diff options
Diffstat (limited to 'tests/OffscreenView.cc')
-rw-r--r-- | tests/OffscreenView.cc | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/tests/OffscreenView.cc b/tests/OffscreenView.cc new file mode 100644 index 0000000..f137041 --- /dev/null +++ b/tests/OffscreenView.cc @@ -0,0 +1,247 @@ +#include <GL/glew.h> +#include "OffscreenView.h" +#include <opencsg.h> +#include "Renderer.h" +#include <math.h> + +#define FAR_FAR_AWAY 100000.0 + +OffscreenView::OffscreenView(size_t width, size_t height) + : orthomode(false), showaxes(true), showfaces(true), showedges(false), + object_rot_x(35), object_rot_y(0), object_rot_z(25), + camera_eye_x(0), camera_eye_y(0), camera_eye_z(0), + camera_center_x(0), camera_center_y(0), camera_center_z(0) +{ + for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0; + this->ctx = create_offscreen_context(width, height); + initializeGL(); + resizeGL(width, height); +} + +OffscreenView::~OffscreenView() +{ + teardown_offscreen_context(this->ctx); +} + +void OffscreenView::setRenderer(Renderer* r) +{ + this->renderer = r; +} + +void OffscreenView::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 + 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 /* ENABLE_OPENCSG */ +} + +void OffscreenView::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); + setupPerspective(); +} + +void OffscreenView::setupPerspective() +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(90, w_h_ratio, 0.1*(this->camera_center_y - this->camera_eye_y), + 3*(this->camera_center_y - this->camera_eye_y)); +} + +void OffscreenView::setupOrtho(bool offset) +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + if (offset) glTranslated(-0.8, -0.8, 0); + double l = (this->camera_eye_y - this->camera_center_y)/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 OffscreenView::paintGL() +{ + glEnable(GL_LIGHTING); + + if (orthomode) setupOrtho(); + else setupPerspective(); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glClearColor(1.0, 1.0, 0.92, 0.0); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + gluLookAt(this->camera_eye_x, this->camera_eye_y, this->camera_eye_z, + this->camera_center_x, this->camera_center_y, this->camera_center_z, + 0.0, 0.0, 1.0); + + 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); + + // Large gray axis cross inline with the model + // FIXME: This is always gray - adjust color to keep contrast with background + if (showaxes) + { + glLineWidth(1); + glColor3d(0.5, 0.5, 0.5); + glBegin(GL_LINES); + double l = 3*(this->camera_eye_y - this->camera_center_y); + 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(); + } + + glDepthFunc(GL_LESS); + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); + + glLineWidth(2); + glColor3d(1.0, 0.0, 0.0); + + if (this->renderer) { +#ifdef ENABLE_OPENCSG + OpenCSG::setContext(0); +#endif + this->renderer->draw(showfaces, showedges); + } +} + +bool OffscreenView::save(const char *filename) +{ + return save_framebuffer(this->ctx, filename); +} + +void OffscreenView::setCamera(double xpos, double ypos, double zpos, + double xcenter, double ycenter, double zcenter) +{ + this->camera_eye_x = xpos; + this->camera_eye_y = ypos; + this->camera_eye_z = zpos; + this->camera_center_x = xcenter; + this->camera_center_y = ycenter; + this->camera_center_z = zcenter; +} + |