openscad/glview.cc

479 lines
14 KiB
C++

/*
* OpenSCAD (www.openscad.at)
* Copyright (C) 2009 Clifford Wolf <clifford@clifford.at>
*
* 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 "GLView.h"
#include <QApplication>
#include <QWheelEvent>
#include <QMouseEvent>
#include <QMessageBox>
#include <QTimer>
#define FAR_FAR_AWAY 100000.0
GLView::GLView(QWidget *parent) : QGLWidget(parent)
{
viewer_distance = 500;
object_rot_x = 35;
object_rot_y = 0;
object_rot_z = 25;
object_trans_x = 0;
object_trans_y = 0;
object_trans_z = 0;
mouse_drag_active = false;
last_mouse_x = 0;
last_mouse_y = 0;
orthomode = false;
showaxes = false;
showcrosshairs = false;
renderfunc = NULL;
renderfunc_vp = NULL;
for (int i = 0; i < 10; i++)
shaderinfo[i] = 0;
statusLabel = NULL;
setMouseTracking(true);
#ifdef ENABLE_OPENCSG
opencsg_support = true;
#endif
}
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));
}
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;
if (glewIsSupported("GL_VERSION_2_0") && openscad_disable_gl20_env == NULL)
{
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 {
opencsg_support = false;
QTimer::singleShot(0, this, SLOT(display_opengl20_warning()));
}
#endif /* ENABLE_OPENCSG */
}
#ifdef ENABLE_OPENCSG
void GLView::display_opengl20_warning()
{
QMessageBox::warning(NULL, "GLEW: GL_VERSION_2_0 is not supported!",
"Warning: No support for OpenGL 2.0 found! OpenCSG View has been disabled.\n\n"
"It is highly recommended to use OpenSCAD on a system with OpenGL 2.0 "
"support. Please check if OpenGL 2.0 drivers are available for your "
"graphics hardware.");
}
#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);
}
void GLView::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (orthomode)
glOrtho(-w_h_ratio*viewer_distance/10, +w_h_ratio*viewer_distance/10,
-(1/w_h_ratio)*viewer_distance/10, +(1/w_h_ratio)*viewer_distance/10,
-FAR_FAR_AWAY, +FAR_FAR_AWAY);
else
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_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);
if (showcrosshairs)
{
glLineWidth(3);
glColor3d(0.5, 0.0, 0.0);
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);
if (showaxes)
{
glLineWidth(1);
glColor3d(0.5, 0.5, 0.5);
glBegin(GL_LINES);
glVertex3d(-viewer_distance/10, 0, 0);
glVertex3d(+viewer_distance/10, 0, 0);
glVertex3d(0, -viewer_distance/10, 0);
glVertex3d(0, +viewer_distance/10, 0);
glVertex3d(0, 0, -viewer_distance/10);
glVertex3d(0, 0, +viewer_distance/10);
glEnd();
}
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glLineWidth(2);
glColor3d(1.0, 0.0, 0.0);
if (renderfunc)
renderfunc(renderfunc_vp);
if (showaxes)
{
glDepthFunc(GL_ALWAYS);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glTranslated(-0.8, -0.8, 0);
glOrtho(-w_h_ratio*1000/10, +w_h_ratio*1000/10,
-(1/w_h_ratio)*1000/10, +(1/w_h_ratio)*1000/10,
-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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);
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();
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();
glColor3d(0.0, 0.0, 0.0);
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();
}
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_x = event->globalX();
last_mouse_y = event->globalY();
grabMouse();
setFocus();
}
static void mat_id(double *trg)
{
for (int i = 0; i < 16; i++)
trg[i] = i%5 == 0;
}
static void mat_mul(double *trg, const double *m1, const double *m2)
{
double m[16];
for (int x = 0; x < 4; x++)
for (int y = 0; y < 4; y++)
{
m[x+y*4] = 0;
for (int i = 0; i < 4; i++)
m[x+y*4] += m1[i+y*4] * m2[x+i*4];
}
for (int i = 0; i < 16; i++)
trg[i] = m[i];
}
static void mat_rot(double *trg, double angle, double x, double y, double z)
{
double s = sin(M_PI*angle/180), c = cos(M_PI*angle/180);
double cc = 1 - c;
double m[16] = {
x*x*cc+c, x*y*cc-z*s, x*z*cc+y*s, 0,
y*x*cc+z*s, y*y*cc+c, y*z*cc-x*s, 0,
x*z*cc-y*s, y*z*cc+x*s, z*z*cc+c, 0,
0, 0, 0, 1
};
for (int i = 0; i < 16; i++)
trg[i] = m[i];
}
void GLView::mouseMoveEvent(QMouseEvent *event)
{
int this_mouse_x = event->globalX();
int this_mouse_y = event->globalY();
if (mouse_drag_active) {
if ((event->buttons() & Qt::LeftButton) != 0) {
object_rot_x += (this_mouse_y-last_mouse_y) * 0.7;
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
object_rot_y += (this_mouse_x-last_mouse_x) * 0.7;
else
object_rot_z += (this_mouse_x-last_mouse_x) * 0.7;
while (object_rot_x < 0)
object_rot_x += 360;
while (object_rot_x >= 360)
object_rot_x -= 360;
while (object_rot_y < 0)
object_rot_y += 360;
while (object_rot_y >= 360)
object_rot_y -= 360;
while (object_rot_z < 0)
object_rot_z += 360;
while (object_rot_z >= 360)
object_rot_z -= 360;
} else {
double mx = +(this_mouse_x-last_mouse_x) * viewer_distance/1000;
double my = -(this_mouse_y-last_mouse_y) * viewer_distance/1000;
double rx[16], ry[16], rz[16], tm[16];
mat_rot(rx, -object_rot_x, 1.0, 0.0, 0.0);
mat_rot(ry, -object_rot_y, 0.0, 1.0, 0.0);
mat_rot(rz, -object_rot_z, 0.0, 0.0, 1.0);
mat_id(tm);
mat_mul(tm, rx, tm);
mat_mul(tm, ry, tm);
mat_mul(tm, rz, tm);
double vec[16] = {
0, 0, 0, mx,
0, 0, 0, 0,
0, 0, 0, my,
0, 0, 0, 1
};
if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
vec[3] = 0;
vec[7] = my;
vec[11] = 0;
}
mat_mul(tm, tm, vec);
object_trans_x += tm[3];
object_trans_y += tm[7];
object_trans_z += tm[11];
}
updateGL();
emit doAnimateUpdate();
}
last_mouse_x = this_mouse_x;
last_mouse_y = this_mouse_y;
}
void GLView::mouseReleaseEvent(QMouseEvent*)
{
mouse_drag_active = false;
releaseMouse();
}