move enable_opencsg_shaders, fix indenting, split out display_opencsg_warning

also update docs, and try to make enable_opencsg_shaders the same between
qgl and offscreengl
felipesanches-svg
don bright 2013-02-24 11:21:45 -06:00
parent 91896e0d96
commit 707118ce94
9 changed files with 771 additions and 756 deletions

View File

@ -15,7 +15,7 @@ o We didn't always print a warning when CSG normalization created too many eleme
o Binary STLs can now be read on big endian architectures
o Some binary STLs couldn't be read
o Fixed some issues related to ARM builds
o Improved regression dumptest multmatrix output portability
o Changed multmatrix floating-point output to improve dumptest portability
o Regression test auto-starts & stops Xvfb / Xvnc if on headless unix machine
o CGAL triangulation more lenient- enables partial rendering of 'bad' DXF data

View File

@ -289,8 +289,8 @@ SOURCES += src/version_check.cc \
src/Preferences.cc \
src/OpenCSGWarningDialog.cc \
src/editor.cc \
src/qglview.cc \
src/GLView.cc \
src/QGLview.cc \
src/AutoUpdater.cc \
\
src/builtin.cc \

View File

@ -65,6 +65,7 @@ public:
bool is_opencsg_capable;
bool has_shaders;
// void enable_opencsg_shaders();
virtual void display_opencsg_warning() = 0;
bool opencsg_support;
int opencsg_id;
#endif

View File

@ -16,25 +16,30 @@
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);
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);
teardown_offscreen_context(this->ctx);
}
#ifdef ENABLE_OPENCSG
void OffscreenView::display_opencsg_warning()
{
fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n");
}
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;
}
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) {
@ -58,7 +63,7 @@ void OffscreenView::enable_opencsg_shaders()
}
if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) {
fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n");
display_opencsg_warning();
}
if (opencsg_support && this->has_shaders) {
@ -84,201 +89,202 @@ void OffscreenView::enable_opencsg_shaders()
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";
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";
*/
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 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 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);
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");
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));
}
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
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_DEPTH_TEST);
glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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);
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 OffscreenView::paintGL()
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHTING);
if (orthomode) setupOrtho();
else setupPerspective();
if (orthomode) setupOrtho();
else setupPerspective();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(1.0f, 1.0f, 0.92f, 1.0f);
glClearColor(1.0f, 1.0f, 0.92f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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);
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);
// 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
// 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();
}
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);
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
if (this->renderer) {
this->renderer->draw(showfaces, showedges);
}
if (this->renderer) {
this->renderer->draw(showfaces, showedges);
}
}
bool OffscreenView::save(const char *filename)
{
return save_framebuffer(this->ctx, filename);
return save_framebuffer(this->ctx, filename);
}
bool OffscreenView::save(std::ostream &output)
{
return save_framebuffer(this->ctx, output);
return save_framebuffer(this->ctx, output);
}
std::string OffscreenView::getRendererInfo() const
{
std::stringstream out;
std::stringstream out;
out << glew_dump()
<< offscreen_context_getinfo(this->ctx);
out << glew_dump()
<< offscreen_context_getinfo(this->ctx);
return out.str();
return out.str();
}
/*
void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &center)
{
this->camera_eye = pos;
this->camera_center = center;
this->camera_eye = pos;
this->camera_center = center;
}
*/

View File

@ -17,15 +17,17 @@ class OffscreenView : public GLView
public:
OffscreenView(size_t width, size_t height); // not
~OffscreenView(); // not
void enable_opencsg_shaders();
void initializeGL(); //
void paintGL(); //
bool save(std::ostream &output);
OffscreenContext *ctx; // not
// overrides
bool save(const char *filename);
std::string getRendererInfo() const;
#ifdef ENABLE_OPENCSG
void enable_opencsg_shaders();
void display_opencsg_warning();
#endif
};
#endif

600
src/QGLView.cc Normal file
View File

@ -0,0 +1,600 @@
/*
* OpenSCAD (www.openscad.org)
* Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and
* Marius Kintel <marius@kintel.net>
*
* 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.
*
* As a special exception, you have permission to link this program
* with the CGAL library and distribute executables, as long as you
* follow the requirements of the GNU GPL in regard to all of the
* software in the executable aside from CGAL.
*
* 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 "QGLView.h"
#include "Preferences.h"
#include "renderer.h"
#include "rendersettings.h"
#include "linalg.h"
#include <QApplication>
#include <QWheelEvent>
#include <QCheckBox>
#include <QDialogButtonBox>
#include <QMouseEvent>
#include <QMessageBox>
#include <QPushButton>
#include <QSettings>
#include <QTimer>
#include <QTextEdit>
#include <QVBoxLayout>
#include <QErrorMessage>
#include "OpenCSGWarningDialog.h"
#include "mathc99.h"
#include <stdio.h>
#ifdef ENABLE_OPENCSG
# include <opencsg.h>
#endif
#ifdef _WIN32
#include <GL/wglew.h>
#elif !defined(__APPLE__)
#include <GL/glxew.h>
#endif
QGLView::QGLView(QWidget *parent) : QGLWidget(parent)
{
init();
}
QGLView::QGLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent)
{
init();
}
static bool running_under_wine = false;
void QGLView::init()
{
this->object_rot << 35, 0, -25;
this->mouse_drag_active = false;
this->statusLabel = NULL;
setMouseTracking(true);
// see paintGL() + issue160 + wine FAQ
#ifdef _WIN32
#include <windows.h>
HMODULE hntdll = GetModuleHandle(L"ntdll.dll");
if (hntdll)
if ( (void *)GetProcAddress(hntdll, "wine_get_version") )
running_under_wine = true;
#endif
}
#ifdef ENABLE_OPENCSG
void QGLView::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 QGLView::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);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
}
enable_opencsg_shaders();
}
std::string QGLView::getRendererInfo() const
{
std::string glewinfo = glew_dump();
std::string glextlist = glew_extensions_dump();
return glewinfo + std::string("\nUsing QGLWidget\n\n") + glextlist;
}
#ifdef ENABLE_OPENCSG
void QGLView::display_opencsg_warning()
{
if (Preferences::inst()->getValue("advanced/opencsg_show_warning").toBool()) {
QTimer::singleShot(0, this, SLOT(display_opencsg_warning_dialog()));
}
}
void QGLView::display_opencsg_warning_dialog()
{
OpenCSGWarningDialog *dialog = new OpenCSGWarningDialog(this);
QString message;
if (this->is_opencsg_capable) {
message += "Warning: You may experience OpenCSG rendering errors.\n\n";
}
else {
message += "Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG has been disabled.\n\n";
dialog->enableOpenCSGBox->hide();
}
message += "It is highly recommended to use OpenSCAD on a system with "
"OpenGL 2.0 or later.\n"
"Your renderer information is as follows:\n";
QString rendererinfo;
rendererinfo.sprintf("GLEW version %s\n"
"%s (%s)\n"
"OpenGL version %s\n",
glewGetString(GLEW_VERSION),
glGetString(GL_RENDERER), glGetString(GL_VENDOR),
glGetString(GL_VERSION));
message += rendererinfo;
dialog->setText(message);
dialog->enableOpenCSGBox->setChecked(Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool());
dialog->exec();
opencsg_support = this->is_opencsg_capable && Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool();
}
#endif
void QGLView::resizeGL(int w, int h)
{
GLView::resizeGL(w,h);
GLView::setupGimbalPerspective();
}
void QGLView::paintGL()
{
glEnable(GL_LIGHTING);
if (orthomode) GLView::setupGimbalOrtho(viewer_distance);
else GLView::setupGimbalPerspective();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR);
glClearColor(bgcol[0], bgcol[1], bgcol[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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);
// FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them
// to change color based on view orientation.
if (showcrosshairs)
{
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 = viewer_distance/20;
glVertex3d(-xf*vd, -yf*vd, -vd);
glVertex3d(+xf*vd, +yf*vd, +vd);
}
glEnd();
}
glTranslated(object_trans.x(), object_trans.y(), object_trans.z());
// 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 = 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();
}
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
if (this->renderer) {
#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG)
// FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet
OpenCSG::setContext(this->opencsg_id);
#endif
this->renderer->draw(showfaces, showedges);
}
// Small axis cross in the lower left corner
if (showaxes)
{
glDepthFunc(GL_ALWAYS);
GLView::setupGimbalOrtho(1000,true);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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);
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::setupGimbalPerspective();
}
if (statusLabel) {
QString msg;
msg.sprintf("Viewport: translate = [ %.2f %.2f %.2f ], rotate = [ %.2f %.2f %.2f ], distance = %.2f",
-object_trans.x(), -object_trans.y(), -object_trans.z(),
fmodf(360 - object_rot.x() + 90, 360), fmodf(360 - object_rot.y(), 360), fmodf(360 - object_rot.z(), 360), viewer_distance);
statusLabel->setText(msg);
}
if (running_under_wine) swapBuffers();
}
void QGLView::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Plus) {
viewer_distance *= 0.9;
updateGL();
return;
}
if (event->key() == Qt::Key_Minus) {
viewer_distance /= 0.9;
updateGL();
return;
}
}
void QGLView::wheelEvent(QWheelEvent *event)
{
viewer_distance *= pow(0.9, event->delta() / 120.0);
updateGL();
}
void QGLView::mousePressEvent(QMouseEvent *event)
{
mouse_drag_active = true;
last_mouse = event->globalPos();
}
void QGLView::normalizeAngle(GLdouble& angle)
{
while(angle < 0)
angle += 360;
while(angle > 360)
angle -= 360;
}
void QGLView::mouseMoveEvent(QMouseEvent *event)
{
QPoint this_mouse = event->globalPos();
double dx = (this_mouse.x()-last_mouse.x()) * 0.7;
double dy = (this_mouse.y()-last_mouse.y()) * 0.7;
if (mouse_drag_active) {
if (event->buttons() & Qt::LeftButton
#ifdef Q_WS_MAC
&& !(event->modifiers() & Qt::MetaModifier)
#endif
) {
// Left button rotates in xz, Shift-left rotates in xy
// On Mac, Ctrl-Left is handled as right button on other platforms
object_rot.x() += dy;
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
object_rot.y() += dx;
else
object_rot.z() += dx;
normalizeAngle(object_rot.x());
normalizeAngle(object_rot.y());
normalizeAngle(object_rot.z());
} else {
// Right button pans in the xz plane
// Middle button pans in the xy plane
// Shift-right and Shift-middle zooms
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
viewer_distance += (GLdouble)dy;
} else {
double mx = +(dx) * viewer_distance/1000;
double mz = -(dy) * viewer_distance/1000;
double my = 0;
#if (QT_VERSION < QT_VERSION_CHECK(4, 7, 0))
if (event->buttons() & Qt::MidButton) {
#else
if (event->buttons() & Qt::MiddleButton) {
#endif
my = mz;
mz = 0;
// actually lock the x-position
// (turns out to be easier to use than xy panning)
mx = 0;
}
Matrix3d aax, aay, aaz, tm3;
aax = Eigen::AngleAxisd(-(object_rot.x()/180) * M_PI, Vector3d::UnitX());
aay = Eigen::AngleAxisd(-(object_rot.y()/180) * M_PI, Vector3d::UnitY());
aaz = Eigen::AngleAxisd(-(object_rot.z()/180) * M_PI, Vector3d::UnitZ());
tm3 = Matrix3d::Identity();
tm3 = aaz * (aay * (aax * tm3));
Matrix4d tm;
tm = Matrix4d::Identity();
for (int i=0;i<3;i++) for (int j=0;j<3;j++) tm(j,i)=tm3(j,i);
Matrix4d vec;
vec <<
0, 0, 0, mx,
0, 0, 0, my,
0, 0, 0, mz,
0, 0, 0, 1
;
tm = tm * vec;
object_trans.x() += tm(0,3);
object_trans.y() += tm(1,3);
object_trans.z() += tm(2,3);
}
}
updateGL();
emit doAnimateUpdate();
}
last_mouse = this_mouse;
}
void QGLView::mouseReleaseEvent(QMouseEvent*)
{
mouse_drag_active = false;
releaseMouse();
}
bool QGLView::save(const char *filename)
{
QImage img = grabFrameBuffer();
return img.save(filename, "PNG");
}

View File

@ -38,7 +38,9 @@ public:
void setOrthoMode(bool enabled) { this->orthomode = enabled; }
std::string getRendererInfo() const;
bool save(const char *filename);
#ifdef ENABLE_OPENCSG
void enable_opencsg_shaders();
#endif
public:
QLabel *statusLabel;
@ -66,8 +68,9 @@ private:
void normalizeAngle(GLdouble& angle);
#ifdef ENABLE_OPENCSG
private slots:
void display_opencsg_warning();
private slots:
void display_opencsg_warning_dialog();
#endif
signals:

View File

@ -1,596 +0,0 @@
/*
* OpenSCAD (www.openscad.org)
* Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and
* Marius Kintel <marius@kintel.net>
*
* 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.
*
* As a special exception, you have permission to link this program
* with the CGAL library and distribute executables, as long as you
* follow the requirements of the GNU GPL in regard to all of the
* software in the executable aside from CGAL.
*
* 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 "QGLView.h"
#include "Preferences.h"
#include "renderer.h"
#include "rendersettings.h"
#include "linalg.h"
#include <QApplication>
#include <QWheelEvent>
#include <QCheckBox>
#include <QDialogButtonBox>
#include <QMouseEvent>
#include <QMessageBox>
#include <QPushButton>
#include <QSettings>
#include <QTimer>
#include <QTextEdit>
#include <QVBoxLayout>
#include <QErrorMessage>
#include "OpenCSGWarningDialog.h"
#include "mathc99.h"
#include <stdio.h>
#ifdef ENABLE_OPENCSG
# include <opencsg.h>
#endif
#ifdef _WIN32
#include <GL/wglew.h>
#elif !defined(__APPLE__)
#include <GL/glxew.h>
#endif
QGLView::QGLView(QWidget *parent) : QGLWidget(parent)
{
init();
}
QGLView::QGLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent)
{
init();
}
static bool running_under_wine = false;
void QGLView::init()
{
this->object_rot << 35, 0, -25;
this->mouse_drag_active = false;
this->statusLabel = NULL;
setMouseTracking(true);
// see paintGL() + issue160 + wine FAQ
#ifdef _WIN32
#include <windows.h>
HMODULE hntdll = GetModuleHandle(L"ntdll.dll");
if (hntdll)
if ( (void *)GetProcAddress(hntdll, "wine_get_version") )
running_under_wine = true;
#endif
}
void QGLView::enable_opencsg_shaders()
{
#ifdef ENABLE_OPENCSG
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
}
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) {
if (Preferences::inst()->getValue("advanced/opencsg_show_warning").toBool()) {
QTimer::singleShot(0, this, SLOT(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 QGLView::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);
enable_opencsg_shaders();
}
std::string QGLView::getRendererInfo() const
{
std::string glewinfo = glew_dump();
std::string glextlist = glew_extensions_dump();
return glewinfo + std::string("\nUsing QGLWidget\n\n") + glextlist;
}
#ifdef ENABLE_OPENCSG
void QGLView::display_opencsg_warning()
{
OpenCSGWarningDialog *dialog = new OpenCSGWarningDialog(this);
QString message;
if (this->is_opencsg_capable) {
message += "Warning: You may experience OpenCSG rendering errors.\n\n";
}
else {
message += "Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG has been disabled.\n\n";
dialog->enableOpenCSGBox->hide();
}
message += "It is highly recommended to use OpenSCAD on a system with "
"OpenGL 2.0 or later.\n"
"Your renderer information is as follows:\n";
QString rendererinfo;
rendererinfo.sprintf("GLEW version %s\n"
"%s (%s)\n"
"OpenGL version %s\n",
glewGetString(GLEW_VERSION),
glGetString(GL_RENDERER), glGetString(GL_VENDOR),
glGetString(GL_VERSION));
message += rendererinfo;
dialog->setText(message);
dialog->enableOpenCSGBox->setChecked(Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool());
dialog->exec();
opencsg_support = this->is_opencsg_capable && Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool();
}
#endif
void QGLView::resizeGL(int w, int h)
{
GLView::resizeGL(w,h);
GLView::setupGimbalPerspective();
}
void QGLView::paintGL()
{
glEnable(GL_LIGHTING);
if (orthomode) GLView::setupGimbalOrtho(viewer_distance);
else GLView::setupGimbalPerspective();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR);
glClearColor(bgcol[0], bgcol[1], bgcol[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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);
// FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them
// to change color based on view orientation.
if (showcrosshairs)
{
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 = viewer_distance/20;
glVertex3d(-xf*vd, -yf*vd, -vd);
glVertex3d(+xf*vd, +yf*vd, +vd);
}
glEnd();
}
glTranslated(object_trans.x(), object_trans.y(), object_trans.z());
// 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 = 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();
}
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
if (this->renderer) {
#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG)
// FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet
OpenCSG::setContext(this->opencsg_id);
#endif
this->renderer->draw(showfaces, showedges);
}
// Small axis cross in the lower left corner
if (showaxes)
{
glDepthFunc(GL_ALWAYS);
GLView::setupGimbalOrtho(1000,true);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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);
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::setupGimbalPerspective();
}
if (statusLabel) {
QString msg;
msg.sprintf("Viewport: translate = [ %.2f %.2f %.2f ], rotate = [ %.2f %.2f %.2f ], distance = %.2f",
-object_trans.x(), -object_trans.y(), -object_trans.z(),
fmodf(360 - object_rot.x() + 90, 360), fmodf(360 - object_rot.y(), 360), fmodf(360 - object_rot.z(), 360), viewer_distance);
statusLabel->setText(msg);
}
if (running_under_wine) swapBuffers();
}
void QGLView::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Plus) {
viewer_distance *= 0.9;
updateGL();
return;
}
if (event->key() == Qt::Key_Minus) {
viewer_distance /= 0.9;
updateGL();
return;
}
}
void QGLView::wheelEvent(QWheelEvent *event)
{
viewer_distance *= pow(0.9, event->delta() / 120.0);
updateGL();
}
void QGLView::mousePressEvent(QMouseEvent *event)
{
mouse_drag_active = true;
last_mouse = event->globalPos();
}
void QGLView::normalizeAngle(GLdouble& angle)
{
while(angle < 0)
angle += 360;
while(angle > 360)
angle -= 360;
}
void QGLView::mouseMoveEvent(QMouseEvent *event)
{
QPoint this_mouse = event->globalPos();
double dx = (this_mouse.x()-last_mouse.x()) * 0.7;
double dy = (this_mouse.y()-last_mouse.y()) * 0.7;
if (mouse_drag_active) {
if (event->buttons() & Qt::LeftButton
#ifdef Q_WS_MAC
&& !(event->modifiers() & Qt::MetaModifier)
#endif
) {
// Left button rotates in xz, Shift-left rotates in xy
// On Mac, Ctrl-Left is handled as right button on other platforms
object_rot.x() += dy;
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
object_rot.y() += dx;
else
object_rot.z() += dx;
normalizeAngle(object_rot.x());
normalizeAngle(object_rot.y());
normalizeAngle(object_rot.z());
} else {
// Right button pans in the xz plane
// Middle button pans in the xy plane
// Shift-right and Shift-middle zooms
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
viewer_distance += (GLdouble)dy;
} else {
double mx = +(dx) * viewer_distance/1000;
double mz = -(dy) * viewer_distance/1000;
double my = 0;
#if (QT_VERSION < QT_VERSION_CHECK(4, 7, 0))
if (event->buttons() & Qt::MidButton) {
#else
if (event->buttons() & Qt::MiddleButton) {
#endif
my = mz;
mz = 0;
// actually lock the x-position
// (turns out to be easier to use than xy panning)
mx = 0;
}
Matrix3d aax, aay, aaz, tm3;
aax = Eigen::AngleAxisd(-(object_rot.x()/180) * M_PI, Vector3d::UnitX());
aay = Eigen::AngleAxisd(-(object_rot.y()/180) * M_PI, Vector3d::UnitY());
aaz = Eigen::AngleAxisd(-(object_rot.z()/180) * M_PI, Vector3d::UnitZ());
tm3 = Matrix3d::Identity();
tm3 = aaz * (aay * (aax * tm3));
Matrix4d tm;
tm = Matrix4d::Identity();
for (int i=0;i<3;i++) for (int j=0;j<3;j++) tm(j,i)=tm3(j,i);
Matrix4d vec;
vec <<
0, 0, 0, mx,
0, 0, 0, my,
0, 0, 0, mz,
0, 0, 0, 1
;
tm = tm * vec;
object_trans.x() += tm(0,3);
object_trans.y() += tm(1,3);
object_trans.z() += tm(2,3);
}
}
updateGL();
emit doAnimateUpdate();
}
last_mouse = this_mouse;
}
void QGLView::mouseReleaseEvent(QMouseEvent*)
{
mouse_drag_active = false;
releaseMouse();
}
bool QGLView::save(const char *filename)
{
QImage img = grabFrameBuffer();
return img.save(filename, "PNG");
}

View File

@ -240,7 +240,6 @@ int csgtestcore(int argc, char *argv[], test_type_e test_type)
fprintf(stderr,"Can't create OpenGL OffscreenView. Code: %i. Exiting.\n", error);
exit(1);
}
csgInfo.glview->enable_opencsg_shaders();
if (sysinfo_dump) cout << info_dump(csgInfo.glview);
Vector3d center(0,0,0);