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-rw-r--r--src/glview.cc491
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diff --git a/src/glview.cc b/src/glview.cc
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+++ b/src/glview.cc
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+/*
+ * OpenSCAD (www.openscad.at)
+ * Copyright (C) 2009 Clifford Wolf <clifford@clifford.at>
+ *
+ * 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.
+ *
+ * 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 "openscad.h"
+#include "GLView.h"
+#include "Preferences.h"
+
+#include <QApplication>
+#include <QWheelEvent>
+#include <QMouseEvent>
+#include <QMessageBox>
+#include <QTimer>
+
+#define FAR_FAR_AWAY 100000.0
+
+GLView::GLView(QWidget *parent) : QGLWidget(parent)
+{
+ viewer_distance = 500;
+ object_rot_x = 35;
+ object_rot_y = 0;
+ object_rot_z = 25;
+ object_trans_x = 0;
+ object_trans_y = 0;
+ object_trans_z = 0;
+
+ mouse_drag_active = false;
+ last_mouse_x = 0;
+ last_mouse_y = 0;
+
+ orthomode = false;
+ showaxes = false;
+ showcrosshairs = false;
+
+ renderfunc = NULL;
+ renderfunc_vp = NULL;
+
+ for (int i = 0; i < 10; i++)
+ shaderinfo[i] = 0;
+
+ statusLabel = NULL;
+
+ setMouseTracking(true);
+#ifdef ENABLE_OPENCSG
+ opencsg_support = true;
+#endif
+}
+
+void GLView::setRenderFunc(void (*func)(void*), void *userdata)
+{
+ this->renderfunc = func;
+ this->renderfunc_vp = userdata;
+}
+
+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);
+
+#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;
+ 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);
+ }
+ }
+ } else {
+ opencsg_support = false;
+ QTimer::singleShot(0, this, SLOT(display_opengl20_warning()));
+ }
+#endif /* ENABLE_OPENCSG */
+}
+
+#ifdef ENABLE_OPENCSG
+void GLView::display_opengl20_warning()
+{
+ QMessageBox::warning(NULL, "GLEW: GL_VERSION_2_0 is not supported!",
+ "Warning: No support for OpenGL 2.0 found! OpenCSG View has been disabled.\n\n"
+ "It is highly recommended to use OpenSCAD on a system with OpenGL 2.0 "
+ "support. Please check if OpenGL 2.0 drivers are available for your "
+ "graphics hardware.");
+}
+#endif
+
+void GLView::resizeGL(int w, int h)
+{
+#ifdef ENABLE_OPENCSG
+ shaderinfo[9] = w;
+ shaderinfo[10] = h;
+#endif
+ glViewport(0, 0, w, h);
+ w_h_ratio = sqrt((double)w / (double)h);
+}
+
+void GLView::paintGL()
+{
+ const QColor &col = Preferences::inst()->color(Preferences::BACKGROUND_COLOR);
+ glClearColor(col.redF(), col.greenF(), col.blueF(), 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (orthomode)
+ glOrtho(-w_h_ratio*viewer_distance/10, +w_h_ratio*viewer_distance/10,
+ -(1/w_h_ratio)*viewer_distance/10, +(1/w_h_ratio)*viewer_distance/10,
+ -FAR_FAR_AWAY, +FAR_FAR_AWAY);
+ else
+ glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +FAR_FAR_AWAY);
+ gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ 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);
+
+ 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);
+
+ if (showcrosshairs)
+ {
+ glLineWidth(3);
+ const QColor &col = Preferences::inst()->color(Preferences::CROSSHAIR_COLOR);
+ glColor3f(col.redF(), col.greenF(), col.blueF());
+ 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
+ if (showaxes)
+ {
+ glLineWidth(1);
+ glColor3d(0.5, 0.5, 0.5);
+ glBegin(GL_LINES);
+ glVertex3d(-viewer_distance/10, 0, 0);
+ glVertex3d(+viewer_distance/10, 0, 0);
+ glVertex3d(0, -viewer_distance/10, 0);
+ glVertex3d(0, +viewer_distance/10, 0);
+ glVertex3d(0, 0, -viewer_distance/10);
+ glVertex3d(0, 0, +viewer_distance/10);
+ glEnd();
+ }
+
+ glDepthFunc(GL_LESS);
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+
+ glLineWidth(2);
+ glColor3d(1.0, 0.0, 0.0);
+
+ if (renderfunc)
+ renderfunc(renderfunc_vp);
+
+ // Small axis cross in the lower left corner
+ // FIXME: Adjust color to keep contrast with background
+ if (showaxes)
+ {
+ glDepthFunc(GL_ALWAYS);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glTranslated(-0.8, -0.8, 0);
+ glOrtho(-w_h_ratio*1000/10, +w_h_ratio*1000/10,
+ -(1/w_h_ratio)*1000/10, +(1/w_h_ratio)*1000/10,
+ -FAR_FAR_AWAY, +FAR_FAR_AWAY);
+ gluLookAt(0.0, -1000, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
+
+ 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: Adjust color to keep contrast with background
+ glColor3d(0.0, 0.0, 0.0);
+ 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();
+ }
+
+ 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);
+ }
+}
+
+void GLView::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 GLView::wheelEvent(QWheelEvent *event)
+{
+ viewer_distance *= pow(0.9, event->delta() / 120.0);
+ updateGL();
+}
+
+void GLView::mousePressEvent(QMouseEvent *event)
+{
+ mouse_drag_active = true;
+ last_mouse_x = event->globalX();
+ last_mouse_y = event->globalY();
+ grabMouse();
+ setFocus();
+}
+
+static void mat_id(double *trg)
+{
+ for (int i = 0; i < 16; i++)
+ trg[i] = i%5 == 0;
+}
+
+static void mat_mul(double *trg, const double *m1, const double *m2)
+{
+ double m[16];
+ for (int x = 0; x < 4; x++)
+ for (int y = 0; y < 4; y++)
+ {
+ m[x+y*4] = 0;
+ for (int i = 0; i < 4; i++)
+ m[x+y*4] += m1[i+y*4] * m2[x+i*4];
+ }
+ for (int i = 0; i < 16; i++)
+ trg[i] = m[i];
+}
+
+static void mat_rot(double *trg, double angle, double x, double y, double z)
+{
+ double s = sin(M_PI*angle/180), c = cos(M_PI*angle/180);
+ double cc = 1 - c;
+ double m[16] = {
+ x*x*cc+c, x*y*cc-z*s, x*z*cc+y*s, 0,
+ y*x*cc+z*s, y*y*cc+c, y*z*cc-x*s, 0,
+ x*z*cc-y*s, y*z*cc+x*s, z*z*cc+c, 0,
+ 0, 0, 0, 1
+ };
+ for (int i = 0; i < 16; i++)
+ trg[i] = m[i];
+}
+
+void GLView::mouseMoveEvent(QMouseEvent *event)
+{
+ int this_mouse_x = event->globalX();
+ int this_mouse_y = event->globalY();
+ if (mouse_drag_active) {
+ if ((event->buttons() & Qt::LeftButton) != 0) {
+ object_rot_x += (this_mouse_y-last_mouse_y) * 0.7;
+ if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
+ object_rot_y += (this_mouse_x-last_mouse_x) * 0.7;
+ else
+ object_rot_z += (this_mouse_x-last_mouse_x) * 0.7;
+ while (object_rot_x < 0)
+ object_rot_x += 360;
+ while (object_rot_x >= 360)
+ object_rot_x -= 360;
+ while (object_rot_y < 0)
+ object_rot_y += 360;
+ while (object_rot_y >= 360)
+ object_rot_y -= 360;
+ while (object_rot_z < 0)
+ object_rot_z += 360;
+ while (object_rot_z >= 360)
+ object_rot_z -= 360;
+ } else {
+ double mx = +(this_mouse_x-last_mouse_x) * viewer_distance/1000;
+ double my = -(this_mouse_y-last_mouse_y) * viewer_distance/1000;
+ double rx[16], ry[16], rz[16], tm[16];
+ mat_rot(rx, -object_rot_x, 1.0, 0.0, 0.0);
+ mat_rot(ry, -object_rot_y, 0.0, 1.0, 0.0);
+ mat_rot(rz, -object_rot_z, 0.0, 0.0, 1.0);
+ mat_id(tm);
+ mat_mul(tm, rx, tm);
+ mat_mul(tm, ry, tm);
+ mat_mul(tm, rz, tm);
+ double vec[16] = {
+ 0, 0, 0, mx,
+ 0, 0, 0, 0,
+ 0, 0, 0, my,
+ 0, 0, 0, 1
+ };
+ if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
+ vec[3] = 0;
+ vec[7] = my;
+ vec[11] = 0;
+ }
+ mat_mul(tm, tm, vec);
+ object_trans_x += tm[3];
+ object_trans_y += tm[7];
+ object_trans_z += tm[11];
+ }
+ updateGL();
+ emit doAnimateUpdate();
+ }
+ last_mouse_x = this_mouse_x;
+ last_mouse_y = this_mouse_y;
+}
+
+void GLView::mouseReleaseEvent(QMouseEvent*)
+{
+ mouse_drag_active = false;
+ releaseMouse();
+}
+
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