mirror of https://github.com/vitalif/openscad
171 lines
4.1 KiB
C++
171 lines
4.1 KiB
C++
#include <GL/glew.h>
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#include "OffscreenView.h"
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#include "system-gl.h"
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#include "renderer.h"
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include <cstdlib>
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#include <sstream>
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#define FAR_FAR_AWAY 100000.0
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OffscreenView::OffscreenView(size_t width, size_t height)
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: orthomode(false), showaxes(false), showfaces(true), showedges(false),
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object_rot(35, 0, 25), camera_eye(0, 0, 0), camera_center(0, 0, 0)
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{
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for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
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this->ctx = create_offscreen_context(width, height);
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if ( this->ctx == NULL ) throw -1;
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initializeGL();
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resizeGL(width, height);
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}
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OffscreenView::~OffscreenView()
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{
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teardown_offscreen_context(this->ctx);
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}
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void OffscreenView::setRenderer(Renderer* r)
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{
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this->renderer = r;
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}
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void OffscreenView::initializeGL()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0};
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GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0};
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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void OffscreenView::resizeGL(int w, int h)
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{
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this->width = w;
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this->height = h;
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glViewport(0, 0, w, h);
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w_h_ratio = sqrt((double)w / (double)h);
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}
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void OffscreenView::setupPerspective()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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double dist = (this->camera_center - this->camera_eye).norm();
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gluPerspective(45, w_h_ratio, 0.1*dist, 100*dist);
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}
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void OffscreenView::setupOrtho(bool offset)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (offset) glTranslated(-0.8, -0.8, 0);
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double l = (this->camera_center - this->camera_eye).norm() / 10;
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glOrtho(-w_h_ratio*l, +w_h_ratio*l,
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-(1/w_h_ratio)*l, +(1/w_h_ratio)*l,
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-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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}
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void OffscreenView::paintGL()
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{
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glEnable(GL_LIGHTING);
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if (orthomode) setupOrtho();
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else setupPerspective();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glClearColor(1.0f, 1.0f, 0.92f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2],
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this->camera_center[0], this->camera_center[1], this->camera_center[2],
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0.0, 0.0, 1.0);
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// glRotated(object_rot[0], 1.0, 0.0, 0.0);
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// glRotated(object_rot[1], 0.0, 1.0, 0.0);
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// glRotated(object_rot[2], 0.0, 0.0, 1.0);
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// Large gray axis cross inline with the model
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// FIXME: This is always gray - adjust color to keep contrast with background
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if (showaxes)
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{
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glLineWidth(1);
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glColor3d(0.5, 0.5, 0.5);
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glBegin(GL_LINES);
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double l = 3*(this->camera_center - this->camera_eye).norm();
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glVertex3d(-l, 0, 0);
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glVertex3d(+l, 0, 0);
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glVertex3d(0, -l, 0);
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glVertex3d(0, +l, 0);
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glVertex3d(0, 0, -l);
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glVertex3d(0, 0, +l);
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glEnd();
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}
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glDepthFunc(GL_LESS);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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glLineWidth(2);
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glColor3d(1.0, 0.0, 0.0);
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if (this->renderer) {
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this->renderer->draw(showfaces, showedges);
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}
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}
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bool OffscreenView::save(const char *filename)
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{
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return save_framebuffer(this->ctx, filename);
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}
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std::string OffscreenView::getInfo()
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{
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std::stringstream out;
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GLint rbits, gbits, bbits, abits, dbits, sbits;
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glGetIntegerv(GL_RED_BITS, &rbits);
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glGetIntegerv(GL_GREEN_BITS, &gbits);
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glGetIntegerv(GL_BLUE_BITS, &bbits);
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glGetIntegerv(GL_ALPHA_BITS, &abits);
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glGetIntegerv(GL_DEPTH_BITS, &dbits);
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glGetIntegerv(GL_STENCIL_BITS, &sbits);
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out << glew_dump(false)
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<< "FBO: RGBA(" << rbits << gbits << bbits << abits
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<< "), depth(" << dbits
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<< "), stencil(" << sbits << ")\n"
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<< offscreen_context_getinfo(this->ctx);
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return out.str();
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}
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void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er)
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{
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this->camera_eye = pos;
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this->camera_center = center;
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}
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