openscad/tests/OffscreenView.cc

240 lines
7.1 KiB
C++

#include <GL/glew.h>
#include "OffscreenView.h"
#include <opencsg.h>
#include "Renderer.h"
#include <math.h>
#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);
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);
#ifdef ENABLE_OPENCSG
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);
}
}
}
#endif /* ENABLE_OPENCSG */
}
void OffscreenView::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 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(1.0, 1.0, 0.92, 0.0);
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) {
#ifdef ENABLE_OPENCSG
OpenCSG::setContext(0);
#endif
this->renderer->draw(showfaces, showedges);
}
}
bool OffscreenView::save(const char *filename)
{
return save_framebuffer(this->ctx, filename);
}
void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &center)
{
this->camera_eye = pos;
this->camera_center = center;
}