Mrio Luzeiro d8eab321f7 3D Viewer: complete refactor of the 3D viewer.
* Split and rewrite the preview window and canvas.
* Create a new class for handling the board information.
* Adds new render targets: openGL, legacy, and ray tracing.
* Render targets take full advantage of the new 3D plugins system and 3D cache
  for a fast 3D model loading.
* Faster board loading.
* New OpenGL render is faster than the old one.
* New ray tracing render target with a post processing shader.
* Use of new 3D plugins (WRL, X3D, STEP and IGES) and 3D model caching.
* Preview of 3D model while browsing the file name.
* 3D preview of the footprint while adding / align 3D shapes.
* Render of 3D models according to attributes: Normal, Normal+Insert, Virtual.
* Pivot rotation centered in one point over the PCB board.
* Shortcuts keys improved for XYZ orientation..
* Animated camera.
2016-07-19 13:35:25 -04:00

73 lines
2.3 KiB
C++

/*
* 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) 1992-2016 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 ccolorrgb.cpp
* @brief
*/
#include "ccolorrgb.h"
CCOLORRGB::CCOLORRGB( const SFVEC3F &aColor )
{
r = (unsigned int)glm::clamp( (int)(aColor.r * 255), 0, 255 );
g = (unsigned int)glm::clamp( (int)(aColor.g * 255), 0, 255 );
b = (unsigned int)glm::clamp( (int)(aColor.b * 255), 0, 255 );
}
CCOLORRGB BlendColor( const CCOLORRGB &aC1, const CCOLORRGB &aC2 )
{
const unsigned int r = aC1.r + aC2.r;
const unsigned int g = aC1.g + aC2.g;
const unsigned int b = aC1.b + aC2.b;
return CCOLORRGB( (r >> 1), (g >> 1), (b >> 1) );
}
CCOLORRGB BlendColor( const CCOLORRGB &aC1, const CCOLORRGB &aC2, const CCOLORRGB &aC3 )
{
const unsigned int r = aC1.r + aC2.r + aC3.r;
const unsigned int g = aC1.g + aC2.g + aC3.g;
const unsigned int b = aC1.b + aC2.b + aC3.b;
return CCOLORRGB( (r / 3), (g / 3), (b / 3) );
}
CCOLORRGB BlendColor( const CCOLORRGB &aC1,
const CCOLORRGB &aC2,
const CCOLORRGB &aC3,
const CCOLORRGB &aC4 )
{
const unsigned int r = aC1.r + aC2.r + aC3.r + aC4.r;
const unsigned int g = aC1.g + aC2.g + aC3.g + aC4.g;
const unsigned int b = aC1.b + aC2.b + aC3.b + aC4.b;
return CCOLORRGB( (r >> 2), (g >> 2), (b >> 2) );
}