#include "c3driver_context.h"
#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>
struct cairo_surface_t;
int _w = 800, _h = 600;
-//c3cam cam;
-c3context_p c3;
-c3context_p hud;
-c3object_p head;
-c3texture_p fbo_c3;
+
+c3context_p c3 = NULL;
+c3context_p hud = NULL;
+
+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);}
-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;
+ 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();
}
// avr_vcd_stop(&vcd_file);
break;
case '1':
- if (fbo_c3->geometry.mat.program.pid)
- fbo_c3->geometry.mat.program.pid = 0;
+ if (fbo_c3->geometry.mat.program)
+ fbo_c3->geometry.mat.program = NULL;
else
- fbo_c3->geometry.mat.program.pid = program_postproc;
+ fbo_c3->geometry.mat.program = fxaa;
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_project(
- c3context_p c,
- 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:
- g->type.subtype = GL_TRIANGLES;
- break;
- case C3_TEXTURE_TYPE: {
- // c3texture_p t = (c3texture_p)g;
- if (g->mat.texture) {
- g->type.subtype = GL_TRIANGLE_FAN;
- }
- } break;
- case C3_LINES_TYPE:
- g->type.subtype = GL_TRIANGLES;
- break;
- default:
- break;
- }
-}
-
-static void
-_c3_geometry_draw(
- c3context_p c,
- const struct c3driver_context_t *d,
- 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);
- 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);
- 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);
- glEnableClientState(GL_NORMAL_ARRAY);
- }
- 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_project = _c3_geometry_project,
- .geometry_draw = _c3_geometry_draw,
-};
-
-float z_min, z_max;
-/*
- * Computes the distance from the eye, sort by this value
- */
-static int
-_c3_z_sorter(
- const void *_p1,
- const void *_p2)
-{
- c3geometry_p g1 = *(c3geometry_p*)_p1;
- c3geometry_p g2 = *(c3geometry_p*)_p2;
- // get center of bboxes
- 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, 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
- */
- if (g1->mat.color.n[3] < 1)
- d1 -= 100000.0;
- if (g2->mat.color.n[3] < 1)
- d2 -= 100000.0;
-
- 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
+ int drawIndexes[] = { 1, 0 };
+ int drawViewStart = c3->root->dirty ? 0 : 1;
c3vec3 headp = c3vec3f(
stepper_get_position_mm(&reprap.step_x),
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);
-
- // Set up projection matrix
- glMatrixMode(GL_PROJECTION); // Select projection matrix
- glLoadIdentity(); // Start with an identity matrix
+ for (int vi = drawViewStart; vi < 2; vi++) {
+ c3context_view_set(c3, drawIndexes[vi]);
- 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_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);
- glLoadIdentity();
- glMultMatrixf(c3->cam.mtx.n);
- glTranslatef(-c3->cam.eye.n[VX], -c3->cam.eye.n[VY], -c3->cam.eye.n[VZ]);
-
- dumpError("flush");
+ 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
- glLoadIdentity(); // Start with an identity 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();
}
{
button = s == GLUT_DOWN ? b : 0;
move = c3vec2f(x, y);
+ c3context_view_p view = c3context_view_get_at(c3, 0);
// printf("button %d: %.1f,%.1f\n", b, move.x, move.y);
switch (b) {
case GLUT_LEFT_BUTTON:
break;
case GLUT_WHEEL_UP:
case GLUT_WHEEL_DOWN:
- if (c3->cam.distance > 10) {
+ if (view->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
+ c3cam_set_distance(&view->cam,
+ view->cam.distance * ((b == GLUT_WHEEL_DOWN) ? (1.0+d) : (1.0-d)));
+ c3cam_update_matrix(&view->cam);
+ view->dirty = 1; // resort the array
}
break;
}
{
c3vec2 m = c3vec2f(x, y);
c3vec2 delta = c3vec2_sub(move, m);
+ c3context_view_p view = c3context_view_get_at(c3, 0);
// 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: {
- c3mat4 rotx = rotation3D(c3->cam.side, delta.n[1] / 4);
+ c3mat4 rotx = rotation3D(view->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(&c3->cam, &rotx);
+ c3cam_rot_about_lookat(&view->cam, &rotx);
+ c3cam_update_matrix(&view->cam);
- c3cam_update_matrix(&c3->cam);
- c3->root->dirty = 1; // resort the array
+ view->dirty = 1; // resort the array
} 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
+ c3vec3 f = c3vec3_mulf(
+ c3vec3f(-view->cam.side.y, view->cam.side.x, 0),
+ -delta.n[1] / 4);
+ view->cam.eye = c3vec3_add(view->cam.eye, f);
+ view->cam.lookat = c3vec3_add(view->cam.lookat, f);
+ c3cam_movef(&view->cam, delta.n[0] / 8, 0, 0);
+ c3cam_update_matrix(&view->cam);
+
+ view->dirty = 1; // resort the array
} break;
}
move = m;
glutPostRedisplay();
}
+const c3driver_context_t * c3_driver_list[3] = { NULL, NULL };
+
int
gl_init(
int argc,
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[] = { -50.0f, -50.0f, 100.0f, 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);
- gl_ppProgram();
+ c3gl_fbo_create(&fbo, c3vec2f(_w, _h), (1 << C3GL_FBO_COLOR)|(1 << C3GL_FBO_DEPTH));
+ // shadow buffer
+
+ c3_driver_list[0] = c3gl_getdriver();
c3 = c3context_new(_w, _h);
- static const c3driver_context_t * list[] = { &c3context_driver, NULL };
- c3->driver = list;
+ c3->driver = c3_driver_list;
+
+ 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 );
- 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);
+ { // 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";
}
#endif
line_aa_tex = dst;
-
+#if 0
c3pixels_p p = dst;
printf("struct { int w, h, stride, size, format; uint8_t pix[] } img = {\n"
"%d, %d, %d, %d, %d\n",
for (int i = 0; i < 32; i++)
printf("0x%08x ", ((uint32_t*)p->base)[i]);
printf("\n");
+#endif
}
c3object_p grid = c3object_new(c3->root);
{
}
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
hud = c3context_new(_w, _h);
- hud->driver = list;
+ hud->driver = c3_driver_list;
+
/*
* This is the offscreen framebuffer where the 3D scene is drawn
*/
- if (FBO) {
- c3texture_p b = c3texture_new(hud->root);
+ {
+ /*
+ * 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 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);
+ c3program_load_shader(fxaa, GL_FRAGMENT_SHADER, head,
+ "gfx/postproc.fs", C3_PROGRAM_LOAD_UNIFORM);
+
+ 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->texture = fbo.buffers[C3GL_FBO_COLOR].bid;
dst->normalize = 1;
dst->dirty = 0;
// dst->trace = 1;
b->geometry.mat.texture = dst;
- b->geometry.mat.program.pid = program_postproc;
+ b->geometry.mat.program = fxaa;
b->size = c3vec2f(_w, _h);
b->geometry.mat.color = c3vec4f(1.0, 1.0, 1.0, 1.0);
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