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#include "GLView.h"
#include "printutils.h"
#include "stdio.h"
#include "linalg.h"
#include "rendersettings.h"
#ifdef _WIN32
#include <GL/wglew.h>
#elif !defined(__APPLE__)
#include <GL/glxew.h>
#endif
GLView::GLView()
{
showedges = false;
showfaces = true;
orthomode = false;
showaxes = false;
showcrosshairs = false;
renderer = NULL;
#ifdef ENABLE_OPENCSG
is_opencsg_capable = false;
has_shaders = false;
opencsg_support = true;
static int sId = 0;
this->opencsg_id = sId++;
for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
#endif
}
void GLView::setRenderer(Renderer* r)
{
renderer = r;
}
void GLView::resizeGL(int w, int h)
{
#ifdef ENABLE_OPENCSG
shaderinfo[9] = w;
shaderinfo[10] = h;
#endif
this->width = w;
this->height = h;
glViewport(0, 0, w, h);
w_h_ratio = sqrt((double)w / (double)h);
}
void GLView::setGimbalCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &rot, double distance)
{
PRINT("set gimbal camera not implemented");
}
void GLView::setupGimbalCamPerspective()
{
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, -gcam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
}
void GLView::setupGimbalCamOrtho(double distance, bool offset)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(offset)
glTranslated(-0.8, -0.8, 0);
double l = distance/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);
gluLookAt(0.0, -gcam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
}
void GLView::setVectorCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er)
{
vcam.eye = pos;
vcam.center = center;
// FIXME kludge for showAxes to work in VectorCamera mode
gcam.viewer_distance = 10*3*(vcam.center - vcam.eye).norm();
}
void GLView::setupVectorCamPerspective()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double dist = (vcam.center - vcam.eye).norm();
gluPerspective(45, w_h_ratio, 0.1*dist, 100*dist);
}
void GLView::setupVectorCamOrtho(bool offset)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (offset) glTranslated(-0.8, -0.8, 0);
double l = (vcam.center - vcam.eye).norm() / 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 GLView::setCamera( Camera &cam )
{
// FIXME : use boost::variant, like value.cc does
if (cam.camtype == Camera::NULL_CAMERA) {
return;
} else if (cam.camtype == Camera::GIMBAL_CAMERA) {
GimbalCamera *gc = dynamic_cast<GimbalCamera *>( &cam );
setGimbalCamera( gc->object_trans, gc->object_rot, gc->viewer_distance );
} else if (cam.camtype == Camera::VECTOR_CAMERA) {
VectorCamera *vc = dynamic_cast<VectorCamera *>( &cam );
setVectorCamera( vc->eye, vc->center );
}
}
#ifdef ENABLE_OPENCSG
void GLView::enable_opencsg_shaders()
{
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) {
display_opencsg_warning();
}
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 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);
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
enable_opencsg_shaders();
#endif
}
void GLView::showSmallaxes()
{
// Fixme - this modifies the camera and doesnt work in 'non-gimbal' camera mode
// Small axis cross in the lower left corner
glDepthFunc(GL_ALWAYS);
GLView::setupGimbalCamOrtho(1000,true);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotated(gcam.object_rot.x(), 1.0, 0.0, 0.0);
glRotated(gcam.object_rot.y(), 0.0, 1.0, 0.0);
glRotated(gcam.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: This was an attempt to keep contrast with background, but is suboptimal
// (e.g. nearly invisible against a gray background).
// int r,g,b;
// r=g=b=0;
// bgcol.getRgb(&r, &g, &b);
// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f);
glColor3f(0.0f, 0.0f, 0.0f);
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();
//Restore perspective for next paint
if(!orthomode)
GLView::setupGimbalCamPerspective();
}
void GLView::showAxes()
{
// Large gray axis cross inline with the model
// FIXME: This is always gray - adjust color to keep contrast with background
// FIXME - depends on gimbal camera 'viewer distance'.. how to fix this
// for VectorCamera?
glLineWidth(1);
glColor3d(0.5, 0.5, 0.5);
glBegin(GL_LINES);
double l = gcam.viewer_distance/10;
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();
}
void GLView::showCrosshairs()
{
// FIXME: this might not work with non-gimbal camera?
// FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them
// to change color based on view orientation.
glLineWidth(3);
Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR);
glColor3f(col[0], col[1], col[2]);
glBegin(GL_LINES);
for (double xf = -1; xf <= +1; xf += 2)
for (double yf = -1; yf <= +1; yf += 2) {
double vd = gcam.viewer_distance/20;
glVertex3d(-xf*vd, -yf*vd, -vd);
glVertex3d(+xf*vd, +yf*vd, +vd);
}
glEnd();
}
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