*/
#if __APPLE__
+#define GL_GLEXT_PROTOTYPES
#include <GLUT/glut.h>
+#include <OpenGL/gl.h>
+#include <OpenGL/glext.h>
#else
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
#include <GL/glut.h>
+#include <GL/glext.h>
#endif
#include <stdio.h>
#include "reprap.h"
#include "reprap_gl.h"
-#include "c3/c3.h"
-#include "c3/c3camera.h"
-#include "c3/c3arcball.h"
-#include "c3/c3driver_context.h"
-#include "c3/c3stl.h"
+#include "c3.h"
+#include "c3camera.h"
+#include "c3driver_context.h"
+#include "c3stl.h"
+#include "c3lines.h"
+
+#include <cairo/cairo.h>
+
+struct cairo_surface_t;
int _w = 800, _h = 600;
-c3cam cam;
-c3arcball arcball;
+//c3cam cam;
c3context_p c3;
+c3context_p hud;
c3object_p head;
+c3texture_p fbo_c3;
+
+int glsl_version = 110;
extern reprap_t reprap;
return count;
}
+#define GLCHECK(_w) {_w; dumpError(#_w);}
+
+void print_log(GLuint obj)
+{
+ int infologLength = 0;
+ int maxLength;
+
+ if(glIsShader(obj))
+ glGetShaderiv(obj,GL_INFO_LOG_LENGTH,&maxLength);
+ else
+ glGetProgramiv(obj,GL_INFO_LOG_LENGTH,&maxLength);
+
+ char infoLog[maxLength];
+
+ if (glIsShader(obj))
+ glGetShaderInfoLog(obj, maxLength, &infologLength, infoLog);
+ else
+ glGetProgramInfoLog(obj, maxLength, &infologLength, infoLog);
+
+ if (infologLength > 0)
+ printf("%s\n",infoLog);
+}
+/* Global */
+GLuint fbo, fbo_texture, rbo_depth;
+//GLuint vbo_fbo_vertices;
+
+static void
+gl_offscreenInit(
+ int screen_width,
+ int screen_height)
+{
+ /* init_resources */
+ /* Create back-buffer, used for post-processing */
+
+ /* Texture */
+ GLCHECK(glActiveTexture(GL_TEXTURE0));
+ glGenTextures(1, &fbo_texture);
+ glBindTexture(GL_TEXTURE_2D, fbo_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screen_width, screen_height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ /* Depth buffer */
+ GLCHECK(glGenRenderbuffers(1, &rbo_depth));
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screen_width,
+ screen_height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ /* Framebuffer to link everything together */
+ GLCHECK(glGenFramebuffers(1, &fbo));
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ fbo_texture, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, rbo_depth);
+
+ GLenum status;
+ if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER))
+ != GL_FRAMEBUFFER_COMPLETE) {
+ fprintf(stderr, "glCheckFramebufferStatus: error %d", (int)status);
+ return ;
+ }
+#if 0
+ // Set the list of draw buffers.
+ GLenum DrawBuffers[2] = {GL_COLOR_ATTACHMENT0};
+ glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+void
+gl_offscreenReshape(
+ int screen_width,
+ int screen_height)
+{
+// Rescale FBO and RBO as well
+ glBindTexture(GL_TEXTURE_2D, fbo_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screen_width, screen_height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screen_width,
+ screen_height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+// glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+// glViewport(0, 0, screen_width, screen_height);
+// glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void gl_offscreenFree()
+{
+ /* free_resources */
+ glDeleteRenderbuffers(1, &rbo_depth);
+ glDeleteTextures(1, &fbo_texture);
+ glDeleteFramebuffers(1, &fbo);
+// glDeleteBuffers(1, &vbo_fbo_vertices);
+}
+
+GLuint program_postproc = 0, uniform_fbo_texture;
+
+static GLuint create_shader(const char * fname, GLuint pid)
+{
+ const GLchar * buf;
+
+ FILE *f = fopen(fname, "r");
+ if (!f) {
+ perror(fname);
+ return 0;
+ }
+ fseek(f, 0, SEEK_END);
+ long fs = ftell(f);
+ fseek(f, 0, SEEK_SET);
+ /*
+ * need to insert a header since there is nothing to detect the version number
+ * reliably without it, and __VERSION__ returns idiocy
+ */
+ char head[128];
+ sprintf(head, "#version %d\n#define GLSL_VERSION %d\n", glsl_version, glsl_version);
+ const int header = strlen(head);
+ buf = malloc(header + fs + 1);
+ memcpy((void*)buf, head, header);
+ fread((void*)buf + header, 1, fs, f);
+ ((char*)buf)[header + fs] = 0;
+ fclose(f);
+
+ GLuint vs = glCreateShader(pid);
+ glShaderSource(vs, 1, &buf, NULL);
+ glCompileShader(vs);
+ dumpError("glCompileShader");
+ print_log(vs);
+ free((void*)buf);
+ return vs;
+}
+
+
+int gl_ppProgram()
+{
+ int vs, fs;
+ int link_ok, validate_ok;
+ /* init_resources */
+ /* Post-processing */
+ if ((vs = create_shader("gfx/postproc.vs", GL_VERTEX_SHADER)) == 0)
+ return 0;
+ if ((fs = create_shader("gfx/postproc.fs", GL_FRAGMENT_SHADER)) == 0)
+ return 0;
+
+ program_postproc = glCreateProgram();
+ glAttachShader(program_postproc, vs);
+ glAttachShader(program_postproc, fs);
+ glLinkProgram(program_postproc);
+ glGetProgramiv(program_postproc, GL_LINK_STATUS, &link_ok);
+ if (!link_ok) {
+ fprintf(stderr, "glLinkProgram:");
+ goto error;
+ }
+ glValidateProgram(program_postproc);
+ glGetProgramiv(program_postproc, GL_VALIDATE_STATUS, &validate_ok);
+ if (!validate_ok) {
+ fprintf(stderr, "glValidateProgram:");
+ goto error;
+ }
+
+ char * uniform_name = "m_Texture";
+ uniform_fbo_texture = glGetUniformLocation(program_postproc, uniform_name);
+ if (uniform_fbo_texture == -1) {
+ fprintf(stderr, "Could not bind uniform %s\n", uniform_name);
+ goto error;
+ }
+ return 0;
+error:
+ print_log(program_postproc);
+ glDeleteProgram(program_postproc);
+ program_postproc = 0;
+ return -1;
+}
+
+void
+gl_ppFree()
+{
+ if (program_postproc)
+ glDeleteProgram(program_postproc);
+ program_postproc = 0;
+}
+
+static void
+_gl_reshape_cb(int w, int h)
+{
+ _w = w;
+ _h = h;
+
+ glViewport(0, 0, _w, _h);
+ gl_offscreenReshape(_w, _h);
+ glutPostRedisplay();
+}
+
static void
_gl_key_cb(
unsigned char key,
printf("Stopping VCD trace\n");
// avr_vcd_stop(&vcd_file);
break;
+ case '1':
+ if (fbo_c3->geometry.mat.program.pid)
+ fbo_c3->geometry.mat.program.pid = 0;
+ else
+ fbo_c3->geometry.mat.program.pid = program_postproc;
+ glutPostRedisplay();
+ break;
+ }
+}
+
+static void
+_c3_load_pixels(
+ c3pixels_p pix)
+{
+ GLuint mode = pix->normalize ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE_ARB;
+ if (!pix->texture) {
+ printf("Creating texture %s %dx%d\n", pix->name ? pix->name->str : "", pix->w, pix->h);
+ pix->dirty = 1;
+ GLuint texID = 0;
+ dumpError("cp_gl_texture_load_argb flush");
+ GLCHECK(glEnable(mode));
+
+ glGenTextures(1, &texID);
+// glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
+// GL_MODULATE); //set texture environment parameters
+// dumpError("glTexEnvf");
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pix->row / pix->psize);
+ glTexParameteri(mode, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ dumpError("GL_TEXTURE_MAG_FILTER");//
+ glTexParameteri(mode, GL_TEXTURE_MIN_FILTER,
+ pix->normalize ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
+ dumpError("GL_TEXTURE_MIN_FILTER");
+ glTexParameteri(mode, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ dumpError("GL_TEXTURE_WRAP_S");
+ glTexParameteri(mode, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ dumpError("GL_TEXTURE_WRAP_T");
+ if (pix->normalize)
+ GLCHECK(glTexParameteri(mode, GL_GENERATE_MIPMAP, GL_TRUE));
+ #if 1
+ GLfloat fLargest;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
+ //printf("fLargest = %f\n", fLargest);
+ GLCHECK(glTexParameterf(mode, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest));
+ #endif
+ if (pix->normalize)
+ GLCHECK(glGenerateMipmap(mode));
+
+ pix->texture = texID;
+ pix->dirty = 1;
+ }
+ if (pix->dirty) {
+ pix->dirty = 0;
+ GLCHECK(glBindTexture(mode, pix->texture));
+ glTexImage2D(mode, 0,
+ pix->format == C3PIXEL_A ? GL_ALPHA16 : GL_RGBA8,
+ pix->w, pix->h, 0,
+ pix->format == C3PIXEL_A ? GL_ALPHA : GL_BGRA,
+ GL_UNSIGNED_BYTE,
+ pix->base);
+ dumpError("glTexImage2D");
+ if (pix->normalize)
+ GLCHECK(glGenerateMipmap(mode));
}
}
static void
-_c3_geometry_prepare(
+_c3_geometry_project(
c3context_p c,
- const struct c3driver_context_t *d,
- c3geometry_p g)
+ const struct c3driver_context_t * d,
+ c3geometry_p g,
+ c3mat4p m)
{
+ if (g->mat.texture) {
+// printf("_c3_geometry_project xrure %d!\n", g->textures.count);
+ _c3_load_pixels(g->mat.texture);
+ }
+
switch(g->type.type) {
- case C3_TRIANGLE_TYPE: {
+ case C3_TRIANGLE_TYPE:
g->type.subtype = GL_TRIANGLES;
- //g->mat.color = c3vec4f(0.0, 0.0, 1.0, 1.0);
- } break;
+ break;
case C3_TEXTURE_TYPE: {
- c3texture_p t = (c3texture_p)g;
- g->type.subtype = GL_TRIANGLE_FAN;
- g->mat.color = c3vec4f(0.0, 1.0, 0.0, 0.5);
- printf("_c3_geometry_prepare xrure %d!\n", g->textures.count);
- if (!g->texture) {
- GLuint texID = 0;
- dumpError("cp_gl_texture_load_argb flush");
-
- glEnable(GL_TEXTURE_RECTANGLE_ARB);
- dumpError("cp_gl_texture_load_argb GL_TEXTURE_RECTANGLE_ARB");
-
- glGenTextures(1, &texID);
- dumpError("cp_gl_texture_load_argb glBindTexture GL_TEXTURE_RECTANGLE_ARB");
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, t->pixels.row / 4);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- g->mat.texture = texID;
- g->texture = 1;
+ // c3texture_p t = (c3texture_p)g;
+ if (g->mat.texture) {
+ g->type.subtype = GL_TRIANGLE_FAN;
}
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, g->mat.texture);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
- t->pixels.w, t->pixels.h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE,
- t->pixels.base);
} break;
+ case C3_LINES_TYPE:
+ g->type.subtype = GL_TRIANGLES;
+ break;
default:
break;
}
c3geometry_p g )
{
glColor4fv(g->mat.color.n);
+ dumpError("glColor");
// glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, g->mat.color.n);
glVertexPointer(3, GL_FLOAT, 0,
g->projected.count ? g->projected.e : g->vertice.e);
glEnableClientState(GL_VERTEX_ARRAY);
- if (g->textures.count && g->texture) {
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_TEXTURE_RECTANGLE_ARB);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, g->mat.texture);
- glTexCoordPointer(2, GL_FLOAT, 0,
- g->textures.e);
+ dumpError("GL_VERTEX_ARRAY");
+ glDisable(GL_TEXTURE_2D);
+ if (g->mat.texture) {
+ GLuint mode = g->mat.texture->normalize ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE_ARB;
+ glEnable(mode);
+ if (g->mat.texture->trace)
+ printf("%s uses texture %s (%d tex)\n",
+ __func__, g->mat.texture->name->str, g->textures.count);
+ // printf("tex mode %d texture %d\n", g->mat.mode, g->mat.texture);
+ dumpError("glEnable texture");
+ glBindTexture(mode, g->mat.texture->texture);
+ dumpError("glBindTexture");
+ glTexCoordPointer(2, GL_FLOAT, 0, g->textures.e);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- } else
- glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ dumpError("GL_TEXTURE_COORD_ARRAY");
+ }
+ if (g->mat.program.pid) {
+ glUseProgram(g->mat.program.pid);
+ dumpError("glUseProgram program_postproc");
+ }
if (g->normals.count) {
- glNormalPointer(GL_FLOAT, 0,
- g->normals.e);
+ glNormalPointer(GL_FLOAT, 0, g->normals.e);
glEnableClientState(GL_NORMAL_ARRAY);
}
- glDrawArrays(g->type.subtype, 0, g->vertice.count);
+ glDrawArrays(g->type.subtype, 0,
+ g->projected.count ? g->projected.count : g->vertice.count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
+ if (g->mat.texture)
+ glDisable(g->mat.texture->normalize ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE_ARB);
+ if (g->mat.program.pid)
+ glUseProgram(0);
}
const c3driver_context_t c3context_driver = {
- .geometry_prepare = _c3_geometry_prepare,
+ .geometry_project = _c3_geometry_project,
.geometry_draw = _c3_geometry_draw,
};
+float z_min, z_max;
/*
* Computes the distance from the eye, sort by this value
*/
c3vec3 c1 = c3vec3_add(g1->bbox.min, c3vec3_divf(c3vec3_sub(g1->bbox.max, g1->bbox.min), 2));
c3vec3 c2 = c3vec3_add(g2->bbox.min, c3vec3_divf(c3vec3_sub(g2->bbox.max, g2->bbox.min), 2));
- c3f d1 = c3vec3_length2(c3vec3_sub(c1, cam.eye));
- c3f d2 = c3vec3_length2(c3vec3_sub(c2, cam.eye));
+ c3f d1 = c3vec3_length2(c3vec3_sub(c1, c3->cam.eye));
+ c3f d2 = c3vec3_length2(c3vec3_sub(c2, c3->cam.eye));
+ if (d1 > z_max) z_max = d1;
+ if (d1 < z_min) z_min = d1;
+ if (d2 > z_max) z_max = d2;
+ if (d2 < z_min) z_min = d2;
/*
* make sure transparent items are drawn after everyone else
*/
return d1 < d2 ? 1 : d1 > d2 ? -1 : 0;
}
+#define FBO 1
+
static void
_gl_display_cb(void) /* function called whenever redisplay needed */
{
+#if FBO
+ /*
+ * Draw in FBO object
+ */
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ // draw (without glutSwapBuffers)
+ dumpError("glBindFramebuffer fbo");
+ glViewport(0, 0, _w, _h);
+
+#else
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+
+ c3vec3 headp = c3vec3f(
+ stepper_get_position_mm(&reprap.step_x),
+ stepper_get_position_mm(&reprap.step_y),
+ stepper_get_position_mm(&reprap.step_z));
+ c3mat4 headmove = translation3D(headp);
+ c3transform_set(head->transform.e[0], &headmove);
+
+ if (c3->root->dirty) {
+ // printf("reproject head %.2f,%.2f,%.2f\n", headp.x, headp.y,headp.z);
+ c3context_project(c3);
+
+ z_min = 1000000000;
+ z_max = -1000000000;
+ qsort(c3->projected.e, c3->projected.count, sizeof(c3->projected.e[0]),
+ _c3_z_sorter);
+ z_min = sqrt(z_min);
+ z_max = sqrt(z_max);
+ // printf("z_min %f, z_max %f\n", z_min, z_max);
+ //z_min -= 50;
+ if (z_min < 0)
+ z_min = 10;
+ z_min = 10;
+ if (z_max < z_min || z_max > 1000)
+ z_max = 1000;
+ }
+
+
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION); // Select projection matrix
glLoadIdentity(); // Start with an identity matrix
- gluPerspective(60, _w / _h, 60, 400);
-
-// glDepthMask(GL_TRUE);
-// glCullFace(GL_BACK);
-// glEnable(GL_CULL_FACE);
+ gluPerspective(50, (float)_w / (float)_h, z_min, z_max);
+#if 0
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+#endif
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+// glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- glEnable(GL_BLEND); // Enable Blending
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Type Of Blending To Use
-
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
- // glMultMatrixf(arcball.rot.n);
- glMultMatrixf(cam.mtx.n);
- glTranslatef( -cam.eye.n[VX], -cam.eye.n[VY], -cam.eye.n[VZ] );
- // glMultMatrixf(arcball.rot.n);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
+ glEnable(GL_BLEND); // Enable Blending
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Type Of Blending To Use
- c3vec3 headp = c3vec3f(
- stepper_get_position_mm(&reprap.step_x),
- stepper_get_position_mm(&reprap.step_y),
- stepper_get_position_mm(&reprap.step_z));
- c3mat4 headmove = translation3D(headp);
- c3transform_set(head->transform.e[0], &headmove);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glMultMatrixf(c3->cam.mtx.n);
+ glTranslatef(-c3->cam.eye.n[VX], -c3->cam.eye.n[VY], -c3->cam.eye.n[VZ]);
- if (c3->root->dirty) {
- // printf("reproject\n");
- c3context_prepare(c3);
+ dumpError("flush");
- qsort(c3->projected.e, c3->projected.count,
- sizeof(c3->projected.e[0]), _c3_z_sorter);
- }
c3context_draw(c3);
+#if FBO
+ /*
+ * Draw back FBO over the screen
+ */
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ dumpError("glBindFramebuffer 0");
+
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_ALPHA_TEST);
+
+ glUseProgram(0);
+
glMatrixMode(GL_PROJECTION); // Select projection matrix
glLoadIdentity(); // Start with an identity matrix
glOrtho(0, _w, 0, _h, 0, 10);
- glScalef(1,-1,1);
+ glScalef(1, -1, 1);
glTranslatef(0, -1 * _h, 0);
-
glMatrixMode(GL_MODELVIEW); // Select modelview matrix
+ glLoadIdentity(); // Start with an identity matrix
+
+ if (hud)
+ c3context_draw(hud);
glutSwapBuffers();
}
+#if !defined(GLUT_WHEEL_UP)
+# define GLUT_WHEEL_UP 3
+# define GLUT_WHEEL_DOWN 4
+#endif
+
+
int button;
c3vec2 move;
-c3cam startcam;
static
void _gl_button_cb(
int y)
{
button = s == GLUT_DOWN ? b : 0;
- startcam = cam;
move = c3vec2f(x, y);
- if (s == GLUT_DOWN)
- c3arcball_mouse_down(&arcball, x, y);
- else
- c3arcball_mouse_up(&arcball);
+// printf("button %d: %.1f,%.1f\n", b, move.x, move.y);
+ switch (b) {
+ case GLUT_LEFT_BUTTON:
+ case GLUT_RIGHT_BUTTON: // call motion
+ break;
+ case GLUT_WHEEL_UP:
+ case GLUT_WHEEL_DOWN:
+ if (c3->cam.distance > 10) {
+ const float d = 0.004;
+ c3cam_set_distance(&c3->cam, c3->cam.distance * ((b == GLUT_WHEEL_DOWN) ? (1.0+d) : (1.0-d)));
+ c3cam_update_matrix(&c3->cam);
+ c3->root->dirty = 1; // resort the array
+ }
+ break;
+ }
}
void
c3vec2 m = c3vec2f(x, y);
c3vec2 delta = c3vec2_sub(move, m);
-// printf("%s b%d click %.1f,%.1f now %d,%d\n",
-// __func__, button, move.n[0], move.n[1], x, y);
+// printf("%s b%d click %.1f,%.1f now %d,%d delta %.1f,%.1f\n",
+// __func__, button, move.n[0], move.n[1], x, y, delta.x, delta.y);
switch (button) {
case GLUT_LEFT_BUTTON: {
-
- // c3cam_eye_yaw(&cam, delta.n[0] / 4);
- // c3cam_eye_pitch(&cam, delta.n[1] / 4);
-
- c3mat4 rotx = rotation3D(c3vec3f(1.0, 0, 0), delta.n[1] / 4);
+ c3mat4 rotx = rotation3D(c3->cam.side, delta.n[1] / 4);
c3mat4 roty = rotation3D(c3vec3f(0.0, 0.0, 1.0), delta.n[0] / 4);
rotx = c3mat4_mul(&rotx, &roty);
- c3cam_rot_about_lookat(&cam, &rotx);
+ c3cam_rot_about_lookat(&c3->cam, &rotx);
- c3cam_update_matrix(&cam);
+ c3cam_update_matrix(&c3->cam);
c3->root->dirty = 1; // resort the array
-// c3arcball_mouse_motion(&arcball, x, y, 0,0,0);
} break;
case GLUT_RIGHT_BUTTON: {
+ // offset both points, but following the plane
+ c3vec3 f = c3vec3_mulf(c3vec3f(-c3->cam.side.y, c3->cam.side.x, 0), -delta.n[1] / 4);
+ c3->cam.eye = c3vec3_add(c3->cam.eye, f);
+ c3->cam.lookat = c3vec3_add(c3->cam.lookat, f);
+ c3cam_movef(&c3->cam, delta.n[0] / 8, 0, 0);
+ c3cam_update_matrix(&c3->cam);
+ c3->root->dirty = 1; // resort the array
} break;
}
move = m;
_gl_timer_cb(
int i)
{
- //static int oldstate = -1;
- // restart timer
- c3arcball_idle(&arcball);
glutTimerFunc(1000 / 24, _gl_timer_cb, 0);
glutPostRedisplay();
}
{
glutInit(&argc, argv); /* initialize GLUT system */
- glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_ALPHA);
glutInitWindowSize(_w, _h); /* width=400pixels height=500pixels */
/*window =*/ glutCreateWindow("Press 'q' to quit"); /* create window */
glutMouseFunc(_gl_button_cb);
glutMotionFunc(_gl_motion_cb);
+ glutReshapeFunc(_gl_reshape_cb);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
+ /*
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
-
glEnable(GL_LINE_SMOOTH);
-
+ */
// enable color tracking
glEnable(GL_COLOR_MATERIAL);
// set material properties which will be assigned by glColor
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
-
+ /* setup some lights */
glShadeModel(GL_SMOOTH);
-#if 1
-// glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
GLfloat global_ambient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
}
-#endif
-// glEnable(GL_BLEND);
- // Works for the UI !!
-// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- cam = c3cam_new();
- cam.lookat = c3vec3f(100.0, 100.0, 0.0);
- cam.eye = c3vec3f(100.0, -100.0, 100.0);
- c3cam_update_matrix(&cam);
+ /*
+ * Extract the GLSL version as a nuneric value for later
+ */
+ const char * glsl = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
+ {
+ int M = 0, m = 0;
+ if (sscanf(glsl, "%d.%d", &M, &m) == 2)
+ glsl_version = (M * 100) + m;
+
+ }
+ printf("GL_SHADING_LANGUAGE_VERSION %s = %d\n", glsl, glsl_version);
- c3arcball_init_center(&arcball, c3vec2f(_w/2, _h/2), 100);
-// hd44780_gl_init();
+ gl_offscreenInit(_w, _h);
+ gl_ppProgram();
c3 = c3context_new(_w, _h);
static const c3driver_context_t * list[] = { &c3context_driver, NULL };
c3->driver = list;
+ c3->cam.lookat = c3vec3f(100.0, 100.0, 0.0);
+ c3->cam.eye = c3vec3f(100.0, -100.0, 100.0);
+ c3cam_update_matrix(&c3->cam);
+
+ {
+ const char *path = "gfx/hb.png";
+ cairo_surface_t * image = cairo_image_surface_create_from_png (path);
+ printf("image = %p %p\n", image, cairo_image_surface_get_data (image));
+ c3texture_p b = c3texture_new(c3->root);
+
+ c3pixels_p dst = c3pixels_new(
+ cairo_image_surface_get_width (image),
+ cairo_image_surface_get_height (image),
+ 4, cairo_image_surface_get_stride(image),
+ cairo_image_surface_get_data (image));
+ dst->name = str_new(path);
+ b->geometry.mat.texture = dst;
+ b->size = c3vec2f(200, 200);
+ b->geometry.mat.color = c3vec4f(1.0, 1.0, 1.0, 1.0);
+// c3transform_new(head);
+ }
+ c3pixels_p line_aa_tex = NULL;
+ {
+ const char *path = "gfx/BlurryCircle.png";
+ cairo_surface_t * image = cairo_image_surface_create_from_png (path);
+ printf("image = %p %p\n", image, cairo_image_surface_get_data (image));
+
+#if 0
+ c3pixels_p dst = &b->pixels;
+ c3pixels_init(dst,
+ cairo_image_surface_get_width (image),
+ cairo_image_surface_get_height (image),
+ 1, cairo_image_surface_get_width (image),
+ NULL);
+ c3pixels_alloc(dst);
+ b->size = c3vec2f(32, 32);
+ b->normalized = 1;
+
+ c3pixels_p src = c3pixels_new(
+ cairo_image_surface_get_width (image),
+ cairo_image_surface_get_height (image),
+ 4, cairo_image_surface_get_stride(image),
+ cairo_image_surface_get_data (image));
+
+ uint32_t * _s = (uint32_t *)src->base;
+ uint8_t * _d = (uint8_t *)dst->base;
+ int max = 0;
+ for (int i = 0; i < dst->h * dst->w; i++)
+ if ((_s[i] & 0xff) > max)
+ max = _s[i] & 0xff;
+ for (int i = 0; i < dst->h * dst->w; i++)
+ *_d++ = ((_s[i] & 0xff) * 255) / max;// + (0xff - max);
+ b->pixels.format = C3PIXEL_A;
+#else
+ c3pixels_p dst = c3pixels_new(
+ cairo_image_surface_get_width (image),
+ cairo_image_surface_get_height (image),
+ 4, cairo_image_surface_get_stride(image),
+ cairo_image_surface_get_data (image));
+ dst->format = C3PIXEL_ARGB;
+ dst->normalize = 1;
+ dst->name = str_new(path);
+ uint8_t * line = dst->base;
+ for (int y = 0; y < dst->h; y++, line += dst->row) {
+ uint32_t *p = (uint32_t *)line;
+ for (int x = 0; x < dst->w; x++, p++) {
+ uint8_t b = *p;
+ *p = ((0xff - b) << 24);//|(b << 16)|(b << 8)|(b);
+ }
+ }
+#endif
+ line_aa_tex = dst;
+
+ c3pixels_p p = dst;
+ printf("struct { int w, h, stride, size, format; uint8_t pix[] } img = {\n"
+ "%d, %d, %d, %d, %d\n",
+ p->w, p->h, (int)p->row, p->psize, cairo_image_surface_get_format(image));
+ for (int i = 0; i < 32; i++)
+ printf("0x%08x ", ((uint32_t*)p->base)[i]);
+ printf("\n");
+ }
c3object_p grid = c3object_new(c3->root);
{
- for (int x = 0; x < 20; x++) {
- for (int y = 0; y < 20; y++) {
+ for (int x = 0; x <= 20; x++) {
+ for (int y = 0; y <= 20; y++) {
c3vec3 p[4] = {
- c3vec3f(-1+x*10,y*10,0), c3vec3f(1+x*10,y*10,0),
- c3vec3f(x*10,-1+y*10,0), c3vec3f(x*10,1+y*10,0),
+ c3vec3f(-1+x*10,y*10,0.01), c3vec3f(1+x*10,y*10,0.01),
+ c3vec3f(x*10,-1+y*10,0.02), c3vec3f(x*10,1+y*10,0.02),
};
c3geometry_p g = c3geometry_new(
- c3geometry_type(C3_RAW_TYPE, GL_LINES), grid);
- g->mat.color = c3vec4f(0.0, 0.0, 0.0, 1.0);
- c3vertex_array_insert(&g->vertice,
- g->vertice.count, p, 4);
+ c3geometry_type(C3_LINES_TYPE, 0), grid);
+ g->mat.color = c3vec4f(0.0, 0.0, 0.0, 0.8);
+ g->mat.texture = line_aa_tex;
+ c3lines_init(g, p, 4, 0.2);
}
}
}
+
+ if (0) {
+ c3vec3 p[4] = {
+ c3vec3f(-5,-5,1), c3vec3f(205,-5,1),
+ };
+ c3geometry_p g = c3geometry_new(
+ c3geometry_type(C3_LINES_TYPE, 0), grid);
+ g->mat.color = c3vec4f(0.0, 0.0, 0.0, 1.0);
+ g->mat.texture = line_aa_tex;
+ g->line.width = 2;
+
+ c3vertex_array_insert(&g->vertice,
+ g->vertice.count, p, 2);
+
+ }
head = c3stl_load("gfx/buserror-nozzle-model.stl", c3->root);
//head = c3object_new(c3->root);
c3transform_new(head);
memset(b->pixels.base, 0xff, 10 * b->pixels.row);
#endif
+
+ hud = c3context_new(_w, _h);
+ hud->driver = list;
+ /*
+ * This is the offscreen framebuffer where the 3D scene is drawn
+ */
+ if (FBO) {
+ c3texture_p b = c3texture_new(hud->root);
+
+ c3pixels_p dst = c3pixels_new(_w, _h, 4, _w * 4, NULL);
+ dst->name = str_new("fbo");
+ dst->texture = fbo_texture;
+ dst->normalize = 1;
+ dst->dirty = 0;
+ // dst->trace = 1;
+ b->geometry.mat.texture = dst;
+ b->geometry.mat.program.pid = program_postproc;
+ b->size = c3vec2f(_w, _h);
+ b->geometry.mat.color = c3vec4f(1.0, 1.0, 1.0, 1.0);
+ fbo_c3 = b;
+ }
+
+ {
+ c3vec3 p[4] = {
+ c3vec3f(10,10,0), c3vec3f(800-10,10,0),
+ };
+ c3geometry_p g = c3geometry_new(
+ c3geometry_type(C3_LINES_TYPE, 0), hud->root);
+ g->mat.color = c3vec4f(0.5, 0.5, 1.0, .3f);
+ g->mat.texture = line_aa_tex;
+ c3lines_init(g, p, 2, 10);
+ }
return 1;
}