mirror of https://github.com/vitalif/openscad
482 lines
14 KiB
C++
482 lines
14 KiB
C++
#include "GLView.h"
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#include "stdio.h"
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#include "rendersettings.h"
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#include "mathc99.h"
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#ifdef _WIN32
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#include <GL/wglew.h>
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#elif !defined(__APPLE__)
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#include <GL/glxew.h>
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#endif
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#ifdef ENABLE_OPENCSG
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#include <opencsg.h>
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#endif
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GLView::GLView()
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{
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showedges = false;
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showfaces = true;
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showaxes = false;
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showcrosshairs = false;
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renderer = NULL;
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cam = Camera();
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far_far_away = RenderSettings::inst()->far_gl_clip_limit;
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#ifdef ENABLE_OPENCSG
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is_opencsg_capable = false;
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has_shaders = false;
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opencsg_support = true;
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static int sId = 0;
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this->opencsg_id = sId++;
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for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
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#endif
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}
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void GLView::setRenderer(Renderer* r)
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{
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renderer = r;
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}
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void GLView::resizeGL(int w, int h)
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{
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#ifdef ENABLE_OPENCSG
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shaderinfo[9] = w;
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shaderinfo[10] = h;
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#endif
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cam.pixel_width = w;
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cam.pixel_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 GLView::setupGimbalCamPerspective()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +far_far_away);
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gluLookAt(0.0, -cam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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}
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void GLView::setupGimbalCamOrtho(double distance, 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 = distance/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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gluLookAt(0.0, -cam.viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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}
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void GLView::setupVectorCamPerspective()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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double dist = (cam.center - cam.eye).norm();
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gluPerspective(45, pow(w_h_ratio,2), 0.1*dist, 100*dist);
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}
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void GLView::setupVectorCamOrtho(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 = (cam.center - cam.eye).norm() / 10;
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glOrtho(-pow(w_h_ratio,2)*l, +pow(w_h_ratio,2)*l,
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-(1/pow(w_h_ratio,2))*l, +(1/pow(w_h_ratio,2))*l,
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-far_far_away, +far_far_away);
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}
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void GLView::setCamera( Camera &cam )
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{
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this->cam = cam;
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}
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void GLView::paintGL()
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{
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if (cam.type == Camera::GIMBAL) gimbalCamPaintGL();
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else if (cam.type == Camera::VECTOR) vectorCamPaintGL();
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else if (cam.type == Camera::NONE) {
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fprintf(stderr,"paintGL with null camera\n");
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}
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}
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#ifdef ENABLE_OPENCSG
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void GLView::enable_opencsg_shaders()
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{
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const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20");
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if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) {
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openscad_disable_gl20_env = NULL;
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}
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// All OpenGL 2 contexts are OpenCSG capable
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if (GLEW_VERSION_2_0) {
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if (!openscad_disable_gl20_env) {
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this->is_opencsg_capable = true;
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this->has_shaders = true;
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}
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}
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// If OpenGL < 2, check for extensions
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else {
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if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true;
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else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) {
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this->is_opencsg_capable = true;
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}
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#ifdef WIN32
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else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true;
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#elif !defined(__APPLE__)
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else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true;
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#endif
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}
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if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) {
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display_opencsg_warning();
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}
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if (opencsg_support && this->has_shaders) {
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/*
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Uniforms:
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1 color1 - face color
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2 color2 - edge color
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7 xscale
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8 yscale
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Attributes:
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3 trig
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4 pos_b
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5 pos_c
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6 mask
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Other:
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9 width
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10 height
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Outputs:
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tp
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tr
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shading
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*/
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const char *vs_source =
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"uniform float xscale, yscale;\n"
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"attribute vec3 pos_b, pos_c;\n"
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"attribute vec3 trig, mask;\n"
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"varying vec3 tp, tr;\n"
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"varying float shading;\n"
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"void main() {\n"
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" vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n"
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" vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n"
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" 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"
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" 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"
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" 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"
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" float s = (a + b + c) / 2.0;\n"
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" float A = sqrt(s*(s-a)*(s-b)*(s-c));\n"
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" float ha = 2.0*A/a;\n"
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" gl_Position = p0;\n"
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" tp = mask * ha;\n"
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" tr = trig;\n"
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" vec3 normal, lightDir;\n"
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" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
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" lightDir = normalize(vec3(gl_LightSource[0].position));\n"
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" shading = abs(dot(normal, lightDir));\n"
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"}\n";
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/*
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Inputs:
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tp && tr - if any components of tp < tr, use color2 (edge color)
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shading - multiplied by color1. color2 is is without lighting
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*/
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const char *fs_source =
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"uniform vec4 color1, color2;\n"
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"varying vec3 tp, tr, tmp;\n"
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"varying float shading;\n"
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"void main() {\n"
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" gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n"
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" if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n"
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" gl_FragColor = color2;\n"
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"}\n";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL);
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL);
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glCompileShader(fs);
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GLuint edgeshader_prog = glCreateProgram();
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glAttachShader(edgeshader_prog, vs);
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glAttachShader(edgeshader_prog, fs);
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glLinkProgram(edgeshader_prog);
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shaderinfo[0] = edgeshader_prog;
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shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1");
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shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2");
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shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig");
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shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b");
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shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c");
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shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask");
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shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale");
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shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale");
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err));
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}
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GLint status;
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glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer);
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} else {
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int loglen;
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char logbuffer[1000];
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer);
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}
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glValidateProgram(edgeshader_prog);
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glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer);
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if (loglen > 0) {
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fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer);
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}
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}
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}
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}
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#endif
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void GLView::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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#ifdef ENABLE_OPENCSG
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enable_opencsg_shaders();
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#endif
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}
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void GLView::vectorCamPaintGL()
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{
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glEnable(GL_LIGHTING);
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if (cam.projection==Camera::ORTHOGONAL) setupVectorCamOrtho();
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else setupVectorCamPerspective();
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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(cam.eye[0], cam.eye[1], cam.eye[2],
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cam.center[0], cam.center[1], cam.center[2],
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0.0, 0.0, 1.0);
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// fixme - showcrosshairs doesnt work with vector camera
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// if (showcrosshairs) GLView::showCrosshairs();
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if (showaxes) GLView::showAxes();
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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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//FIXME showSmallAxes wont work with vector camera
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//if (showaxes) GLView::showSmallaxes();
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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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void GLView::gimbalCamPaintGL()
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{
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glEnable(GL_LIGHTING);
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if (cam.projection == Camera::ORTHOGONAL)
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GLView::setupGimbalCamOrtho(cam.viewer_distance);
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else
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GLView::setupGimbalCamPerspective();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR);
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glClearColor(bgcol[0], bgcol[1], bgcol[2], 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glRotated(cam.object_rot.x(), 1.0, 0.0, 0.0);
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glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0);
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glRotated(cam.object_rot.z(), 0.0, 0.0, 1.0);
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if (showcrosshairs) GLView::showCrosshairs();
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glTranslated(cam.object_trans.x(), cam.object_trans.y(), cam.object_trans.z() );
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if (showaxes) GLView::showAxes();
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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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#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG)
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// FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet
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OpenCSG::setContext(this->opencsg_id);
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#endif
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this->renderer->draw(showfaces, showedges);
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}
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// Small axis cross in the lower left corner
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if (showaxes) GLView::showSmallaxes();
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}
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void GLView::showSmallaxes()
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{
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// Fixme - this doesnt work in Vector Camera mode
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float dpi = this->getDPI();
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// Small axis cross in the lower left corner
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glDepthFunc(GL_ALWAYS);
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GLView::setupGimbalCamOrtho(1000,true);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotated(cam.object_rot.x(), 1.0, 0.0, 0.0);
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glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0);
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glRotated(cam.object_rot.z(), 0.0, 0.0, 1.0);
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glLineWidth(dpi);
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glBegin(GL_LINES);
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glColor3d(1.0, 0.0, 0.0);
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glVertex3d(0, 0, 0); glVertex3d(10*dpi, 0, 0);
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glColor3d(0.0, 1.0, 0.0);
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glVertex3d(0, 0, 0); glVertex3d(0, 10*dpi, 0);
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glColor3d(0.0, 0.0, 1.0);
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glVertex3d(0, 0, 0); glVertex3d(0, 0, 10*dpi);
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glEnd();
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GLdouble mat_model[16];
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glGetDoublev(GL_MODELVIEW_MATRIX, mat_model);
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GLdouble mat_proj[16];
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glGetDoublev(GL_PROJECTION_MATRIX, mat_proj);
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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GLdouble xlabel_x, xlabel_y, xlabel_z;
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gluProject(12*dpi, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z);
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xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y);
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GLdouble ylabel_x, ylabel_y, ylabel_z;
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gluProject(0, 12*dpi, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z);
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ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y);
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GLdouble zlabel_x, zlabel_y, zlabel_z;
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gluProject(0, 0, 12*dpi, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z);
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zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glTranslated(-1, -1, 0);
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glScaled(2.0/viewport[2], 2.0/viewport[3], 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// FIXME: This was an attempt to keep contrast with background, but is suboptimal
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// (e.g. nearly invisible against a gray background).
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// int r,g,b;
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// r=g=b=0;
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// bgcol.getRgb(&r, &g, &b);
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// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f);
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float d = 3*dpi;
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glColor3f(0.0f, 0.0f, 0.0f);
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glBegin(GL_LINES);
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// X Label
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glVertex3d(xlabel_x-d, xlabel_y-d, 0); glVertex3d(xlabel_x+d, xlabel_y+d, 0);
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glVertex3d(xlabel_x-d, xlabel_y+d, 0); glVertex3d(xlabel_x+d, xlabel_y-d, 0);
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// Y Label
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glVertex3d(ylabel_x-d, ylabel_y-d, 0); glVertex3d(ylabel_x+d, ylabel_y+d, 0);
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glVertex3d(ylabel_x-d, ylabel_y+d, 0); glVertex3d(ylabel_x, ylabel_y, 0);
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// Z Label
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glVertex3d(zlabel_x-d, zlabel_y-d, 0); glVertex3d(zlabel_x+d, zlabel_y-d, 0);
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glVertex3d(zlabel_x-d, zlabel_y+d, 0); glVertex3d(zlabel_x+d, zlabel_y+d, 0);
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glVertex3d(zlabel_x-d, zlabel_y-d, 0); glVertex3d(zlabel_x+d, zlabel_y+d, 0);
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|
// FIXME - depends on gimbal camera 'viewer distance'.. how to fix this
|
|
// for VectorCamera?
|
|
glEnd();
|
|
|
|
//Restore perspective for next paint
|
|
if(cam.projection==Camera::PERSPECTIVE)
|
|
GLView::setupGimbalCamPerspective();
|
|
}
|
|
|
|
void GLView::showAxes()
|
|
{
|
|
// FIXME: doesn't work under Vector Camera
|
|
// Large gray axis cross inline with the model
|
|
// FIXME: This is always gray - adjust color to keep contrast with background
|
|
float dpi = this->getDPI();
|
|
glLineWidth(1*dpi);
|
|
glColor3d(0.5, 0.5, 0.5);
|
|
glBegin(GL_LINES);
|
|
double l = cam.viewer_distance*dpi/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();
|
|
}
|
|
|
|
void GLView::showCrosshairs()
|
|
{
|
|
// FIXME: this might not work with Vector camera
|
|
// FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them
|
|
// to change color based on view orientation.
|
|
glLineWidth(3);
|
|
Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR);
|
|
glColor3f(col[0], col[1], col[2]);
|
|
glBegin(GL_LINES);
|
|
for (double xf = -1; xf <= +1; xf += 2)
|
|
for (double yf = -1; yf <= +1; yf += 2) {
|
|
double vd = cam.viewer_distance/20;
|
|
glVertex3d(-xf*vd, -yf*vd, -vd);
|
|
glVertex3d(+xf*vd, +yf*vd, +vd);
|
|
}
|
|
glEnd();
|
|
}
|
|
|