pcbjam/tests/3d-regression/scenarios/scenario_tier3_composite.cpp

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/**
* Tier-3 scenarios: full RENDER_3D_OPENGL::Redraw() composites over the
* synthetic mini-board (board_adapter_test_impl.cpp InitSettings). Redraw's
* reload() re-runs InitSettings itself, so these exercise the complete real
* pipeline: board body triangulation, layer display lists, stencil hole
* subtraction, solder mask transparency, grid list and the navigator gizmo.
*/
#include "scene3d_test_ctx.h"
#include "scene3d_test_rig.h"
// The composites drive Redraw() exactly like EDA_3D_CANVAS::DoRePaint does:
// window size, reload request, then Redraw(aIsMoving=false, no reporters).
static void runRedraw( SCENE3D_CTX& aCtx, SCENE3D_TEST_RIG& aRig )
{
aRig->SetCurWindowSize( wxSize( aCtx.m_width, aCtx.m_height ) );
aRig->ReloadRequest();
aRig->Redraw( false, nullptr, nullptr );
}
// 45: Redraw with every layer hidden — background, camera matrices, lights and
// the frame plumbing only (the "empty viewer" reference frame).
void Scenario_RedrawEmpty( SCENE3D_CTX& aCtx )
{
SCENE3D_TEST_RIG rig( aCtx );
rig.m_cfg.m_Render.show_board_body = false;
rig.m_cfg.m_Render.show_copper_top = false;
rig.m_cfg.m_Render.show_copper_bottom = false;
rig.m_cfg.m_Render.show_silkscreen_top = false;
rig.m_cfg.m_Render.show_silkscreen_bottom = false;
rig.m_cfg.m_Render.show_soldermask_top = false;
rig.m_cfg.m_Render.show_soldermask_bottom = false;
rig.m_cfg.m_Render.show_solderpaste = false;
rig.m_cfg.m_Render.show_adhesive = false;
rig.m_cfg.m_Render.show_plated_barrels = false;
aCtx.SetIsoView();
runRedraw( aCtx, rig );
}
// 46: the full synthetic two-layer mini-board — copper tracks/pads with
// stencil-subtracted through holes, silkscreen frame, translucent solder mask
// and board body.
void Scenario_RedrawMiniBoard( SCENE3D_CTX& aCtx )
{
SCENE3D_TEST_RIG rig( aCtx );
aCtx.SetIsoView();
runRedraw( aCtx, rig );
}
// 47: everything at once — mini-board plus the 5mm grid and the navigator
// spheres gizmo, straight top view. The port-complete gate.
void Scenario_RedrawMiniBoardNavigator( SCENE3D_CTX& aCtx )
{
SCENE3D_TEST_RIG rig( aCtx );
rig.m_cfg.m_Render.grid_type = GRID3D_TYPE::GRID_5MM;
rig.m_cfg.m_Render.show_navigator = true;
aCtx.ResetCamera();
aCtx.SetView( VIEW3D_TYPE::VIEW3D_TOP );
runRedraw( aCtx, rig );
}