Commit d80a3d65 authored by Mario Luzeiro's avatar Mario Luzeiro Committed by jean-pierre charras

3d-viewer: fixes and enhancements.

parent 5c263819
......@@ -196,13 +196,13 @@ private:
* Helper function SetGLEpoxyColor
* Initialize the color to draw the epoxy body board in realistic mode.
*/
void setGLEpoxyColor( double aTransparency = 1.0 );
void setGLEpoxyColor( float aTransparency = 1.0 );
/**
* Helper function SetGLSolderMaskColor
* Initialize the color to draw the solder mask layers in realistic mode.
*/
void setGLSolderMaskColor( double aTransparency = 1.0 );
void setGLSolderMaskColor( float aTransparency = 1.0 );
/**
* Function BuildBoard3DView
......
......@@ -53,6 +53,10 @@
#include <trackball.h>
#include <3d_draw_basic_functions.h>
#include <CImage.h>
/* 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
......@@ -61,99 +65,14 @@
static GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer );
/* Based on the tutorial http://www.ulrichmierendorff.com/software/opengl_blur.html
* It will blur a openGL texture
*/
static void blur_tex( GLuint aTex, int aPasses, GLuint aTexture_size )
{
int i, x, y;
glFlush();
glFinish();
glPushAttrib( GL_ALL_ATTRIB_BITS );
glDisable( GL_LIGHTING );
glDisable( GL_CULL_FACE );
glDisable( GL_DEPTH_TEST );
glDisable( GL_ALPHA_TEST );
glDisable( GL_COLOR_MATERIAL );
glReadBuffer( GL_BACK_LEFT );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glViewport( 0, 0, aTexture_size, aTexture_size );
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glOrtho( 0.0f, aTexture_size, aTexture_size, 0.0f, -1.0f, 1.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, aTex );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
while (aPasses > 0)
{
i = 0;
for (x = 0; x < 2; x++)
{
for (y = 0; y < 2; y++, i++)
{
glColor4f (1.0f,1.0f,1.0f,1.0 / (i + 1.0));
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f( 0 + (x - 0.5)/aTexture_size, 1 + (y-0.5)/aTexture_size );
glVertex2f( 0, 0 );
glTexCoord2f( 0 + (x - 0.5)/aTexture_size, 0 + (y-0.5)/aTexture_size );
glVertex2f( 0, aTexture_size );
glTexCoord2f( 1 + (x - 0.5)/aTexture_size, 1 + (y-0.5)/aTexture_size );
glVertex2f( aTexture_size, 0 );
glTexCoord2f( 1 + (x - 0.5)/aTexture_size, 0 + (y-0.5)/aTexture_size );
glVertex2f( aTexture_size, aTexture_size );
glEnd ();
}
}
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, aTexture_size, aTexture_size, 0 );
aPasses--;
}
glFlush();
glFinish();
glDisable( GL_BLEND );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glPopAttrib();
glEnable(GL_DEPTH_TEST);
}
void EDA_3D_CANVAS::Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture,
GLuint aTexture_size, bool aDraw_body, int aBlurPasses )
{
float *depthbufferFloat = (float*) malloc( aTexture_size * aTexture_size * sizeof(float) );
unsigned char *depthbufferRGBA = (unsigned char*) malloc( aTexture_size * aTexture_size * 4 );
glDisable( GL_TEXTURE_2D );
glViewport( 0, 0, aTexture_size, aTexture_size );
glViewport( 0, 0, aTexture_size, aTexture_size);
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
......@@ -163,79 +82,70 @@ void EDA_3D_CANVAS::Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture,
-GetPrm3DVisu().m_BoardPos.y * GetPrm3DVisu().m_BiuTo3Dunits,
0.0F );
if( aDraw_body )
{
if( m_glLists[GL_ID_BODY] )
{
if( aDraw_body && m_glLists[GL_ID_BODY] )
glCallList( m_glLists[GL_ID_BODY] );
}
}
// Call model list
if( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] )
glCallList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] );
if( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
{
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
}
glFinish();
float *depthbufferFloat = (float*) malloc( aTexture_size * aTexture_size * sizeof(float) );
for( unsigned int i = 0; i < (aTexture_size * aTexture_size); i++ )
depthbufferFloat[i] = 1.0f;
glPixelStorei( GL_PACK_ALIGNMENT, 4 );
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
glReadBuffer( GL_BACK_LEFT );
glFinish();
glReadPixels( 0, 0,
aTexture_size, aTexture_size,
GL_DEPTH_COMPONENT, GL_FLOAT, depthbufferFloat );
glFinish();
for( unsigned int i = 0; i< (aTexture_size * aTexture_size); i++ )
{
unsigned char v = depthbufferFloat[i] * 255;
depthbufferRGBA[i * 4 + 0] = v;
depthbufferRGBA[i * 4 + 1] = v;
depthbufferRGBA[i * 4 + 2] = v;
depthbufferRGBA[i * 4 + 3] = 255;
}
glFinish();
glEnable( GL_TEXTURE_2D );
glGenTextures( 1, aDst_gl_texture );
glBindTexture( GL_TEXTURE_2D, *aDst_gl_texture );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
CIMAGE imgDepthBuffer( aTexture_size, aTexture_size );
CIMAGE imgDepthBufferAux( aTexture_size, aTexture_size );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
imgDepthBuffer.setPixelsFromNormalizedFloat( depthbufferFloat );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aTexture_size, aTexture_size, 0,
GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
free( depthbufferFloat );
glFlush();
glFinish();
wxString filename;
//filename.Printf( "imgDepthBuffer_%04d", *aDst_gl_texture );
//imgDepthBuffer.saveAsPNG( filename );
CheckGLError( __FILE__, __LINE__ );
while (aBlurPasses > 0)
{
aBlurPasses--;
imgDepthBufferAux.efxFilter( &imgDepthBuffer, 1.0, FILTER_BLUR);
imgDepthBuffer.efxFilter( &imgDepthBufferAux, 1.0, FILTER_BLUR);
}
//filename.Printf( "imgDepthBuffer_blur_%04d", *aDst_gl_texture );
//imgDepthBuffer.saveAsPNG( filename );
blur_tex( *aDst_gl_texture, aBlurPasses, aTexture_size );
imgDepthBuffer.copyFull( &imgDepthBuffer, &imgDepthBuffer, COPY_MUL );
//imgDepthBuffer.copyFull( &imgDepthBuffer, &imgDepthBuffer, COPY_MUL );
//filename.Printf( "imgDepthBuffer_mul_%04d", *aDst_gl_texture );
//imgDepthBuffer.saveAsPNG( filename );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, *aDst_gl_texture );
//imgDepthBufferAux.efxFilter( &imgDepthBuffer, 1.0, FILTER_BLUR);
//imgDepthBuffer.efxFilter( &imgDepthBufferAux, 1.0, FILTER_BLUR);
//filename.Printf( "imgDepthBuffer_mulblur_%04d", *aDst_gl_texture );
//imgDepthBuffer.saveAsPNG( filename );
glGetTexImage( GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
imgDepthBuffer.invert();
//filename.Printf( "imgDepthBuffer_invert_%04d", *aDst_gl_texture );
//imgDepthBuffer.saveAsPNG( filename );
for(unsigned int i = 0; i< (aTexture_size * aTexture_size); i++)
for(unsigned int i = 0; i < (aTexture_size * aTexture_size); i++)
{
float v = (float)depthbufferRGBA[i * 4] / 255.0f;
v = v * v;
depthbufferRGBA[i * 4 + 0] = 0;
depthbufferRGBA[i * 4 + 1] = 0;
depthbufferRGBA[i * 4 + 2] = 0;
depthbufferRGBA[i * 4 + 3] = 255 - (unsigned char)(v * 255);
depthbufferRGBA[i * 4 + 3] = imgDepthBuffer.m_pixels[i];
}
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
......@@ -246,7 +156,6 @@ void EDA_3D_CANVAS::Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture,
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aTexture_size, aTexture_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, depthbufferRGBA );
free( depthbufferRGBA );
free( depthbufferFloat );
}
#define SHADOW_BOARD_SCALE 1.5f
......@@ -281,7 +190,7 @@ void EDA_3D_CANVAS::GenerateFakeShadowsTextures()
glTranslatef( 0, 0, 0.03 );
glRotatef( 180, 0.0, 1.0, 0.0 );
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_front, 512, false, 5 );
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_front, 512, false, 1 );
// Render BACK shadow
......@@ -290,7 +199,7 @@ void EDA_3D_CANVAS::GenerateFakeShadowsTextures()
glTranslatef( 0, 0, 0.03 );
///glRotatef( 0.0, 0.0, 1.0, 0.0 );
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_back, 512, false, 5 );
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_back, 512, false, 1 );
// Render ALL BOARD shadow
glMatrixMode( GL_PROJECTION );
......@@ -306,7 +215,7 @@ void EDA_3D_CANVAS::GenerateFakeShadowsTextures()
glTranslatef( 0, 0, -0.4f );
glRotatef( 180.0, 0.0, 1.0, 0.0 );
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_board, 512, true, 20 );
Create_and_Render_Shadow_Buffer( &m_text_fake_shadow_board, 512, true, 5 );
}
......@@ -451,16 +360,6 @@ void EDA_3D_CANVAS::Redraw()
if( isEnabled( FL_SHOW_BOARD_BODY ) )
{
if( !isEnabled( FL_RENDER_TEXTURES ) ||
isEnabled( FL_SOLDERMASK ) || !isRealisticMode() )
{
glDisable( GL_TEXTURE_2D );
}
else
{
glEnable( GL_TEXTURE_2D );
}
glDisable( GL_LIGHTING );
if( m_glLists[GL_ID_BODY] )
......@@ -481,24 +380,22 @@ void EDA_3D_CANVAS::Redraw()
glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
if( isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ) )
{
glEnable( GL_TEXTURE_2D );
}
else
{
glDisable( GL_TEXTURE_2D );
}
if( m_glLists[GL_ID_BOARD] )
{
glCallList( m_glLists[GL_ID_BOARD] );
}
if( isRealisticMode() && isEnabled( FL_RENDER_TEXTURES ) )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );
SetOpenGlDefaultMaterial();
if( m_glLists[GL_ID_TECH_LAYERS] )
{
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glCallList( m_glLists[GL_ID_TECH_LAYERS] );
}
......@@ -565,20 +462,15 @@ void EDA_3D_CANVAS::Redraw()
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( isEnabled( FL_MODULE ) && m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
glDisable( GL_BLEND );
// Draw Board Shadow
if( isEnabled( FL_MODULE ) && isRealisticMode() &&
isEnabled( FL_RENDER_SHADOWS ) )
{
if( m_glLists[GL_ID_SHADOW_BOARD] )
{
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glEnable( GL_CULL_FACE );
glDisable( GL_COLOR_MATERIAL );
glEnable( GL_TEXTURE_2D );
......@@ -588,6 +480,17 @@ void EDA_3D_CANVAS::Redraw()
}
}
// This list must be drawn last, because it contains the
// transparent gl objects, which should be drawn after all
// non transparent objects
if( isEnabled( FL_MODULE ) && m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
{
glDisable( GL_TEXTURE_2D );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] );
}
SwapBuffers();
}
......@@ -1153,7 +1056,11 @@ void EDA_3D_CANVAS::BuildTechLayers3DView()
currLayerPolyset += polyset;
}
int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
int thickness = 0;
if( layer != B_Mask && layer != F_Mask )
thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );
if( layer == Edge_Cuts )
......
......@@ -129,10 +129,10 @@ void SetGLColor( EDA_COLOR_T color, double alpha )
{
const StructColors &colordata = g_ColorRefs[ColorGetBase( color )];
double red = colordata.m_Red / 255.0;
double blue = colordata.m_Blue / 255.0;
double green = colordata.m_Green / 255.0;
glColor4f( red, green, blue, alpha );
float red = colordata.m_Red / 255.0;
float blue = colordata.m_Blue / 255.0;
float green = colordata.m_Green / 255.0;
glColor4f( red, green, blue, (float)alpha );
}
......
......@@ -113,7 +113,7 @@ void EDA_3D_CANVAS::setGLCopperColor()
// Helper function: initialize the color to draw the epoxy
// body board in realistic mode.
void EDA_3D_CANVAS::setGLEpoxyColor( double aTransparency )
void EDA_3D_CANVAS::setGLEpoxyColor( float aTransparency )
{
// Generates an epoxy color, near board color
SetGLColor( GetPrm3DVisu().m_BoardBodyColor, aTransparency );
......@@ -126,7 +126,7 @@ void EDA_3D_CANVAS::setGLEpoxyColor( double aTransparency )
// Helper function: initialize the color to draw the
// solder mask layers in realistic mode.
void EDA_3D_CANVAS::setGLSolderMaskColor( double aTransparency )
void EDA_3D_CANVAS::setGLSolderMaskColor( float aTransparency )
{
// Generates a solder mask color
SetGLColor( GetPrm3DVisu().m_SolderMaskColor, aTransparency );
......
......@@ -73,8 +73,6 @@ void SetOpenGlDefaultMaterial()
bool S3D_MATERIAL::SetOpenGLMaterial( unsigned int aMaterialIndex, bool aUseMaterial )
{
S3D_MASTER * s3dParent = (S3D_MASTER *) GetParent();
if( aUseMaterial )
{
float transparency_value = 0.0f;
......
......@@ -113,6 +113,11 @@ void S3D_MESH::openGL_Render( bool aIsRenderingJustNonTransparentObjects,
if( !isTransparent && aIsRenderingJustTransparentObjects )
return;
if( useMaterial )
if( m_Materials->m_Transparency.size() > 0 )
if( m_Materials->m_Transparency[0] >= 1.0f )
return;
}
glPushMatrix();
......@@ -146,6 +151,11 @@ void S3D_MESH::openGL_Render( bool aIsRenderingJustNonTransparentObjects,
if( !isTransparent && aIsRenderingJustTransparentObjects )
continue;
if( useMaterial )
if( m_Materials->m_Transparency.size() > idx )
if( m_Materials->m_Transparency[idx] >= 1.0f )
return;
}
else
{
......
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2015 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
*/
#include "CImage.h"
#define CLAMP(n, min, max) {if (n < min) n=min; else if (n > max) n = max;}
CIMAGE::CIMAGE( unsigned int xsize, unsigned int ysize )
{
m_pixels = (unsigned char*)malloc( xsize * ysize );
m_width = xsize;
m_height = ysize;
m_wxh = xsize * ysize;
m_wraping = (E_WRAP)WRAP_CLAMP;
}
CIMAGE::~CIMAGE()
{
free( m_pixels );
}
bool CIMAGE::wrapCoords( int *xo, int *yo )
{
int x = *xo;
int y = *yo;
switch(m_wraping)
{
case WRAP_CLAMP:
x = (x < 0 )?0:x;
x = (x >= (int)(m_width - 1))?(m_width - 1):x;
y = (y < 0)?0:y;
y = (y >= (int)(m_height - 1))?(m_height - 1):y;
break;
case WRAP_WRAP:
x = (x < 0)?((m_width - 1)+x):x;
x = (x >= (int)(m_width - 1))?(x - m_width):x;
y = (y < 0)?((m_height - 1)+y):y;
y = (y >= (int)(m_height - 1))?(y - m_height):y;
break;
default:
break;
}
if( (x < 0) || (x >= (int)m_width) || (y < 0) || (y >= (int)m_height))
return false;
*xo = x;
*yo = y;
return true;
}
void CIMAGE::setpixel( int x, int y, unsigned char value )
{
if( wrapCoords( &x, &y ) )
m_pixels[x + y * m_width] = value;
}
unsigned char CIMAGE::getpixel(int x, int y)
{
if( wrapCoords( &x, &y ) )
return m_pixels[x + y * m_width];
else
return 0;
}
void CIMAGE::invert()
{
for( unsigned int it = 0;it < m_wxh; it++ )
m_pixels[it] = 255 - m_pixels[it];
}
void CIMAGE::copyFull( const CIMAGE *aImgA, const CIMAGE *aImgB, E_IMAGE_OP aOperation )
{
int aV, bV;
if( aOperation == COPY_RAW )
{
if ( aImgA == NULL )
return;
}
else
{
if ( (aImgA == NULL) || (aImgB == NULL) )
return;
}
switch(aOperation)
{
case COPY_RAW:
for( unsigned int it = 0;it < m_wxh; it++ )
m_pixels[it] = aImgA->m_pixels[it];
break;
case COPY_ADD:
for( unsigned int it = 0;it < m_wxh; it++ )
{
aV = aImgA->m_pixels[it];
bV = aImgB->m_pixels[it];
aV = (aV + bV);
aV = (aV > 255)?255:aV;
m_pixels[it] = aV;
}
break;
case COPY_SUB:
for( unsigned int it = 0;it < m_wxh; it++ )
{
aV = aImgA->m_pixels[it];
bV = aImgB->m_pixels[it];
aV = (aV - bV);
aV = (aV < 0)?0:aV;
m_pixels[it] = aV;
}
break;
case COPY_DIF:
for( unsigned int it = 0;it < m_wxh; it++ )
{
aV = aImgA->m_pixels[it];
bV = aImgB->m_pixels[it];
m_pixels[it] = abs(aV - bV);
}
break;
case COPY_MUL:
for( unsigned int it = 0;it < m_wxh; it++ )
{
aV = aImgA->m_pixels[it];
bV = aImgB->m_pixels[it];
m_pixels[it] = (unsigned char)((((float)aV / 255.0f) * ((float)bV / 255.0f)) * 255);
}
break;
case COPY_AND:
for( unsigned int it = 0;it < m_wxh; it++ )
{
m_pixels[it] = aImgA->m_pixels[it] & aImgB->m_pixels[it];
}
break;
case COPY_OR:
for( unsigned int it = 0;it < m_wxh; it++ )
{
m_pixels[it] = aImgA->m_pixels[it] | aImgB->m_pixels[it];
}
break;
case COPY_XOR:
for( unsigned int it = 0;it < m_wxh; it++ )
{
m_pixels[it] = aImgA->m_pixels[it] ^ aImgB->m_pixels[it];
}
break;
case COPY_BLEND50:
break;
case COPY_MIN:
for( unsigned int it = 0;it < m_wxh; it++ )
{
aV = aImgA->m_pixels[it];
bV = aImgB->m_pixels[it];
m_pixels[it] = (aV < bV)?aV:bV;
}
break;
case COPY_MAX:
for( unsigned int it = 0;it < m_wxh; it++ )
{
aV = aImgA->m_pixels[it];
bV = aImgB->m_pixels[it];
m_pixels[it] = (aV > bV)?aV:bV;
}
break;
}
}
S_FILTER FILTERS[9] = {
// Hi Pass
{
{ { 0, -1, -1, -1, 0},
{-1, 2, -4, 2, -1},
{-1, -4, 13, -4, -1},
{-1, 2, -4, 2, -1},
{ 0, -1, -1, -1, 0}
},
7,
255
},
// Blur
{
{ { 3, 5, 7, 5, 3},
{ 4, 9, 12, 9, 5},
{ 7, 12, 20, 12, 7},
{ 4, 9, 12, 9, 5},
{ 3, 5, 7, 5, 3}
},
180,
0
},
// KS 01
{
{ { 0, 2, 4, 2, 0},
{ 2, -2, 1, -2, 2},
{ 4, 1, -8, 1, 4},
{ 2, -2, 1, -2, 2},
{ 0, 2, 4, 2, 0}
},
20,
0
},
// Cartoon
{
{ {-1, -1, -1, -1, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 4, 0, 0},
{ 0, 0, 0, 1, 0},
{ 0, 0, 0, 0, 4}
},
3,
0
},
// Emboss
{
{ {-1, -1, -1, -1, 0},
{-1, -1, -1, 0, 1},
{-1, -1, 0, 1, 1},
{-1, 0, 1, 1, 1},
{ 0, 1, 1, 1, 1}
},
1,
128
},
// Sharpen
{
{ {-1, -1, -1, -1, -1},
{-1, 2, 2, 2, -1},
{-1, 2, 8, 2, -1},
{-1, 2, 2, 2, -1},
{-1, -1, -1, -1, -1}
},
8,
0
},
// Melt
{
{ { 4, 2, 6, 8, 1},
{ 1, 2, 5, 4, 2},
{ 0, -1, 1, -1, 0},
{ 0, 0, -2, 0, 0},
{ 0, 0, 0, 0, 0}
},
32,
0
},
// Sobel Gx
{
{ { 0, 0, 0, 0, 0},
{ 0, -1, 0, 1, 0},
{ 0, -2, 0, 2, 0},
{ 0, -1, 0, 1, 0},
{ 0, 0, 0, 0, 0}
},
1,
0
},
// Sobel Gy
{
{ { 1, 2, 4, 2, 1},
{-1, -1, 0, 1, 1},
{-2, -2, 0, 2, 2},
{-1, -1, 0, 1, 1},
{-1, -2, -4, -2, -1},
},
1,
0
}
};// Filters
void CIMAGE::efxFilter( CIMAGE *aInImg, float aGain, E_FILTER aFilterType )
{
S_FILTER filter = FILTERS[aFilterType];
aInImg->m_wraping = WRAP_CLAMP;
m_wraping = WRAP_CLAMP;
for( int iy = 0; iy < (int)m_height; iy++)
{
for( int ix = 0; ix < (int)m_width; ix++ )
{
int v = filter.offset;
for( int sy = 0; sy < 5; sy++ )
{
for( int sx = 0; sx < 5; sx++ )
{
int factor = filter.kernel[sx][sy];
unsigned char pixelv = aInImg->getpixel( ix + sx - 2, iy + sy - 2 );
v += pixelv * factor;
}
}
v /= filter.div;
CLAMP(v, 0, 255);
m_pixels[ix + iy * m_width] = v;
}
}
}
void CIMAGE::setPixelsFromNormalizedFloat( const float * aNormalizedFloatArray )
{
for( unsigned int i = 0; i < m_wxh; i++ )
{
int v = aNormalizedFloatArray[i] * 255;
CLAMP(v, 0, 255);
m_pixels[i] = v;
}
}
void CIMAGE::saveAsPNG( wxString aFileName )
{
unsigned char* pixelbuffer = (unsigned char*) malloc( m_wxh * 3 );
//unsigned char* alphabuffer = (unsigned char*) malloc( m_width * aHeight );
wxImage image( m_width, m_height );
for( unsigned int i = 0; i < m_wxh; i++)
{
unsigned char v = m_pixels[i];
pixelbuffer[i * 3 + 0] = v;
pixelbuffer[i * 3 + 1] = v;
pixelbuffer[i * 3 + 2] = v;
//alphabuffer[i * 1 + 0] = aRGBABufferImage[i * 4 + 3];
}
image.SetData( pixelbuffer );
//image.SetAlpha( alphabuffer );
image = image.Mirror( false );
image.SaveFile( aFileName + ".png", wxBITMAP_TYPE_PNG );
image.Destroy();
}
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2015 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 CImage_h
#define CImage_h
#include <wx/image.h>
enum E_IMAGE_OP {
COPY_RAW,
COPY_ADD,
COPY_SUB,
COPY_DIF,
COPY_MUL,
COPY_AND,
COPY_OR,
COPY_XOR,
COPY_BLEND50,
COPY_MIN,
COPY_MAX
};
enum E_WRAP {
WRAP_ZERO, ///< Coords that wraps are not evaluated
WRAP_CLAMP,
WRAP_WRAP ///< Coords are wrapped arround
};
enum E_FILTER {
FILTER_HIPASS,
FILTER_BLUR
};
typedef struct {
signed char kernel[5][5];
unsigned char div;
unsigned char offset;
}S_FILTER;
class CIMAGE
{
public:
CIMAGE( unsigned int xsize, unsigned int ysize );
~CIMAGE();
void setpixel( int x, int y, unsigned char value );
unsigned char getpixel( int x, int y );
void copyFull( const CIMAGE *aImgA, const CIMAGE *aImgB, E_IMAGE_OP aOperation );
void invert();
void efxFilter( CIMAGE *aInImg, float aGain, E_FILTER aFilterType );
void saveAsPNG( wxString aFileName );
void setPixelsFromNormalizedFloat( const float * aNormalizedFloatArray );
private:
bool wrapCoords( int *xo, int *yo );
public:
unsigned char* m_pixels;
unsigned int m_width;
unsigned int m_height;
unsigned int m_wxh;
E_WRAP m_wraping;
};
#endif
......@@ -30,6 +30,7 @@ set(3D-VIEWER_SRCS
vrml_v1_modelparser.cpp
vrml_v2_modelparser.cpp
x3dmodelparser.cpp
CImage.cpp
)
add_library(3d-viewer STATIC ${3D-VIEWER_SRCS})
......
......@@ -183,9 +183,7 @@ public: INFO3D_VISU();
*/
int GetNonCopperLayerThicknessBIU() const
{
bool use_thickness = GetFlag( FL_USE_COPPER_THICKNESS )
// || GetFlag( FL_USE_REALISTIC_MODE )
;
bool use_thickness = GetFlag( FL_USE_COPPER_THICKNESS );
return use_thickness ?
KiROUND( m_nonCopperLayerThickness / m_BiuTo3Dunits )
: 0;
......@@ -202,8 +200,7 @@ public: INFO3D_VISU();
{
return IsCopperLayer( aLayerId ) ?
GetCopperThicknessBIU() :
GetNonCopperLayerThicknessBIU()
;
GetNonCopperLayerThicknessBIU();
}
bool IsRealisticMode() { return GetFlag( FL_USE_REALISTIC_MODE ); }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment