diff options
author | donbright <hugh.m.bright@gmail.com> | 2013-03-05 23:47:14 (GMT) |
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committer | donbright <hugh.m.bright@gmail.com> | 2013-03-05 23:47:14 (GMT) |
commit | 42f21c3a0850083d245aa3ac346a53e876f0679e (patch) | |
tree | facf41750e0fe27cc4cdaf352c9c8e687011d103 /src/GLView.cc | |
parent | 422c668dcb538f181683ae51305bf8d3404f48d6 (diff) | |
parent | 4734172c3a16cc06b09e4d2131aa8e380bd0f226 (diff) |
Merge pull request #288 from openscad/issue11_2
Issue11 2
Diffstat (limited to 'src/GLView.cc')
-rw-r--r-- | src/GLView.cc | 477 |
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(); +} + |