diff options
author | don bright <hugh.m.bright@gmail.com> | 2013-02-24 17:21:45 (GMT) |
---|---|---|
committer | don bright <hugh.m.bright@gmail.com> | 2013-02-24 17:21:45 (GMT) |
commit | 707118ce9485f1c703bf6cc99bad3affc2a48c10 (patch) | |
tree | e88a90b086f7cb7d2cf331554f5cae7b0fca2def | |
parent | 91896e0d9680a5919ff31d82162a855f5ef2b08c (diff) |
move enable_opencsg_shaders, fix indenting, split out display_opencsg_warning
also update docs, and try to make enable_opencsg_shaders the same between
qgl and offscreengl
-rw-r--r-- | RELEASE_NOTES | 2 | ||||
-rw-r--r-- | openscad.pro | 2 | ||||
-rw-r--r-- | src/GLView.h | 1 | ||||
-rw-r--r-- | src/OffscreenView.cc | 340 | ||||
-rw-r--r-- | src/OffscreenView.h | 6 | ||||
-rw-r--r-- | src/QGLView.cc | 600 | ||||
-rw-r--r-- | src/QGLView.h | 5 | ||||
-rw-r--r-- | src/qglview.cc | 596 | ||||
-rw-r--r-- | tests/csgtestcore.cc | 1 |
9 files changed, 784 insertions, 769 deletions
diff --git a/RELEASE_NOTES b/RELEASE_NOTES index 00e752e..30d8b07 100644 --- a/RELEASE_NOTES +++ b/RELEASE_NOTES @@ -15,7 +15,7 @@ o We didn't always print a warning when CSG normalization created too many eleme o Binary STLs can now be read on big endian architectures o Some binary STLs couldn't be read o Fixed some issues related to ARM builds -o Improved regression dumptest multmatrix output portability +o Changed multmatrix floating-point output to improve dumptest portability o Regression test auto-starts & stops Xvfb / Xvnc if on headless unix machine o CGAL triangulation more lenient- enables partial rendering of 'bad' DXF data diff --git a/openscad.pro b/openscad.pro index 7858a80..3947c65 100644 --- a/openscad.pro +++ b/openscad.pro @@ -289,8 +289,8 @@ SOURCES += src/version_check.cc \ src/Preferences.cc \ src/OpenCSGWarningDialog.cc \ src/editor.cc \ - src/qglview.cc \ src/GLView.cc \ + src/QGLview.cc \ src/AutoUpdater.cc \ \ src/builtin.cc \ diff --git a/src/GLView.h b/src/GLView.h index f7ae5a7..041c4a5 100644 --- a/src/GLView.h +++ b/src/GLView.h @@ -65,6 +65,7 @@ public: bool is_opencsg_capable; bool has_shaders; // void enable_opencsg_shaders(); + virtual void display_opencsg_warning() = 0; bool opencsg_support; int opencsg_id; #endif diff --git a/src/OffscreenView.cc b/src/OffscreenView.cc index aa8570e..1a5949a 100644 --- a/src/OffscreenView.cc +++ b/src/OffscreenView.cc @@ -16,25 +16,30 @@ OffscreenView::OffscreenView(size_t width, size_t height) { - object_rot << 35, 0, 25; - this->ctx = create_offscreen_context(width, height); - if ( this->ctx == NULL ) throw -1; - initializeGL(); - GLView::resizeGL(width, height); + object_rot << 35, 0, 25; + this->ctx = create_offscreen_context(width, height); + if ( this->ctx == NULL ) throw -1; + initializeGL(); + GLView::resizeGL(width, height); } OffscreenView::~OffscreenView() { - teardown_offscreen_context(this->ctx); + teardown_offscreen_context(this->ctx); +} + +#ifdef ENABLE_OPENCSG +void OffscreenView::display_opencsg_warning() +{ + fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n"); } void OffscreenView::enable_opencsg_shaders() { -#ifdef ENABLE_OPENCSG - const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20"); - if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) { - openscad_disable_gl20_env = NULL; - } + const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20"); + if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) { + openscad_disable_gl20_env = NULL; + } // All OpenGL 2 contexts are OpenCSG capable if (GLEW_VERSION_2_0) { @@ -58,7 +63,7 @@ void OffscreenView::enable_opencsg_shaders() } if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) { - fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n"); + display_opencsg_warning(); } if (opencsg_support && this->has_shaders) { @@ -84,201 +89,202 @@ void OffscreenView::enable_opencsg_shaders() tr shading */ - const char *vs_source = - "uniform float xscale, yscale;\n" - "attribute vec3 pos_b, pos_c;\n" - "attribute vec3 trig, mask;\n" - "varying vec3 tp, tr;\n" - "varying float shading;\n" - "void main() {\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" - " vec3 normal, lightDir;\n" - " normal = normalize(gl_NormalMatrix * gl_Normal);\n" - " lightDir = normalize(vec3(gl_LightSource[0].position));\n" - " shading = abs(dot(normal, lightDir));\n" - "}\n"; + const char *vs_source = + "uniform float xscale, yscale;\n" + "attribute vec3 pos_b, pos_c;\n" + "attribute vec3 trig, mask;\n" + "varying vec3 tp, tr;\n" + "varying float shading;\n" + "void main() {\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" + " vec3 normal, lightDir;\n" + " normal = normalize(gl_NormalMatrix * gl_Normal);\n" + " lightDir = normalize(vec3(gl_LightSource[0].position));\n" + " shading = abs(dot(normal, lightDir));\n" + "}\n"; /* Inputs: tp && tr - if any components of tp < tr, use color2 (edge color) shading - multiplied by color1. color2 is is without lighting - */ - const char *fs_source = - "uniform vec4 color1, color2;\n" - "varying vec3 tp, tr, tmp;\n" - "varying float shading;\n" - "void main() {\n" - " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n" - " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n" - " gl_FragColor = color2;\n" - "}\n"; - - GLuint vs = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); - glCompileShader(vs); - - GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); - glCompileShader(fs); - - GLuint edgeshader_prog = glCreateProgram(); - glAttachShader(edgeshader_prog, vs); - glAttachShader(edgeshader_prog, fs); - glLinkProgram(edgeshader_prog); - - shaderinfo[0] = edgeshader_prog; - shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1"); - shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2"); - 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) { - fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err)); - } - - GLint status; - glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status); - if (status == GL_FALSE) { - int loglen; - char logbuffer[1000]; - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer); - } else { - int loglen; - char logbuffer[1000]; - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - if (loglen > 0) { - fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer); - } - glValidateProgram(edgeshader_prog); - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - if (loglen > 0) { - fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer); - } - } - } -#endif + */ + const char *fs_source = + "uniform vec4 color1, color2;\n" + "varying vec3 tp, tr, tmp;\n" + "varying float shading;\n" + "void main() {\n" + " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n" + " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n" + " gl_FragColor = color2;\n" + "}\n"; + + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); + glCompileShader(vs); + + GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); + glCompileShader(fs); + + GLuint edgeshader_prog = glCreateProgram(); + glAttachShader(edgeshader_prog, vs); + glAttachShader(edgeshader_prog, fs); + glLinkProgram(edgeshader_prog); + + shaderinfo[0] = edgeshader_prog; + shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1"); + shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2"); + 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) { + fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err)); + } + + GLint status; + glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status); + if (status == GL_FALSE) { + int loglen; + char logbuffer[1000]; + glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); + fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer); + } else { + int loglen; + char logbuffer[1000]; + glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); + if (loglen > 0) { + fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer); + } + glValidateProgram(edgeshader_prog); + glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); + if (loglen > 0) { + fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer); + } + } + } } +#endif void OffscreenView::initializeGL() { - glEnable(GL_DEPTH_TEST); - glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; - GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; - GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; - - glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); - glLightfv(GL_LIGHT0, GL_POSITION, light_position0); - glEnable(GL_LIGHT0); - glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); - glLightfv(GL_LIGHT1, GL_POSITION, light_position1); - glEnable(GL_LIGHT1); - glEnable(GL_LIGHTING); - glEnable(GL_NORMALIZE); - - glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - glEnable(GL_COLOR_MATERIAL); - - + glEnable(GL_DEPTH_TEST); + glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; + GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; + GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; + + glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT0, GL_POSITION, light_position0); + glEnable(GL_LIGHT0); + glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT1, GL_POSITION, light_position1); + glEnable(GL_LIGHT1); + glEnable(GL_LIGHTING); + glEnable(GL_NORMALIZE); + + glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + glEnable(GL_COLOR_MATERIAL); +#ifdef ENABLE_OPENCSG + enable_opencsg_shaders(); +#endif } void OffscreenView::paintGL() { - glEnable(GL_LIGHTING); + glEnable(GL_LIGHTING); - if (orthomode) setupOrtho(); - else setupPerspective(); + if (orthomode) setupOrtho(); + else setupPerspective(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); - glClearColor(1.0f, 1.0f, 0.92f, 1.0f); + glClearColor(1.0f, 1.0f, 0.92f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2], - this->camera_center[0], this->camera_center[1], this->camera_center[2], - 0.0, 0.0, 1.0); + gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2], + this->camera_center[0], this->camera_center[1], this->camera_center[2], + 0.0, 0.0, 1.0); - // glRotated(object_rot[0], 1.0, 0.0, 0.0); - // glRotated(object_rot[1], 0.0, 1.0, 0.0); - // glRotated(object_rot[2], 0.0, 0.0, 1.0); + // glRotated(object_rot[0], 1.0, 0.0, 0.0); + // glRotated(object_rot[1], 0.0, 1.0, 0.0); + // glRotated(object_rot[2], 0.0, 0.0, 1.0); - // Large gray axis cross inline with the model + // Large gray axis cross inline with the model // FIXME: This is always gray - adjust color to keep contrast with background - if (showaxes) - { - glLineWidth(1); - glColor3d(0.5, 0.5, 0.5); - glBegin(GL_LINES); - double l = 3*(this->camera_center - this->camera_eye).norm(); - glVertex3d(-l, 0, 0); - glVertex3d(+l, 0, 0); - glVertex3d(0, -l, 0); - glVertex3d(0, +l, 0); - glVertex3d(0, 0, -l); - glVertex3d(0, 0, +l); - glEnd(); - } - - glDepthFunc(GL_LESS); - glCullFace(GL_BACK); - glDisable(GL_CULL_FACE); - - glLineWidth(2); - glColor3d(1.0, 0.0, 0.0); - - if (this->renderer) { - this->renderer->draw(showfaces, showedges); - } + if (showaxes) + { + glLineWidth(1); + glColor3d(0.5, 0.5, 0.5); + glBegin(GL_LINES); + double l = 3*(this->camera_center - this->camera_eye).norm(); + glVertex3d(-l, 0, 0); + glVertex3d(+l, 0, 0); + glVertex3d(0, -l, 0); + glVertex3d(0, +l, 0); + glVertex3d(0, 0, -l); + glVertex3d(0, 0, +l); + glEnd(); + } + + glDepthFunc(GL_LESS); + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); + + glLineWidth(2); + glColor3d(1.0, 0.0, 0.0); + + if (this->renderer) { + this->renderer->draw(showfaces, showedges); + } } bool OffscreenView::save(const char *filename) { - return save_framebuffer(this->ctx, filename); + return save_framebuffer(this->ctx, filename); } bool OffscreenView::save(std::ostream &output) { - return save_framebuffer(this->ctx, output); + return save_framebuffer(this->ctx, output); } std::string OffscreenView::getRendererInfo() const { - std::stringstream out; + std::stringstream out; - out << glew_dump() - << offscreen_context_getinfo(this->ctx); + out << glew_dump() + << offscreen_context_getinfo(this->ctx); - return out.str(); + return out.str(); } /* void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er) { - this->camera_eye = pos; - this->camera_center = center; + this->camera_eye = pos; + this->camera_center = center; } */ diff --git a/src/OffscreenView.h b/src/OffscreenView.h index 81fa88d..fd7c9bd 100644 --- a/src/OffscreenView.h +++ b/src/OffscreenView.h @@ -17,15 +17,17 @@ class OffscreenView : public GLView public: OffscreenView(size_t width, size_t height); // not ~OffscreenView(); // not - void enable_opencsg_shaders(); void initializeGL(); // void paintGL(); // bool save(std::ostream &output); OffscreenContext *ctx; // not - // overrides bool save(const char *filename); std::string getRendererInfo() const; +#ifdef ENABLE_OPENCSG + void enable_opencsg_shaders(); + void display_opencsg_warning(); +#endif }; #endif diff --git a/src/QGLView.cc b/src/QGLView.cc new file mode 100644 index 0000000..f1a0250 --- /dev/null +++ b/src/QGLView.cc @@ -0,0 +1,600 @@ +/* + * OpenSCAD (www.openscad.org) + * Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and + * Marius Kintel <marius@kintel.net> + * + * 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. + * + * As a special exception, you have permission to link this program + * with the CGAL library and distribute executables, as long as you + * follow the requirements of the GNU GPL in regard to all of the + * software in the executable aside from CGAL. + * + * 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, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + * + */ + +#include "QGLView.h" +#include "Preferences.h" +#include "renderer.h" +#include "rendersettings.h" +#include "linalg.h" + +#include <QApplication> +#include <QWheelEvent> +#include <QCheckBox> +#include <QDialogButtonBox> +#include <QMouseEvent> +#include <QMessageBox> +#include <QPushButton> +#include <QSettings> +#include <QTimer> +#include <QTextEdit> +#include <QVBoxLayout> +#include <QErrorMessage> +#include "OpenCSGWarningDialog.h" + +#include "mathc99.h" +#include <stdio.h> + +#ifdef ENABLE_OPENCSG +# include <opencsg.h> +#endif + +#ifdef _WIN32 +#include <GL/wglew.h> +#elif !defined(__APPLE__) +#include <GL/glxew.h> +#endif + +QGLView::QGLView(QWidget *parent) : QGLWidget(parent) +{ + init(); +} + +QGLView::QGLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent) +{ + init(); +} + +static bool running_under_wine = false; + +void QGLView::init() +{ + this->object_rot << 35, 0, -25; + + this->mouse_drag_active = false; + this->statusLabel = NULL; + + setMouseTracking(true); + +// see paintGL() + issue160 + wine FAQ +#ifdef _WIN32 +#include <windows.h> + HMODULE hntdll = GetModuleHandle(L"ntdll.dll"); + if (hntdll) + if ( (void *)GetProcAddress(hntdll, "wine_get_version") ) + running_under_wine = true; +#endif +} + +#ifdef ENABLE_OPENCSG +void QGLView::enable_opencsg_shaders() +{ + const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20"); + if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) { + openscad_disable_gl20_env = NULL; + } + + // All OpenGL 2 contexts are OpenCSG capable + if (GLEW_VERSION_2_0) { + if (!openscad_disable_gl20_env) { + this->is_opencsg_capable = true; + this->has_shaders = true; + } + } + // If OpenGL < 2, check for extensions + else { + if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true; + else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) { + this->is_opencsg_capable = true; + } +#ifdef WIN32 + else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true; +#elif !defined(__APPLE__) + else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true; +#endif + } + + if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) { + display_opencsg_warning(); + } + if (opencsg_support && this->has_shaders) { + /* + Uniforms: + 1 color1 - face color + 2 color2 - edge color + 7 xscale + 8 yscale + + Attributes: + 3 trig + 4 pos_b + 5 pos_c + 6 mask + + Other: + 9 width + 10 height + + Outputs: + tp + tr + shading + */ + const char *vs_source = + "uniform float xscale, yscale;\n" + "attribute vec3 pos_b, pos_c;\n" + "attribute vec3 trig, mask;\n" + "varying vec3 tp, tr;\n" + "varying float shading;\n" + "void main() {\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" + " vec3 normal, lightDir;\n" + " normal = normalize(gl_NormalMatrix * gl_Normal);\n" + " lightDir = normalize(vec3(gl_LightSource[0].position));\n" + " shading = abs(dot(normal, lightDir));\n" + "}\n"; + + /* + Inputs: + tp && tr - if any components of tp < tr, use color2 (edge color) + shading - multiplied by color1. color2 is is without lighting + */ + const char *fs_source = + "uniform vec4 color1, color2;\n" + "varying vec3 tp, tr, tmp;\n" + "varying float shading;\n" + "void main() {\n" + " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n" + " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n" + " gl_FragColor = color2;\n" + "}\n"; + + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); + glCompileShader(vs); + + GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); + glCompileShader(fs); + + GLuint edgeshader_prog = glCreateProgram(); + glAttachShader(edgeshader_prog, vs); + glAttachShader(edgeshader_prog, fs); + glLinkProgram(edgeshader_prog); + + shaderinfo[0] = edgeshader_prog; + shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1"); + shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2"); + 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) { + fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err)); + } + + GLint status; + glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status); + if (status == GL_FALSE) { + int loglen; + char logbuffer[1000]; + glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); + fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer); + } else { + int loglen; + char logbuffer[1000]; + glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); + if (loglen > 0) { + fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer); + } + glValidateProgram(edgeshader_prog); + glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); + if (loglen > 0) { + fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer); + } + } + } +} +#endif + +void QGLView::initializeGL() +{ + glEnable(GL_DEPTH_TEST); + glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; + GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; + GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; + + glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT0, GL_POSITION, light_position0); + glEnable(GL_LIGHT0); + glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT1, GL_POSITION, light_position1); + glEnable(GL_LIGHT1); + glEnable(GL_LIGHTING); + glEnable(GL_NORMALIZE); + + glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + glEnable(GL_COLOR_MATERIAL); + + GLenum err = glewInit(); + if (GLEW_OK != err) { + fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); + } + enable_opencsg_shaders(); +} + +std::string QGLView::getRendererInfo() const +{ + std::string glewinfo = glew_dump(); + std::string glextlist = glew_extensions_dump(); + return glewinfo + std::string("\nUsing QGLWidget\n\n") + glextlist; +} + +#ifdef ENABLE_OPENCSG +void QGLView::display_opencsg_warning() +{ + if (Preferences::inst()->getValue("advanced/opencsg_show_warning").toBool()) { + QTimer::singleShot(0, this, SLOT(display_opencsg_warning_dialog())); + } +} + +void QGLView::display_opencsg_warning_dialog() +{ + OpenCSGWarningDialog *dialog = new OpenCSGWarningDialog(this); + + QString message; + if (this->is_opencsg_capable) { + message += "Warning: You may experience OpenCSG rendering errors.\n\n"; + } + else { + message += "Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG has been disabled.\n\n"; + dialog->enableOpenCSGBox->hide(); + } + message += "It is highly recommended to use OpenSCAD on a system with " + "OpenGL 2.0 or later.\n" + "Your renderer information is as follows:\n"; + QString rendererinfo; + rendererinfo.sprintf("GLEW version %s\n" + "%s (%s)\n" + "OpenGL version %s\n", + glewGetString(GLEW_VERSION), + glGetString(GL_RENDERER), glGetString(GL_VENDOR), + glGetString(GL_VERSION)); + message += rendererinfo; + + dialog->setText(message); + dialog->enableOpenCSGBox->setChecked(Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool()); + dialog->exec(); + + opencsg_support = this->is_opencsg_capable && Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool(); +} +#endif + +void QGLView::resizeGL(int w, int h) +{ + GLView::resizeGL(w,h); + GLView::setupGimbalPerspective(); +} + +void QGLView::paintGL() +{ + glEnable(GL_LIGHTING); + + if (orthomode) GLView::setupGimbalOrtho(viewer_distance); + else GLView::setupGimbalPerspective(); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR); + glClearColor(bgcol[0], bgcol[1], bgcol[2], 0.0); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + glRotated(object_rot.x(), 1.0, 0.0, 0.0); + glRotated(object_rot.y(), 0.0, 1.0, 0.0); + glRotated(object_rot.z(), 0.0, 0.0, 1.0); + + // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them + // to change color based on view orientation. + if (showcrosshairs) + { + glLineWidth(3); + Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR); + glColor3f(col[0], col[1], col[2]); + glBegin(GL_LINES); + for (double xf = -1; xf <= +1; xf += 2) + for (double yf = -1; yf <= +1; yf += 2) { + double vd = viewer_distance/20; + glVertex3d(-xf*vd, -yf*vd, -vd); + glVertex3d(+xf*vd, +yf*vd, +vd); + } + glEnd(); + } + + glTranslated(object_trans.x(), object_trans.y(), object_trans.z()); + + // Large gray axis cross inline with the model + // FIXME: This is always gray - adjust color to keep contrast with background + if (showaxes) + { + glLineWidth(1); + glColor3d(0.5, 0.5, 0.5); + glBegin(GL_LINES); + double l = viewer_distance/10; + glVertex3d(-l, 0, 0); + glVertex3d(+l, 0, 0); + glVertex3d(0, -l, 0); + glVertex3d(0, +l, 0); + glVertex3d(0, 0, -l); + glVertex3d(0, 0, +l); + glEnd(); + } + + glDepthFunc(GL_LESS); + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); + + glLineWidth(2); + glColor3d(1.0, 0.0, 0.0); + + if (this->renderer) { +#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG) + // FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet + OpenCSG::setContext(this->opencsg_id); +#endif + this->renderer->draw(showfaces, showedges); + } + + // Small axis cross in the lower left corner + if (showaxes) + { + glDepthFunc(GL_ALWAYS); + + GLView::setupGimbalOrtho(1000,true); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glRotated(object_rot.x(), 1.0, 0.0, 0.0); + glRotated(object_rot.y(), 0.0, 1.0, 0.0); + glRotated(object_rot.z(), 0.0, 0.0, 1.0); + + glLineWidth(1); + glBegin(GL_LINES); + glColor3d(1.0, 0.0, 0.0); + glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); + glColor3d(0.0, 1.0, 0.0); + glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); + glColor3d(0.0, 0.0, 1.0); + glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); + glEnd(); + + GLdouble mat_model[16]; + glGetDoublev(GL_MODELVIEW_MATRIX, mat_model); + + GLdouble mat_proj[16]; + glGetDoublev(GL_PROJECTION_MATRIX, mat_proj); + + GLint viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + + GLdouble xlabel_x, xlabel_y, xlabel_z; + gluProject(12, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z); + xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y); + + GLdouble ylabel_x, ylabel_y, ylabel_z; + gluProject(0, 12, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z); + ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y); + + GLdouble zlabel_x, zlabel_y, zlabel_z; + gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z); + zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glTranslated(-1, -1, 0); + glScaled(2.0/viewport[2], 2.0/viewport[3], 1); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + // FIXME: This was an attempt to keep contrast with background, but is suboptimal + // (e.g. nearly invisible against a gray background). +// int r,g,b; +// r=g=b=0; +// bgcol.getRgb(&r, &g, &b); +// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f); + glColor3f(0.0f, 0.0f, 0.0f); + glBegin(GL_LINES); + // X Label + glVertex3d(xlabel_x-3, xlabel_y-3, 0); glVertex3d(xlabel_x+3, xlabel_y+3, 0); + glVertex3d(xlabel_x-3, xlabel_y+3, 0); glVertex3d(xlabel_x+3, xlabel_y-3, 0); + // Y Label + glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0); + glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0); + // Z Label + glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y-3, 0); + glVertex3d(zlabel_x-3, zlabel_y+3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); + glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); + glEnd(); + + //Restore perspective for next paint + if(!orthomode) + GLView::setupGimbalPerspective(); + } + + if (statusLabel) { + QString msg; + msg.sprintf("Viewport: translate = [ %.2f %.2f %.2f ], rotate = [ %.2f %.2f %.2f ], distance = %.2f", + -object_trans.x(), -object_trans.y(), -object_trans.z(), + fmodf(360 - object_rot.x() + 90, 360), fmodf(360 - object_rot.y(), 360), fmodf(360 - object_rot.z(), 360), viewer_distance); + statusLabel->setText(msg); + } + + if (running_under_wine) swapBuffers(); +} + +void QGLView::keyPressEvent(QKeyEvent *event) +{ + if (event->key() == Qt::Key_Plus) { + viewer_distance *= 0.9; + updateGL(); + return; + } + if (event->key() == Qt::Key_Minus) { + viewer_distance /= 0.9; + updateGL(); + return; + } +} + +void QGLView::wheelEvent(QWheelEvent *event) +{ + viewer_distance *= pow(0.9, event->delta() / 120.0); + updateGL(); +} + +void QGLView::mousePressEvent(QMouseEvent *event) +{ + mouse_drag_active = true; + last_mouse = event->globalPos(); +} + +void QGLView::normalizeAngle(GLdouble& angle) +{ + while(angle < 0) + angle += 360; + while(angle > 360) + angle -= 360; +} + +void QGLView::mouseMoveEvent(QMouseEvent *event) +{ + QPoint this_mouse = event->globalPos(); + double dx = (this_mouse.x()-last_mouse.x()) * 0.7; + double dy = (this_mouse.y()-last_mouse.y()) * 0.7; + if (mouse_drag_active) { + if (event->buttons() & Qt::LeftButton +#ifdef Q_WS_MAC + && !(event->modifiers() & Qt::MetaModifier) +#endif + ) { + // Left button rotates in xz, Shift-left rotates in xy + // On Mac, Ctrl-Left is handled as right button on other platforms + object_rot.x() += dy; + if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) + object_rot.y() += dx; + else + object_rot.z() += dx; + + normalizeAngle(object_rot.x()); + normalizeAngle(object_rot.y()); + normalizeAngle(object_rot.z()); + } else { + // Right button pans in the xz plane + // Middle button pans in the xy plane + // Shift-right and Shift-middle zooms + if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) { + viewer_distance += (GLdouble)dy; + } else { + + double mx = +(dx) * viewer_distance/1000; + double mz = -(dy) * viewer_distance/1000; + + double my = 0; +#if (QT_VERSION < QT_VERSION_CHECK(4, 7, 0)) + if (event->buttons() & Qt::MidButton) { +#else + if (event->buttons() & Qt::MiddleButton) { +#endif + my = mz; + mz = 0; + // actually lock the x-position + // (turns out to be easier to use than xy panning) + mx = 0; + } + + Matrix3d aax, aay, aaz, tm3; + aax = Eigen::AngleAxisd(-(object_rot.x()/180) * M_PI, Vector3d::UnitX()); + aay = Eigen::AngleAxisd(-(object_rot.y()/180) * M_PI, Vector3d::UnitY()); + aaz = Eigen::AngleAxisd(-(object_rot.z()/180) * M_PI, Vector3d::UnitZ()); + tm3 = Matrix3d::Identity(); + tm3 = aaz * (aay * (aax * tm3)); + + Matrix4d tm; + tm = Matrix4d::Identity(); + for (int i=0;i<3;i++) for (int j=0;j<3;j++) tm(j,i)=tm3(j,i); + + Matrix4d vec; + vec << + 0, 0, 0, mx, + 0, 0, 0, my, + 0, 0, 0, mz, + 0, 0, 0, 1 + ; + tm = tm * vec; + object_trans.x() += tm(0,3); + object_trans.y() += tm(1,3); + object_trans.z() += tm(2,3); + } + } + updateGL(); + emit doAnimateUpdate(); + } + last_mouse = this_mouse; +} + +void QGLView::mouseReleaseEvent(QMouseEvent*) +{ + mouse_drag_active = false; + releaseMouse(); +} + +bool QGLView::save(const char *filename) +{ + QImage img = grabFrameBuffer(); + return img.save(filename, "PNG"); +} + diff --git a/src/QGLView.h b/src/QGLView.h index 5cb1872..da96b6a 100644 --- a/src/QGLView.h +++ b/src/QGLView.h @@ -38,7 +38,9 @@ public: void setOrthoMode(bool enabled) { this->orthomode = enabled; } std::string getRendererInfo() const; bool save(const char *filename); +#ifdef ENABLE_OPENCSG void enable_opencsg_shaders(); +#endif public: QLabel *statusLabel; @@ -66,8 +68,9 @@ private: void normalizeAngle(GLdouble& angle); #ifdef ENABLE_OPENCSG -private slots: void display_opencsg_warning(); +private slots: + void display_opencsg_warning_dialog(); #endif signals: diff --git a/src/qglview.cc b/src/qglview.cc deleted file mode 100644 index 8e228e4..0000000 --- a/src/qglview.cc +++ /dev/null @@ -1,596 +0,0 @@ -/* - * OpenSCAD (www.openscad.org) - * Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and - * Marius Kintel <marius@kintel.net> - * - * 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. - * - * As a special exception, you have permission to link this program - * with the CGAL library and distribute executables, as long as you - * follow the requirements of the GNU GPL in regard to all of the - * software in the executable aside from CGAL. - * - * 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, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - * - */ - -#include "QGLView.h" -#include "Preferences.h" -#include "renderer.h" -#include "rendersettings.h" -#include "linalg.h" - -#include <QApplication> -#include <QWheelEvent> -#include <QCheckBox> -#include <QDialogButtonBox> -#include <QMouseEvent> -#include <QMessageBox> -#include <QPushButton> -#include <QSettings> -#include <QTimer> -#include <QTextEdit> -#include <QVBoxLayout> -#include <QErrorMessage> -#include "OpenCSGWarningDialog.h" - -#include "mathc99.h" -#include <stdio.h> - -#ifdef ENABLE_OPENCSG -# include <opencsg.h> -#endif - -#ifdef _WIN32 -#include <GL/wglew.h> -#elif !defined(__APPLE__) -#include <GL/glxew.h> -#endif - -QGLView::QGLView(QWidget *parent) : QGLWidget(parent) -{ - init(); -} - -QGLView::QGLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent) -{ - init(); -} - -static bool running_under_wine = false; - -void QGLView::init() -{ - this->object_rot << 35, 0, -25; - - this->mouse_drag_active = false; - this->statusLabel = NULL; - - setMouseTracking(true); - -// see paintGL() + issue160 + wine FAQ -#ifdef _WIN32 -#include <windows.h> - HMODULE hntdll = GetModuleHandle(L"ntdll.dll"); - if (hntdll) - if ( (void *)GetProcAddress(hntdll, "wine_get_version") ) - running_under_wine = true; -#endif -} - -void QGLView::enable_opencsg_shaders() -{ -#ifdef ENABLE_OPENCSG - GLenum err = glewInit(); - if (GLEW_OK != err) { - fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); - } - - const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20"); - if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) { - openscad_disable_gl20_env = NULL; - } - - // All OpenGL 2 contexts are OpenCSG capable - if (GLEW_VERSION_2_0) { - if (!openscad_disable_gl20_env) { - this->is_opencsg_capable = true; - this->has_shaders = true; - } - } - // If OpenGL < 2, check for extensions - else { - if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true; - else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) { - this->is_opencsg_capable = true; - } -#ifdef WIN32 - else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true; -#elif !defined(__APPLE__) - else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true; -#endif - } - - if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) { - if (Preferences::inst()->getValue("advanced/opencsg_show_warning").toBool()) { - QTimer::singleShot(0, this, SLOT(display_opencsg_warning())); - } - } - if (opencsg_support && this->has_shaders) { - /* - Uniforms: - 1 color1 - face color - 2 color2 - edge color - 7 xscale - 8 yscale - - Attributes: - 3 trig - 4 pos_b - 5 pos_c - 6 mask - - Other: - 9 width - 10 height - - Outputs: - tp - tr - shading - */ - const char *vs_source = - "uniform float xscale, yscale;\n" - "attribute vec3 pos_b, pos_c;\n" - "attribute vec3 trig, mask;\n" - "varying vec3 tp, tr;\n" - "varying float shading;\n" - "void main() {\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" - " vec3 normal, lightDir;\n" - " normal = normalize(gl_NormalMatrix * gl_Normal);\n" - " lightDir = normalize(vec3(gl_LightSource[0].position));\n" - " shading = abs(dot(normal, lightDir));\n" - "}\n"; - - /* - Inputs: - tp && tr - if any components of tp < tr, use color2 (edge color) - shading - multiplied by color1. color2 is is without lighting - */ - const char *fs_source = - "uniform vec4 color1, color2;\n" - "varying vec3 tp, tr, tmp;\n" - "varying float shading;\n" - "void main() {\n" - " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n" - " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n" - " gl_FragColor = color2;\n" - "}\n"; - - GLuint vs = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); - glCompileShader(vs); - - GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); - glCompileShader(fs); - - GLuint edgeshader_prog = glCreateProgram(); - glAttachShader(edgeshader_prog, vs); - glAttachShader(edgeshader_prog, fs); - glLinkProgram(edgeshader_prog); - - shaderinfo[0] = edgeshader_prog; - shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1"); - shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2"); - 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) { - fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err)); - } - - GLint status; - glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status); - if (status == GL_FALSE) { - int loglen; - char logbuffer[1000]; - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer); - } else { - int loglen; - char logbuffer[1000]; - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - if (loglen > 0) { - fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer); - } - glValidateProgram(edgeshader_prog); - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - if (loglen > 0) { - fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer); - } - } - } -#endif -} - -void QGLView::initializeGL() -{ - glEnable(GL_DEPTH_TEST); - glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; - GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; - GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; - - glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); - glLightfv(GL_LIGHT0, GL_POSITION, light_position0); - glEnable(GL_LIGHT0); - glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); - glLightfv(GL_LIGHT1, GL_POSITION, light_position1); - glEnable(GL_LIGHT1); - glEnable(GL_LIGHTING); - glEnable(GL_NORMALIZE); - - glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - glEnable(GL_COLOR_MATERIAL); - - enable_opencsg_shaders(); -} - -std::string QGLView::getRendererInfo() const -{ - std::string glewinfo = glew_dump(); - std::string glextlist = glew_extensions_dump(); - return glewinfo + std::string("\nUsing QGLWidget\n\n") + glextlist; -} - -#ifdef ENABLE_OPENCSG -void QGLView::display_opencsg_warning() -{ - OpenCSGWarningDialog *dialog = new OpenCSGWarningDialog(this); - - QString message; - if (this->is_opencsg_capable) { - message += "Warning: You may experience OpenCSG rendering errors.\n\n"; - } - else { - message += "Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG has been disabled.\n\n"; - dialog->enableOpenCSGBox->hide(); - } - message += "It is highly recommended to use OpenSCAD on a system with " - "OpenGL 2.0 or later.\n" - "Your renderer information is as follows:\n"; - QString rendererinfo; - rendererinfo.sprintf("GLEW version %s\n" - "%s (%s)\n" - "OpenGL version %s\n", - glewGetString(GLEW_VERSION), - glGetString(GL_RENDERER), glGetString(GL_VENDOR), - glGetString(GL_VERSION)); - message += rendererinfo; - - dialog->setText(message); - dialog->enableOpenCSGBox->setChecked(Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool()); - dialog->exec(); - - opencsg_support = this->is_opencsg_capable && Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool(); -} -#endif - -void QGLView::resizeGL(int w, int h) -{ - GLView::resizeGL(w,h); - GLView::setupGimbalPerspective(); -} - -void QGLView::paintGL() -{ - glEnable(GL_LIGHTING); - - if (orthomode) GLView::setupGimbalOrtho(viewer_distance); - else GLView::setupGimbalPerspective(); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR); - glClearColor(bgcol[0], bgcol[1], bgcol[2], 0.0); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - - glRotated(object_rot.x(), 1.0, 0.0, 0.0); - glRotated(object_rot.y(), 0.0, 1.0, 0.0); - glRotated(object_rot.z(), 0.0, 0.0, 1.0); - - // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them - // to change color based on view orientation. - if (showcrosshairs) - { - glLineWidth(3); - Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR); - glColor3f(col[0], col[1], col[2]); - glBegin(GL_LINES); - for (double xf = -1; xf <= +1; xf += 2) - for (double yf = -1; yf <= +1; yf += 2) { - double vd = viewer_distance/20; - glVertex3d(-xf*vd, -yf*vd, -vd); - glVertex3d(+xf*vd, +yf*vd, +vd); - } - glEnd(); - } - - glTranslated(object_trans.x(), object_trans.y(), object_trans.z()); - - // Large gray axis cross inline with the model - // FIXME: This is always gray - adjust color to keep contrast with background - if (showaxes) - { - glLineWidth(1); - glColor3d(0.5, 0.5, 0.5); - glBegin(GL_LINES); - double l = viewer_distance/10; - glVertex3d(-l, 0, 0); - glVertex3d(+l, 0, 0); - glVertex3d(0, -l, 0); - glVertex3d(0, +l, 0); - glVertex3d(0, 0, -l); - glVertex3d(0, 0, +l); - glEnd(); - } - - glDepthFunc(GL_LESS); - glCullFace(GL_BACK); - glDisable(GL_CULL_FACE); - - glLineWidth(2); - glColor3d(1.0, 0.0, 0.0); - - if (this->renderer) { -#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG) - // FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet - OpenCSG::setContext(this->opencsg_id); -#endif - this->renderer->draw(showfaces, showedges); - } - - // Small axis cross in the lower left corner - if (showaxes) - { - glDepthFunc(GL_ALWAYS); - - GLView::setupGimbalOrtho(1000,true); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glRotated(object_rot.x(), 1.0, 0.0, 0.0); - glRotated(object_rot.y(), 0.0, 1.0, 0.0); - glRotated(object_rot.z(), 0.0, 0.0, 1.0); - - glLineWidth(1); - glBegin(GL_LINES); - glColor3d(1.0, 0.0, 0.0); - glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); - glColor3d(0.0, 1.0, 0.0); - glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); - glColor3d(0.0, 0.0, 1.0); - glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); - glEnd(); - - GLdouble mat_model[16]; - glGetDoublev(GL_MODELVIEW_MATRIX, mat_model); - - GLdouble mat_proj[16]; - glGetDoublev(GL_PROJECTION_MATRIX, mat_proj); - - GLint viewport[4]; - glGetIntegerv(GL_VIEWPORT, viewport); - - GLdouble xlabel_x, xlabel_y, xlabel_z; - gluProject(12, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z); - xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y); - - GLdouble ylabel_x, ylabel_y, ylabel_z; - gluProject(0, 12, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z); - ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y); - - GLdouble zlabel_x, zlabel_y, zlabel_z; - gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z); - zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glTranslated(-1, -1, 0); - glScaled(2.0/viewport[2], 2.0/viewport[3], 1); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - // FIXME: This was an attempt to keep contrast with background, but is suboptimal - // (e.g. nearly invisible against a gray background). -// int r,g,b; -// r=g=b=0; -// bgcol.getRgb(&r, &g, &b); -// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f); - glColor3f(0.0f, 0.0f, 0.0f); - glBegin(GL_LINES); - // X Label - glVertex3d(xlabel_x-3, xlabel_y-3, 0); glVertex3d(xlabel_x+3, xlabel_y+3, 0); - glVertex3d(xlabel_x-3, xlabel_y+3, 0); glVertex3d(xlabel_x+3, xlabel_y-3, 0); - // Y Label - glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0); - glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0); - // Z Label - glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y-3, 0); - glVertex3d(zlabel_x-3, zlabel_y+3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); - glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); - glEnd(); - - //Restore perspective for next paint - if(!orthomode) - GLView::setupGimbalPerspective(); - } - - if (statusLabel) { - QString msg; - msg.sprintf("Viewport: translate = [ %.2f %.2f %.2f ], rotate = [ %.2f %.2f %.2f ], distance = %.2f", - -object_trans.x(), -object_trans.y(), -object_trans.z(), - fmodf(360 - object_rot.x() + 90, 360), fmodf(360 - object_rot.y(), 360), fmodf(360 - object_rot.z(), 360), viewer_distance); - statusLabel->setText(msg); - } - - if (running_under_wine) swapBuffers(); -} - -void QGLView::keyPressEvent(QKeyEvent *event) -{ - if (event->key() == Qt::Key_Plus) { - viewer_distance *= 0.9; - updateGL(); - return; - } - if (event->key() == Qt::Key_Minus) { - viewer_distance /= 0.9; - updateGL(); - return; - } -} - -void QGLView::wheelEvent(QWheelEvent *event) -{ - viewer_distance *= pow(0.9, event->delta() / 120.0); - updateGL(); -} - -void QGLView::mousePressEvent(QMouseEvent *event) -{ - mouse_drag_active = true; - last_mouse = event->globalPos(); -} - -void QGLView::normalizeAngle(GLdouble& angle) -{ - while(angle < 0) - angle += 360; - while(angle > 360) - angle -= 360; -} - -void QGLView::mouseMoveEvent(QMouseEvent *event) -{ - QPoint this_mouse = event->globalPos(); - double dx = (this_mouse.x()-last_mouse.x()) * 0.7; - double dy = (this_mouse.y()-last_mouse.y()) * 0.7; - if (mouse_drag_active) { - if (event->buttons() & Qt::LeftButton -#ifdef Q_WS_MAC - && !(event->modifiers() & Qt::MetaModifier) -#endif - ) { - // Left button rotates in xz, Shift-left rotates in xy - // On Mac, Ctrl-Left is handled as right button on other platforms - object_rot.x() += dy; - if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) - object_rot.y() += dx; - else - object_rot.z() += dx; - - normalizeAngle(object_rot.x()); - normalizeAngle(object_rot.y()); - normalizeAngle(object_rot.z()); - } else { - // Right button pans in the xz plane - // Middle button pans in the xy plane - // Shift-right and Shift-middle zooms - if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) { - viewer_distance += (GLdouble)dy; - } else { - - double mx = +(dx) * viewer_distance/1000; - double mz = -(dy) * viewer_distance/1000; - - double my = 0; -#if (QT_VERSION < QT_VERSION_CHECK(4, 7, 0)) - if (event->buttons() & Qt::MidButton) { -#else - if (event->buttons() & Qt::MiddleButton) { -#endif - my = mz; - mz = 0; - // actually lock the x-position - // (turns out to be easier to use than xy panning) - mx = 0; - } - - Matrix3d aax, aay, aaz, tm3; - aax = Eigen::AngleAxisd(-(object_rot.x()/180) * M_PI, Vector3d::UnitX()); - aay = Eigen::AngleAxisd(-(object_rot.y()/180) * M_PI, Vector3d::UnitY()); - aaz = Eigen::AngleAxisd(-(object_rot.z()/180) * M_PI, Vector3d::UnitZ()); - tm3 = Matrix3d::Identity(); - tm3 = aaz * (aay * (aax * tm3)); - - Matrix4d tm; - tm = Matrix4d::Identity(); - for (int i=0;i<3;i++) for (int j=0;j<3;j++) tm(j,i)=tm3(j,i); - - Matrix4d vec; - vec << - 0, 0, 0, mx, - 0, 0, 0, my, - 0, 0, 0, mz, - 0, 0, 0, 1 - ; - tm = tm * vec; - object_trans.x() += tm(0,3); - object_trans.y() += tm(1,3); - object_trans.z() += tm(2,3); - } - } - updateGL(); - emit doAnimateUpdate(); - } - last_mouse = this_mouse; -} - -void QGLView::mouseReleaseEvent(QMouseEvent*) -{ - mouse_drag_active = false; - releaseMouse(); -} - -bool QGLView::save(const char *filename) -{ - QImage img = grabFrameBuffer(); - return img.save(filename, "PNG"); -} - diff --git a/tests/csgtestcore.cc b/tests/csgtestcore.cc index 1a414d5..29f92e4 100644 --- a/tests/csgtestcore.cc +++ b/tests/csgtestcore.cc @@ -240,7 +240,6 @@ int csgtestcore(int argc, char *argv[], test_type_e test_type) fprintf(stderr,"Can't create OpenGL OffscreenView. Code: %i. Exiting.\n", error); exit(1); } - csgInfo.glview->enable_opencsg_shaders(); if (sysinfo_dump) cout << info_dump(csgInfo.glview); Vector3d center(0,0,0); |