/*
 * 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
 */

#include <gal/opengl/kiglew.h>    // Must be included first

#include "render_3d_legacy.h"
#include "ogl_legacy_utils.h"
#include "common_ogl/ogl_utils.h"
#include <footprint.h>
#include <3d_math.h>
#include <math/util.h>      // for KiROUND
#include <wx/log.h>

#include <base_units.h>

/**
 * Scale conversion from 3d model units to pcb units
 */
#define UNITS3D_TO_UNITSPCB (IU_PER_MM)

RENDER_3D_LEGACY::RENDER_3D_LEGACY( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter, CAMERA& aCamera ) :
        RENDER_3D_BASE( aCanvas, aAdapter, aCamera )
{
    wxLogTrace( m_logTrace, wxT( "RENDER_3D_LEGACY::RENDER_3D_LEGACY" ) );

    m_layers.clear();
    m_outerLayerHoles.clear();
    m_innerLayerHoles.clear();
    m_triangles.clear();
    m_board = nullptr;
    m_antiBoard = nullptr;

    m_platedPadsFront = nullptr;
    m_platedPadsBack = nullptr;

    m_outerThroughHoles = nullptr;
    m_outerThroughHoleRings = nullptr;
    m_outerViaThroughHoles = nullptr;
    m_vias = nullptr;
    m_padHoles = nullptr;

    m_circleTexture = 0;
    m_grid = 0;
    m_lastGridType = GRID3D_TYPE::NONE;
    m_currentRollOverItem = nullptr;
    m_boardWithHoles = nullptr;

    m_3dModelMap.clear();
}


RENDER_3D_LEGACY::~RENDER_3D_LEGACY()
{
    wxLogTrace( m_logTrace, wxT( "RENDER_3D_LEGACY::~RENDER_3D_LEGACY" ) );

    freeAllLists();

    glDeleteTextures( 1, &m_circleTexture );
}


int RENDER_3D_LEGACY::GetWaitForEditingTimeOut()
{
    return 50; // ms
}


void RENDER_3D_LEGACY::SetCurWindowSize( const wxSize& aSize )
{
    if( m_windowSize != aSize )
    {
        m_windowSize = aSize;
        glViewport( 0, 0, m_windowSize.x, m_windowSize.y );

        // Initialize here any screen dependent data here
    }
}


void RENDER_3D_LEGACY::setLightFront( bool enabled )
{
    if( enabled )
        glEnable( GL_LIGHT0 );
    else
        glDisable( GL_LIGHT0 );
}


void RENDER_3D_LEGACY::setLightTop( bool enabled )
{
    if( enabled )
        glEnable( GL_LIGHT1 );
    else
        glDisable( GL_LIGHT1 );
}


void RENDER_3D_LEGACY::setLightBottom( bool enabled )
{
    if( enabled )
        glEnable( GL_LIGHT2 );
    else
        glDisable( GL_LIGHT2 );
}


void RENDER_3D_LEGACY::render3dArrows()
{
    const float arrow_size = RANGE_SCALE_3D * 0.30f;

    glDisable( GL_CULL_FACE );

    // YxY squared view port, this is on propose
    glViewport( 4, 4, m_windowSize.y / 8 , m_windowSize.y / 8 );
    glClear( GL_DEPTH_BUFFER_BIT );

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective( 45.0f, 1.0f, 0.001f, RANGE_SCALE_3D );

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    const glm::mat4 TranslationMatrix =
            glm::translate( glm::mat4( 1.0f ), SFVEC3F( 0.0f, 0.0f, -( arrow_size * 2.75f ) ) );

    const glm::mat4 ViewMatrix = TranslationMatrix * m_camera.GetRotationMatrix();

    glLoadMatrixf( glm::value_ptr( ViewMatrix ) );

    setArrowMaterial();

    glColor3f( 0.9f, 0.0f, 0.0f );
    DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( arrow_size, 0.0f, 0.0f ), 0.275f );

    glColor3f( 0.0f, 0.9f, 0.0f );
    DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, arrow_size, 0.0f ), 0.275f );

    glColor3f( 0.0f, 0.0f, 0.9f );
    DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, 0.0f, arrow_size ), 0.275f );

    glEnable( GL_CULL_FACE );
}


void RENDER_3D_LEGACY::setupMaterials()
{
    m_materials = {};

    if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
    {
        // http://devernay.free.fr/cours/opengl/materials.html

        // Plated copper
        // Copper material mixed with the copper color
        m_materials.m_Copper.m_Ambient  = SFVEC3F( m_boardAdapter.m_CopperColor.r * 0.1f,
                                                   m_boardAdapter.m_CopperColor.g * 0.1f,
                                                   m_boardAdapter.m_CopperColor.b * 0.1f);

        m_materials.m_Copper.m_Specular = SFVEC3F( m_boardAdapter.m_CopperColor.r * 0.75f + 0.25f,
                                                   m_boardAdapter.m_CopperColor.g * 0.75f + 0.25f,
                                                   m_boardAdapter.m_CopperColor.b * 0.75f + 0.25f );

        // This guess the material type(ex: copper vs gold) to determine the
        // shininess factor between 0.1 and 0.4
        float shininessfactor = 0.40f - mapf( fabs( m_boardAdapter.m_CopperColor.r -
                                                    m_boardAdapter.m_CopperColor.g ),
                                              0.15f, 1.00f,
                                              0.00f, 0.30f );

        m_materials.m_Copper.m_Shininess = shininessfactor * 128.0f;
        m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );


        // Non plated copper (raw copper)
        m_materials.m_NonPlatedCopper.m_Ambient = SFVEC3F( 0.191f, 0.073f, 0.022f );
        m_materials.m_NonPlatedCopper.m_Diffuse = SFVEC3F( 184.0f / 255.0f, 115.0f / 255.0f,
                                                           50.0f / 255.0f );
        m_materials.m_NonPlatedCopper.m_Specular = SFVEC3F( 0.256f, 0.137f, 0.086f );
        m_materials.m_NonPlatedCopper.m_Shininess = 0.1f * 128.0f;
        m_materials.m_NonPlatedCopper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Paste material mixed with paste color
        m_materials.m_Paste.m_Ambient = SFVEC3F( m_boardAdapter.m_SolderPasteColor.r,
                                                 m_boardAdapter.m_SolderPasteColor.g,
                                                 m_boardAdapter.m_SolderPasteColor.b );

        m_materials.m_Paste.m_Specular = SFVEC3F( m_boardAdapter.m_SolderPasteColor.r *
                                                  m_boardAdapter.m_SolderPasteColor.r,
                                                  m_boardAdapter.m_SolderPasteColor.g *
                                                  m_boardAdapter.m_SolderPasteColor.g,
                                                  m_boardAdapter.m_SolderPasteColor.b *
                                                  m_boardAdapter.m_SolderPasteColor.b );

        m_materials.m_Paste.m_Shininess = 0.1f * 128.0f;
        m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Silk screen material mixed with silk screen color
        m_materials.m_SilkSTop.m_Ambient = SFVEC3F( m_boardAdapter.m_SilkScreenColorTop.r,
                                                    m_boardAdapter.m_SilkScreenColorTop.g,
                                                    m_boardAdapter.m_SilkScreenColorTop.b );

        m_materials.m_SilkSTop.m_Specular = SFVEC3F(
                m_boardAdapter.m_SilkScreenColorTop.r * m_boardAdapter.m_SilkScreenColorTop.r +
                0.10f,
                m_boardAdapter.m_SilkScreenColorTop.g * m_boardAdapter.m_SilkScreenColorTop.g +
                0.10f,
                m_boardAdapter.m_SilkScreenColorTop.b * m_boardAdapter.m_SilkScreenColorTop.b +
                0.10f );

        m_materials.m_SilkSTop.m_Shininess = 0.078125f * 128.0f;
        m_materials.m_SilkSTop.m_Emissive  = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Silk screen material mixed with silk screen color
        m_materials.m_SilkSBot.m_Ambient = SFVEC3F( m_boardAdapter.m_SilkScreenColorBot.r,
                                                    m_boardAdapter.m_SilkScreenColorBot.g,
                                                    m_boardAdapter.m_SilkScreenColorBot.b );

        m_materials.m_SilkSBot.m_Specular = SFVEC3F(
                m_boardAdapter.m_SilkScreenColorBot.r * m_boardAdapter.m_SilkScreenColorBot.r +
                0.10f,
                m_boardAdapter.m_SilkScreenColorBot.g * m_boardAdapter.m_SilkScreenColorBot.g +
                0.10f,
                m_boardAdapter.m_SilkScreenColorBot.b * m_boardAdapter.m_SilkScreenColorBot.b +
                0.10f );

        m_materials.m_SilkSBot.m_Shininess = 0.078125f * 128.0f;
        m_materials.m_SilkSBot.m_Emissive  = SFVEC3F( 0.0f, 0.0f, 0.0f );

        m_materials.m_SolderMask.m_Shininess    = 0.8f * 128.0f;
        m_materials.m_SolderMask.m_Emissive     = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Epoxy material
        m_materials.m_EpoxyBoard.m_Ambient   = SFVEC3F( 117.0f / 255.0f, 97.0f / 255.0f,
                                                         47.0f / 255.0f );

        m_materials.m_EpoxyBoard.m_Specular  = SFVEC3F( 18.0f / 255.0f, 3.0f / 255.0f,
                                                        20.0f / 255.0f );

        m_materials.m_EpoxyBoard.m_Shininess = 0.1f * 128.0f;
        m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
    }
    else    // Technical Mode
    {
        const SFVEC3F matAmbientColor  = SFVEC3F( 0.10f );
        const SFVEC3F matSpecularColor = SFVEC3F( 0.10f );
        const float matShininess = 0.1f * 128.0f;

        // Copper material
        m_materials.m_Copper.m_Ambient   = matAmbientColor;
        m_materials.m_Copper.m_Specular  = matSpecularColor;
        m_materials.m_Copper.m_Shininess = matShininess;
        m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Paste material
        m_materials.m_Paste.m_Ambient   = matAmbientColor;
        m_materials.m_Paste.m_Specular  = matSpecularColor;
        m_materials.m_Paste.m_Shininess = matShininess;
        m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Silk screen material
        m_materials.m_SilkSTop.m_Ambient   = matAmbientColor;
        m_materials.m_SilkSTop.m_Specular  = matSpecularColor;
        m_materials.m_SilkSTop.m_Shininess = matShininess;
        m_materials.m_SilkSTop.m_Emissive  = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Silk screen material
        m_materials.m_SilkSBot.m_Ambient   = matAmbientColor;
        m_materials.m_SilkSBot.m_Specular  = matSpecularColor;
        m_materials.m_SilkSBot.m_Shininess = matShininess;
        m_materials.m_SilkSBot.m_Emissive  = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Solder mask material
        m_materials.m_SolderMask.m_Ambient      = matAmbientColor;
        m_materials.m_SolderMask.m_Specular     = matSpecularColor;
        m_materials.m_SolderMask.m_Shininess    = matShininess;
        m_materials.m_SolderMask.m_Emissive     = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Epoxy material
        m_materials.m_EpoxyBoard.m_Ambient   = matAmbientColor;
        m_materials.m_EpoxyBoard.m_Specular  = matSpecularColor;
        m_materials.m_EpoxyBoard.m_Shininess = matShininess;
        m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );

        // Gray material (used for example in technical vias and pad holes)
        m_materials.m_GrayMaterial.m_Ambient    = SFVEC3F( 0.8f, 0.8f, 0.8f );
        m_materials.m_GrayMaterial.m_Diffuse    = SFVEC3F( 0.3f, 0.3f, 0.3f );
        m_materials.m_GrayMaterial.m_Specular   = SFVEC3F( 0.4f, 0.4f, 0.4f );
        m_materials.m_GrayMaterial.m_Shininess  = 0.01f * 128.0f;
        m_materials.m_GrayMaterial.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
    }
}


void RENDER_3D_LEGACY::setLayerMaterial( PCB_LAYER_ID aLayerID )
{
    switch( aLayerID )
    {
    case F_Mask:
    case B_Mask:
    {
        const SFVEC4F layerColor = getLayerColor( aLayerID );

        m_materials.m_SolderMask.m_Diffuse = layerColor;

        // Convert Opacity to Transparency
        m_materials.m_SolderMask.m_Transparency = 1.0f - layerColor.a;

        if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
        {
            m_materials.m_SolderMask.m_Ambient = m_materials.m_SolderMask.m_Diffuse * 0.3f;

            m_materials.m_SolderMask.m_Specular =
                    m_materials.m_SolderMask.m_Diffuse * m_materials.m_SolderMask.m_Diffuse;
        }

        OglSetMaterial( m_materials.m_SolderMask, 1.0f );
        break;
    }

    case B_Paste:
    case F_Paste:
        m_materials.m_Paste.m_Diffuse = getLayerColor( aLayerID );
        OglSetMaterial( m_materials.m_Paste, 1.0f );
        break;

    case B_SilkS:
        m_materials.m_SilkSBot.m_Diffuse = getLayerColor( aLayerID );
        OglSetMaterial( m_materials.m_SilkSBot, 1.0f );
        break;

    case F_SilkS:
        m_materials.m_SilkSTop.m_Diffuse = getLayerColor( aLayerID );
        OglSetMaterial( m_materials.m_SilkSTop, 1.0f );
        break;

    case B_Adhes:
    case F_Adhes:
    case Dwgs_User:
    case Cmts_User:
    case Eco1_User:
    case Eco2_User:
    case Edge_Cuts:
    case Margin:
    case B_CrtYd:
    case F_CrtYd:
    case B_Fab:
    case F_Fab:
        m_materials.m_Plastic.m_Diffuse = getLayerColor( aLayerID );

        m_materials.m_Plastic.m_Ambient = SFVEC3F( m_materials.m_Plastic.m_Diffuse.r * 0.05f,
                                                   m_materials.m_Plastic.m_Diffuse.g * 0.05f,
                                                   m_materials.m_Plastic.m_Diffuse.b * 0.05f );

        m_materials.m_Plastic.m_Specular = SFVEC3F( m_materials.m_Plastic.m_Diffuse.r * 0.7f,
                                                    m_materials.m_Plastic.m_Diffuse.g * 0.7f,
                                                    m_materials.m_Plastic.m_Diffuse.b * 0.7f );

        m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f;
        m_materials.m_Plastic.m_Emissive  = SFVEC3F( 0.0f, 0.0f, 0.0f );
        OglSetMaterial( m_materials.m_Plastic, 1.0f );
        break;

    default:
        m_materials.m_Copper.m_Diffuse = getLayerColor( aLayerID );
        OglSetMaterial( m_materials.m_Copper, 1.0f );
        break;
    }
}


SFVEC4F RENDER_3D_LEGACY::getLayerColor( PCB_LAYER_ID aLayerID )
{
    SFVEC4F layerColor = m_boardAdapter.GetLayerColor( aLayerID );

    if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
    {
        switch( aLayerID )
        {
        case B_Adhes:
        case F_Adhes:
            break;

        case B_Mask:
            layerColor = m_boardAdapter.m_SolderMaskColorBot;
            break;
        case F_Mask:
            layerColor = m_boardAdapter.m_SolderMaskColorTop;
            break;

        case B_Paste:
        case F_Paste:
            layerColor = m_boardAdapter.m_SolderPasteColor;
            break;

        case B_SilkS:
            layerColor = m_boardAdapter.m_SilkScreenColorBot;
            break;
        case F_SilkS:
            layerColor = m_boardAdapter.m_SilkScreenColorTop;
            break;

        case Dwgs_User:
        case Cmts_User:
        case Eco1_User:
        case Eco2_User:
        case Edge_Cuts:
        case Margin:
            break;

        case B_CrtYd:
        case F_CrtYd:
            break;

        case B_Fab:
        case F_Fab:
            break;

        default:
            layerColor = m_boardAdapter.m_CopperColor;
            break;
        }
    }

    return layerColor;
}


void init_lights( void )
{
    // Setup light
    // https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
    const GLfloat ambient[]   = { 0.084f, 0.084f, 0.084f, 1.0f };
    const GLfloat diffuse0[]  = { 0.3f, 0.3f, 0.3f, 1.0f };
    const GLfloat specular0[] = { 0.5f, 0.5f, 0.5f, 1.0f };

    glLightfv( GL_LIGHT0, GL_AMBIENT,  ambient );
    glLightfv( GL_LIGHT0, GL_DIFFUSE,  diffuse0 );
    glLightfv( GL_LIGHT0, GL_SPECULAR, specular0 );

    const GLfloat diffuse12[]  = { 0.7f, 0.7f, 0.7f, 1.0f };
    const GLfloat specular12[] = { 0.7f, 0.7f, 0.7f, 1.0f };

    // defines a directional light that points along the negative z-axis
    GLfloat position[4]  = { 0.0f, 0.0f, 1.0f, 0.0f };

    // This makes a vector slight not perpendicular with XZ plane
    const SFVEC3F vectorLight = SphericalToCartesian( glm::pi<float>() * 0.03f,
                                                      glm::pi<float>() * 0.25f );

    position[0] = vectorLight.x;
    position[1] = vectorLight.y;
    position[2] = vectorLight.z;

    glLightfv( GL_LIGHT1, GL_AMBIENT,  ambient );
    glLightfv( GL_LIGHT1, GL_DIFFUSE,  diffuse12 );
    glLightfv( GL_LIGHT1, GL_SPECULAR, specular12 );
    glLightfv( GL_LIGHT1, GL_POSITION, position );

    // defines a directional light that points along the positive z-axis
    position[2] = -position[2];

    glLightfv( GL_LIGHT2, GL_AMBIENT,  ambient );
    glLightfv( GL_LIGHT2, GL_DIFFUSE,  diffuse12 );
    glLightfv( GL_LIGHT2, GL_SPECULAR, specular12 );
    glLightfv( GL_LIGHT2, GL_POSITION, position );

    const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };

    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );

    glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
}


void RENDER_3D_LEGACY::setCopperMaterial()
{
    OglSetMaterial( m_materials.m_NonPlatedCopper, 1.0f );
}


void RENDER_3D_LEGACY::setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id )
{
    glEnable( GL_POLYGON_OFFSET_FILL );
    glPolygonOffset(-0.1f, -2.0f );
    setLayerMaterial( aLayer_id );
}


void RENDER_3D_LEGACY::unsetDepthOffset()
{
    glDisable( GL_POLYGON_OFFSET_FILL );
}


void RENDER_3D_LEGACY::renderBoardBody( bool aSkipRenderHoles )
{
    m_materials.m_EpoxyBoard.m_Diffuse   = m_boardAdapter.m_BoardBodyColor;

    // opacity to transparency
    m_materials.m_EpoxyBoard.m_Transparency = 1.0f - m_boardAdapter.m_BoardBodyColor.a;

    OglSetMaterial( m_materials.m_EpoxyBoard, 1.0f );

    OPENGL_RENDER_LIST* ogl_disp_list = nullptr;

    if( aSkipRenderHoles )
        ogl_disp_list = m_board;
    else
        ogl_disp_list = m_boardWithHoles;

    if( ogl_disp_list )
    {
        ogl_disp_list->ApplyScalePosition( -m_boardAdapter.GetEpoxyThickness() / 2.0f,
                                            m_boardAdapter.GetEpoxyThickness() );

        ogl_disp_list->SetItIsTransparent( true );

        ogl_disp_list->DrawAll();
    }
}


bool RENDER_3D_LEGACY::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
                               REPORTER* aWarningReporter )
{
    // Initialize OpenGL
    if( !m_is_opengl_initialized )
    {
        if( !initializeOpenGL() )
            return false;
    }

    if( m_reloadRequested )
    {
        std::unique_ptr<BUSY_INDICATOR> busy = CreateBusyIndicator();

        if( aStatusReporter )
            aStatusReporter->Report( _( "Loading..." ) );

        reload( aStatusReporter, aWarningReporter );

        // generate a new 3D grid as the size of the board may had changed
        m_lastGridType = m_boardAdapter.GetGridType();
        generate3dGrid( m_lastGridType );
    }
    else
    {
        // Check if grid was changed
        if( m_boardAdapter.GetGridType() != m_lastGridType )
        {
            // and generate a new one
            m_lastGridType = m_boardAdapter.GetGridType();
            generate3dGrid( m_lastGridType );
        }
    }

    setupMaterials();

    // Initial setup
    glDepthFunc( GL_LESS );
    glEnable( GL_CULL_FACE );
    glFrontFace( GL_CCW );    // This is the OpenGL default
    glEnable( GL_NORMALIZE ); // This allow OpenGL to normalize the normals after transformations
    glViewport( 0, 0, m_windowSize.x, m_windowSize.y );

    if( m_boardAdapter.GetFlag( FL_RENDER_OPENGL_AA_DISABLE_ON_MOVE ) && aIsMoving )
        glDisable( GL_MULTISAMPLE );
    else
        glEnable( GL_MULTISAMPLE );

    // clear color and depth buffers
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClearDepth( 1.0f );
    glClearStencil( 0x00 );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

    OglResetTextureState();

    // Draw the background ( rectangle with color gradient)
    OglDrawBackground( SFVEC3F( m_boardAdapter.m_BgColorTop ),
                       SFVEC3F( m_boardAdapter.m_BgColorBot ) );

    glEnable( GL_DEPTH_TEST );

    // Set projection and modelview matrixes
    glMatrixMode( GL_PROJECTION );
    glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) );
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
    glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) );

    // Position the headlight
    setLightFront( true );
    setLightTop( true );
    setLightBottom( true );

    glEnable( GL_LIGHTING );

    {
        const SFVEC3F& cameraPos = m_camera.GetPos();

        // Place the light at a minimum Z so the diffuse factor will not drop
        // and the board will still look with good light.
        float zpos;

        if( cameraPos.z > 0.0f )
        {
            zpos = glm::max( cameraPos.z, 0.5f ) + cameraPos.z * cameraPos.z;
        }
        else
        {
            zpos = glm::min( cameraPos.z,-0.5f ) - cameraPos.z * cameraPos.z;
        }

        // This is a point light.
        const GLfloat headlight_pos[] = { cameraPos.x, cameraPos.y, zpos, 1.0f };

        glLightfv( GL_LIGHT0, GL_POSITION, headlight_pos );
    }

    const bool drawMiddleSegments = !( aIsMoving &&
                                    m_boardAdapter.GetFlag( FL_RENDER_OPENGL_THICKNESS_DISABLE_ON_MOVE ) );

    const bool skipRenderHoles = aIsMoving &&
                                 m_boardAdapter.GetFlag( FL_RENDER_OPENGL_HOLES_DISABLE_ON_MOVE );

    const bool skipRenderVias = aIsMoving &&
                                m_boardAdapter.GetFlag( FL_RENDER_OPENGL_VIAS_DISABLE_ON_MOVE );

    if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
    {
        // Draw vias and pad holes with copper material
        setLayerMaterial( B_Cu );
    }
    else
    {
        OglSetMaterial( m_materials.m_GrayMaterial, 1.0f );
    }

    if( !( skipRenderVias || skipRenderHoles ) && m_vias )
        m_vias->DrawAll();

    if( !skipRenderHoles && m_padHoles )
        m_padHoles->DrawAll();

    // Display copper and tech layers
    for( MAP_OGL_DISP_LISTS::const_iterator ii = m_layers.begin(); ii != m_layers.end(); ++ii )
    {
        const PCB_LAYER_ID layer_id = ( PCB_LAYER_ID )( ii->first );

        // Mask layers are not processed here because they are a special case
        if( ( layer_id == B_Mask ) || ( layer_id == F_Mask ) )
            continue;

        // Do not show inner layers when it is displaying the board and board body is opaque
        // enough: the time to create inner layers can be *really significant*.
        // So avoid creating them is they are not very visible
        const double opacity_min = 0.8;

        if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) &&
            ( m_boardAdapter.m_BoardBodyColor.a > opacity_min ) )
        {
            if( ( layer_id > F_Cu ) && ( layer_id < B_Cu ) )
                continue;
        }

        glPushMatrix();

        OPENGL_RENDER_LIST* pLayerDispList = static_cast<OPENGL_RENDER_LIST*>( ii->second );

        if( ( layer_id >= F_Cu ) && ( layer_id <= B_Cu ) )
        {
            if( !m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ||
                !( m_boardAdapter.GetFlag( FL_RENDER_PLATED_PADS_AS_PLATED ) &&
                   m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) ) )
                setLayerMaterial( layer_id );
            else
                setCopperMaterial();

            if( skipRenderHoles )
            {
                pLayerDispList->DrawAllCameraCulled( m_camera.GetPos().z, drawMiddleSegments );

                // Draw copper plated pads
                if( ( ( layer_id == F_Cu ) || ( layer_id == B_Cu ) ) &&
                    ( m_platedPadsFront || m_platedPadsBack ) )
                    setPlatedCopperAndDepthOffset( layer_id );

                if( layer_id == F_Cu && m_platedPadsFront )
                {
                    m_platedPadsFront->DrawAllCameraCulled( m_camera.GetPos().z,
                                                            drawMiddleSegments );
                }
                else if( layer_id == B_Cu && m_platedPadsBack )
                {
                    m_platedPadsBack->DrawAllCameraCulled( m_camera.GetPos().z,
                                                           drawMiddleSegments );
                }

                unsetDepthOffset();
            }
            else
            {
                if( m_outerThroughHoles )
                {
                    m_outerThroughHoles->ApplyScalePosition( pLayerDispList->GetZBot(),
                                                             pLayerDispList->GetZTop()
                                                                 - pLayerDispList->GetZBot() );
                }

                if( m_antiBoard )
                {
                    m_antiBoard->ApplyScalePosition( pLayerDispList->GetZBot(),
                                                     pLayerDispList->GetZTop()
                                                         - pLayerDispList->GetZBot() );
                }

                if( m_outerLayerHoles.find( layer_id ) != m_outerLayerHoles.end() )
                {
                    const OPENGL_RENDER_LIST* viasHolesLayer = m_outerLayerHoles.at( layer_id );

                    wxASSERT( viasHolesLayer != nullptr );

                    if( viasHolesLayer != nullptr )
                    {
                        pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments,
                                                                          m_outerThroughHoles,
                                                                          viasHolesLayer,
                                                                          m_antiBoard );

                        // Draw copper plated pads

                        if( ( ( layer_id == F_Cu ) || ( layer_id == B_Cu ) ) &&
                            ( m_platedPadsFront || m_platedPadsBack ) )
                        {
                            setPlatedCopperAndDepthOffset( layer_id );
                        }

                        if( layer_id == F_Cu && m_platedPadsFront )
                        {
                            m_platedPadsFront->DrawAllCameraCulledSubtractLayer(
                                    drawMiddleSegments,
                                    m_outerThroughHoles,
                                    viasHolesLayer,
                                    m_antiBoard );
                        }
                        else if( layer_id == B_Cu && m_platedPadsBack )
                        {
                            m_platedPadsBack->DrawAllCameraCulledSubtractLayer(
                                    drawMiddleSegments,
                                    m_outerThroughHoles,
                                    viasHolesLayer,
                                    m_antiBoard );
                        }

                        unsetDepthOffset();
                    }
                }
                else
                {
                    pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments,
                                                                      m_outerThroughHoles,
                                                                      m_antiBoard );

                    // Draw copper plated pads
                    if( ( ( layer_id == F_Cu ) || ( layer_id == B_Cu ) ) &&
                        ( m_platedPadsFront || m_platedPadsBack ) )
                    {
                        setPlatedCopperAndDepthOffset( layer_id );
                    }

                    if( layer_id == F_Cu && m_platedPadsFront )
                    {
                        m_platedPadsFront->DrawAllCameraCulledSubtractLayer( drawMiddleSegments,
                                                                             m_outerThroughHoles,
                                                                             m_antiBoard );
                    }
                    else if( layer_id == B_Cu && m_platedPadsBack )
                    {
                        m_platedPadsBack->DrawAllCameraCulledSubtractLayer( drawMiddleSegments,
                                                                            m_outerThroughHoles,
                                                                            m_antiBoard );
                    }

                    unsetDepthOffset();
                }
            }
        }
        else
        {
            setLayerMaterial( layer_id );

            OPENGL_RENDER_LIST* throughHolesOuter =
                    m_boardAdapter.GetFlag( FL_CLIP_SILK_ON_VIA_ANNULUS )
                        && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE )
                        && ( layer_id == B_SilkS || layer_id == F_SilkS )
                            ? m_outerThroughHoleRings
                            : m_outerThroughHoles;

            if( throughHolesOuter )
            {
                throughHolesOuter->ApplyScalePosition(
                        pLayerDispList->GetZBot(),
                        pLayerDispList->GetZTop() - pLayerDispList->GetZBot() );
            }

            OPENGL_RENDER_LIST* anti_board = m_antiBoard;

            if( ( layer_id == B_Paste ) || ( layer_id == F_Paste ) )
                anti_board = nullptr;

            if( anti_board )
            {
                anti_board->ApplyScalePosition(
                        pLayerDispList->GetZBot(),
                        pLayerDispList->GetZTop() - pLayerDispList->GetZBot() );
            }

            if( !skipRenderHoles
              && m_boardAdapter.GetFlag( FL_SUBTRACT_MASK_FROM_SILK )
              && m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE )
              && ( ( layer_id == B_SilkS && m_layers.find( B_Mask ) != m_layers.end() )
                 || ( layer_id == F_SilkS && m_layers.find( F_Mask ) != m_layers.end() ) ) )
            {
                const PCB_LAYER_ID layerMask_id = (layer_id == B_SilkS) ? B_Mask : F_Mask;

                const OPENGL_RENDER_LIST* pLayerDispListMask = m_layers.at( layerMask_id );

                pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments,
                                                                  pLayerDispListMask,
                                                                  throughHolesOuter, anti_board );
            }
            else
            {
                if( !skipRenderHoles && throughHolesOuter
                  && ( layer_id == B_SilkS || layer_id == F_SilkS ) )
                {
                    pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments, nullptr,
                                                                      throughHolesOuter,
                                                                      anti_board );
                }
                else
                {
                    // Do not render Paste layers when skipRenderHoles is enabled
                    // otherwise it will cause z-fight issues
                    if( !( skipRenderHoles && ( layer_id == B_Paste || layer_id == F_Paste ) ) )
                    {
                        pLayerDispList->DrawAllCameraCulledSubtractLayer( drawMiddleSegments,
                                                                          anti_board );
                    }
                }
            }
        }

        glPopMatrix();
    }

    // Render 3D Models (Non-transparent)
    render3dModels( false, false );
    render3dModels( true, false );

    // Display board body
    if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
    {
        renderBoardBody( skipRenderHoles );
    }

    // Display transparent mask layers
    if( m_boardAdapter.GetFlag( FL_SOLDERMASK ) )
    {
        // add a depth buffer offset, it will help to hide some artifacts
        // on silkscreen where the SolderMask is removed
        glEnable( GL_POLYGON_OFFSET_FILL );
        glPolygonOffset( 0.0f, -2.0f );

        if( m_camera.GetPos().z > 0 )
        {
            renderSolderMaskLayer( B_Mask, m_boardAdapter.GetLayerTopZPos( B_Mask ),
                                   drawMiddleSegments, skipRenderHoles );

            renderSolderMaskLayer( F_Mask, m_boardAdapter.GetLayerBottomZPos( F_Mask ),
                                   drawMiddleSegments, skipRenderHoles );
        }
        else
        {
            renderSolderMaskLayer( F_Mask, m_boardAdapter.GetLayerBottomZPos( F_Mask ),
                                   drawMiddleSegments, skipRenderHoles );

            renderSolderMaskLayer( B_Mask, m_boardAdapter.GetLayerTopZPos( B_Mask ),
                                   drawMiddleSegments, skipRenderHoles );
        }

        glDisable( GL_POLYGON_OFFSET_FILL );
        glPolygonOffset( 0.0f, 0.0f );
    }

    // Render 3D Models (Transparent)
    // !TODO: this can be optimized. If there are no transparent models (or no opacity),
    // then there is no need to make this function call.
    glDepthMask( GL_FALSE );
    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    // Enables Texture Env so it can combine model transparency with each footprint opacity
    glEnable( GL_TEXTURE_2D );
    glActiveTexture( GL_TEXTURE0 );

    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
    glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
    glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );

    glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR );
    glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );

    glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS );
    glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );

    glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR );
    glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
    glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT );
    glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_CONSTANT );

    render3dModels( false, true );
    render3dModels( true, true );

    glDisable( GL_BLEND );
    OglResetTextureState();

    glDepthMask( GL_TRUE );

    // Render Grid
    if( m_boardAdapter.GetGridType() != GRID3D_TYPE::NONE )
    {
        glDisable( GL_LIGHTING );

        if( glIsList( m_grid ) )
            glCallList( m_grid );

        glEnable( GL_LIGHTING );
    }

    // Render 3D arrows
    if( m_boardAdapter.GetFlag( FL_AXIS ) )
        render3dArrows();

    // Return back to the original viewport (this is important if we want
    // to take a screenshot after the render)
    glViewport( 0, 0, m_windowSize.x, m_windowSize.y );

    return false;
}


bool RENDER_3D_LEGACY::initializeOpenGL()
{
    glEnable( GL_LINE_SMOOTH );
    glShadeModel( GL_SMOOTH );

    // 4-byte pixel alignment
    glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );

    // Initialize the open GL texture to draw the filled semi-circle of the segments
    IMAGE* circleImage = new IMAGE( SIZE_OF_CIRCLE_TEXTURE, SIZE_OF_CIRCLE_TEXTURE );

    if( !circleImage )
        return false;

    unsigned int circleRadius = ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 4;

    circleImage->CircleFilled( ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 0,
                               ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 0,
                               circleRadius,
                               0xFF );

    IMAGE* circleImageBlured = new IMAGE( circleImage->GetWidth(), circleImage->GetHeight() );

    circleImageBlured->EfxFilter_SkipCenter( circleImage, IMAGE_FILTER::GAUSSIAN_BLUR, circleRadius - 8 );

    m_circleTexture = OglLoadTexture( *circleImageBlured );

    delete circleImageBlured;
    circleImageBlured = nullptr;

    delete circleImage;
    circleImage = nullptr;

    init_lights();

    // Use this mode if you want see the triangle lines (debug proposes)
    //glPolygonMode( GL_FRONT_AND_BACK,  GL_LINE );
    m_is_opengl_initialized = true;

    return true;
}


void RENDER_3D_LEGACY::setArrowMaterial()
{
    glEnable( GL_COLOR_MATERIAL );
    glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );

    const SFVEC4F ambient  = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
    const SFVEC4F diffuse  = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
    const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
    const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );

    glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
    glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );

    glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT,  &ambient.r );
    glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE,  &diffuse.r );
    glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
}


void RENDER_3D_LEGACY::freeAllLists()
{
    if( glIsList( m_grid ) )
        glDeleteLists( m_grid, 1 );

    m_grid = 0;

    for( MAP_OGL_DISP_LISTS::const_iterator ii = m_layers.begin(); ii != m_layers.end(); ++ii )
    {
        OPENGL_RENDER_LIST* pLayerDispList = static_cast<OPENGL_RENDER_LIST*>( ii->second );
        delete pLayerDispList;
    }

    m_layers.clear();

    delete m_platedPadsFront;
    m_platedPadsFront = nullptr;

    delete m_platedPadsBack;
    m_platedPadsBack = nullptr;

    for( MAP_OGL_DISP_LISTS::const_iterator ii = m_outerLayerHoles.begin();
         ii != m_outerLayerHoles.end();
         ++ii )
    {
        OPENGL_RENDER_LIST* pLayerDispList = static_cast<OPENGL_RENDER_LIST*>( ii->second );
        delete pLayerDispList;
    }

    m_outerLayerHoles.clear();

    for( MAP_OGL_DISP_LISTS::const_iterator ii = m_innerLayerHoles.begin();
         ii != m_innerLayerHoles.end();
         ++ii )
    {
        OPENGL_RENDER_LIST* pLayerDispList = static_cast<OPENGL_RENDER_LIST*>( ii->second );
        delete pLayerDispList;
    }

    m_innerLayerHoles.clear();

    for( LIST_TRIANGLES::const_iterator ii = m_triangles.begin(); ii != m_triangles.end(); ++ii )
    {
        delete *ii;
    }

    m_triangles.clear();

    for( MAP_3DMODEL::const_iterator ii = m_3dModelMap.begin(); ii != m_3dModelMap.end(); ++ii )
    {
        MODEL_3D* pointer = static_cast<MODEL_3D*>(ii->second);
        delete pointer;
    }

    m_3dModelMap.clear();

    delete m_board;
    m_board = nullptr;

    delete m_boardWithHoles;
    m_boardWithHoles = nullptr;

    delete m_antiBoard;
    m_antiBoard = nullptr;

    delete m_outerThroughHoles;
    m_outerThroughHoles = nullptr;

    delete m_outerViaThroughHoles;
    m_outerViaThroughHoles = nullptr;

    delete m_outerThroughHoleRings;
    m_outerThroughHoleRings = nullptr;

    delete m_vias;
    m_vias = nullptr;

    delete m_padHoles;
    m_padHoles = nullptr;
}


void RENDER_3D_LEGACY::renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPosition,
                                              bool aDrawMiddleSegments, bool aSkipRenderHoles )
{
    wxASSERT( (aLayerID == B_Mask) || (aLayerID == F_Mask) );

    float nonCopperThickness = m_boardAdapter.GetNonCopperLayerThickness();

    if( m_board )
    {
        if( m_layers.find( aLayerID ) != m_layers.end() )
        {
            OPENGL_RENDER_LIST* pLayerDispListMask = m_layers.at( aLayerID );

            if( m_outerViaThroughHoles )
                m_outerViaThroughHoles->ApplyScalePosition( aZPosition, nonCopperThickness );

            m_board->ApplyScalePosition( aZPosition, nonCopperThickness );

            setLayerMaterial( aLayerID );

            m_board->SetItIsTransparent( true );

            if( aSkipRenderHoles )
            {
                m_board->DrawAllCameraCulled( m_camera.GetPos().z, aDrawMiddleSegments );
            }
            else
            {
                m_board->DrawAllCameraCulledSubtractLayer( aDrawMiddleSegments, pLayerDispListMask,
                                                           m_outerViaThroughHoles );
            }
        }
        else
        {
            // This case there is no layer with mask, so we will render the full board as mask
            if( m_outerViaThroughHoles )
                m_outerViaThroughHoles->ApplyScalePosition( aZPosition, nonCopperThickness );

            m_board->ApplyScalePosition( aZPosition, nonCopperThickness );

            setLayerMaterial( aLayerID );

            m_board->SetItIsTransparent( true );

            if( aSkipRenderHoles )
            {
                m_board->DrawAllCameraCulled( m_camera.GetPos().z, aDrawMiddleSegments );
            }
            else
            {
                m_board->DrawAllCameraCulledSubtractLayer( aDrawMiddleSegments,
                                                           m_outerViaThroughHoles );
            }
        }
    }
}


void RENDER_3D_LEGACY::render3dModelsSelected( bool aRenderTopOrBot, bool aRenderTransparentOnly,
                                               bool aRenderSelectedOnly )
{
    if( !m_boardAdapter.GetBoard() )
        return;

    MODEL_3D::BeginDrawMulti( !aRenderSelectedOnly );

    // Go for all footprints
    for( FOOTPRINT* fp : m_boardAdapter.GetBoard()->Footprints() )
    {
        const bool isIntersected = fp == m_currentRollOverItem;
        bool highlight = false;

        if( m_boardAdapter.GetFlag( FL_USE_SELECTION ) )
        {
            if( isIntersected )
            {
                if( aRenderSelectedOnly )
                    highlight = m_boardAdapter.GetFlag( FL_HIGHLIGHT_ROLLOVER_ITEM );
            }
            else if( ( aRenderSelectedOnly && !fp->IsSelected() )
                     || ( !aRenderSelectedOnly && fp->IsSelected() ) )
            {
                continue;
            }
        }

        if( highlight )
        {
            glEnable( GL_POLYGON_OFFSET_LINE );
            glPolygonOffset( 8.0, 1.0 );
            glPolygonMode( GL_FRONT, GL_LINE );
            glLineWidth( 6 );
        }

        if( !fp->Models().empty() )
        {
            if( m_boardAdapter.IsFootprintShown( (FOOTPRINT_ATTR_T) fp->GetAttributes() ) )
            {
                if( ( aRenderTopOrBot && !fp->IsFlipped() )
                 || ( !aRenderTopOrBot && fp->IsFlipped() ) )
                {
                    renderFootprint( fp, aRenderTransparentOnly, isIntersected );
                }
            }
        }

        if( highlight )
        {
            // Restore
            glDisable( GL_POLYGON_OFFSET_LINE );
            glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
        }
    }

    MODEL_3D::EndDrawMulti();
}


void RENDER_3D_LEGACY::render3dModels( bool aRenderTopOrBot, bool aRenderTransparentOnly )
{
    if( m_boardAdapter.GetFlag( FL_USE_SELECTION ) )
        render3dModelsSelected( aRenderTopOrBot, aRenderTransparentOnly, true );

    render3dModelsSelected( aRenderTopOrBot, aRenderTransparentOnly, false );
}


void RENDER_3D_LEGACY::renderFootprint( const FOOTPRINT* aFootprint, bool aRenderTransparentOnly,
                                        bool aIsSelected )
{
    if( !aFootprint->Models().empty() )
    {
        const double zpos = m_boardAdapter.GetFootprintZPos( aFootprint->IsFlipped() );

        glPushMatrix();

        wxPoint pos = aFootprint->GetPosition();

        glTranslatef( pos.x * m_boardAdapter.BiuTo3dUnits(), -pos.y * m_boardAdapter.BiuTo3dUnits(),
                      zpos );

        if( aFootprint->GetOrientation() )
            glRotated( (double) aFootprint->GetOrientation() / 10.0, 0.0, 0.0, 1.0 );

        if( aFootprint->IsFlipped() )
        {
            glRotatef( 180.0f, 0.0f, 1.0f, 0.0f );
            glRotatef( 180.0f, 0.0f, 0.0f, 1.0f );
        }

        double modelunit_to_3d_units_factor = m_boardAdapter.BiuTo3dUnits() * UNITS3D_TO_UNITSPCB;

        glScaled( modelunit_to_3d_units_factor, modelunit_to_3d_units_factor,
                  modelunit_to_3d_units_factor );

        // Get the list of model files for this model
        for( const FP_3DMODEL& sM : aFootprint->Models() )
        {
            if( !sM.m_Show || sM.m_Filename.empty() )
                continue;

            // Check if the model is present in our cache map
            auto cache_i = m_3dModelMap.find( sM.m_Filename );

            if( cache_i == m_3dModelMap.end() )
                continue;

            if( const MODEL_3D* modelPtr = cache_i->second )
            {
                bool opaque = sM.m_Opacity >= 1.0;

                if( ( !aRenderTransparentOnly && modelPtr->HasOpaqueMeshes() && opaque ) ||
                    ( aRenderTransparentOnly && ( modelPtr->HasTransparentMeshes() || !opaque ) ) )
                {
                    glPushMatrix();

                    // FIXME: don't do this over and over again unless the
                    // values have changed.  cache the matrix somewhere.
                    glm::mat4 mtx( 1 );
                    mtx = glm::translate( mtx, { sM.m_Offset.x, sM.m_Offset.y, sM.m_Offset.z } );
                    mtx = glm::rotate( mtx, glm::radians( (float) -sM.m_Rotation.z ),
                                       { 0.0f, 0.0f, 1.0f } );
                    mtx = glm::rotate( mtx, glm::radians( (float) -sM.m_Rotation.y ),
                                       { 0.0f, 1.0f, 0.0f } );
                    mtx = glm::rotate( mtx, glm::radians( (float) -sM.m_Rotation.x ),
                                       { 1.0f, 0.0f, 0.0f } );
                    mtx = glm::scale( mtx, { sM.m_Scale.x, sM.m_Scale.y, sM.m_Scale.z } );
                    glMultMatrixf( glm::value_ptr( mtx ) );

                    if( aRenderTransparentOnly )
                    {
                        modelPtr->DrawTransparent( sM.m_Opacity,
                                                   aFootprint->IsSelected() || aIsSelected,
                                                   m_boardAdapter.m_OpenGlSelectionColor );
                    }
                    else
                    {
                        modelPtr->DrawOpaque( aFootprint->IsSelected() || aIsSelected,
                                              m_boardAdapter.m_OpenGlSelectionColor );
                    }

                    if( m_boardAdapter.GetFlag( FL_RENDER_OPENGL_SHOW_MODEL_BBOX ) )
                    {
                        glEnable( GL_BLEND );
                        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

                        glDisable( GL_LIGHTING );

                        glLineWidth( 1 );
                        modelPtr->DrawBboxes();

                        glLineWidth( 4 );
                        modelPtr->DrawBbox();

                        glEnable( GL_LIGHTING );
                        glDisable( GL_BLEND );
                    }

                    glPopMatrix();
                }
            }
        }

        glPopMatrix();
    }
}


void RENDER_3D_LEGACY::generate3dGrid( GRID3D_TYPE aGridType )
{
    if( glIsList( m_grid ) )
        glDeleteLists( m_grid, 1 );

    m_grid = 0;

    if( aGridType == GRID3D_TYPE::NONE )
        return;

    m_grid = glGenLists( 1 );

    if( !glIsList( m_grid ) )
        return;

    glNewList( m_grid, GL_COMPILE );

    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    const double zpos = 0.0;

    // Color of grid lines
    const SFVEC3F gridColor = m_boardAdapter.GetColor( DARKGRAY );

    // Color of grid lines every 5 lines
    const SFVEC3F gridColor_marker = m_boardAdapter.GetColor( LIGHTBLUE );
    const double  scale            = m_boardAdapter.BiuTo3dUnits();
    const GLfloat transparency     = 0.35f;

    double griSizeMM = 0.0;

    switch( aGridType )
    {
    default:
    case GRID3D_TYPE::NONE:
        return;
    case GRID3D_TYPE::GRID_1MM:
        griSizeMM = 1.0;
        break;
    case GRID3D_TYPE::GRID_2P5MM:
        griSizeMM = 2.5;
        break;
    case GRID3D_TYPE::GRID_5MM:
        griSizeMM = 5.0;
        break;
    case GRID3D_TYPE::GRID_10MM:
        griSizeMM = 10.0;
        break;
    }

    glNormal3f( 0.0, 0.0, 1.0 );

    const wxSize brd_size = m_boardAdapter.GetBoardSize();
    wxPoint brd_center_pos = m_boardAdapter.GetBoardPos();

    brd_center_pos.y = -brd_center_pos.y;

    const int xsize = std::max( brd_size.x, Millimeter2iu( 100 ) ) * 1.2;
    const int ysize = std::max( brd_size.y, Millimeter2iu( 100 ) ) * 1.2;

    // Grid limits, in 3D units
    double  xmin = ( brd_center_pos.x - xsize / 2 ) * scale;
    double  xmax = ( brd_center_pos.x + xsize / 2 ) * scale;
    double  ymin = ( brd_center_pos.y - ysize / 2 ) * scale;
    double  ymax = ( brd_center_pos.y + ysize / 2 ) * scale;
    double  zmin = Millimeter2iu( -50 ) * scale;
    double  zmax = Millimeter2iu( 100 ) * scale;

    // Set rasterised line width (min value = 1)
    glLineWidth( 1 );

    // Draw horizontal grid centered on 3D origin (center of the board)
    for( int ii = 0; ; ii++ )
    {
        if( (ii % 5) )
            glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
        else
            glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b,
                       transparency );

        const int delta = KiROUND( ii * griSizeMM * IU_PER_MM );

        if( delta <= xsize / 2 )    // Draw grid lines parallel to X axis
        {
            glBegin( GL_LINES );
            glVertex3f( (brd_center_pos.x + delta) * scale, -ymin, zpos );
            glVertex3f( (brd_center_pos.x + delta) * scale, -ymax, zpos );
            glEnd();

            if( ii != 0 )
            {
                glBegin( GL_LINES );
                glVertex3f( (brd_center_pos.x - delta) * scale, -ymin, zpos );
                glVertex3f( (brd_center_pos.x - delta) * scale, -ymax, zpos );
                glEnd();
            }
        }

        if( delta <= ysize / 2 )    // Draw grid lines parallel to Y axis
        {
            glBegin( GL_LINES );
            glVertex3f( xmin, -( brd_center_pos.y + delta ) * scale, zpos );
            glVertex3f( xmax, -( brd_center_pos.y + delta ) * scale, zpos );
            glEnd();

            if( ii != 0 )
            {
                glBegin( GL_LINES );
                glVertex3f( xmin, -( brd_center_pos.y - delta ) * scale, zpos );
                glVertex3f( xmax, -( brd_center_pos.y - delta ) * scale, zpos );
                glEnd();
            }
        }

        if( ( delta > ysize / 2 ) && ( delta > xsize / 2 ) )
            break;
    }

    // Draw vertical grid on Z axis
    glNormal3f( 0.0, -1.0, 0.0 );

    // Draw vertical grid lines (parallel to Z axis)
    double posy = -brd_center_pos.y * scale;

    for( int ii = 0; ; ii++ )
    {
        if( (ii % 5) )
            glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
        else
            glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b,
                       transparency );

        const double delta = ii * griSizeMM * IU_PER_MM;

        glBegin( GL_LINES );
        xmax = ( brd_center_pos.x + delta ) * scale;

        glVertex3f( xmax, posy, zmin );
        glVertex3f( xmax, posy, zmax );
        glEnd();

        if( ii != 0 )
        {
            glBegin( GL_LINES );
            xmin = ( brd_center_pos.x - delta ) * scale;
            glVertex3f( xmin, posy, zmin );
            glVertex3f( xmin, posy, zmax );
            glEnd();
        }

        if( delta > xsize / 2.0f )
            break;
    }

    // Draw horizontal grid lines on Z axis (parallel to X axis)
    for( int ii = 0; ; ii++ )
    {
        if( ii % 5 )
            glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
        else
            glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b, transparency );

        const double delta = ii * griSizeMM * IU_PER_MM * scale;

        if( delta <= zmax )
        {
            // Draw grid lines on Z axis (positive Z axis coordinates)
            glBegin( GL_LINES );
            glVertex3f( xmin, posy, delta );
            glVertex3f( xmax, posy, delta );
            glEnd();
        }

        if( delta <= -zmin && ( ii != 0 ) )
        {
            // Draw grid lines on Z axis (negative Z axis coordinates)
            glBegin( GL_LINES );
            glVertex3f( xmin, posy, -delta );
            glVertex3f( xmax, posy, -delta );
            glEnd();
        }

        if( ( delta > zmax ) && ( delta > -zmin ) )
            break;
    }

    glDisable( GL_BLEND );

    glEndList();
}
