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authorclifford <clifford@b57f626f-c46c-0410-a088-ec61d464b74c>2009-06-26 22:01:53 (GMT)
committerclifford <clifford@b57f626f-c46c-0410-a088-ec61d464b74c>2009-06-26 22:01:53 (GMT)
commitae9cc6d1edd04dab83f31af5113738275432533a (patch)
tree6bd16a65f73360ae4130625dfb8eaf8f934aa773
parent22710f807679b64973005d43fba607459438162d (diff)
Clifford Wolf:
OpenCSG support looks ok now git-svn-id: http://svn.clifford.at/openscad/trunk@27 b57f626f-c46c-0410-a088-ec61d464b74c
-rw-r--r--example.scad6
-rw-r--r--glview.cc47
-rw-r--r--mainwin.cc12
-rw-r--r--openscad.h4
-rw-r--r--polyset.cc79
5 files changed, 114 insertions, 34 deletions
diff --git a/example.scad b/example.scad
index 55fbd23..e37956c 100644
--- a/example.scad
+++ b/example.scad
@@ -84,4 +84,8 @@ module test006()
}
}
-cylinder(h=5, r1=3, r2 = 10, center = true);
+test006();
+
+// cylinder(h=5, r1=3, r2 = 10, center = true);
+// cube(10, center = true);
+// sphere(5);
diff --git a/glview.cc b/glview.cc
index 2bdccbe..1936663 100644
--- a/glview.cc
+++ b/glview.cc
@@ -22,7 +22,6 @@
#include <QWheelEvent>
#include <QMouseEvent>
-#include <GL/glew.h>
#define FAR_FAR_AWAY 100000.0
@@ -49,32 +48,44 @@ extern GLint e1, e2, e3;
void GLView::initializeGL()
{
- GLenum err = glewInit();
- if (GLEW_OK != err) {
- fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
- }
-
glEnable(GL_DEPTH_TEST);
glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
glClearColor(1.0, 1.0, 0.9, 0.0);
+#ifdef ENABLE_OPENCSG
+ GLenum err = glewInit();
+ if (GLEW_OK != err) {
+ fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
+ }
if (glewIsSupported("GL_VERSION_2_0"))
{
const char *vs_source =
- "attribute vec3 tripos;\n"
- "varying vec3 tp;\n"
+ "uniform float xscale, yscale;\n"
+ "attribute vec3 pos_b, pos_c;\n"
+ "attribute vec3 trig, mask;\n"
+ "varying vec3 tp, tr;\n"
"void main() {\n"
- " gl_Position = ftransform();\n"
- " tp = tripos;\n"
+ " vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n"
+ " vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n"
+ " float a = distance(vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n"
+ " float b = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w));\n"
+ " float c = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n"
+ " float s = (a + b + c) / 2.0;\n"
+ " float A = sqrt(s*(s-a)*(s-b)*(s-c));\n"
+ " float ha = 2.0*A/a;\n"
+ " gl_Position = p0;\n"
+ " tp = mask * ha;\n"
+ " tr = trig;\n"
"}\n";
const char *fs_source =
"uniform vec4 color1, color2;\n"
- "varying vec3 tp;\n"
+ "varying vec3 tp, tr, tmp;\n"
"void main() {\n"
" gl_FragColor = color1;\n"
- " if (tp.x > 0.95 || tp.y > 0.95 || tp.z > 0.95)\n"
+ " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n"
" gl_FragColor = color2;\n"
"}\n";
@@ -94,7 +105,12 @@ void GLView::initializeGL()
shaderinfo[0] = edgeshader_prog;
shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1");
shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2");
- shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "tripos");
+ shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig");
+ shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b");
+ shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c");
+ shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask");
+ shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale");
+ shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale");
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
@@ -124,10 +140,15 @@ void GLView::initializeGL()
} else {
fprintf(stdout, "GLEW: GL_VERSION_2_0 is not supported!\n");
}
+#endif /* ENABLE_OPENCSG */
}
void GLView::resizeGL(int w, int h)
{
+#ifdef ENABLE_OPENCSG
+ shaderinfo[9] = w;
+ shaderinfo[10] = h;
+#endif
glViewport(0, 0, w, h);
w_h_ratio = sqrt((double)w / (double)h);
}
diff --git a/mainwin.cc b/mainwin.cc
index 166e1df..30e90ad 100644
--- a/mainwin.cc
+++ b/mainwin.cc
@@ -511,6 +511,17 @@ static void renderGLThrownTogether(void *vp)
MainWindow *m = (MainWindow*)vp;
if (m->root_chain) {
glDepthFunc(GL_LEQUAL);
+#if 0
+ glUseProgram(m->screen->shaderinfo[0]);
+ for (int i = 0; i < m->root_chain->polysets.size(); i++) {
+ if (m->root_chain->types[i] == CSGTerm::DIFFERENCE) {
+ m->root_chain->polysets[i]->render_surface(PolySet::COLOR_CUTOUT, m->screen->shaderinfo);
+ } else {
+ m->root_chain->polysets[i]->render_surface(PolySet::COLOR_MATERIAL, m->screen->shaderinfo);
+ }
+ }
+ glUseProgram(0);
+#else
for (int i = 0; i < m->root_chain->polysets.size(); i++) {
if (m->root_chain->types[i] == CSGTerm::DIFFERENCE) {
m->root_chain->polysets[i]->render_surface(PolySet::COLOR_CUTOUT);
@@ -520,6 +531,7 @@ static void renderGLThrownTogether(void *vp)
m->root_chain->polysets[i]->render_edges(PolySet::COLOR_MATERIAL);
}
}
+#endif
}
}
diff --git a/openscad.h b/openscad.h
index c6f469e..67e079e 100644
--- a/openscad.h
+++ b/openscad.h
@@ -426,9 +426,9 @@ public:
double viewer_distance;
double object_rot_y;
double object_rot_z;
- double w_h_ratio;
- GLint shaderinfo[10];
+ double w_h_ratio;
+ GLint shaderinfo[11];
GLView(QWidget *parent = NULL);
diff --git a/polyset.cc b/polyset.cc
index 2e571bb..23c890c 100644
--- a/polyset.cc
+++ b/polyset.cc
@@ -41,43 +41,86 @@ void PolySet::insert_vertex(double x, double y, double z)
polygons.last().insert(0, Point(x, y, z));
}
+static void gl_draw_triangle(GLint *shaderinfo, const PolySet::Point *p0, const PolySet::Point *p1, const PolySet::Point *p2, bool e0, bool e1, bool e2)
+{
+#ifdef ENABLE_OPENCSG
+ if (shaderinfo) {
+ double e0f = e0 ? 2.0 : -1.0;
+ double e1f = e1 ? 2.0 : -1.0;
+ double e2f = e2 ? 2.0 : -1.0;
+ glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
+ glVertexAttrib3d(shaderinfo[4], p1->x, p1->y, p1->z);
+ glVertexAttrib3d(shaderinfo[5], p2->x, p2->y, p2->z);
+ glVertexAttrib3d(shaderinfo[6], 0.0, 1.0, 0.0);
+ glVertex3d(p0->x, p0->y, p0->z);
+ glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
+ glVertexAttrib3d(shaderinfo[4], p0->x, p0->y, p0->z);
+ glVertexAttrib3d(shaderinfo[5], p2->x, p2->y, p2->z);
+ glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0);
+ glVertex3d(p1->x, p1->y, p1->z);
+ glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
+ glVertexAttrib3d(shaderinfo[4], p0->x, p0->y, p0->z);
+ glVertexAttrib3d(shaderinfo[5], p1->x, p1->y, p1->z);
+ glVertexAttrib3d(shaderinfo[6], 1.0, 0.0, 0.0);
+ glVertex3d(p2->x, p2->y, p2->z);
+ }
+ else
+#endif
+ {
+ glVertex3d(p0->x, p0->y, p0->z);
+ glVertex3d(p1->x, p1->y, p1->z);
+ glVertex3d(p2->x, p2->y, p2->z);
+ }
+}
+
void PolySet::render_surface(colormode_e colormode, GLint *shaderinfo) const
{
if (colormode == COLOR_MATERIAL) {
glColor3ub(249, 215, 44);
+#ifdef ENABLE_OPENCSG
if (shaderinfo) {
glUniform4f(shaderinfo[1], 249 / 255.0, 215 / 255.0, 44 / 255.0, 1.0);
glUniform4f(shaderinfo[2], 255 / 255.0, 236 / 255.0, 94 / 255.0, 1.0);
}
+#endif /* ENABLE_OPENCSG */
}
if (colormode == COLOR_CUTOUT) {
glColor3ub(157, 203, 81);
+#ifdef ENABLE_OPENCSG
if (shaderinfo) {
glUniform4f(shaderinfo[1], 157 / 255.0, 203 / 255.0, 81 / 255.0, 1.0);
glUniform4f(shaderinfo[2], 171 / 255.0, 216 / 255.0, 86 / 255.0, 1.0);
}
+#endif /* ENABLE_OPENCSG */
+ }
+#ifdef ENABLE_OPENCSG
+ if (shaderinfo) {
+ glUniform1f(shaderinfo[7], shaderinfo[9]);
+ glUniform1f(shaderinfo[8], shaderinfo[10]);
}
+#endif /* ENABLE_OPENCSG */
for (int i = 0; i < polygons.size(); i++) {
const Polygon *poly = &polygons[i];
-
glBegin(GL_TRIANGLES);
- for (int j = 2; j < poly->size(); j++) {
- const Point *p0 = &poly->at(0);
- const Point *p1 = &poly->at(j-1);
- const Point *p2 = &poly->at(j);
- if (shaderinfo) {
- double e0 = j == 2 ? 1.0 : 0.0;
- double e2 = j == poly->size()-1 ? 1.0 : 0.0;
- glVertexAttrib3d(shaderinfo[3], e0, 0.0, e2);
- glVertex3d(p0->x, p0->y, p0->z);
- glVertexAttrib3d(shaderinfo[3], e0, 1.0, 0.0);
- glVertex3d(p1->x, p1->y, p1->z);
- glVertexAttrib3d(shaderinfo[3], 0.0, 1.0, e2);
- glVertex3d(p2->x, p2->y, p2->z);
- } else {
- glVertex3d(p0->x, p0->y, p0->z);
- glVertex3d(p1->x, p1->y, p1->z);
- glVertex3d(p2->x, p2->y, p2->z);
+ if (poly->size() == 3) {
+ gl_draw_triangle(shaderinfo, &poly->at(0), &poly->at(1), &poly->at(2), true, true, true);
+ }
+ else if (poly->size() == 4) {
+ gl_draw_triangle(shaderinfo, &poly->at(0), &poly->at(1), &poly->at(3), true, false, true);
+ gl_draw_triangle(shaderinfo, &poly->at(2), &poly->at(3), &poly->at(1), true, false, true);
+ }
+ else {
+ Point center;
+ for (int j = 0; j < poly->size(); j++) {
+ center.x += poly->at(j).x;
+ center.y += poly->at(j).y;
+ center.z += poly->at(j).z;
+ }
+ center.x /= poly->size();
+ center.y /= poly->size();
+ center.z /= poly->size();
+ for (int j = 1; j <= poly->size(); j++) {
+ gl_draw_triangle(shaderinfo, &center, &poly->at(j - 1), &poly->at(j % poly->size()), false, true, false);
}
}
glEnd();
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