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/*
* This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt> * Copyright (C) 2015-2021 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 */
#ifndef RENDER_3D_RAYTRACE_H
#define RENDER_3D_RAYTRACE_H
#include "../../common_ogl/openGL_includes.h"
#include "accelerators/container_3d.h"
#include "accelerators/accelerator_3d.h"
#include "../render_3d_base.h"
#include "light.h"
#include "../post_shader_ssao.h"
#include "material.h"
#include <plugins/3dapi/c3dmodel.h>
#include <map>
/// Vector of materials
typedef std::vector< BLINN_PHONG_MATERIAL > MODEL_MATERIALS;
/// Maps a S3DMODEL pointer with a created BLINN_PHONG_MATERIAL vector
typedef std::map< const S3DMODEL* , MODEL_MATERIALS > MAP_MODEL_MATERIALS;
typedef enum{ RT_RENDER_STATE_TRACING = 0, RT_RENDER_STATE_POST_PROCESS_SHADE, RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH, RT_RENDER_STATE_FINISH, RT_RENDER_STATE_MAX} RT_RENDER_STATE;
class RENDER_3D_RAYTRACE : public RENDER_3D_BASE{public: // TODO: Take into account board thickness so that the camera won't move inside of the board
// when facing it perpendicularly.
static constexpr float MIN_DISTANCE_IU = 4 * PCB_IU_PER_MM;
explicit RENDER_3D_RAYTRACE( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter, CAMERA& aCamera );
~RENDER_3D_RAYTRACE();
void SetCurWindowSize( const wxSize& aSize ) override; bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override;
int GetWaitForEditingTimeOut() override;
void Reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter, bool aOnlyLoadCopperAndShapes );
BOARD_ITEM *IntersectBoardItem( const RAY& aRay );
private: bool initializeOpenGL(); void initializeNewWindowSize(); void initPbo(); void deletePbo(); void createItemsFromContainer( const BVH_CONTAINER_2D* aContainer2d, PCB_LAYER_ID aLayer_id, const MATERIAL* aMaterialLayer, const SFVEC3F& aLayerColor, float aLayerZOffset );
void restartRenderState(); void renderTracing( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void postProcessShading( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void postProcessBlurFinish( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void renderBlockTracing( GLubyte* ptrPBO , signed int iBlock ); void renderFinalColor( GLubyte* ptrPBO, const SFVEC3F& rgbColor, bool applyColorSpaceConversion );
void renderRayPackets( const SFVEC3F* bgColorY, const RAY* aRayPkt, HITINFO_PACKET* aHitPacket, bool is_testShadow, SFVEC3F* aOutHitColor );
void renderAntiAliasPackets( const SFVEC3F* aBgColorY, const HITINFO_PACKET* aHitPck_X0Y0, const HITINFO_PACKET* aHitPck_AA_X1Y1, const RAY* aRayPck, SFVEC3F* aOutHitColor );
// Materials
void setupMaterials();
SFVEC3F shadeHit( const SFVEC3F& aBgColor, const RAY& aRay, HITINFO& aHitInfo, bool aIsInsideObject, unsigned int aRecursiveLevel, bool is_testShadow ) const;
/**
* Create one or more 3D objects form a 2D object and Z positions. * * It tries to optimize some types of objects that will be faster to trace than the * LAYER_ITEM object. */ void createObject( CONTAINER_3D& aDstContainer, const OBJECT_2D* aObject2D, float aZMin, float aZMax, const MATERIAL* aMaterial, const SFVEC3F& aObjColor );
void addPadsAndVias(); void insertHole( const PCB_VIA* aVia ); void insertHole( const PAD* aPad ); void load3DModels( CONTAINER_3D& aDstContainer, bool aSkipMaterialInformation ); void addModels( CONTAINER_3D& aDstContainer, const S3DMODEL* a3DModel, const glm::mat4& aModelMatrix, float aFPOpacity, bool aSkipMaterialInformation, BOARD_ITEM* aBoardItem );
MODEL_MATERIALS* getModelMaterial( const S3DMODEL* a3DModel );
void initializeBlockPositions();
void render( GLubyte* ptrPBO, REPORTER* aStatusReporter ); void renderPreview( GLubyte* ptrPBO );
struct { BLINN_PHONG_MATERIAL m_Paste; BLINN_PHONG_MATERIAL m_SilkS; BLINN_PHONG_MATERIAL m_SolderMask; BLINN_PHONG_MATERIAL m_EpoxyBoard; BLINN_PHONG_MATERIAL m_Copper; BLINN_PHONG_MATERIAL m_NonPlatedCopper; BLINN_PHONG_MATERIAL m_Floor; } m_materials;
BOARD_NORMAL m_boardMaterial; COPPER_NORMAL m_copperMaterial; PLATED_COPPER_NORMAL m_platedCopperMaterial; SOLDER_MASK_NORMAL m_solderMaskMaterial; PLASTIC_NORMAL m_plasticMaterial; PLASTIC_SHINE_NORMAL m_shinyPlasticMaterial; BRUSHED_METAL_NORMAL m_brushedMetalMaterial; SILK_SCREEN_NORMAL m_silkScreenMaterial;
bool m_isPreview;
/// State used on quality render
RT_RENDER_STATE m_renderState;
/// Time that the render starts
unsigned long int m_renderStartTime;
/// Save the number of blocks progress of the render
size_t m_blockRenderProgressCount;
POST_SHADER_SSAO m_postShaderSsao;
std::list<LIGHT*> m_lights;
DIRECTIONAL_LIGHT* m_cameraLight;
bool m_openglSupportsVertexBufferObjects;
GLuint m_pboId; GLuint m_pboDataSize;
CONTAINER_3D m_objectContainer;
///< Store the list of created objects special for RT that will be clear in the end.
CONTAINER_2D m_containerWithObjectsToDelete;
CONTAINER_2D* m_outlineBoard2dObjects; BVH_CONTAINER_2D* m_antioutlineBoard2dObjects;
ACCELERATOR_3D* m_accelerator;
SFVEC3F m_backgroundColorTop; SFVEC3F m_backgroundColorBottom;
///< Used to see if the windows size changed.
wxSize m_oldWindowsSize;
///< Encode Morton code positions.
std::vector< SFVEC2UI > m_blockPositions;
///< Flag if a position was already processed (cleared each new render).
std::vector< int > m_blockPositionsWasProcessed;
///< Encode the Morton code positions (on fast preview mode).
std::vector< SFVEC2UI > m_blockPositionsFast;
SFVEC2UI m_realBufferSize; SFVEC2UI m_fastPreviewModeSize;
HITINFO_PACKET* m_firstHitinfo;
SFVEC3F* m_shaderBuffer;
// Display Offset
unsigned int m_xoffset; unsigned int m_yoffset;
/// Stores materials of the 3D models
MAP_MODEL_MATERIALS m_modelMaterialMap;
// Statistics
unsigned int m_convertedDummyBlockCount; unsigned int m_converted2dRoundSegmentCount;};
#define USE_SRGB_SPACE
#ifdef USE_SRGB_SPACE
extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F& aSRGBcolor );#else
#define ConvertSRGBToLinear( v ) ( v )
#endif
#endif // RENDER_3D_RAYTRACE_H
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