/* * OpenSCAD (www.openscad.at) * Copyright (C) 2009 Clifford Wolf * * 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. * * 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 "openscad.h" #include #include #define FAR_FAR_AWAY 100000.0 GLView::GLView(QWidget *parent) : QGLWidget(parent) { viewer_distance = 500; object_rot_y = 35; object_rot_z = 25; mouse_drag_active = false; last_mouse_x = 0; last_mouse_y = 0; renderfunc = NULL; renderfunc_vp = NULL; for (int i = 0; i < 10; i++) shaderinfo[i] = 0; setMouseTracking(true); } extern GLint e1, e2, e3; 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); glClearColor(1.0, 1.0, 0.9, 0.0); #ifdef ENABLE_OPENCSG GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); } if (glewIsSupported("GL_VERSION_2_0")) { 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 *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); } } } else { fprintf(stdout, "GLEW: GL_VERSION_2_0 is not supported!\n"); } #endif /* ENABLE_OPENCSG */ } void GLView::resizeGL(int w, int h) { #ifdef ENABLE_OPENCSG shaderinfo[9] = w; shaderinfo[10] = h; #endif glViewport(0, 0, w, h); w_h_ratio = sqrt((double)w / (double)h); } void GLView::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 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, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); 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); glRotated(object_rot_y, 1.0, 0.0, 0.0); glRotated(object_rot_z, 0.0, 0.0, 1.0); glDepthFunc(GL_LESS); #if 0 glLineWidth(1); glColor3d(0.0, 0.0, 1.0); glBegin(GL_LINES); glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); glEnd(); #endif glLineWidth(2); glColor3d(1.0, 0.0, 0.0); if (renderfunc) renderfunc(renderfunc_vp); } void GLView::wheelEvent(QWheelEvent *event) { viewer_distance *= pow(0.9, event->delta() / 120.0); updateGL(); } void GLView::mousePressEvent(QMouseEvent *event) { mouse_drag_active = true; last_mouse_x = event->globalX(); last_mouse_y = event->globalY(); grabMouse(); } void GLView::mouseMoveEvent(QMouseEvent *event) { int this_mouse_x = event->globalX(); int this_mouse_y = event->globalY(); if (mouse_drag_active) { object_rot_y += (this_mouse_y-last_mouse_y) * 0.7; object_rot_z += (this_mouse_x-last_mouse_x) * 0.7; updateGL(); } last_mouse_x = this_mouse_x; last_mouse_y = this_mouse_y; } void GLView::mouseReleaseEvent(QMouseEvent*) { mouse_drag_active = false; releaseMouse(); }