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authordon bright <hugh.m.bright@gmail.com>2013-02-24 18:33:11 (GMT)
committerdon bright <hugh.m.bright@gmail.com>2013-02-24 18:33:11 (GMT)
commit76c5d5b55c66505af98ddbed70ca5e21719d3bb1 (patch)
tree3576a2c3cd9d7f5182f594d1d4d9491f6371c55e /src/OffscreenView.cc
parent707118ce9485f1c703bf6cc99bad3affc2a48c10 (diff)
merge enable_opencsg_shaders into GLView, remove duplicate code
from QGLView and OffscreenView
Diffstat (limited to 'src/OffscreenView.cc')
-rw-r--r--src/OffscreenView.cc153
1 files changed, 0 insertions, 153 deletions
diff --git a/src/OffscreenView.cc b/src/OffscreenView.cc
index 1a5949a..0daf8a8 100644
--- a/src/OffscreenView.cc
+++ b/src/OffscreenView.cc
@@ -7,13 +7,6 @@
#include <cstdlib>
#include <sstream>
-#ifdef _WIN32
-#include <GL/wglew.h>
-#elif !defined(__APPLE__)
-#include <GL/glxew.h>
-#endif
-
-
OffscreenView::OffscreenView(size_t width, size_t height)
{
object_rot << 35, 0, 25;
@@ -33,152 +26,6 @@ void OffscreenView::display_opencsg_warning()
{
fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n");
}
-
-void OffscreenView::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 OffscreenView::initializeGL()
contact: Jan Huwald // Impressum