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Elphel
kicad-source-mirror
Commits
d089ff52
Commit
d089ff52
authored
Aug 20, 2014
by
jean-pierre charras
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Plain Diff
3d-viewer: Fix some issues and clean code.
parent
fafd19c6
Changes
8
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8 changed files
with
113 additions
and
127 deletions
+113
-127
3d_canvas.h
3d-viewer/3d_canvas.h
+16
-0
3d_draw.cpp
3d-viewer/3d_draw.cpp
+36
-47
3d_draw_helper_functions.cpp
3d-viewer/3d_draw_helper_functions.cpp
+29
-27
3d_frame.cpp
3d-viewer/3d_frame.cpp
+0
-39
3d_toolbar.cpp
3d-viewer/3d_toolbar.cpp
+1
-10
3d_viewer_id.h
3d-viewer/3d_viewer_id.h
+0
-2
info3d_visu.cpp
3d-viewer/info3d_visu.cpp
+27
-0
info3d_visu.h
3d-viewer/info3d_visu.h
+4
-2
No files found.
3d-viewer/3d_canvas.h
View file @
d089ff52
...
...
@@ -143,6 +143,22 @@ public:
}
private
:
/**
* return true if we are in realistic mode render
*/
bool
isRealisticMode
()
const
;
/**
* return true if aItem should be displayed
* @param aItem = an item of DISPLAY3D_FLG enum
*/
bool
isEnabled
(
DISPLAY3D_FLG
aItem
)
const
;
/* Helper function
* @return true if aLayer should be displayed, false otherwise
*/
bool
is3DLayerEnabled
(
LAYER_ID
aLayer
)
const
;
/**
* Helper function SetGLTechLayersColor
* Initialize the color to draw the non copper layers
...
...
3d-viewer/3d_draw.cpp
View file @
d089ff52
...
...
@@ -53,11 +53,6 @@
#include <trackball.h>
#include <3d_draw_basic_functions.h>
/* Helper function
* returns true if aLayer should be displayed, false otherwise
*/
static
bool
Is3DLayerEnabled
(
LAYER_ID
aLayer
);
/* returns the Z orientation parameter 1.0 or -1.0 for aLayer
* Z orientation is 1.0 for all layers but "back" layers:
* B_Cu , B_Adhes, B_Paste ), B_SilkS
...
...
@@ -333,8 +328,8 @@ void EDA_3D_CANVAS::Redraw()
InitGL
();
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
&&
g_Parm_3D_Visu
.
I
sRealisticMode
()
&&
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_SHADOWS
)
)
if
(
isEnabled
(
FL_MODULE
)
&&
i
sRealisticMode
()
&&
isEnabled
(
FL_RENDER_SHADOWS
)
)
{
GenerateFakeShadowsTextures
();
}
...
...
@@ -348,7 +343,7 @@ void EDA_3D_CANVAS::Redraw()
glClearDepth
(
1.0
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
|
GL_STENCIL_BUFFER_BIT
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_SMOOTH
)
)
if
(
isEnabled
(
FL_RENDER_SMOOTH
)
)
{
glShadeModel
(
GL_SMOOTH
);
}
...
...
@@ -450,7 +445,7 @@ void EDA_3D_CANVAS::Redraw()
if
(
!
m_glLists
[
GL_ID_BOARD
]
||
!
m_glLists
[
GL_ID_TECH_LAYERS
]
)
CreateDrawGL_List
();
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_AXIS
)
&&
m_glLists
[
GL_ID_AXIS
]
)
if
(
isEnabled
(
FL_AXIS
)
&&
m_glLists
[
GL_ID_AXIS
]
)
glCallList
(
m_glLists
[
GL_ID_AXIS
]
);
// move the board in order to draw it with its center at 0,0 3D coordinates
...
...
@@ -461,7 +456,7 @@ void EDA_3D_CANVAS::Redraw()
// draw all objects in lists
// transparent objects should be drawn after opaque objects
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
)
if
(
isEnabled
(
FL_MODULE
)
)
{
if
(
!
m_glLists
[
GL_ID_3DSHAPES_SOLID_FRONT
]
)
CreateDrawGL_List
();
...
...
@@ -470,9 +465,9 @@ void EDA_3D_CANVAS::Redraw()
glEnable
(
GL_BLEND
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_SHOW_BOARD_BODY
)
)
if
(
isEnabled
(
FL_SHOW_BOARD_BODY
)
)
{
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_SOLDERMASK
)
)
if
(
isEnabled
(
FL_SOLDERMASK
)
||
!
isRealisticMode
(
)
)
{
glDisable
(
GL_TEXTURE_2D
);
}
...
...
@@ -501,7 +496,7 @@ void EDA_3D_CANVAS::Redraw()
glMateriali
(
GL_FRONT_AND_BACK
,
GL_SHININESS
,
shininess_value
);
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_SPECULAR
,
&
specular
.
x
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_TEXTURES
)
)
if
(
isEnabled
(
FL_RENDER_TEXTURES
)
&&
isRealisticMode
(
)
)
{
glEnable
(
GL_TEXTURE_2D
);
}
...
...
@@ -522,7 +517,7 @@ void EDA_3D_CANVAS::Redraw()
glCallList
(
m_glLists
[
GL_ID_TECH_LAYERS
]
);
}
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_COMMENTS
)
||
g_Parm_3D_Visu
.
GetFlag
(
FL_COMMENTS
)
)
if
(
isEnabled
(
FL_COMMENTS
)
||
isEnabled
(
FL_COMMENTS
)
)
{
if
(
!
m_glLists
[
GL_ID_AUX_LAYERS
]
)
CreateDrawGL_List
();
...
...
@@ -531,9 +526,8 @@ void EDA_3D_CANVAS::Redraw()
}
// Draw Component Shadow
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
&&
g_Parm_3D_Visu
.
IsRealisticMode
()
&&
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_SHADOWS
)
)
if
(
isEnabled
(
FL_MODULE
)
&&
isRealisticMode
()
&&
isEnabled
(
FL_RENDER_SHADOWS
)
)
{
glEnable
(
GL_CULL_FACE
);
glDisable
(
GL_DEPTH_TEST
);
...
...
@@ -575,7 +569,7 @@ void EDA_3D_CANVAS::Redraw()
glColor4f
(
1.0
,
1.0
,
1.0
,
1.0
);
// Draw Solid Shapes
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
)
if
(
isEnabled
(
FL_MODULE
)
)
{
if
(
!
m_glLists
[
GL_ID_3DSHAPES_SOLID_FRONT
]
)
CreateDrawGL_List
();
...
...
@@ -584,19 +578,18 @@ void EDA_3D_CANVAS::Redraw()
}
// Grid uses transparency: draw it after all objects
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_GRID
)
&&
m_glLists
[
GL_ID_GRID
]
)
if
(
isEnabled
(
FL_GRID
)
&&
m_glLists
[
GL_ID_GRID
]
)
glCallList
(
m_glLists
[
GL_ID_GRID
]
);
// This list must be drawn last, because it contains the
// transparent gl objects, which should be drawn after all
// non transparent objects
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
&&
m_glLists
[
GL_ID_3DSHAPES_TRANSP_FRONT
]
)
if
(
isEnabled
(
FL_MODULE
)
&&
m_glLists
[
GL_ID_3DSHAPES_TRANSP_FRONT
]
)
glCallList
(
m_glLists
[
GL_ID_3DSHAPES_TRANSP_FRONT
]
);
// Draw Board Shadow
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
&&
g_Parm_3D_Visu
.
IsRealisticMode
()
&&
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_SHADOWS
)
)
if
(
isEnabled
(
FL_MODULE
)
&&
isRealisticMode
()
&&
isEnabled
(
FL_RENDER_SHADOWS
)
)
{
if
(
m_glLists
[
GL_ID_SHADOW_BOARD
]
)
{
...
...
@@ -696,9 +689,9 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
// If FL_RENDER_SHOW_HOLES_IN_ZONES is true, holes are correctly removed from copper zones areas.
// If FL_RENDER_SHOW_HOLES_IN_ZONES is false, holes are not removed from copper zones areas,
// but the calculation time is twice shorter.
bool
remove_Holes
=
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_SHOW_HOLES_IN_ZONES
);
bool
remove_Holes
=
isEnabled
(
FL_RENDER_SHOW_HOLES_IN_ZONES
);
bool
realistic_mode
=
g_Parm_3D_Visu
.
I
sRealisticMode
();
bool
realistic_mode
=
i
sRealisticMode
();
// Number of segments to convert a circle to polygon
// Boost polygon (at least v 1.54, v1.55 and previous) in very rare cases crashes
...
...
@@ -758,7 +751,7 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
// Skip non enabled layers in normal mode,
// and internal layers in realistic mode
if
(
!
I
s3DLayerEnabled
(
layer
)
)
if
(
!
i
s3DLayerEnabled
(
layer
)
)
continue
;
bufferPolys
.
RemoveAllContours
();
...
...
@@ -823,7 +816,7 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
}
// Draw copper zones
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_ZONE
)
)
if
(
isEnabled
(
FL_ZONE
)
)
{
for
(
int
ii
=
0
;
ii
<
pcb
->
GetAreaCount
();
ii
++
)
{
...
...
@@ -903,7 +896,7 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
thickness
,
g_Parm_3D_Visu
.
m_BiuTo3Dunits
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_USE_COPPER_THICKNESS
)
==
true
)
if
(
isEnabled
(
FL_USE_COPPER_THICKNESS
)
==
true
)
{
thickness
-=
(
0.04
*
IU_PER_MM
);
}
...
...
@@ -917,7 +910,7 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
throughHolesListBuilt
=
true
;
}
if
(
!
g_Parm_3D_Visu
.
GetFlag
(
FL_SHOW_BOARD_BODY
)
)
if
(
!
isEnabled
(
FL_SHOW_BOARD_BODY
)
)
{
SetGLCopperColor
();
...
...
@@ -940,10 +933,10 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
glEndList
();
// Build the body board:
glNewList
(
aBodyOnlyList
,
GL_COMPILE
);
if
(
g_Parm_3D_Visu
.
I
sRealisticMode
()
)
if
(
i
sRealisticMode
()
)
{
SetGLEpoxyColor
(
0.95
);
}
...
...
@@ -1069,18 +1062,15 @@ void EDA_3D_CANVAS::BuildTechLayers3DView()
F_Mask
,
};
// User layers are not drawn here, only technical layers
for
(
LSEQ
seq
=
LSET
::
AllTechMask
().
Seq
(
teckLayerList
,
DIM
(
teckLayerList
)
);
seq
;
++
seq
)
{
LAYER_ID
layer
=
*
seq
;
// Skip user layers, which are not drawn here
// if( IsUserLayer( layer) )
// continue;
if
(
!
Is3DLayerEnabled
(
layer
)
)
if
(
!
is3DLayerEnabled
(
layer
)
)
continue
;
if
(
layer
==
Edge_Cuts
&&
g_Parm_3D_Visu
.
GetFlag
(
FL_SHOW_BOARD_BODY
)
)
if
(
layer
==
Edge_Cuts
&&
isEnabled
(
FL_SHOW_BOARD_BODY
)
)
continue
;
bufferPolys
.
RemoveAllContours
();
...
...
@@ -1132,7 +1122,7 @@ void EDA_3D_CANVAS::BuildTechLayers3DView()
}
// Draw non copper zones
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_ZONE
)
)
if
(
isEnabled
(
FL_ZONE
)
)
{
for
(
int
ii
=
0
;
ii
<
pcb
->
GetAreaCount
();
ii
++
)
{
...
...
@@ -1237,7 +1227,7 @@ void EDA_3D_CANVAS::BuildBoard3DAuxLayers()
{
LAYER_ID
layer
=
*
aux
;
if
(
!
I
s3DLayerEnabled
(
layer
)
)
if
(
!
i
s3DLayerEnabled
(
layer
)
)
continue
;
bufferPolys
.
RemoveAllContours
();
...
...
@@ -1369,7 +1359,7 @@ void EDA_3D_CANVAS::CreateDrawGL_List()
}
// draw modules 3D shapes
if
(
!
m_glLists
[
GL_ID_3DSHAPES_SOLID_FRONT
]
&&
g_Parm_3D_Visu
.
GetFlag
(
FL_MODULE
)
)
if
(
!
m_glLists
[
GL_ID_3DSHAPES_SOLID_FRONT
]
&&
isEnabled
(
FL_MODULE
)
)
{
m_glLists
[
GL_ID_3DSHAPES_SOLID_FRONT
]
=
glGenLists
(
1
);
...
...
@@ -1468,10 +1458,9 @@ void MODULE::ReadAndInsert3DComponentShape( EDA_3D_CANVAS* glcanvas,
}
static
bool
Is3DLayerEnabled
(
LAYER_ID
aLayer
)
bool
EDA_3D_CANVAS
::
is3DLayerEnabled
(
LAYER_ID
aLayer
)
const
{
DISPLAY3D_FLG
flg
;
bool
realistic_mode
=
g_Parm_3D_Visu
.
IsRealisticMode
();
// see if layer needs to be shown
// check the flags
...
...
@@ -1499,7 +1488,7 @@ static bool Is3DLayerEnabled( LAYER_ID aLayer )
case
Dwgs_User
:
case
Cmts_User
:
if
(
realistic_mode
)
if
(
isRealisticMode
()
)
return
false
;
flg
=
FL_COMMENTS
;
...
...
@@ -1507,7 +1496,7 @@ static bool Is3DLayerEnabled( LAYER_ID aLayer )
case
Eco1_User
:
case
Eco2_User
:
if
(
realistic_mode
)
if
(
isRealisticMode
()
)
return
false
;
flg
=
FL_ECO
;
...
...
@@ -1516,20 +1505,20 @@ static bool Is3DLayerEnabled( LAYER_ID aLayer )
case
B_Cu
:
case
F_Cu
:
return
g_Parm_3D_Visu
.
m_BoardSettings
->
IsLayerVisible
(
aLayer
)
||
realistic_mode
;
||
isRealisticMode
()
;
break
;
default
:
// the layer is an internal copper layer, used the visibility
//
if
(
realistic_mode
)
if
(
isRealisticMode
()
)
return
false
;
return
g_Parm_3D_Visu
.
m_BoardSettings
->
IsLayerVisible
(
aLayer
);
}
// The layer has a flag, return the flag
return
g_Parm_3D_Visu
.
GetFlag
(
flg
);
return
isEnabled
(
flg
);
}
...
...
3d-viewer/3d_draw_helper_functions.cpp
View file @
d089ff52
...
...
@@ -42,6 +42,19 @@
#define TEXTURE_PCB_SCALE 5.0
// return true if we are in realistic mode render
bool
EDA_3D_CANVAS
::
isRealisticMode
()
const
{
return
g_Parm_3D_Visu
.
IsRealisticMode
();
}
// return true if aItem should be displayed
bool
EDA_3D_CANVAS
::
isEnabled
(
DISPLAY3D_FLG
aItem
)
const
{
return
g_Parm_3D_Visu
.
GetFlag
(
aItem
);
}
// Helper function: initialize the copper color to draw the board
// in realistic mode.
void
EDA_3D_CANVAS
::
SetGLCopperColor
()
...
...
@@ -58,9 +71,9 @@ void EDA_3D_CANVAS::SetGLCopperColor()
void
EDA_3D_CANVAS
::
SetGLEpoxyColor
(
double
aTransparency
)
{
// Generates an epoxy color, near board color
glColor4f
(
0.45
*
0.85
-
(
1.0
-
g_Parm_3D_Visu
.
m_BoardColor
.
m_Red
)
*
0.32
,
0.39
*
0.85
-
(
1.0
-
g_Parm_3D_Visu
.
m_BoardColor
.
m_Green
)
*
0.28
,
0.33
*
0.85
-
(
1.0
-
g_Parm_3D_Visu
.
m_BoardColor
.
m_Blue
)
*
0.23
,
glColor4f
(
g_Parm_3D_Visu
.
m_BoardBodyColor
.
m_Red
,
g_Parm_3D_Visu
.
m_BoardBodyColor
.
m_Green
,
g_Parm_3D_Visu
.
m_BoardBodyColor
.
m_Blue
,
aTransparency
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_TEXTURES
)
)
...
...
@@ -74,9 +87,9 @@ void EDA_3D_CANVAS::SetGLEpoxyColor( double aTransparency )
void
EDA_3D_CANVAS
::
SetGLSolderMaskColor
(
double
aTransparency
)
{
// Generates a solder mask color
glColor4f
(
g_Parm_3D_Visu
.
m_
Board
Color
.
m_Red
,
g_Parm_3D_Visu
.
m_
Board
Color
.
m_Green
,
g_Parm_3D_Visu
.
m_
Board
Color
.
m_Blue
,
glColor4f
(
g_Parm_3D_Visu
.
m_
SolderMask
Color
.
m_Red
,
g_Parm_3D_Visu
.
m_
SolderMask
Color
.
m_Green
,
g_Parm_3D_Visu
.
m_
SolderMask
Color
.
m_Blue
,
aTransparency
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_TEXTURES
)
)
...
...
@@ -91,7 +104,7 @@ void EDA_3D_CANVAS::SetGLTechLayersColor( LAYER_NUM aLayer )
{
EDA_COLOR_T
color
;
if
(
g_Parm_3D_Visu
.
I
sRealisticMode
()
)
if
(
i
sRealisticMode
()
)
{
switch
(
aLayer
)
{
...
...
@@ -102,26 +115,15 @@ void EDA_3D_CANVAS::SetGLTechLayersColor( LAYER_NUM aLayer )
case
B_SilkS
:
case
F_SilkS
:
glColor4f
(
g_Parm_3D_Visu
.
m_SilkScreenColor
.
m_Red
,
g_Parm_3D_Visu
.
m_SilkScreenColor
.
m_Green
,
g_Parm_3D_Visu
.
m_SilkScreenColor
.
m_Blue
,
0.96
);
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_TEXTURES
)
)
{
// http://en.wikipedia.org/wiki/Luminance_(relative)
double
luminance
=
g_Parm_3D_Visu
.
m_BoardColor
.
m_Red
*
0.2126
+
g_Parm_3D_Visu
.
m_BoardColor
.
m_Green
*
0.7152
+
g_Parm_3D_Visu
.
m_BoardColor
.
m_Blue
*
0.0722
;
if
(
luminance
<
0.5
)
{
glColor4f
(
0.9
,
0.9
,
0.9
,
0.96
);
}
else
{
glColor4f
(
0.1
,
0.1
,
0.1
,
0.96
);
}
if
(
g_Parm_3D_Visu
.
GetFlag
(
FL_RENDER_TEXTURES
)
)
{
SetGLTexture
(
m_text_silk
,
10.0
f
);
}
SetGLTexture
(
m_text_silk
,
10.0
f
);
}
break
;
case
B_Mask
:
...
...
@@ -319,7 +321,7 @@ void EDA_3D_CANVAS::Draw3DPadHole( const D_PAD* aPad )
int
height
=
g_Parm_3D_Visu
.
GetLayerZcoordBIU
(
F_Cu
)
-
g_Parm_3D_Visu
.
GetLayerZcoordBIU
(
B_Cu
);
if
(
g_Parm_3D_Visu
.
I
sRealisticMode
()
)
if
(
i
sRealisticMode
()
)
SetGLCopperColor
();
else
SetGLColor
(
DARKGRAY
);
...
...
@@ -371,7 +373,7 @@ void EDA_3D_CANVAS::Draw3DViaHole( const VIA* aVia )
aVia
->
LayerPair
(
&
top_layer
,
&
bottom_layer
);
// Drawing via hole:
if
(
g_Parm_3D_Visu
.
I
sRealisticMode
()
)
if
(
i
sRealisticMode
()
)
SetGLCopperColor
();
else
{
...
...
3d-viewer/3d_frame.cpp
View file @
d089ff52
...
...
@@ -50,14 +50,6 @@ static const wxChar keyBgColor_Red_Top[] = wxT( "BgColor_Red_Top" );
static
const
wxChar
keyBgColor_Green_Top
[]
=
wxT
(
"BgColor_Green_Top"
);
static
const
wxChar
keyBgColor_Blue_Top
[]
=
wxT
(
"BgColor_Blue_Top"
);
static
const
wxChar
keyBoardColor_Red
[]
=
wxT
(
"BoardColor_Red"
);
static
const
wxChar
keyBoardColor_Green
[]
=
wxT
(
"BoardColor_Green"
);
static
const
wxChar
keyBoardColor_Blue
[]
=
wxT
(
"BoardColor_Blue"
);
static
const
wxChar
keyCopperColor_Red
[]
=
wxT
(
"CopperColor_Red"
);
static
const
wxChar
keyCopperColor_Green
[]
=
wxT
(
"CopperColor_Green"
);
static
const
wxChar
keyCopperColor_Blue
[]
=
wxT
(
"CopperColor_Blue"
);
static
const
wxChar
keyShowRealisticMode
[]
=
wxT
(
"ShowRealisticMode"
);
static
const
wxChar
keyRenderShadows
[]
=
wxT
(
"Render_Shadows"
);
static
const
wxChar
keyRenderRemoveHoles
[]
=
wxT
(
"Render_RemoveHoles"
);
...
...
@@ -242,14 +234,6 @@ void EDA_3D_FRAME::LoadSettings( wxConfigBase* aCfg )
aCfg
->
Read
(
keyBgColor_Green_Top
,
&
g_Parm_3D_Visu
.
m_BgColor_Top
.
m_Green
,
0.8
);
aCfg
->
Read
(
keyBgColor_Blue_Top
,
&
g_Parm_3D_Visu
.
m_BgColor_Top
.
m_Blue
,
0.9
);
aCfg
->
Read
(
keyBoardColor_Red
,
&
g_Parm_3D_Visu
.
m_BoardColor
.
m_Red
,
0.0
);
aCfg
->
Read
(
keyBoardColor_Green
,
&
g_Parm_3D_Visu
.
m_BoardColor
.
m_Green
,
0.5
);
aCfg
->
Read
(
keyBoardColor_Blue
,
&
g_Parm_3D_Visu
.
m_BoardColor
.
m_Blue
,
0.0
);
aCfg
->
Read
(
keyCopperColor_Red
,
&
g_Parm_3D_Visu
.
m_CopperColor
.
m_Red
,
0.8
);
aCfg
->
Read
(
keyCopperColor_Green
,
&
g_Parm_3D_Visu
.
m_CopperColor
.
m_Green
,
0.75
);
aCfg
->
Read
(
keyCopperColor_Blue
,
&
g_Parm_3D_Visu
.
m_CopperColor
.
m_Blue
,
0.0
);
bool
tmp
;
aCfg
->
Read
(
keyShowRealisticMode
,
&
tmp
,
false
);
prms
.
SetFlag
(
FL_USE_REALISTIC_MODE
,
tmp
);
...
...
@@ -323,14 +307,6 @@ void EDA_3D_FRAME::SaveSettings( wxConfigBase* aCfg )
aCfg
->
Write
(
keyBgColor_Green_Top
,
g_Parm_3D_Visu
.
m_BgColor_Top
.
m_Green
);
aCfg
->
Write
(
keyBgColor_Blue_Top
,
g_Parm_3D_Visu
.
m_BgColor_Top
.
m_Blue
);
aCfg
->
Write
(
keyBoardColor_Red
,
g_Parm_3D_Visu
.
m_BoardColor
.
m_Red
);
aCfg
->
Write
(
keyBoardColor_Green
,
g_Parm_3D_Visu
.
m_BoardColor
.
m_Green
);
aCfg
->
Write
(
keyBoardColor_Blue
,
g_Parm_3D_Visu
.
m_BoardColor
.
m_Blue
);
aCfg
->
Write
(
keyCopperColor_Red
,
g_Parm_3D_Visu
.
m_CopperColor
.
m_Red
);
aCfg
->
Write
(
keyCopperColor_Green
,
g_Parm_3D_Visu
.
m_CopperColor
.
m_Green
);
aCfg
->
Write
(
keyCopperColor_Blue
,
g_Parm_3D_Visu
.
m_CopperColor
.
m_Blue
);
aCfg
->
Write
(
keyShowRealisticMode
,
prms
.
GetFlag
(
FL_USE_REALISTIC_MODE
)
);
aCfg
->
Write
(
keyRenderShadows
,
prms
.
GetFlag
(
FL_RENDER_SHADOWS
)
);
...
...
@@ -491,21 +467,6 @@ void EDA_3D_FRAME::Process_Special_Functions( wxCommandEvent& event )
Set3DBgColor
(
g_Parm_3D_Visu
.
m_BgColor_Top
);
return
;
case
ID_MENU3D_BOARDCOLOR_SELECTION
:
if
(
Set3DBgColor
(
g_Parm_3D_Visu
.
m_BoardColor
)
==
true
)
{
NewDisplay
(
GL_ID_TECH_LAYERS
);
NewDisplay
(
GL_ID_BOARD
);
}
return
;
case
ID_MENU3D_COPPERCOLOR_SELECTION
:
if
(
Set3DBgColor
(
g_Parm_3D_Visu
.
m_CopperColor
)
==
true
)
{
NewDisplay
(
GL_ID_BOARD
);
}
return
;
case
ID_MENU3D_REALISTIC_MODE
:
g_Parm_3D_Visu
.
SetFlag
(
FL_USE_REALISTIC_MODE
,
isChecked
);
NewDisplay
();
...
...
3d-viewer/3d_toolbar.cpp
View file @
d089ff52
...
...
@@ -195,16 +195,7 @@ void EDA_3D_FRAME::CreateMenuBar()
_
(
"Background Top Color"
),
KiBitmap
(
palette_xpm
)
);
AddMenuItem
(
backgrounColorMenu
,
ID_MENU3D_BGCOLOR_SELECTION
,
_
(
"Background Botton Color"
),
KiBitmap
(
palette_xpm
)
);
backgrounColorMenu
->
AppendSeparator
();
AddMenuItem
(
backgrounColorMenu
,
ID_MENU3D_BOARDCOLOR_SELECTION
,
_
(
"Board Mask Color"
),
KiBitmap
(
pads_mask_layers_xpm
)
);
AddMenuItem
(
backgrounColorMenu
,
ID_MENU3D_COPPERCOLOR_SELECTION
,
_
(
"Copper Color"
),
KiBitmap
(
use_3D_copper_thickness_xpm
)
);
//
_
(
"Background Bottom Color"
),
KiBitmap
(
palette_xpm
)
);
AddMenuItem
(
prefsMenu
,
ID_MENU3D_AXIS_ONOFF
,
_
(
"Show 3D &Axis"
),
KiBitmap
(
axis3d_front_xpm
),
wxITEM_CHECK
);
...
...
3d-viewer/3d_viewer_id.h
View file @
d089ff52
...
...
@@ -33,8 +33,6 @@ enum id_3dview_frm
ID_MENU3D_COLOR
,
ID_MENU3D_BGCOLOR_SELECTION
,
ID_MENU3D_BGCOLOR_TOP_SELECTION
,
ID_MENU3D_BOARDCOLOR_SELECTION
,
ID_MENU3D_COPPERCOLOR_SELECTION
,
ID_MENU3D_USE_COPPER_THICKNESS
,
ID_MENU3D_AXIS_ONOFF
,
ID_MENU3D_MODULE_ONOFF
,
...
...
3d-viewer/info3d_visu.cpp
View file @
d089ff52
...
...
@@ -66,6 +66,33 @@ INFO3D_VISU::INFO3D_VISU()
m_epoxyThickness
=
0
;
m_nonCopperLayerThickness
=
0
;
// Set copper color, in realistic mode
#define LUMINANCE 0.7/255.0
m_CopperColor
.
m_Red
=
255.0
*
LUMINANCE
;
m_CopperColor
.
m_Green
=
223.0
*
LUMINANCE
;
m_CopperColor
.
m_Blue
=
0.0
*
LUMINANCE
;
// Set the solder mask color, in realistic mode
#undef LUMINANCE
#define LUMINANCE 0.2/255.0
m_SolderMaskColor
.
m_Red
=
100.0
*
LUMINANCE
;
m_SolderMaskColor
.
m_Green
=
255.0
*
LUMINANCE
;
m_SolderMaskColor
.
m_Blue
=
180.0
*
LUMINANCE
;
// Set the silk screen mask color, in realistic mode
#undef LUMINANCE
#define LUMINANCE 0.9
m_SilkScreenColor
.
m_Red
=
1.0
*
LUMINANCE
;
m_SilkScreenColor
.
m_Green
=
1.0
*
LUMINANCE
;
m_SilkScreenColor
.
m_Blue
=
1.0
*
LUMINANCE
;
// Set the body board (FR4) color, in realistic mode
#undef LUMINANCE
#define LUMINANCE 0.2/255.0
m_BoardBodyColor
.
m_Red
=
255.0
*
LUMINANCE
;
m_BoardBodyColor
.
m_Green
=
218.0
*
LUMINANCE
;
m_BoardBodyColor
.
m_Blue
=
110.0
*
LUMINANCE
;
// default all special item layers Visible
for
(
ii
=
0
;
ii
<
FL_LAST
;
ii
++
)
m_drawFlags
[
ii
]
=
true
;
...
...
3d-viewer/info3d_visu.h
View file @
d089ff52
...
...
@@ -89,8 +89,10 @@ public:
double
m_3D_Grid
;
// 3D grid value, in mm
S3D_COLOR
m_BgColor
;
S3D_COLOR
m_BgColor_Top
;
S3D_COLOR
m_BoardColor
;
S3D_COLOR
m_CopperColor
;
S3D_COLOR
m_BoardBodyColor
;
// in realistic mode: FR4 board color
S3D_COLOR
m_SolderMaskColor
;
// in realistic mode: solder mask color
S3D_COLOR
m_SilkScreenColor
;
// in realistic mode: SilkScreen color
S3D_COLOR
m_CopperColor
;
// in realistic mode: copper color
wxPoint
m_BoardPos
;
// center board actual position in board units
wxSize
m_BoardSize
;
// board actual size in board units
int
m_CopperLayersCount
;
// Number of copper layers actually used by the board
...
...
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