mirror of https://github.com/vitalif/openscad
240 lines
7.1 KiB
C++
240 lines
7.1 KiB
C++
#include <GL/glew.h>
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#include "OffscreenView.h"
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#include <opencsg.h>
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#include "Renderer.h"
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#include <math.h>
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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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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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#ifdef ENABLE_OPENCSG
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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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if (glewIsSupported("GL_VERSION_2_0") && openscad_disable_gl20_env == NULL)
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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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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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#endif /* ENABLE_OPENCSG */
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}
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void OffscreenView::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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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(1.0, 1.0, 0.92, 0.0);
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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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#ifdef ENABLE_OPENCSG
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OpenCSG::setContext(0);
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#endif
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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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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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