diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/OffscreenView.cc | 97 | ||||
-rw-r--r-- | src/OffscreenView.h | 2 | ||||
-rw-r--r-- | src/qglview.cc | 53 |
3 files changed, 127 insertions, 25 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); diff --git a/src/OffscreenView.h b/src/OffscreenView.h index 091470c..3e03175 100644 --- a/src/OffscreenView.h +++ b/src/OffscreenView.h @@ -24,7 +24,7 @@ public: bool save(const char *filename); bool save(std::ostream &output); std::string getRendererInfo() const; - + void enable_opencsg_shaders(); OffscreenContext *ctx; // not }; diff --git a/src/qglview.cc b/src/qglview.cc index d689a96..0e07b52 100644 --- a/src/qglview.cc +++ b/src/qglview.cc @@ -107,30 +107,8 @@ void QGLView::init() #endif } -void QGLView::initializeGL() +void QGLView::enable_opencsg_shaders() { - 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 GLenum err = glewInit(); if (GLEW_OK != err) { @@ -279,7 +257,34 @@ void QGLView::initializeGL() } } } -#endif /* ENABLE_OPENCSG */ +#endif +} + +void QGLView::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); + + enable_opencsg_shaders(); } std::string QGLView::getRendererInfo() const |