#include #include "OffscreenView.h" #include "system-gl.h" #include #include #include #include #include #ifdef _WIN32 #include #elif !defined(__APPLE__) #include #endif OffscreenView::OffscreenView(size_t width, size_t height) { object_rot << 35, 0, 25; this->ctx = create_offscreen_context(width, height); if ( this->ctx == NULL ) throw -1; initializeGL(); GLView::resizeGL(width, height); } 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; } // All OpenGL 2 contexts are OpenCSG capable if (GLEW_VERSION_2_0) { if (!openscad_disable_gl20_env) { this->is_opencsg_capable = true; this->has_shaders = true; } } // If OpenGL < 2, check for extensions else { if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true; else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) { this->is_opencsg_capable = true; } #ifdef WIN32 else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true; #elif !defined(__APPLE__) else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true; #endif } if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) { fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n"); } if (opencsg_support && this->has_shaders) { /* Uniforms: 1 color1 - face color 2 color2 - edge color 7 xscale 8 yscale Attributes: 3 trig 4 pos_b 5 pos_c 6 mask Other: 9 width 10 height Outputs: tp tr shading */ 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"; /* Inputs: tp && tr - if any components of tp < tr, use color2 (edge color) shading - multiplied by color1. color2 is is without lighting */ 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); 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); } void OffscreenView::paintGL() { glEnable(GL_LIGHTING); if (orthomode) setupOrtho(); else setupPerspective(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(1.0f, 1.0f, 0.92f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2], this->camera_center[0], this->camera_center[1], this->camera_center[2], 0.0, 0.0, 1.0); // glRotated(object_rot[0], 1.0, 0.0, 0.0); // glRotated(object_rot[1], 0.0, 1.0, 0.0); // glRotated(object_rot[2], 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_center - this->camera_eye).norm(); 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) { this->renderer->draw(showfaces, showedges); } } bool OffscreenView::save(const char *filename) { return save_framebuffer(this->ctx, filename); } bool OffscreenView::save(std::ostream &output) { return save_framebuffer(this->ctx, output); } std::string OffscreenView::getRendererInfo() const { std::stringstream out; out << glew_dump() << offscreen_context_getinfo(this->ctx); return out.str(); } /* void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er) { this->camera_eye = pos; this->camera_center = center; } */