new for
// this model.
m_modelMaterialMap[a3DModel] = MODEL_MATERIALS(); materialVector = &m_modelMaterialMap[a3DModel];
materialVector->resize( a3DModel->m_MaterialsSize );
for( unsigned int imat = 0; imat < a3DModel->m_MaterialsSize; ++imat ) { if( m_boardAdapter.m_Cfg->m_Render.material_mode == MATERIAL_MODE::NORMAL ) { const SMATERIAL& material = a3DModel->m_Materials[imat];
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJtaW4oc3FydCh4LTAuMzUpKjAuNDAtMC4wNSwxLjApIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMC4wNzA3NzM2NzMyMzY1OTAxMiIsIjEuNTY5NTcxNjI5MjI1NDY5OCIsIi0wLjI3NDYzNTMyMTc1OTkyOTMiLCIwLjY0NzcwMTg4MTkyNTUzNjIiXSwic2l6ZSI6WzY0NCwzOTRdfV0-
float reflectionFactor = 0.0f;
if( ( material.m_Shininess - 0.35f ) > FLT_EPSILON ) { reflectionFactor = glm::clamp( glm::sqrt( ( material.m_Shininess - 0.35f ) ) * 0.40f - 0.05f, 0.0f, 0.5f ); }
BLINN_PHONG_MATERIAL& blinnMaterial = ( *materialVector )[imat];
blinnMaterial = BLINN_PHONG_MATERIAL( ConvertSRGBToLinear( material.m_Ambient ), ConvertSRGBToLinear( material.m_Emissive ), ConvertSRGBToLinear( material.m_Specular ), material.m_Shininess * 180.0f, material.m_Transparency, reflectionFactor );
if( m_boardAdapter.m_Cfg->m_Render.raytrace_procedural_textures ) { // Guess material type and apply a normal perturbator
if( ( RGBtoGray( material.m_Diffuse ) < 0.3f ) && ( material.m_Shininess < 0.36f ) && ( material.m_Transparency == 0.0f ) && ( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f ) && ( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f ) && ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f ) ) ) { // This may be a black plastic..
blinnMaterial.SetGenerator( &m_plasticMaterial ); } else { if( ( RGBtoGray( material.m_Diffuse ) > 0.3f ) && ( material.m_Shininess < 0.30f ) && ( material.m_Transparency == 0.0f ) && ( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f ) || ( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f ) || ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f ) ) ) { // This may be a color plastic ...
blinnMaterial.SetGenerator( &m_shinyPlasticMaterial ); } else { if( ( RGBtoGray( material.m_Diffuse ) > 0.6f ) && ( material.m_Shininess > 0.35f ) && ( material.m_Transparency == 0.0f ) && ( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f ) && ( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f ) && ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f ) ) ) { // This may be a brushed metal
blinnMaterial.SetGenerator( &m_brushedMetalMaterial ); } } } } } else { ( *materialVector )[imat] = BLINN_PHONG_MATERIAL( SFVEC3F( 0.2f ), SFVEC3F( 0.0f ), SFVEC3F( 0.0f ), 0.0f, 0.0f, 0.0f ); } } }
return materialVector;}
void RENDER_3D_RAYTRACE_BASE::addModels( CONTAINER_3D& aDstContainer, const S3DMODEL* a3DModel, const glm::mat4& aModelMatrix, float aFPOpacity, bool aSkipMaterialInformation, BOARD_ITEM* aBoardItem ){ // Validate a3DModel pointers
wxASSERT( a3DModel != nullptr );
if( a3DModel == nullptr ) return;
wxASSERT( a3DModel->m_Materials != nullptr ); wxASSERT( a3DModel->m_Meshes != nullptr ); wxASSERT( a3DModel->m_MaterialsSize > 0 ); wxASSERT( a3DModel->m_MeshesSize > 0 );
if( aFPOpacity > 1.0f ) aFPOpacity = 1.0f;
if( aFPOpacity < 0.0f ) aFPOpacity = 0.0f;
if( ( a3DModel->m_Materials != nullptr ) && ( a3DModel->m_Meshes != nullptr ) && ( a3DModel->m_MaterialsSize > 0 ) && ( a3DModel->m_MeshesSize > 0 ) ) { MODEL_MATERIALS* materialVector = nullptr;
if( !aSkipMaterialInformation ) { materialVector = getModelMaterial( a3DModel ); }
const glm::mat3 normalMatrix = glm::transpose( glm::inverse( glm::mat3( aModelMatrix ) ) );
for( unsigned int mesh_i = 0; mesh_i < a3DModel->m_MeshesSize; ++mesh_i ) { const SMESH& mesh = a3DModel->m_Meshes[mesh_i];
// Validate the mesh pointers
wxASSERT( mesh.m_Positions != nullptr ); wxASSERT( mesh.m_FaceIdx != nullptr ); wxASSERT( mesh.m_Normals != nullptr ); wxASSERT( mesh.m_FaceIdxSize > 0 ); wxASSERT( ( mesh.m_FaceIdxSize % 3 ) == 0 );
if( ( mesh.m_Positions != nullptr ) && ( mesh.m_Normals != nullptr ) && ( mesh.m_FaceIdx != nullptr ) && ( mesh.m_FaceIdxSize > 0 ) && ( mesh.m_VertexSize > 0 ) && ( ( mesh.m_FaceIdxSize % 3 ) == 0 ) && ( mesh.m_MaterialIdx < a3DModel->m_MaterialsSize ) ) { float fpTransparency; const BLINN_PHONG_MATERIAL* blinn_material;
if( !aSkipMaterialInformation ) { blinn_material = &( *materialVector )[mesh.m_MaterialIdx];
fpTransparency = 1.0f - ( ( 1.0f - blinn_material->GetTransparency() ) * aFPOpacity ); }
// Add all face triangles
for( unsigned int faceIdx = 0; faceIdx < mesh.m_FaceIdxSize; faceIdx += 3 ) { const unsigned int idx0 = mesh.m_FaceIdx[faceIdx + 0]; const unsigned int idx1 = mesh.m_FaceIdx[faceIdx + 1]; const unsigned int idx2 = mesh.m_FaceIdx[faceIdx + 2];
wxASSERT( idx0 < mesh.m_VertexSize ); wxASSERT( idx1 < mesh.m_VertexSize ); wxASSERT( idx2 < mesh.m_VertexSize );
if( ( idx0 < mesh.m_VertexSize ) && ( idx1 < mesh.m_VertexSize ) && ( idx2 < mesh.m_VertexSize ) ) { const SFVEC3F& v0 = mesh.m_Positions[idx0]; const SFVEC3F& v1 = mesh.m_Positions[idx1]; const SFVEC3F& v2 = mesh.m_Positions[idx2];
const SFVEC3F& n0 = mesh.m_Normals[idx0]; const SFVEC3F& n1 = mesh.m_Normals[idx1]; const SFVEC3F& n2 = mesh.m_Normals[idx2];
// Transform vertex with the model matrix
const SFVEC3F vt0 = SFVEC3F( aModelMatrix * glm::vec4( v0, 1.0f ) ); const SFVEC3F vt1 = SFVEC3F( aModelMatrix * glm::vec4( v1, 1.0f ) ); const SFVEC3F vt2 = SFVEC3F( aModelMatrix * glm::vec4( v2, 1.0f ) );
const SFVEC3F nt0 = glm::normalize( SFVEC3F( normalMatrix * n0 ) ); const SFVEC3F nt1 = glm::normalize( SFVEC3F( normalMatrix * n1 ) ); const SFVEC3F nt2 = glm::normalize( SFVEC3F( normalMatrix * n2 ) );
TRIANGLE* newTriangle = new TRIANGLE( vt0, vt2, vt1, nt0, nt2, nt1 );
newTriangle->SetBoardItem( aBoardItem );
aDstContainer.Add( newTriangle );
if( !aSkipMaterialInformation ) { newTriangle->SetMaterial( blinn_material ); newTriangle->SetModelTransparency( fpTransparency );
if( mesh.m_Color == nullptr ) { const SFVEC3F diffuseColor = a3DModel->m_Materials[mesh.m_MaterialIdx].m_Diffuse;
if( m_boardAdapter.m_Cfg->m_Render.material_mode == MATERIAL_MODE::CAD_MODE ) newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( diffuseColor ) ) ); else newTriangle->SetColor( ConvertSRGBToLinear( diffuseColor ) ); } else { if( m_boardAdapter.m_Cfg->m_Render.material_mode == MATERIAL_MODE::CAD_MODE ) { newTriangle->SetColor( ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx0] ) ), ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx1] ) ), ConvertSRGBToLinear( MaterialDiffuseToColorCAD( mesh.m_Color[idx2] ) ) ); } else { newTriangle->SetColor( ConvertSRGBToLinear( mesh.m_Color[idx0] ), ConvertSRGBToLinear( mesh.m_Color[idx1] ), ConvertSRGBToLinear( mesh.m_Color[idx2] ) ); } } } } } } } }}
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