openscad/src/glview.cc

575 lines
17 KiB
C++

/*
* 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 "GLView.h"
#include "Preferences.h"
#include "renderer.h"
#include <QApplication>
#include <QWheelEvent>
#include <QCheckBox>
#include <QDialogButtonBox>
#include <QMouseEvent>
#include <QMessageBox>
#include <QPushButton>
#include <QSettings>
#include <QTimer>
#include <QTextEdit>
#include <QVBoxLayout>
#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
#define FAR_FAR_AWAY 100000.0
GLView::GLView(QWidget *parent) : QGLWidget(parent), renderer(NULL)
{
init();
}
GLView::GLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent)
{
init();
}
void GLView::init()
{
this->viewer_distance = 500;
this->object_rot_x = 35;
this->object_rot_y = 0;
this->object_rot_z = -25;
this->object_trans_x = 0;
this->object_trans_y = 0;
this->object_trans_z = 0;
this->mouse_drag_active = false;
this->showedges = false;
this->showfaces = true;
this->orthomode = false;
this->showaxes = false;
this->showcrosshairs = false;
for (int i = 0; i < 10; i++)
this->shaderinfo[i] = 0;
this->statusLabel = NULL;
setMouseTracking(true);
#ifdef ENABLE_OPENCSG
this->is_opencsg_capable = false;
this->has_shaders = false;
this->opencsg_support = true;
static int sId = 0;
this->opencsg_id = sId++;
#endif
}
void GLView::setRenderer(Renderer *r)
{
this->renderer = r;
updateGL();
}
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
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 && !openscad_disable_gl20_env) this->is_opencsg_capable = 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 && !openscad_disable_gl20_env) this->has_shaders = true;
if (!this->is_opencsg_capable) {
opencsg_support = false;
QSettings settings;
// FIXME: This should be an OpenCSG capability warning, not an OpenGL 2 warning
if (settings.value("editor/opengl20_warning_show",true).toBool()) {
QTimer::singleShot(0, this, SLOT(display_opencsg_warning()));
}
}
if (opencsg_support && this->has_shaders) {
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);
}
}
}
#endif /* ENABLE_OPENCSG */
}
#ifdef ENABLE_OPENCSG
void GLView::display_opencsg_warning()
{
// data
QString title = QString("OpenGL context is not OpenCSG capable");
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));
QString message = QString("Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG has been disabled.\n\n"
"It is highly recommended to use OpenSCAD on a system with OpenGL 2.0, "
"or support for the framebuffer_object or pbuffer extensions. "
"Your renderer information is as follows:\n\n%1").arg(rendererinfo);
QString note = QString("Uncheck to hide this message in the future");
// presentation
QDialog *dialog = new QDialog(this);
dialog->setSizeGripEnabled(true);
dialog->setWindowTitle(title);
dialog->resize(500,300);
QVBoxLayout *layout = new QVBoxLayout(dialog);
dialog->setLayout(layout);
QTextEdit *textEdit = new QTextEdit(dialog);
textEdit->setPlainText(message);
layout->addWidget(textEdit);
QCheckBox *checkbox = new QCheckBox(note,dialog);
checkbox->setCheckState(Qt::Checked);
layout->addWidget(checkbox);
QDialogButtonBox *buttonbox =
new QDialogButtonBox( QDialogButtonBox::Ok, Qt::Horizontal,dialog);
layout->addWidget(buttonbox);
buttonbox->button(QDialogButtonBox::Ok)->setFocus();
buttonbox->button(QDialogButtonBox::Ok)->setDefault(true);
// action
connect(buttonbox, SIGNAL(accepted()), dialog, SLOT(accept()));
connect(checkbox, SIGNAL(clicked(bool)),
Preferences::inst()->openCSGWarningBox, SLOT(setChecked(bool)));
connect(checkbox, SIGNAL(clicked(bool)),
Preferences::inst(), SLOT(openCSGWarningChanged(bool)));
dialog->exec();
}
#endif
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);
setupPerspective();
}
void GLView::setupPerspective()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +FAR_FAR_AWAY);
}
void GLView::setupOrtho(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);
}
void GLView::paintGL()
{
glEnable(GL_LIGHTING);
if (orthomode)
setupOrtho(viewer_distance);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
const QColor &bgcol = Preferences::inst()->color(Preferences::BACKGROUND_COLOR);
glClearColor(bgcol.redF(), bgcol.greenF(), bgcol.blueF(), 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
glTranslated(object_trans_x, object_trans_y, object_trans_z);
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);
const QColor &col = Preferences::inst()->color(Preferences::CROSSHAIR_COLOR);
glColor3f(col.redF(), col.greenF(), col.blueF());
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();
}
// 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);
setupOrtho(1000,true);
gluLookAt(0.0, -1000, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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;
bgcol.getRgb(&r, &g, &b);
glColor3d((255.0-r)/255.0, (255.0-g)/255.0, (255.0-b)/255.0);
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)
setupPerspective();
}
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);
}
}
void GLView::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 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 = event->globalPos();
grabMouse();
setFocus();
}
void GLView::normalizeAngle(GLdouble& angle)
{
while(angle < 0)
angle += 360;
while(angle > 360)
angle -= 360;
}
void GLView::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
// Shift-right zooms
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
viewer_distance += (GLdouble)dy;
} else {
object_trans_x += dx;
object_trans_z -= dy;
}
}
updateGL();
emit doAnimateUpdate();
}
last_mouse = this_mouse;
}
void GLView::mouseReleaseEvent(QMouseEvent*)
{
mouse_drag_active = false;
releaseMouse();
}