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authordonbright <hugh.m.bright@gmail.com>2013-03-05 23:47:14 (GMT)
committerdonbright <hugh.m.bright@gmail.com>2013-03-05 23:47:14 (GMT)
commit42f21c3a0850083d245aa3ac346a53e876f0679e (patch)
treefacf41750e0fe27cc4cdaf352c9c8e687011d103 /src/GLView.cc
parent422c668dcb538f181683ae51305bf8d3404f48d6 (diff)
parent4734172c3a16cc06b09e4d2131aa8e380bd0f226 (diff)
Merge pull request #288 from openscad/issue11_2
Issue11 2
Diffstat (limited to 'src/GLView.cc')
-rw-r--r--src/GLView.cc477
1 files changed, 477 insertions, 0 deletions
diff --git a/src/GLView.cc b/src/GLView.cc
new file mode 100644
index 0000000..f21e044
--- /dev/null
+++ b/src/GLView.cc
@@ -0,0 +1,477 @@
+#include "GLView.h"
+
+#include "stdio.h"
+#include "rendersettings.h"
+
+#ifdef _WIN32
+#include <GL/wglew.h>
+#elif !defined(__APPLE__)
+#include <GL/glxew.h>
+#endif
+
+#ifdef ENABLE_OPENCSG
+#include <opencsg.h>
+#endif
+
+GLView::GLView()
+{
+ showedges = false;
+ showfaces = true;
+ showaxes = false;
+ showcrosshairs = false;
+ renderer = NULL;
+ cam = Camera();
+ far_far_away = RenderSettings::inst()->far_gl_clip_limit;
+#ifdef ENABLE_OPENCSG
+ is_opencsg_capable = false;
+ has_shaders = false;
+ opencsg_support = true;
+ static int sId = 0;
+ this->opencsg_id = sId++;
+ for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
+#endif
+}
+
+void GLView::setRenderer(Renderer* r)
+{
+ renderer = r;
+}
+
+void GLView::resizeGL(int w, int h)
+{
+#ifdef ENABLE_OPENCSG
+ shaderinfo[9] = w;
+ shaderinfo[10] = h;
+#endif
+ cam.pixel_width = w;
+ cam.pixel_height = h;
+ glViewport(0, 0, w, h);
+ w_h_ratio = sqrt((double)w / (double)h);
+}
+
+void GLView::setupGimbalCamPerspective()
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +far_far_away);
+ gluLookAt(0.0, -cam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
+}
+
+void GLView::setupGimbalCamOrtho(double distance, bool offset)
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (offset) glTranslated(-0.8, -0.8, 0);
+ double l = distance/10;
+ glOrtho(-w_h_ratio*l, +w_h_ratio*l,
+ -(1/w_h_ratio)*l, +(1/w_h_ratio)*l,
+ -far_far_away, +far_far_away);
+ gluLookAt(0.0, -cam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
+}
+
+void GLView::setupVectorCamPerspective()
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ double dist = (cam.center - cam.eye).norm();
+ gluPerspective(45, w_h_ratio, 0.1*dist, 100*dist);
+}
+
+void GLView::setupVectorCamOrtho(bool offset)
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (offset) glTranslated(-0.8, -0.8, 0);
+ double l = (cam.center - cam.eye).norm() / 10;
+ glOrtho(-w_h_ratio*l, +w_h_ratio*l,
+ -(1/w_h_ratio)*l, +(1/w_h_ratio)*l,
+ -far_far_away, +far_far_away);
+}
+
+void GLView::setCamera( Camera &cam )
+{
+ this->cam = cam;
+}
+
+void GLView::paintGL()
+{
+ if (cam.type == Camera::GIMBAL) gimbalCamPaintGL();
+ else if (cam.type == Camera::VECTOR) vectorCamPaintGL();
+ else if (cam.type == Camera::NONE) {
+ fprintf(stderr,"paintGL with null camera\n");
+ }
+}
+
+#ifdef ENABLE_OPENCSG
+void GLView::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 GLView::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);
+#ifdef ENABLE_OPENCSG
+ enable_opencsg_shaders();
+#endif
+}
+
+void GLView::vectorCamPaintGL()
+{
+ glEnable(GL_LIGHTING);
+
+ if (cam.projection==Camera::ORTHOGONAL) setupVectorCamOrtho();
+ else setupVectorCamPerspective();
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glClearColor(1.0f, 1.0f, 0.92f, 1.0f);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ gluLookAt(cam.eye[0], cam.eye[1], cam.eye[2],
+ cam.center[0], cam.center[1], cam.center[2],
+ 0.0, 0.0, 1.0);
+
+ // fixme - showcrosshairs doesnt work with vector camera
+ // if (showcrosshairs) GLView::showCrosshairs();
+
+ if (showaxes) GLView::showAxes();
+
+ glDepthFunc(GL_LESS);
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+
+ glLineWidth(2);
+ glColor3d(1.0, 0.0, 0.0);
+ //FIXME showSmallAxes wont work with vector camera
+ //if (showaxes) GLView::showSmallaxes();
+
+ if (this->renderer) {
+ this->renderer->draw(showfaces, showedges);
+ }
+}
+
+void GLView::gimbalCamPaintGL()
+{
+ glEnable(GL_LIGHTING);
+
+ if (cam.projection == Camera::ORTHOGONAL)
+ GLView::setupGimbalCamOrtho(cam.viewer_distance);
+ else
+ GLView::setupGimbalCamPerspective();
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR);
+ glClearColor(bgcol[0], bgcol[1], bgcol[2], 1.0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ glRotated(cam.object_rot.x(), 1.0, 0.0, 0.0);
+ glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0);
+ glRotated(cam.object_rot.z(), 0.0, 0.0, 1.0);
+
+ if (showcrosshairs) GLView::showCrosshairs();
+
+ glTranslated(cam.object_trans.x(), cam.object_trans.y(), cam.object_trans.z() );
+
+ if (showaxes) GLView::showAxes();
+
+ 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) GLView::showSmallaxes();
+}
+
+void GLView::showSmallaxes()
+{
+ // Fixme - this doesnt work in Vector Camera mode
+
+ // Small axis cross in the lower left corner
+ glDepthFunc(GL_ALWAYS);
+
+ GLView::setupGimbalCamOrtho(1000,true);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glRotated(cam.object_rot.x(), 1.0, 0.0, 0.0);
+ glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0);
+ glRotated(cam.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);
+ // FIXME - depends on gimbal camera 'viewer distance'.. how to fix this
+ // for VectorCamera?
+ glEnd();
+
+ //Restore perspective for next paint
+ if(cam.projection==Camera::PERSPECTIVE)
+ GLView::setupGimbalCamPerspective();
+}
+
+void GLView::showAxes()
+{
+ // FIXME: doesn't work under Vector Camera
+ // Large gray axis cross inline with the model
+ // FIXME: This is always gray - adjust color to keep contrast with background
+ glLineWidth(1);
+ glColor3d(0.5, 0.5, 0.5);
+ glBegin(GL_LINES);
+ double l = cam.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();
+}
+
+void GLView::showCrosshairs()
+{
+ // FIXME: this might not work with Vector camera
+ // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them
+ // to change color based on view orientation.
+ 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 = cam.viewer_distance/20;
+ glVertex3d(-xf*vd, -yf*vd, -vd);
+ glVertex3d(+xf*vd, +yf*vd, +vd);
+ }
+ glEnd();
+}
+
contact: Jan Huwald // Impressum