#include "GLView.h" #include "stdio.h" #include "rendersettings.h" #include "mathc99.h" #ifdef _WIN32 #include #elif !defined(__APPLE__) #include #endif #ifdef ENABLE_OPENCSG #include #endif GLView::GLView() { showedges = false; showfaces = true; showaxes = false; showcrosshairs = false; renderer = NULL; cam = Camera(); far_far_away = RenderSettings::inst()->far_gl_clip_limit; #ifdef ENABLE_OPENCSG is_opencsg_capable = false; has_shaders = false; opencsg_support = true; static int sId = 0; this->opencsg_id = sId++; for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0; #endif } void GLView::setRenderer(Renderer* r) { renderer = r; } void GLView::resizeGL(int w, int h) { #ifdef ENABLE_OPENCSG shaderinfo[9] = w; shaderinfo[10] = h; #endif cam.pixel_width = w; cam.pixel_height = h; glViewport(0, 0, w, h); w_h_ratio = sqrt((double)w / (double)h); } void GLView::setupGimbalCamPerspective() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +far_far_away); gluLookAt(0.0, -cam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); } void GLView::setupGimbalCamOrtho(double distance, bool offset) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (offset) glTranslated(-0.8, -0.8, 0); double l = distance/10; glOrtho(-w_h_ratio*l, +w_h_ratio*l, -(1/w_h_ratio)*l, +(1/w_h_ratio)*l, -far_far_away, +far_far_away); gluLookAt(0.0, -cam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); } void GLView::setupVectorCamPerspective() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); double dist = (cam.center - cam.eye).norm(); gluPerspective(45, pow(w_h_ratio,2), 0.1*dist, 100*dist); } void GLView::setupVectorCamOrtho(bool offset) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (offset) glTranslated(-0.8, -0.8, 0); double l = (cam.center - cam.eye).norm() / 10; glOrtho(-pow(w_h_ratio,2)*l, +pow(w_h_ratio,2)*l, -(1/pow(w_h_ratio,2))*l, +(1/pow(w_h_ratio,2))*l, -far_far_away, +far_far_away); } void GLView::setCamera( Camera &cam ) { this->cam = cam; } void GLView::paintGL() { if (cam.type == Camera::GIMBAL) gimbalCamPaintGL(); else if (cam.type == Camera::VECTOR) vectorCamPaintGL(); else if (cam.type == Camera::NONE) { fprintf(stderr,"paintGL with null camera\n"); } } #ifdef ENABLE_OPENCSG void GLView::enable_opencsg_shaders() { const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20"); if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) { openscad_disable_gl20_env = NULL; } // All OpenGL 2 contexts are OpenCSG capable if (GLEW_VERSION_2_0) { if (!openscad_disable_gl20_env) { this->is_opencsg_capable = true; this->has_shaders = true; } } // If OpenGL < 2, check for extensions else { if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true; else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) { this->is_opencsg_capable = true; } #ifdef WIN32 else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true; #elif !defined(__APPLE__) else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true; #endif } if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) { display_opencsg_warning(); } if (opencsg_support && this->has_shaders) { /* Uniforms: 1 color1 - face color 2 color2 - edge color 7 xscale 8 yscale Attributes: 3 trig 4 pos_b 5 pos_c 6 mask Other: 9 width 10 height Outputs: tp tr shading */ const char *vs_source = "uniform float xscale, yscale;\n" "attribute vec3 pos_b, pos_c;\n" "attribute vec3 trig, mask;\n" "varying vec3 tp, tr;\n" "varying float shading;\n" "void main() {\n" " vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n" " vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n" " float a = distance(vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n" " float b = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w));\n" " float c = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n" " float s = (a + b + c) / 2.0;\n" " float A = sqrt(s*(s-a)*(s-b)*(s-c));\n" " float ha = 2.0*A/a;\n" " gl_Position = p0;\n" " tp = mask * ha;\n" " tr = trig;\n" " vec3 normal, lightDir;\n" " normal = normalize(gl_NormalMatrix * gl_Normal);\n" " lightDir = normalize(vec3(gl_LightSource[0].position));\n" " shading = abs(dot(normal, lightDir));\n" "}\n"; /* Inputs: tp && tr - if any components of tp < tr, use color2 (edge color) shading - multiplied by color1. color2 is is without lighting */ const char *fs_source = "uniform vec4 color1, color2;\n" "varying vec3 tp, tr, tmp;\n" "varying float shading;\n" "void main() {\n" " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n" " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n" " gl_FragColor = color2;\n" "}\n"; GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); glCompileShader(vs); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); glCompileShader(fs); GLuint edgeshader_prog = glCreateProgram(); glAttachShader(edgeshader_prog, vs); glAttachShader(edgeshader_prog, fs); glLinkProgram(edgeshader_prog); shaderinfo[0] = edgeshader_prog; shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1"); shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2"); shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig"); shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b"); shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c"); shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask"); shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale"); shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale"); GLenum err = glGetError(); if (err != GL_NO_ERROR) { fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err)); } GLint status; glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status); if (status == GL_FALSE) { int loglen; char logbuffer[1000]; glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer); } else { int loglen; char logbuffer[1000]; glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); if (loglen > 0) { fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer); } glValidateProgram(edgeshader_prog); glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); if (loglen > 0) { fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer); } } } } #endif void GLView::initializeGL() { glEnable(GL_DEPTH_TEST); glDepthRange(-far_far_away, +far_far_away); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light_position0); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light_position1); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); glEnable(GL_NORMALIZE); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); #ifdef ENABLE_OPENCSG enable_opencsg_shaders(); #endif } void GLView::vectorCamPaintGL() { glEnable(GL_LIGHTING); if (cam.projection==Camera::ORTHOGONAL) setupVectorCamOrtho(); else setupVectorCamPerspective(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(1.0f, 1.0f, 0.92f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); gluLookAt(cam.eye[0], cam.eye[1], cam.eye[2], cam.center[0], cam.center[1], cam.center[2], 0.0, 0.0, 1.0); // fixme - showcrosshairs doesnt work with vector camera // if (showcrosshairs) GLView::showCrosshairs(); if (showaxes) GLView::showAxes(); glDepthFunc(GL_LESS); glCullFace(GL_BACK); glDisable(GL_CULL_FACE); glLineWidth(2); glColor3d(1.0, 0.0, 0.0); //FIXME showSmallAxes wont work with vector camera //if (showaxes) GLView::showSmallaxes(); if (this->renderer) { this->renderer->draw(showfaces, showedges); } } void GLView::gimbalCamPaintGL() { glEnable(GL_LIGHTING); if (cam.projection == Camera::ORTHOGONAL) GLView::setupGimbalCamOrtho(cam.viewer_distance); else GLView::setupGimbalCamPerspective(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR); glClearColor(bgcol[0], bgcol[1], bgcol[2], 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glRotated(cam.object_rot.x(), 1.0, 0.0, 0.0); glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0); glRotated(cam.object_rot.z(), 0.0, 0.0, 1.0); if (showcrosshairs) GLView::showCrosshairs(); glTranslated(cam.object_trans.x(), cam.object_trans.y(), cam.object_trans.z() ); if (showaxes) GLView::showAxes(); 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) GLView::showSmallaxes(); } void GLView::showSmallaxes() { // Fixme - this doesnt work in Vector Camera mode // Small axis cross in the lower left corner glDepthFunc(GL_ALWAYS); GLView::setupGimbalCamOrtho(1000,true); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotated(cam.object_rot.x(), 1.0, 0.0, 0.0); glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0); glRotated(cam.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); // FIXME - depends on gimbal camera 'viewer distance'.. how to fix this // for VectorCamera? glEnd(); //Restore perspective for next paint if(cam.projection==Camera::PERSPECTIVE) GLView::setupGimbalCamPerspective(); } void GLView::showAxes() { // FIXME: doesn't work under Vector Camera // Large gray axis cross inline with the model // FIXME: This is always gray - adjust color to keep contrast with background glLineWidth(1); glColor3d(0.5, 0.5, 0.5); glBegin(GL_LINES); double l = cam.viewer_distance/10; glVertex3d(-l, 0, 0); glVertex3d(+l, 0, 0); glVertex3d(0, -l, 0); glVertex3d(0, +l, 0); glVertex3d(0, 0, -l); glVertex3d(0, 0, +l); glEnd(); } void GLView::showCrosshairs() { // FIXME: this might not work with Vector camera // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them // to change color based on view orientation. glLineWidth(3); Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR); glColor3f(col[0], col[1], col[2]); glBegin(GL_LINES); for (double xf = -1; xf <= +1; xf += 2) for (double yf = -1; yf <= +1; yf += 2) { double vd = cam.viewer_distance/20; glVertex3d(-xf*vd, -yf*vd, -vd); glVertex3d(+xf*vd, +yf*vd, +vd); } glEnd(); }