/* * OpenSCAD (www.openscad.at) * Copyright (C) 2009 Clifford Wolf * * 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 #include #define FAR_FAR_AWAY 100000.0 GLView::GLView(QWidget *parent) : QGLWidget(parent) { viewer_distance = 20; object_rot_y = 35; object_rot_z = 25; mouse_drag_active = false; last_mouse_x = 0; last_mouse_y = 0; renderfunc = NULL; renderfunc_vp = NULL; setMouseTracking(true); } void GLView::initializeGL() { glEnable(GL_DEPTH_TEST); glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); glClearColor(1.0, 1.0, 0.9, 0.0); #if 0 char *vs_source = "attribute float e1, e2, e3;\n" "varying float ve1, ve2, ve3;\n" "void main() {\n" " gl_FrontColor = gl_Color;\n" " gl_Position = ftransform();\n" " ve1 = e1; ve2 = e2; ve3 = e3;\n" "}\n"; char *fs_source = "#extension GL_EXT_gpu_shader4 : enable\n" "varying float ve1, ve2, ve3;\n" "void main() {\n" " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" " if (ve1 > 0.9 || ve2 > 0.9 || ve3 > 0.9)\n" " gl_FragColor = vec4(0.0,1.0,0.0,1.0);\n" " gl_FragColor = gl_FrontColor;\n" "}\n"; GLuint edgeshader_prog = glCreateProgram(); GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); glCompileShader(vs); glAttachShader(edgeshader_prog, vs); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); glCompileShader(fs); glAttachShader(edgeshader_prog, fs); glLinkProgram(edgeshader_prog); 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); } } glUseProgram(edgeshader_prog); #endif } void GLView::resizeGL(int w, int h) { glViewport(0, 0, w, h); w_h_ratio = sqrt((double)w / (double)h); } void GLView::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); 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(); glRotated(object_rot_y, 1.0, 0.0, 0.0); glRotated(object_rot_z, 0.0, 0.0, 1.0); glDepthFunc(GL_LESS); glDisable(GL_LIGHTING); #if 0 glLineWidth(1); glColor3d(0.0, 0.0, 1.0); glBegin(GL_LINES); glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); glEnd(); #endif glLineWidth(2); glColor3d(1.0, 0.0, 0.0); if (renderfunc) renderfunc(renderfunc_vp); } 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(); } void GLView::mouseMoveEvent(QMouseEvent *event) { int this_mouse_x = event->globalX(); int this_mouse_y = event->globalY(); if (mouse_drag_active) { object_rot_y += (this_mouse_y-last_mouse_y) * 0.7; object_rot_z += (this_mouse_x-last_mouse_x) * 0.7; updateGL(); } last_mouse_x = this_mouse_x; last_mouse_y = this_mouse_y; } void GLView::mouseReleaseEvent(QMouseEvent*) { mouse_drag_active = false; releaseMouse(); }