Clifford Wolf:

Some fixes, some progress (OpenCSG)



git-svn-id: http://svn.clifford.at/openscad/trunk@20 b57f626f-c46c-0410-a088-ec61d464b74c
stl_dim
clifford 2009-06-25 09:49:28 +00:00
parent 4f7d83c00f
commit 1ef41a174f
5 changed files with 135 additions and 49 deletions

View File

@ -48,5 +48,34 @@ module test003()
}
}
test003();
module test004()
{
intersection() {
difference() {
cylinder(h = 5, r1 = 2, r2 = 0.5, center = true);
cylinder(h = 6, r1 = 0.7, r2 = 0.7, center = true);
}
cube(3);
}
}
module test005()
{
difference() {
union() {
cube([3 3 3], center = true);
cube([4 1.5 1.5], center = true);
cube([1.5 4 1.5], center = true);
cube([1.5 1.5 4], center = true);
}
union() {
cube([5 1 1], center = true);
cube([1 5 1], center = true);
cube([1 1 5], center = true);
}
}
}
test005();

View File

@ -27,9 +27,9 @@
GLView::GLView(QWidget *parent) : QGLWidget(parent)
{
viewer_distance = 10;
object_rot_y = 0;
object_rot_z = 0;
viewer_distance = 20;
object_rot_y = 35;
object_rot_z = 25;
mouse_drag_active = false;
last_mouse_x = 0;
@ -47,19 +47,6 @@ void GLView::initializeGL()
glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
glClearColor(1.0, 1.0, 0.9, 0.0);
#if 0
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_position[] = {1.0, 1.0, -1.0, 0.0};
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
#endif
}
void GLView::resizeGL(int w, int h)
@ -82,6 +69,7 @@ void GLView::paintGL()
glRotated(object_rot_z, 0.0, 0.0, 1.0);
glDepthFunc(GL_LESS);
glDisable(GL_LIGHTING);
#if 0
glLineWidth(1);
@ -93,7 +81,7 @@ void GLView::paintGL()
glEnd();
#endif
glLineWidth(5);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
if (renderfunc)

View File

@ -60,9 +60,9 @@ MainWindow::MainWindow(const char *filename)
{
QMenu *menu = menuBar()->addMenu("&Design");
menu->addAction("&Compile", this, SLOT(actionCompile()));
menu->addAction("&Compile", this, SLOT(actionCompile()), QKeySequence(Qt::Key_F5));
#ifdef ENABLE_CGAL
menu->addAction("Compile and &Render (CGAL)", this, SLOT(actionRenderCGAL()));
menu->addAction("Compile and &Render (CGAL)", this, SLOT(actionRenderCGAL()), QKeySequence(Qt::Key_F6));
#endif
menu->addAction("Display &AST...", this, SLOT(actionDisplayAST()));
menu->addAction("Display CSG &Tree...", this, SLOT(actionDisplayCSGTree()));
@ -291,6 +291,7 @@ void MainWindow::actionCompile()
root_chain = new CSGChain();
root_chain->import(root_norm_term);
screen->updateGL();
console->append("Compilation finished.");
}
@ -397,10 +398,14 @@ void MainWindow::viewModeActionsUncheck()
class DLPrim : public OpenCSG::Primitive
{
public:
DLPrim(unsigned int displayListId, OpenCSG::Operation operation, unsigned int convexity) :
OpenCSG::Primitive(operation, convexity), id(displayListId) { }
virtual void render() { glCallList(id); }
DLPrim(OpenCSG::Operation operation, unsigned int convexity) :
OpenCSG::Primitive(operation, convexity), id(0), color(0) { }
virtual void render() {
if (id)
glCallList(id);
}
unsigned int id;
unsigned int color;
};
static void renderGLviaOpenCSG(void *vp)
@ -411,31 +416,76 @@ static void renderGLviaOpenCSG(void *vp)
glew_initialized = 1;
glewInit();
}
glPushMatrix();
glLoadIdentity();
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_position[] = {-0.3, -1.0, 0.3, 0.0};
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glPopMatrix();
if (m->root_chain) {
glDepthFunc(GL_LEQUAL);
/* FIXME */
for (int i = 0; i < m->root_chain->polysets.size(); i++) {
if (m->root_chain->types[i] == CSGTerm::DIFFERENCE) {
m->root_chain->polysets[i]->render_surface(PolySet::COLOR_CUTOUT);
m->root_chain->polysets[i]->render_edges(PolySet::COLOR_CUTOUT);
} else {
m->root_chain->polysets[i]->render_surface(PolySet::COLOR_MATERIAL);
m->root_chain->polysets[i]->render_edges(PolySet::COLOR_MATERIAL);
std::vector<OpenCSG::Primitive*> primitives;
for (int i = 0;; i++)
{
bool last = i == m->root_chain->polysets.size();
if (last || m->root_chain->types[i] == CSGTerm::UNION)
{
OpenCSG::render(primitives, OpenCSG::Goldfeather, OpenCSG::NoDepthComplexitySampling);
glDepthFunc(GL_EQUAL);
for (unsigned int j = 0; j < primitives.size(); j++) {
DLPrim *p = (DLPrim*)primitives[j];
if (p->color)
glColor3f(0.0, 0.8, 0);
else
glColor3f(0.8, 0, 0);
glCallList(p->id);
glDeleteLists(p->id, 1);
delete p;
}
glDepthFunc(GL_LESS);
primitives.clear();
}
if (last)
break;
DLPrim *prim = new DLPrim(m->root_chain->types[i] == CSGTerm::DIFFERENCE ? OpenCSG::Subtraction : OpenCSG::Intersection, 1);
prim->id = glGenLists(1);
prim->color = m->root_chain->types[i] == CSGTerm::DIFFERENCE ? 1 : 0;
glNewList(prim->id, GL_COMPILE);
m->root_chain->polysets[i]->render_surface(PolySet::COLOR_NONE);
glEndList();
primitives.push_back(prim);
}
} else {
GLuint id1 = glGenLists(1);
glNewList(id1, GL_COMPILE);
DLPrim *box = new DLPrim(OpenCSG::Intersection, 1);
box->id = glGenLists(1);
glNewList(box->id, GL_COMPILE);
glutSolidCube(1.8);
glEndList();
GLuint id2 = glGenLists(1);
glNewList(id2, GL_COMPILE);
DLPrim *sphere = new DLPrim(OpenCSG::Subtraction, 1);
sphere->id = glGenLists(1);
sphere->color = 1;
glNewList(sphere->id, GL_COMPILE);
glutSolidSphere(1.2, 20, 20);
glEndList();
DLPrim* box = new DLPrim(id1, OpenCSG::Intersection, 1);
DLPrim* sphere = new DLPrim(id2, OpenCSG::Subtraction, 1);
std::vector<OpenCSG::Primitive*> primitives;
primitives.push_back(box);
@ -444,10 +494,14 @@ static void renderGLviaOpenCSG(void *vp)
OpenCSG::render(primitives, OpenCSG::Goldfeather, OpenCSG::NoDepthComplexitySampling);
glDepthFunc(GL_EQUAL);
glColor3f(1.0, 0, 0);
for (unsigned int i = 0; i < primitives.size(); i++) {
primitives[i]->render();
glDeleteLists(((DLPrim*)primitives[i])->id, 1);
DLPrim *p = (DLPrim*)primitives[i];
if (p->color)
glColor3f(0.0, 0.8, 0);
else
glColor3f(0.8, 0, 0);
glCallList(p->id);
glDeleteLists(p->id, 1);
delete primitives[i];
}
glDepthFunc(GL_LESS);

View File

@ -41,6 +41,18 @@ void PolySet::insert_vertex(double x, double y, double z)
polygons.last().insert(0, Point(x, y, z));
}
static void set_opengl_normal(double x1, double y1, double z1, double x2, double y2, double z2, double x3, double y3, double z3)
{
double ax = x1 - x2, ay = y1 - y2, az = z1 - z2;
double bx = x3 - x2, by = y3 - y2, bz = z3 - z2;
double nx = ay*bz - az*by;
double ny = az*bx - ax*bz;
double nz = ax*by - ay*bx;
double n_scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz);
nx /= n_scale; ny /= n_scale; nz /= n_scale;
glNormal3d(-nx, -ny, -nz);
}
void PolySet::render_surface(colormode_e colormode) const
{
if (colormode == COLOR_MATERIAL)
@ -50,6 +62,9 @@ void PolySet::render_surface(colormode_e colormode) const
for (int i = 0; i < polygons.size(); i++) {
const Polygon *poly = &polygons[i];
glBegin(GL_POLYGON);
set_opengl_normal(poly->at(0).x, poly->at(0).y, poly->at(0).z,
poly->at(1).x, poly->at(1).y, poly->at(1).z,
poly->at(2).x, poly->at(2).y, poly->at(2).z);
for (int j = 0; j < poly->size(); j++) {
const Point *p = &poly->at(j);
glVertex3d(p->x, p->y, p->z);

View File

@ -227,25 +227,25 @@ PolySet *PrimitiveNode::render_polyset(render_mode_e mode) const
for (int i=0; i<fragments; i++) {
int j = (i+1) % fragments;
p->append_poly();
p->append_vertex(circle1[i].x, circle1[i].y, z1);
p->append_vertex(circle2[i].x, circle2[i].y, z2);
p->append_vertex(circle1[j].x, circle1[j].y, z1);
p->insert_vertex(circle1[i].x, circle1[i].y, z1);
p->insert_vertex(circle2[i].x, circle2[i].y, z2);
p->insert_vertex(circle1[j].x, circle1[j].y, z1);
p->append_poly();
p->append_vertex(circle2[i].x, circle2[i].y, z2);
p->append_vertex(circle2[j].x, circle2[j].y, z2);
p->append_vertex(circle1[j].x, circle1[j].y, z1);
p->insert_vertex(circle2[i].x, circle2[i].y, z2);
p->insert_vertex(circle2[j].x, circle2[j].y, z2);
p->insert_vertex(circle1[j].x, circle1[j].y, z1);
}
if (r1 > 0) {
p->append_poly();
for (int i=0; i<fragments; i++)
p->append_vertex(circle1[i].x, circle1[i].y, z1);
p->insert_vertex(circle1[i].x, circle1[i].y, z1);
}
if (r2 > 0) {
p->append_poly();
for (int i=0; i<fragments; i++)
p->insert_vertex(circle2[i].x, circle2[i].y, z2);
p->append_vertex(circle2[i].x, circle2[i].y, z2);
}
}