Files
Alex Shvartzkop 3fa40e05dc Use GLAD for OpenGL loading instead of GLEW.
This allows us to pick GLX on X11 and EGL on Wayland
at runtime when building with wxWidgets 3.3.2+

GLEW only allowed to choose between GLX/EGL at compile time.

This also removes KICAD_USE_EGL option, KiCad will use
whatever wxWidgets was built with.

Fixes https://gitlab.com/kicad/code/kicad/-/issues/20647
2026-02-22 14:56:40 +03:00

264 lines
8.4 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <[email protected]>
* Copyright The 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 <kicad_gl/kiglu.h> // Must be included first
#include "opengl_utils.h"
#include <trigo.h>
#include <wx/debug.h> // For the wxASSERT
#define RADPERDEG 0.0174533f
void DrawRoundArrow( SFVEC3F aPosition, SFVEC3F aTargetPos, float aSize )
{
wxASSERT( aSize > 0.0f );
SFVEC3F vec = aTargetPos - aPosition;
float length = glm::length( vec );
GLUquadricObj *quadObj;
glPushMatrix ();
glTranslatef( aPosition.x, aPosition.y, aPosition.z );
if( ( vec.x != 0.0f ) || ( vec.y != 0.0f ) )
{
glRotatef( atan2( vec.y, vec.x ) / RADPERDEG, 0.0f, 0.0f, 1.0f );
glRotatef( atan2( sqrt( vec.x * vec.x + vec.y * vec.y ), vec.z ) / RADPERDEG,
0.0f, 1.0f, 0.0f );
}
else if( vec.z < 0.0f )
{
glRotatef( 180.0f, 1.0f, 0.0f, 0.0f );
}
glTranslatef( 0.0f, 0.0f, length - 4.0f * aSize );
quadObj = gluNewQuadric();
gluQuadricDrawStyle( quadObj, GLU_FILL );
gluQuadricNormals( quadObj, GLU_SMOOTH );
gluCylinder( quadObj, 2.0 * aSize, 0.0, 4.0 * aSize, 12, 1 );
gluDeleteQuadric( quadObj );
quadObj = gluNewQuadric();
gluQuadricDrawStyle( quadObj, GLU_FILL );
gluQuadricNormals( quadObj, GLU_SMOOTH );
gluDisk( quadObj, 0.0, 2.0 * aSize, 12, 1 );
gluDeleteQuadric( quadObj );
quadObj = gluNewQuadric();
gluQuadricDrawStyle( quadObj, GLU_FILL );
gluQuadricNormals( quadObj, GLU_SMOOTH );
gluDisk( quadObj, 0.0, aSize, 12, 1 );
gluDeleteQuadric( quadObj );
quadObj = gluNewQuadric();
gluQuadricDrawStyle( quadObj, GLU_FILL );
gluQuadricNormals( quadObj, GLU_SMOOTH );
gluSphere( quadObj, aSize, 24, 24 );
gluDeleteQuadric( quadObj );
glTranslatef( 0.0f , 0.0f ,-length + 4.0f * aSize );
quadObj = gluNewQuadric();
gluQuadricDrawStyle( quadObj, GLU_FILL );
gluQuadricNormals( quadObj, GLU_SMOOTH );
gluCylinder( quadObj, aSize, aSize, length - 4.0 * aSize, 12, 1 );
gluDeleteQuadric( quadObj );
quadObj = gluNewQuadric();
gluQuadricDrawStyle( quadObj, GLU_FILL );
gluQuadricNormals( quadObj, GLU_SMOOTH );
gluDisk( quadObj, 0.0, aSize, 12, 1 );
gluDeleteQuadric( quadObj );
glPopMatrix ();
}
void DrawBoundingBox( const BBOX_3D& aBBox )
{
wxASSERT( aBBox.IsInitialized() );
glBegin( GL_LINE_LOOP );
glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Min().z );
glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Min().z );
glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Min().z );
glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Min().z );
glEnd();
glBegin( GL_LINE_LOOP );
glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Max().z );
glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Max().z );
glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Max().z );
glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Max().z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Min().z );
glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Max().z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Min().z );
glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Max().z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Min().z );
glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Max().z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Min().z );
glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Max().z );
glEnd();
}
void DrawHalfOpenCylinder( unsigned int aNrSidesPerCircle )
{
if( aNrSidesPerCircle > 1 )
{
const float radius = 0.5f;
const EDA_ANGLE delta = ANGLE_360 / aNrSidesPerCircle;
// Generate bottom
glNormal3f( 0.0f, 0.0f,-1.0f );
glBegin( GL_TRIANGLE_FAN );
glVertex3f( 0.0, 0.0, 0.0 ); // This is the V0 of the FAN
for( EDA_ANGLE ii = ANGLE_0; ii < ANGLE_180; ii += delta )
{
SFVEC2D corner = SFVEC2D( 0.0, radius );
RotatePoint( &corner.x, &corner.y, ii );
glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 0.0 );
}
glVertex3d( 0.0, -radius, 0.0 );
glEnd();
// Generate top
glNormal3f( 0.0f, 0.0f, 1.0f );
glBegin( GL_TRIANGLE_FAN );
glVertex3f( 0.0, 0.0, 1.0 ); // This is the V0 of the FAN
for( EDA_ANGLE ii = ANGLE_180; ii > ANGLE_0; ii -= delta )
{
SFVEC2D corner = SFVEC2D( 0.0, radius );
RotatePoint( &corner.x, &corner.y, ii );
glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 1.0 );
}
glVertex3f( 0.0, radius, 1.0 );
glEnd();
// Generate contours
glBegin( GL_QUAD_STRIP );
for( EDA_ANGLE ii = ANGLE_180; ii > ANGLE_0; ii -= delta )
{
SFVEC2D corner = SFVEC2D( 0.0, radius );
RotatePoint( &corner.x, &corner.y, ii );
glNormal3f( static_cast<GLfloat>( corner.x * 2.0f ),
static_cast<GLfloat>( corner.y * 2.0f ), 0.0f );
glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 1.0f );
glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 0.0f );
}
glNormal3f( 0.0, 1.0f, 0.0f );
glVertex3d( 0.0, radius, 1.0 );
glVertex3d( 0.0, radius, 0.0 );
glEnd();
}
}
void DrawSegment( const ROUND_SEGMENT_2D& aSegment, unsigned int aNrSidesPerCircle )
{
glPushMatrix();
const SFVEC2F& start = aSegment.GetStart();
const SFVEC2F& end_minus_start = aSegment.GetEnd_minus_Start();
const float radius = aSegment.GetRadius();
const float width = aSegment.GetWidth();
const float length = aSegment.GetLength();
glTranslatef( start.x, start.y, 0.0f );
if( ( end_minus_start.x != 0.0f ) || ( end_minus_start.y != 0.0f ) )
{
glRotatef( atan2( end_minus_start.y, end_minus_start.x ) / RADPERDEG, 0.0f, 0.0f, 1.0f );
}
glPushMatrix();
glTranslatef( length, 0.0, 0.0f );
glScalef( width, width, 1.0f );
DrawHalfOpenCylinder( aNrSidesPerCircle );
glPopMatrix();
glBegin( GL_QUADS );
glNormal3f( 0.0,-1.0, 0.0 );
glVertex3f( length,-radius, 1.0 );
glVertex3f( 0.0, -radius, 1.0 );
glVertex3f( 0.0, -radius, 0.0 );
glVertex3f( length,-radius, 0.0 );
glEnd();
glBegin( GL_QUADS );
glNormal3f( 0.0, 1.0, 0.0 );
glVertex3f( length, radius, 0.0 );
glVertex3f( 0.0, radius, 0.0 );
glVertex3f( 0.0, radius, 1.0 );
glVertex3f( length, radius, 1.0 );
glEnd();
glBegin( GL_QUADS );
glNormal3f( 0.0, 0.0, 1.0 );
glVertex3f( length, radius, 1.0 );
glVertex3f( 0.0, radius, 1.0 );
glVertex3f( 0.0, -radius, 1.0 );
glVertex3f( length,-radius, 1.0 );
glEnd();
glBegin( GL_QUADS );
glNormal3f( 0.0, 0.0,-1.0 );
glVertex3f( length,-radius, 0.0 );
glVertex3f( 0.0, -radius, 0.0 );
glVertex3f( 0.0, radius, 0.0 );
glVertex3f( length, radius, 0.0 );
glEnd();
glScalef( width, width, 1.0f );
glRotatef( 180, 0.0, 0.0, 1.0 );
DrawHalfOpenCylinder( aNrSidesPerCircle );
glPopMatrix ();
}