#include "c3stl.h"
#include "c3lines.h"
#include "c3sphere.h"
+#include "c3light.h"
#include "c3program.h"
#include "c3gl.h"
+#include "c3gl_fbo.h"
#include <cairo/cairo.h>
-#define FBO 1
-
struct cairo_surface_t;
int _w = 800, _h = 600;
c3context_p c3 = NULL;
c3context_p hud = NULL;
-c3object_p head = NULL; // hotend
+c3object_p head = NULL; // hotend
c3texture_p fbo_c3; // frame buffer object texture
c3program_p fxaa = NULL; // full screen antialias shader
+c3program_p scene = NULL;
+c3gl_fbo_t fbo;
+c3gl_fbo_t shadow;
+
+
+enum {
+ uniform_ShadowMap = 0,
+ uniform_pixelOffset,
+ uniform_tex0,
+ uniform_shadowMatrix
+};
+const char *uniforms_scene[] = {
+ "shadowMap",
+ "pixelOffset",
+ "tex0",
+ "shadowMatrix",
+ NULL
+};
int glsl_version = 110;
#define GLCHECK(_w) {_w; dumpError(#_w);}
-/* 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);
-}
-
-void gl_offscreenFree()
-{
- /* free_resources */
- glDeleteRenderbuffers(1, &rbo_depth);
- glDeleteTextures(1, &fbo_texture);
- glDeleteFramebuffers(1, &fbo);
-}
static void
_gl_reshape_cb(int w, int h)
_w = w;
_h = h;
+ c3vec2 size = c3vec2f(_w, _h);
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, _w, _h);
- gl_offscreenReshape(_w, _h);
+ c3gl_fbo_resize(&fbo, size);
+ c3texture_resize(fbo_c3, size);
+ c3context_view_get_at(c3, 0)->size = size;
+
+ if (fxaa) {
+ glUseProgram((GLuint)fxaa->pid);
+ GLCHECK(glUniform2fv((GLuint)fxaa->params.e[0].pid, 1, size.n));
+ glUseProgram(0);
+ }
+
glutPostRedisplay();
}
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);
+ int drawIndexes[] = { 1, 0 };
+ int drawViewStart = c3->root->dirty ? 0 : 1;
-#else
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-
- c3context_view_set(c3, 0);
c3vec3 headp = c3vec3f(
stepper_get_position_mm(&reprap.step_x),
stepper_get_position_mm(&reprap.step_y),
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);
- }
- float z_min = c3context_view_get(c3)->z.min,
- z_max = c3context_view_get(c3)->z.max;
- 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);
-
- // Set up projection matrix
- glMatrixMode(GL_PROJECTION); // Select projection matrix
- c3mat4 p = perspective3D(50, (float)_w / (float)_h, z_min, z_max);
- glLoadMatrixf(p.n);
-
-#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 );
+ for (int vi = drawViewStart; vi < 2; vi++) {
+ c3context_view_set(c3, drawIndexes[vi]);
- 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
+ /*
+ * Draw in FBO object
+ */
+ c3context_view_p view = c3context_view_get(c3);
+ glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)view->bid);
+ // draw (without glutSwapBuffers)
+ dumpError("glBindFramebuffer fbo");
+ glViewport(0, 0, view->size.x, view->size.y);
- glMatrixMode(GL_MODELVIEW);
+ c3context_project(c3);
- c3context_draw(c3);
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // Set up projection matrix
+ glMatrixMode(GL_PROJECTION); // Select projection matrix
+ glLoadMatrixf(view->projection.n);
+
+ glEnable(GL_CULL_FACE);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+
+ //glEnable(GL_ALPHA_TEST);
+ //glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Type Of Blending To Use
+
+ glMatrixMode(GL_MODELVIEW);
+
+
+ if (view->type == C3_CONTEXT_VIEW_EYE) {
+ // glShadeModel(GL_SMOOTH);
+ // glEnable(GL_LIGHTING);
+ glCullFace(GL_BACK);
+ glEnable(GL_BLEND); // Enable Blending
+
+ c3context_view_p light = c3context_view_get_at(c3, 1);
+
+ // This is matrix transform every coordinate x,y,z
+ // x = x* 0.5 + 0.5
+ // y = y* 0.5 + 0.5
+ // z = z* 0.5 + 0.5
+ // Moving from unit cube [-1,1] to [0,1]
+ const c3f bias[16] = {
+ 0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0};
+
+ c3mat4 b = c3mat4_mul(&light->projection, (c3mat4p)bias);
+ c3mat4 tex = c3mat4_mul(&light->cam.mtx, &b);
+
+ GLCHECK(glUseProgram((GLuint)scene->pid));
+ glUniformMatrix4fv(
+ (GLuint)scene->params.e[uniform_shadowMatrix].pid,
+ 1, GL_FALSE, tex.n);
+ } else {
+ glCullFace(GL_FRONT);
+ glShadeModel(GL_FLAT);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_BLEND); // Disable Blending
+ }
+
+ c3context_draw(c3);
+ }
-#if FBO
/*
* Draw back FBO over the screen
*/
glBindFramebuffer(GL_FRAMEBUFFER, 0);
dumpError("glBindFramebuffer 0");
+ glViewport(0, 0, _w, _h);
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);
+ glDisable(GL_CULL_FACE);
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);
- glTranslatef(0, -1 * _h, 0);
+
+ c3mat4 pro = screen_ortho3D(0, _w, 0, _h, 0, 10);
+ glLoadMatrixf(pro.n);
+
glMatrixMode(GL_MODELVIEW); // Select modelview matrix
- if (hud)
- c3context_draw(hud);
+ if (hud->root->dirty) {
+ // printf("reproject head %.2f,%.2f,%.2f\n", headp.x, headp.y,headp.z);
+ c3context_project(hud);
+ }
+ c3context_draw(hud);
glutSwapBuffers();
}
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);
- glEnable(GL_LIGHTING);
GLfloat global_ambient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
- {
- GLfloat specular[] = {1.0f, 1.0f, 1.0f , 0.8f};
- GLfloat position[] = { -30.0f, -30.0f, 200.0f, 1.0f };
- glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
- glEnable(GL_LIGHT0);
- }
- {
+ if (0) {
GLfloat specular[] = {1.0f, 1.0f, 1.0f , 0.8f};
GLfloat position[] = { 250.0f, -50.0f, 100.0f, 1.0f };
- glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
- glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
+ glLightfv(GL_LIGHT1, GL_POSITION, position);
+ glEnable(GL_LIGHT1);
}
/*
- * Extract the GLSL version as a nuneric value for later
+ * Extract the GLSL version as a numeric value for later
*/
const char * glsl = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
{
}
printf("GL_SHADING_LANGUAGE_VERSION %s = %d\n", glsl, glsl_version);
- gl_offscreenInit(_w, _h);
+ c3gl_fbo_create(&fbo, c3vec2f(_w, _h), (1 << C3GL_FBO_COLOR)|(1 << C3GL_FBO_DEPTH));
+ // shadow buffer
c3_driver_list[0] = c3gl_getdriver();
c3cam_p cam = &c3context_view_get_at(c3, 0)->cam;
cam->lookat = c3vec3f(100.0, 100.0, 0.0);
cam->eye = c3vec3f(100.0, -100.0, 100.0);
+ // associate the framebuffer object with this view
+ c3context_view_get_at(c3, 0)->bid = fbo.fbo;
+ /*
+ * Create a light, attach it to a movable object, and attach a sphere
+ * to it too so it's visible.
+ */
+ {
+ c3object_p ligthhook = c3object_new(c3->root);
+ c3transform_p pos = c3transform_new(ligthhook);
+
+ pos->matrix = translation3D(c3vec3f(-30.0f, -30.0f, 200.0f));
+
+ c3light_p light = c3light_new(ligthhook);
+ light->geometry.name = str_new("light0");
+ light->color.specular = c3vec4f(1.0f, 1.0f, 1.0f , 0.8f);
+ light->position = c3vec4f(0, 0, 0, 1.0f );
+
+ { // light bulb
+ c3geometry_p g = c3sphere_uv(ligthhook, c3vec3f(0, 0, 0), 3, 10, 10);
+ g->mat.color = c3vec4f(1.0, 1.0, 0.0, 1.0);
+ g->hidden = 0; // hidden from light scenes
+ }
+ }
+ {
+ c3vec2 size = c3vec2f(1024, 1024);
+ c3gl_fbo_create(&shadow, size, (1 << C3GL_FBO_DEPTH_TEX));
+
+ c3context_view_t v = {
+ .type = C3_CONTEXT_VIEW_LIGHT,
+ .size = size,
+ .dirty = 1,
+ .index = c3->views.count,
+ .bid = shadow.fbo,
+ };
+ c3cam_init(&v.cam);
+ c3vec3 listpos = c3vec3f(-30.0f, -30.0f, 200.0f);
+ v.cam.eye = listpos;
+ v.cam.lookat = c3vec3f(100.0, 100.0, 0.0);
+ c3context_view_array_add(&c3->views, v);
+ }
{
const char *path = "gfx/hb.png";
4, cairo_image_surface_get_stride(image),
cairo_image_surface_get_data (image));
dst->name = str_new(path);
+ dst->normalize = 1;
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 brass_tex = NULL;
+ {
+ const char *path = "gfx/brass.png";
+ cairo_surface_t * image = cairo_image_surface_create_from_png (path);
+ printf("image = %p %p\n", image, cairo_image_surface_get_data (image));
+
+ 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);
+ dst->normalize = 1;
+ c3pixels_array_add(&c3->pixels, dst);
+// c3transform_new(head);
+ brass_tex = dst;
+ }
c3pixels_p line_aa_tex = NULL;
{
const char *path = "gfx/BlurryCircle.png";
}
}
}
- { // light bulb
- c3geometry_p g = c3sphere_uv(c3->root, c3vec3f(-30.0f, -20.0f, 200.0f), 3, 10, 10);
- g->mat.color = c3vec4f(1.0, 1.0, 0.0, 1.0);
- }
if (0) {
c3vec3 p[4] = {
}
head = c3stl_load("gfx/buserror-nozzle-model.stl", c3->root);
- //head = c3object_new(c3->root);
c3transform_new(head);
if (head->geometry.count > 0) {
c3geometry_factor(head->geometry.e[0], 0.1, (20 * M_PI) / 180.0);
head->geometry.e[0]->mat.color = c3vec4f(0.6, 0.5, 0.0, 1.0);
+ head->geometry.e[0]->mat.texture = brass_tex;
}
#if 0
/*
* This is the offscreen framebuffer where the 3D scene is drawn
*/
- if (FBO) {
+ {
/*
* 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);
- fxaa = c3program_new("fxaa");
+ const char *uniforms[] = { "g_Resolution", NULL };
+ fxaa = c3program_new("fxaa", uniforms);
c3program_array_add(&hud->programs, fxaa);
c3program_load_shader(fxaa, GL_VERTEX_SHADER, head,
"gfx/postproc.vs", C3_PROGRAM_LOAD_UNIFORM);
c3pixels_p dst = c3pixels_new(_w, _h, 4, _w * 4, NULL);
dst->name = str_new("fbo");
- dst->texture = (c3apiobject_t)fbo_texture;
+ dst->texture = fbo.buffers[C3GL_FBO_COLOR].bid;
dst->normalize = 1;
dst->dirty = 0;
// dst->trace = 1;
fbo_c3 = b;
}
+ {
+ /*
+ * 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);
+
+ scene = c3program_new("scene", uniforms_scene);
+ scene->verbose = 1;
+ c3program_array_add(&c3->programs, scene);
+ c3program_load_shader(scene, GL_VERTEX_SHADER, head,
+ "gfx/scene.vs", C3_PROGRAM_LOAD_UNIFORM);
+ c3program_load_shader(scene, GL_FRAGMENT_SHADER, head,
+ "gfx/scene.fs", C3_PROGRAM_LOAD_UNIFORM);
+ c3gl_program_load(scene);
+
+ GLCHECK(glUseProgram((GLuint)scene->pid));
+ GLCHECK(glUniform1i(
+ (GLuint)scene->params.e[uniform_ShadowMap].pid, 7));
+ GLCHECK(glUniform1i(
+ (GLuint)scene->params.e[uniform_tex0].pid, 0));
+ c3vec2 isize = c3vec2f(1.0f / c3->views.e[1].size.x,
+ 1.0f / c3->views.e[1].size.y);
+ GLCHECK(glUniform2fv(
+ (GLuint)scene->params.e[uniform_pixelOffset].pid, 1,
+ isize.n));
+ glActiveTexture(GL_TEXTURE7);
+ GLCHECK(glBindTexture(GL_TEXTURE_2D,
+ (GLuint)shadow.buffers[C3GL_FBO_DEPTH_TEX].bid));
+ glActiveTexture(GL_TEXTURE0);
+ }
{
c3vec3 p[4] = {
c3vec3f(10,10,0), c3vec3f(800-10,10,0),
gl_dispose()
{
c3context_dispose(c3);
+ c3context_dispose(hud);
+ c3gl_fbo_dispose(&fbo);
}
int