mirror of https://github.com/vitalif/openscad
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 offscreenglfelipesanches-svg
parent
91896e0d96
commit
707118ce94
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@ -15,7 +15,7 @@ o We didn't always print a warning when CSG normalization created too many eleme
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o Binary STLs can now be read on big endian architectures
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o Some binary STLs couldn't be read
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o Fixed some issues related to ARM builds
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o Improved regression dumptest multmatrix output portability
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o Changed multmatrix floating-point output to improve dumptest portability
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o Regression test auto-starts & stops Xvfb / Xvnc if on headless unix machine
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o CGAL triangulation more lenient- enables partial rendering of 'bad' DXF data
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@ -289,8 +289,8 @@ SOURCES += src/version_check.cc \
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src/Preferences.cc \
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src/OpenCSGWarningDialog.cc \
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src/editor.cc \
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src/qglview.cc \
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src/GLView.cc \
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src/QGLview.cc \
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src/AutoUpdater.cc \
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\
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src/builtin.cc \
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@ -65,6 +65,7 @@ public:
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bool is_opencsg_capable;
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bool has_shaders;
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// void enable_opencsg_shaders();
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virtual void display_opencsg_warning() = 0;
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bool opencsg_support;
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int opencsg_id;
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#endif
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@ -16,25 +16,30 @@
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OffscreenView::OffscreenView(size_t width, size_t height)
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{
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object_rot << 35, 0, 25;
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this->ctx = create_offscreen_context(width, height);
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if ( this->ctx == NULL ) throw -1;
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initializeGL();
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GLView::resizeGL(width, height);
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object_rot << 35, 0, 25;
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this->ctx = create_offscreen_context(width, height);
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if ( this->ctx == NULL ) throw -1;
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initializeGL();
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GLView::resizeGL(width, height);
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}
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OffscreenView::~OffscreenView()
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{
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teardown_offscreen_context(this->ctx);
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teardown_offscreen_context(this->ctx);
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}
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#ifdef ENABLE_OPENCSG
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void OffscreenView::display_opencsg_warning()
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{
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fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n");
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}
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void OffscreenView::enable_opencsg_shaders()
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{
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#ifdef ENABLE_OPENCSG
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const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20");
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if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) {
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openscad_disable_gl20_env = NULL;
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}
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const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20");
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if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) {
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openscad_disable_gl20_env = NULL;
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}
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// All OpenGL 2 contexts are OpenCSG capable
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if (GLEW_VERSION_2_0) {
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@ -58,7 +63,7 @@ void OffscreenView::enable_opencsg_shaders()
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}
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if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) {
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fprintf(stderr, "OpenSCAD recommended OpenGL version is 2.0. \n");
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display_opencsg_warning();
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}
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if (opencsg_support && this->has_shaders) {
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@ -84,201 +89,202 @@ void OffscreenView::enable_opencsg_shaders()
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tr
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shading
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*/
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const char *vs_source =
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"uniform float xscale, yscale;\n"
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"attribute vec3 pos_b, pos_c;\n"
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"attribute vec3 trig, mask;\n"
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"varying vec3 tp, tr;\n"
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"varying float shading;\n"
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"void main() {\n"
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" vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n"
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" vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n"
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" 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"
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" 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"
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" 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"
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" float s = (a + b + c) / 2.0;\n"
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" float A = sqrt(s*(s-a)*(s-b)*(s-c));\n"
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" float ha = 2.0*A/a;\n"
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" gl_Position = p0;\n"
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" tp = mask * ha;\n"
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" tr = trig;\n"
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" vec3 normal, lightDir;\n"
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" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
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" lightDir = normalize(vec3(gl_LightSource[0].position));\n"
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" shading = abs(dot(normal, lightDir));\n"
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"}\n";
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const char *vs_source =
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"uniform float xscale, yscale;\n"
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"attribute vec3 pos_b, pos_c;\n"
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"attribute vec3 trig, mask;\n"
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"varying vec3 tp, tr;\n"
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"varying float shading;\n"
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"void main() {\n"
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" vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n"
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" vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n"
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" 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"
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" 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"
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" 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"
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" float s = (a + b + c) / 2.0;\n"
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" float A = sqrt(s*(s-a)*(s-b)*(s-c));\n"
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" float ha = 2.0*A/a;\n"
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" gl_Position = p0;\n"
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" tp = mask * ha;\n"
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" tr = trig;\n"
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" vec3 normal, lightDir;\n"
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" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
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" lightDir = normalize(vec3(gl_LightSource[0].position));\n"
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" shading = abs(dot(normal, lightDir));\n"
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"}\n";
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/*
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Inputs:
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tp && tr - if any components of tp < tr, use color2 (edge color)
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shading - multiplied by color1. color2 is is without lighting
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*/
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const char *fs_source =
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"uniform vec4 color1, color2;\n"
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"varying vec3 tp, tr, tmp;\n"
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"varying float shading;\n"
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"void main() {\n"
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" gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n"
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" if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n"
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" gl_FragColor = color2;\n"
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"}\n";
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*/
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const char *fs_source =
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"uniform vec4 color1, color2;\n"
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"varying vec3 tp, tr, tmp;\n"
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"varying float shading;\n"
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"void main() {\n"
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" gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n"
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" if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n"
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" gl_FragColor = color2;\n"
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"}\n";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL);
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glCompileShader(vs);
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL);
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL);
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glCompileShader(fs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL);
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glCompileShader(fs);
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GLuint edgeshader_prog = glCreateProgram();
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glAttachShader(edgeshader_prog, vs);
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glAttachShader(edgeshader_prog, fs);
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glLinkProgram(edgeshader_prog);
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GLuint edgeshader_prog = glCreateProgram();
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glAttachShader(edgeshader_prog, vs);
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glAttachShader(edgeshader_prog, fs);
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glLinkProgram(edgeshader_prog);
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shaderinfo[0] = edgeshader_prog;
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shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1");
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shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2");
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shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig");
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shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b");
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shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c");
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shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask");
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shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale");
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shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale");
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shaderinfo[0] = edgeshader_prog;
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shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1");
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shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2");
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shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig");
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shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b");
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shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c");
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shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask");
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shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale");
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shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale");
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err));
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}
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err));
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}
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GLint status;
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glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer);
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} else {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer);
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}
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glValidateProgram(edgeshader_prog);
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer);
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}
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}
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}
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#endif
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GLint status;
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glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer);
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} else {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer);
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}
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glValidateProgram(edgeshader_prog);
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer);
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}
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}
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}
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}
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#endif
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void OffscreenView::initializeGL()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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glEnable(GL_DEPTH_TEST);
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glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0};
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GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0};
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0};
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GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0};
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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#ifdef ENABLE_OPENCSG
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enable_opencsg_shaders();
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#endif
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}
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void OffscreenView::paintGL()
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{
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHTING);
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if (orthomode) setupOrtho();
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else setupPerspective();
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if (orthomode) setupOrtho();
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else setupPerspective();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glClearColor(1.0f, 1.0f, 0.92f, 1.0f);
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glClearColor(1.0f, 1.0f, 0.92f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2],
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this->camera_center[0], this->camera_center[1], this->camera_center[2],
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0.0, 0.0, 1.0);
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gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2],
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this->camera_center[0], this->camera_center[1], this->camera_center[2],
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0.0, 0.0, 1.0);
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// glRotated(object_rot[0], 1.0, 0.0, 0.0);
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// glRotated(object_rot[1], 0.0, 1.0, 0.0);
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// glRotated(object_rot[2], 0.0, 0.0, 1.0);
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// glRotated(object_rot[0], 1.0, 0.0, 0.0);
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// glRotated(object_rot[1], 0.0, 1.0, 0.0);
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// glRotated(object_rot[2], 0.0, 0.0, 1.0);
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// Large gray axis cross inline with the model
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// Large gray axis cross inline with the model
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// FIXME: This is always gray - adjust color to keep contrast with background
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if (showaxes)
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{
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glLineWidth(1);
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glColor3d(0.5, 0.5, 0.5);
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glBegin(GL_LINES);
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double l = 3*(this->camera_center - this->camera_eye).norm();
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glVertex3d(-l, 0, 0);
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glVertex3d(+l, 0, 0);
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glVertex3d(0, -l, 0);
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glVertex3d(0, +l, 0);
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glVertex3d(0, 0, -l);
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glVertex3d(0, 0, +l);
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glEnd();
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}
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if (showaxes)
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{
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glLineWidth(1);
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glColor3d(0.5, 0.5, 0.5);
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glBegin(GL_LINES);
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double l = 3*(this->camera_center - this->camera_eye).norm();
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glVertex3d(-l, 0, 0);
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glVertex3d(+l, 0, 0);
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glVertex3d(0, -l, 0);
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glVertex3d(0, +l, 0);
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glVertex3d(0, 0, -l);
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glVertex3d(0, 0, +l);
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glEnd();
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}
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glDepthFunc(GL_LESS);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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glDepthFunc(GL_LESS);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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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 ¢er)
|
||||
{
|
||||
this->camera_eye = pos;
|
||||
this->camera_center = center;
|
||||
this->camera_eye = pos;
|
||||
this->camera_center = center;
|
||||
}
|
||||
|
||||
*/
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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");
|
||||
}
|
||||
|
|
@ -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:
|
||||
|
|
596
src/qglview.cc
596
src/qglview.cc
|
@ -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");
|
||||
}
|
||||
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue