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authordon bright <hugh.m.bright@gmail.com>2013-02-24 02:54:13 (GMT)
committerdon bright <hugh.m.bright@gmail.com>2013-02-24 02:54:13 (GMT)
commitce2a9a8cb5e1a820a3ade385ca0bcfc56040d3c2 (patch)
tree838dd4885406c2b3cf3a8dee3a7e957a5841f947 /src/OffscreenView.cc
parent386df69c0f6a893d3f888ae0dd9150fae197514c (diff)
move enable_opencsg_shaders from csgtestcore to OffscreenView.cc
Diffstat (limited to 'src/OffscreenView.cc')
-rw-r--r--src/OffscreenView.cc97
1 files changed, 97 insertions, 0 deletions
diff --git a/src/OffscreenView.cc b/src/OffscreenView.cc
index 80fa35d..e499bb0 100644
--- a/src/OffscreenView.cc
+++ b/src/OffscreenView.cc
@@ -32,6 +32,103 @@ OffscreenView::~OffscreenView()
teardown_offscreen_context(this->ctx);
}
+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;
+ }
+
+ if (glewIsSupported("GL_VERSION_2_0") && openscad_disable_gl20_env == NULL )
+ {
+ 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 *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);
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