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/*
* This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt> * Copyright (C) 1992-2017 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 */
/**
* @file c3d_model_viewer.cpp * @brief Implements a model viewer canvas. The propose of model viewer is to * render 3d models that come in the original data from the files without any * transformations. */
#include <iostream>
#include "3d_rendering/3d_render_ogl_legacy/c_ogl_3dmodel.h"
#include "c3d_model_viewer.h"
#include "../3d_rendering/3d_render_ogl_legacy/ogl_legacy_utils.h"
#include "../3d_cache/3d_cache.h"
#include "common_ogl/ogl_utils.h"
#include <wx/dcclient.h>
#include <base_units.h>
#include <gl_context_mgr.h>
/**
* Scale convertion from 3d model units to pcb units */#define UNITS3D_TO_UNITSPCB (IU_PER_MM)
/**
* Trace mask used to enable or disable the trace output of this class. * The debug output can be turned on by setting the WXTRACE environment variable to * "KI_TRACE_EDA_3D_MODEL_VIEWER". See the wxWidgets documentation on wxLogTrace for * more information. */const wxChar * C3D_MODEL_VIEWER::m_logTrace = wxT( "KI_TRACE_EDA_3D_MODEL_VIEWER" );
BEGIN_EVENT_TABLE( C3D_MODEL_VIEWER, wxGLCanvas ) EVT_PAINT( C3D_MODEL_VIEWER::OnPaint )
// mouse events
EVT_LEFT_DOWN( C3D_MODEL_VIEWER::OnLeftDown ) EVT_LEFT_UP( C3D_MODEL_VIEWER::OnLeftUp ) EVT_MIDDLE_UP( C3D_MODEL_VIEWER::OnMiddleUp ) EVT_MIDDLE_DOWN(C3D_MODEL_VIEWER::OnMiddleDown) EVT_RIGHT_DOWN( C3D_MODEL_VIEWER::OnRightClick ) EVT_MOUSEWHEEL( C3D_MODEL_VIEWER::OnMouseWheel ) EVT_MOTION( C3D_MODEL_VIEWER::OnMouseMove )
#ifdef USE_OSX_MAGNIFY_EVENT
EVT_MAGNIFY( C3D_MODEL_VIEWER::OnMagnify )#endif
// other events
EVT_ERASE_BACKGROUND( C3D_MODEL_VIEWER::OnEraseBackground )END_EVENT_TABLE()
// This defines the range that all coord will have to be rendered.
// It will use this value to convert to a normalized value between
// -(RANGE_SCALE_3D/2) .. +(RANGE_SCALE_3D/2)
#define RANGE_SCALE_3D 8.0f
C3D_MODEL_VIEWER::C3D_MODEL_VIEWER(wxWindow *aParent, const int *aAttribList , S3D_CACHE *aCacheManager) :
HIDPI_GL_CANVAS( aParent, wxID_ANY, aAttribList, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE ), m_trackBallCamera( RANGE_SCALE_3D * 2.0f ), m_cacheManager(aCacheManager){ wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::C3D_MODEL_VIEWER" ) );
m_ogl_initialized = false; m_reload_is_needed = false; m_ogl_3dmodel = NULL; m_3d_model = NULL; m_BiuTo3Dunits = 1.0;
m_glRC = NULL;}
C3D_MODEL_VIEWER::~C3D_MODEL_VIEWER(){ wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::~C3D_MODEL_VIEWER" ) );
if( m_glRC ) { GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
delete m_ogl_3dmodel; m_ogl_3dmodel = NULL;
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC ); GL_CONTEXT_MANAGER::Get().DestroyCtx( m_glRC ); }}
void C3D_MODEL_VIEWER::Set3DModel( const S3DMODEL &a3DModel ){ wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::Set3DModel with a S3DMODEL" ) );
// Validate a3DModel pointers
wxASSERT( a3DModel.m_Materials != NULL ); wxASSERT( a3DModel.m_Meshes != NULL ); wxASSERT( a3DModel.m_MaterialsSize > 0 ); wxASSERT( a3DModel.m_MeshesSize > 0 );
// Delete the old model
delete m_ogl_3dmodel; m_ogl_3dmodel = NULL;
m_3d_model = NULL;
if( (a3DModel.m_Materials != NULL) && (a3DModel.m_Meshes != NULL) && (a3DModel.m_MaterialsSize > 0) && (a3DModel.m_MeshesSize > 0) ) { m_3d_model = &a3DModel; m_reload_is_needed = true; }
Refresh();}
void C3D_MODEL_VIEWER::Set3DModel(const wxString &aModelPathName){ wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::Set3DModel with a wxString" ) );
if( m_cacheManager ) { const S3DMODEL* model = m_cacheManager->GetModel( aModelPathName );
if( model ) Set3DModel( (const S3DMODEL &)*model ); else Clear3DModel(); }}
void C3D_MODEL_VIEWER::Clear3DModel(){ // Delete the old model
m_reload_is_needed = false;
delete m_ogl_3dmodel; m_ogl_3dmodel = NULL;
m_3d_model = NULL;
Refresh();}
void C3D_MODEL_VIEWER::ogl_initialize(){ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); glEnable( GL_DEPTH_TEST ); //glDepthFunc( GL_LEQUAL );
glEnable( GL_CULL_FACE ); glShadeModel( GL_SMOOTH ); glEnable( GL_LINE_SMOOTH ); glEnable( GL_NORMALIZE );
// Setup light
// https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
// /////////////////////////////////////////////////////////////////////////
const GLfloat ambient[] = { 0.01f, 0.01f, 0.01f, 1.0f }; const GLfloat diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
// defines a directional light that points along the negative z-axis
const GLfloat position[] = { 0.0f, 0.0f, 2.0f * RANGE_SCALE_3D, 0.0f };
const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_AMBIENT, ambient ); glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse ); glLightfv( GL_LIGHT0, GL_SPECULAR, specular ); glLightfv( GL_LIGHT0, GL_POSITION, position ); glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );}
void C3D_MODEL_VIEWER::ogl_set_arrow_material(){ glEnable( GL_COLOR_MATERIAL ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r ); glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );}
void C3D_MODEL_VIEWER::OnPaint( wxPaintEvent &event ){ wxPaintDC( this );
event.Skip( false );
// SwapBuffer requires the window to be shown before calling
if( !IsShownOnScreen() ) { wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnPaint !IsShown" ) ); return; }
// "Makes the OpenGL state that is represented by the OpenGL rendering
// context context current, i.e. it will be used by all subsequent OpenGL calls.
// This function may only be called when the window is shown on screen"
if( m_glRC == NULL ) m_glRC = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
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 clientSize = GetClientSize();
if( !m_ogl_initialized ) { m_ogl_initialized = true; ogl_initialize(); }
if( m_reload_is_needed ) { wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnPaint m_reload_is_needed" ) );
m_reload_is_needed = false; m_ogl_3dmodel = new C_OGL_3DMODEL( *m_3d_model, MATERIAL_MODE_NORMAL );
// It convert a model as it was a board, so get the max size dimension of the board
// and compute the conversion scale
m_BiuTo3Dunits = (double)RANGE_SCALE_3D / ( (double)m_ogl_3dmodel->GetBBox().GetMaxDimension() * UNITS3D_TO_UNITSPCB ); }
glViewport( 0, 0, clientSize.x, clientSize.y );
m_trackBallCamera.SetCurWindowSize( clientSize );
// clear color and depth buffers
// /////////////////////////////////////////////////////////////////////////
glEnable( GL_DEPTH_TEST );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Set projection and modelview matrixes
// /////////////////////////////////////////////////////////////////////////
glMatrixMode( GL_PROJECTION ); glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetProjectionMatrix() ) );
glMatrixMode( GL_MODELVIEW ); glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetViewMatrix() ) );
glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 );
// Render Model
if( m_ogl_3dmodel ) { glPushMatrix();
double modelunit_to_3d_units_factor = m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
glScaled( modelunit_to_3d_units_factor, modelunit_to_3d_units_factor, modelunit_to_3d_units_factor );
// Center model in the render viewport
const SFVEC3F model_center = m_ogl_3dmodel->GetBBox().GetCenter();
glTranslatef( -model_center.x, -model_center.y, -model_center.z );
m_ogl_3dmodel->Draw_opaque(); m_ogl_3dmodel->Draw_transparent();
glPopMatrix(); }
// YxY squared view port
glViewport( 0, 0, clientSize.y / 8 , clientSize.y / 8 ); glClear( GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, 1.0f, 0.01f, RANGE_SCALE_3D * 2.0f );
glMatrixMode( GL_MODELVIEW ); glLoadIdentity();
const glm::mat4 TranslationMatrix = glm::translate( glm::mat4(1.0f), SFVEC3F( 0.0f, 0.0f, -RANGE_SCALE_3D ) );
const glm::mat4 ViewMatrix = TranslationMatrix * m_trackBallCamera.GetRotationMatrix();
glLoadMatrixf( glm::value_ptr( ViewMatrix ) );
ogl_set_arrow_material();
glColor3f( 0.9f, 0.0f, 0.0f ); OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( RANGE_SCALE_3D / 2.65f, 0.0f, 0.0f ), 0.275f );
glColor3f( 0.0f, 0.9f, 0.0f ); OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, RANGE_SCALE_3D / 2.65f, 0.0f ), 0.275f );
glColor3f( 0.0f, 0.0f, 0.9f ); OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, 0.0f, RANGE_SCALE_3D / 2.65f ), 0.275f );
// "Swaps the double-buffer of this window, making the back-buffer the
// front-buffer and vice versa, so that the output of the previous OpenGL
// commands is displayed on the window."
SwapBuffers();
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );}
void C3D_MODEL_VIEWER::OnEraseBackground( wxEraseEvent &event ){ wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnEraseBackground" ) ); // Do nothing, to avoid flashing.
}
void C3D_MODEL_VIEWER::OnMouseWheel( wxMouseEvent &event ){ wxLogTrace( m_logTrace, wxT( "C3D_MODEL_VIEWER::OnMouseWheel" ) );
if( event.ShiftDown() ) { //if( event.GetWheelRotation() < 0 )
//SetView3D( WXK_UP ); // move up
//else
//SetView3D( WXK_DOWN ); // move down
} else if( event.ControlDown() ) { //if( event.GetWheelRotation() > 0 )
//SetView3D( WXK_RIGHT ); // move right
//else
//SetView3D( WXK_LEFT ); // move left
} else { m_trackBallCamera.Zoom( event.GetWheelRotation() > 0 ? 1.1f : 1/1.1f );
//DisplayStatus();
Refresh( false ); }
m_trackBallCamera.SetCurMousePosition( event.GetPosition() );}
#ifdef USE_OSX_MAGNIFY_EVENT
void C3D_MODEL_VIEWER::OnMagnify( wxMouseEvent& event ){ /*
double magnification = ( event.GetMagnification() + 1.0f ); GetPrm3DVisu().m_Zoom /= magnification; if( GetPrm3DVisu().m_Zoom <= 0.01 ) GetPrm3DVisu().m_Zoom = 0.01; DisplayStatus(); Refresh( false ); */}#endif
void C3D_MODEL_VIEWER::OnMouseMove( wxMouseEvent &event ){ m_trackBallCamera.SetCurWindowSize( GetClientSize() );
if( event.Dragging() ) { if( event.LeftIsDown() ) // Drag
m_trackBallCamera.Drag( event.GetPosition() ); //else if( event.MiddleIsDown() ) // Pan
// m_trackBallCamera.Pan( event.GetPosition() );
// orientation has changed, redraw mesh
Refresh( false ); }
m_trackBallCamera.SetCurMousePosition( event.GetPosition() );}
void C3D_MODEL_VIEWER::OnLeftDown( wxMouseEvent &event ){ //m_is_moving_mouse = true;
event.Skip();}
void C3D_MODEL_VIEWER::OnLeftUp( wxMouseEvent &event ){ //m_is_moving_mouse = false;
//Refresh( false );
event.Skip();}
void C3D_MODEL_VIEWER::OnMiddleDown( wxMouseEvent &event ){ //m_is_moving_mouse = true;
event.Skip();}
void C3D_MODEL_VIEWER::OnMiddleUp( wxMouseEvent &event ){ //m_is_moving_mouse = false;
//Refresh( false );
event.Skip();}
void C3D_MODEL_VIEWER::OnRightClick( wxMouseEvent &event ){ event.Skip();}
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