kicad-source/3d-viewer/3d_material.cpp
unknown d40ea8adcb 3D viewer: fix issues with transparencies in some models (material issues in VRML2 parser)
Fix some issues in filling zones normals.
Fix an issue with some models that have materials but didn't defined the diffuse color.
Workaround for Bug #1443431.
Implement some missing "code logic" for pervertexperface normals.
Remove some not used functions.
Calculate normals using double type.
2015-04-16 09:43:27 +02:00

157 lines
4.7 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2012 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 3d_class.cpp
*/
#include <fctsys.h>
#include <3d_struct.h>
#include <3d_material.h>
#include <info3d_visu.h>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) :
EDA_ITEM( father, NOT_USED )
{
m_Name = name;
m_AmbientColor.clear();
m_DiffuseColor.clear();
m_EmissiveColor.clear();
m_SpecularColor.clear();
m_Shininess.clear();
m_Transparency.clear();
m_ColorPerVertex = false;
}
void SetOpenGlDefaultMaterial()
{
glm::vec4 ambient( 0.2f, 0.2f, 0.2f, 1.0f );
glm::vec4 specular( 0.0f, 0.0f, 0.0f, 1.0f );
glm::vec4 emissive( 0.0f, 0.0f, 0.0f, 1.0f );
glm::vec4 diffuse( 0.0f, 0.0f, 0.0f, 1.0f );
GLint shininess_value = 0;
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.x );
}
bool S3D_MATERIAL::SetOpenGLMaterial( unsigned int aMaterialIndex, bool aUseMaterial )
{
if( aUseMaterial )
{
float transparency_value = 0.0f;
if( m_Transparency.size() > aMaterialIndex )
{
transparency_value = m_Transparency[aMaterialIndex];
}
else
{
if( m_Transparency.size() > 0 )
transparency_value = m_Transparency[0];
}
if( m_DiffuseColor.size() > aMaterialIndex )
{
glm::vec3 color = m_DiffuseColor[aMaterialIndex];
glColor4f( color.x, color.y, color.z, 1.0f - transparency_value );
}
else
{
if( m_DiffuseColor.size() == 0 )
{
glColor4f( 0.8f, 0.8f, 0.8f, 1.0f );
}
}
if( m_Shininess.size() > 0 )
{
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_Shininess[0] );
}
// emissive
if( m_EmissiveColor.size() > aMaterialIndex )
{
glm::vec4 emissive;
emissive[0] = m_EmissiveColor[aMaterialIndex].x;
emissive[1] = m_EmissiveColor[aMaterialIndex].y;
emissive[2] = m_EmissiveColor[aMaterialIndex].z;
emissive[3] = 1.0f;
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
}
// specular
if( m_SpecularColor.size() > aMaterialIndex )
{
glm::vec4 specular;
specular[0] = m_SpecularColor[aMaterialIndex].x;
specular[1] = m_SpecularColor[aMaterialIndex].y;
specular[2] = m_SpecularColor[aMaterialIndex].z;
specular[3] = 1.0f;
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
}
// ambient
if( m_AmbientColor.size() > aMaterialIndex )
{
glm::vec4 ambient;
ambient[0] = m_AmbientColor[aMaterialIndex].x;
ambient[1] = m_AmbientColor[aMaterialIndex].y;
ambient[2] = m_AmbientColor[aMaterialIndex].z;
ambient[3] = 1.0f;
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
}
return (transparency_value != 0.0f);
}
else
{
if( m_DiffuseColor.size() > aMaterialIndex )
{
glm::vec3 color = m_DiffuseColor[aMaterialIndex];
glColor4f( color.x, color.y, color.z, 1.0 );
}
}
return false;
}