openscad/tests/OffscreenView.cc

171 lines
4.1 KiB
C++

#include <GL/glew.h>
#include "OffscreenView.h"
#include "system-gl.h"
#include "renderer.h"
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <cstdlib>
#include <sstream>
#define FAR_FAR_AWAY 100000.0
OffscreenView::OffscreenView(size_t width, size_t height)
: orthomode(false), showaxes(false), showfaces(true), showedges(false),
object_rot(35, 0, 25), camera_eye(0, 0, 0), camera_center(0, 0, 0)
{
for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
this->ctx = create_offscreen_context(width, height);
if ( this->ctx == NULL ) throw -1;
initializeGL();
resizeGL(width, height);
}
OffscreenView::~OffscreenView()
{
teardown_offscreen_context(this->ctx);
}
void OffscreenView::setRenderer(Renderer* r)
{
this->renderer = r;
}
void OffscreenView::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);
}
void OffscreenView::resizeGL(int w, int h)
{
this->width = w;
this->height = h;
glViewport(0, 0, w, h);
w_h_ratio = sqrt((double)w / (double)h);
}
void OffscreenView::setupPerspective()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double dist = (this->camera_center - this->camera_eye).norm();
gluPerspective(45, w_h_ratio, 0.1*dist, 100*dist);
}
void OffscreenView::setupOrtho(bool offset)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (offset) glTranslated(-0.8, -0.8, 0);
double l = (this->camera_center - this->camera_eye).norm() / 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 OffscreenView::paintGL()
{
glEnable(GL_LIGHTING);
if (orthomode) setupOrtho();
else setupPerspective();
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(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2],
this->camera_center[0], this->camera_center[1], this->camera_center[2],
0.0, 0.0, 1.0);
// glRotated(object_rot[0], 1.0, 0.0, 0.0);
// glRotated(object_rot[1], 0.0, 1.0, 0.0);
// glRotated(object_rot[2], 0.0, 0.0, 1.0);
// Large gray axis cross inline with the model
// FIXME: This is always gray - adjust color to keep contrast with background
if (showaxes)
{
glLineWidth(1);
glColor3d(0.5, 0.5, 0.5);
glBegin(GL_LINES);
double l = 3*(this->camera_center - this->camera_eye).norm();
glVertex3d(-l, 0, 0);
glVertex3d(+l, 0, 0);
glVertex3d(0, -l, 0);
glVertex3d(0, +l, 0);
glVertex3d(0, 0, -l);
glVertex3d(0, 0, +l);
glEnd();
}
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
if (this->renderer) {
this->renderer->draw(showfaces, showedges);
}
}
bool OffscreenView::save(const char *filename)
{
return save_framebuffer(this->ctx, filename);
}
std::string OffscreenView::getInfo()
{
std::stringstream out;
GLint rbits, gbits, bbits, abits, dbits, sbits;
glGetIntegerv(GL_RED_BITS, &rbits);
glGetIntegerv(GL_GREEN_BITS, &gbits);
glGetIntegerv(GL_BLUE_BITS, &bbits);
glGetIntegerv(GL_ALPHA_BITS, &abits);
glGetIntegerv(GL_DEPTH_BITS, &dbits);
glGetIntegerv(GL_STENCIL_BITS, &sbits);
out << glew_dump(false)
<< "FBO: RGBA(" << rbits << gbits << bbits << abits
<< "), depth(" << dbits
<< "), stencil(" << sbits << ")\n"
<< offscreen_context_getinfo(this->ctx);
return out.str();
}
void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &center)
{
this->camera_eye = pos;
this->camera_center = center;
}