reprap: Added shadow mapping
[simavr] / examples / board_reprap / src / reprap_gl.c
index f9b5750..74df728 100644 (file)
 #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;
@@ -57,9 +57,27 @@ 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;
 
@@ -78,83 +96,6 @@ static int dumpError(const char * what)
 
 #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)
@@ -162,9 +103,20 @@ _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();
 }
 
@@ -201,20 +153,9 @@ _gl_key_cb(
 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;
 
-       c3context_view_set(c3, 0);
        c3vec3 headp = c3vec3f(
                        stepper_get_position_mm(&reprap.step_x),
                        stepper_get_position_mm(&reprap.step_y),
@@ -222,58 +163,90 @@ _gl_display_cb(void)              /* function called whenever redisplay needed */
        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;
+       for (int vi = drawViewStart; vi < 2; vi++) {
+               c3context_view_set(c3, drawIndexes[vi]);
 
-       glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+               /*
+                * 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);
 
-       // 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 );
-
-       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
-
-       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);
 
@@ -285,8 +258,11 @@ _gl_display_cb(void)               /* function called whenever redisplay needed */
 
        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();
 }
@@ -405,24 +381,15 @@ gl_init(
        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);
        }
 
        /*
@@ -437,7 +404,8 @@ gl_init(
        }
        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();
 
@@ -447,6 +415,46 @@ gl_init(
     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";
@@ -460,11 +468,29 @@ gl_init(
                        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";
@@ -542,10 +568,6 @@ gl_init(
                }
         }
     }
-    {  // 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] = {
@@ -562,11 +584,11 @@ gl_init(
 
     }
     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
@@ -583,7 +605,7 @@ gl_init(
     /*
      * 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
@@ -591,7 +613,8 @@ gl_init(
        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);
@@ -602,7 +625,7 @@ gl_init(
 
        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;
@@ -613,6 +636,38 @@ gl_init(
                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),
@@ -630,6 +685,8 @@ void
 gl_dispose()
 {
        c3context_dispose(c3);
+       c3context_dispose(hud);
+       c3gl_fbo_dispose(&fbo);
 }
 
 int