summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authordon bright <hugh.m.bright@gmail.com>2013-02-24 17:21:45 (GMT)
committerdon bright <hugh.m.bright@gmail.com>2013-02-24 17:21:45 (GMT)
commit707118ce9485f1c703bf6cc99bad3affc2a48c10 (patch)
treee88a90b086f7cb7d2cf331554f5cae7b0fca2def
parent91896e0d9680a5919ff31d82162a855f5ef2b08c (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_NOTES2
-rw-r--r--openscad.pro2
-rw-r--r--src/GLView.h1
-rw-r--r--src/OffscreenView.cc340
-rw-r--r--src/OffscreenView.h6
-rw-r--r--src/QGLView.cc600
-rw-r--r--src/QGLView.h5
-rw-r--r--src/qglview.cc596
-rw-r--r--tests/csgtestcore.cc1
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 &center)
{
- 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);
contact: Jan Huwald // Impressum