Files
create/src/Mod/CAM/PathSimulator/AppGL/Shader.cpp
Shai Seger 63c3bab94a New Cam simulator based on low level OpenGL functions (faster and more precise) (#13884)
* Initial opengl test window

* added core files

* some fixes for code comparability with other platforms

* more compatibility cleanup

* add missing opengl libraries

* Basic simulation window works!

* try using different define

* fix wrapper for better compatibility

* Gui is now operational

* Finally SIM works on actual freecad models

* support drill commands

* cleanup python script and add tool profile generation

* Now using actual tools specified in the operation.

* support mouse wheel and freecad-style 3d navigation

* Support accuracy gauge

* remove endsimulation reference

* show simulation speed indicator

* apply clang-format

* apply changes suggested by code review

* gui items are loaded via QT resource system instead of hard coded

* use vector instead of pointer to pass tool profile points

* Fix some more formatting errors.
2024-05-22 10:16:34 -05:00

272 lines
8.0 KiB
C++

/***************************************************************************
* Copyright (c) 2024 Shai Seger <shaise at gmail> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "GlUtils.h"
#include "Shader.h"
#include <iostream>
namespace MillSim
{
Shader* CurrentShader = nullptr;
void Shader::UpdateModelMat(mat4x4 tmat, mat4x4 nmat)
{
if (mModelPos >= 0) {
glUniformMatrix4fv(mModelPos, 1, GL_FALSE, (GLfloat*)tmat);
}
if (mNormalRotPos >= 0) {
glUniformMatrix4fv(mNormalRotPos, 1, GL_FALSE, (GLfloat*)nmat);
}
}
void Shader::UpdateProjectionMat(mat4x4 mat)
{
if (mProjectionPos >= 0) {
glUniformMatrix4fv(mProjectionPos, 1, GL_FALSE, (GLfloat*)mat);
}
}
void Shader::UpdateViewMat(mat4x4 mat)
{
if (mViewPos >= 0) {
if (mViewPos >= 0) {
glUniformMatrix4fv(mViewPos, 1, GL_FALSE, (GLfloat*)mat);
}
}
}
void Shader::UpdateEnvColor(vec3 lightPos, vec3 lightColor, vec3 ambient)
{
if (mLightPosPos >= 0) {
glUniform3fv(mLightPosPos, 1, lightPos);
}
if (mLightColorPos >= 0) {
glUniform3fv(mLightColorPos, 1, lightColor);
}
if (mAmbientPos >= 0) {
glUniform3fv(mAmbientPos, 1, ambient);
}
}
void Shader::UpdateObjColor(vec3 objColor)
{
if (mObjectColorPos >= 0) {
glUniform3fv(mObjectColorPos, 1, objColor);
}
}
void Shader::UpdateTextureSlot(int slot)
{
if (mTexSlotPos >= 0) {
glUniform1i(mTexSlotPos, slot);
}
}
bool CheckCompileResult(int shader)
{
#ifdef QT_OPENGL_LIB
return false;
#else
char log[1024];
int res = 0;
GLsizei len;
glGetShaderiv(shader, GL_COMPILE_STATUS, &res);
if (res != 0) {
return false;
}
glGetShaderInfoLog(shader, 1020, &len, log);
if (len > 1020) {
len = 1020;
}
log[len] = 0;
std::cout << log << std::endl;
return true;
#endif
}
unsigned int Shader::CompileShader(char* _vertShader, char* _fragShader)
{
vertShader = _vertShader;
fragShader = _fragShader;
const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
GLint res = 0;
glShaderSource(vertex_shader, 1, &vertShader, NULL);
glCompileShader(vertex_shader);
if (CheckCompileResult(vertex_shader)) {
return 0xdeadbeef;
}
const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragShader, NULL);
glCompileShader(fragment_shader);
if (CheckCompileResult(fragment_shader)) {
return 0xdeadbeef;
}
shaderId = glCreateProgram();
glAttachShader(shaderId, vertex_shader);
glAttachShader(shaderId, fragment_shader);
glLinkProgram(shaderId);
glGetProgramiv(shaderId, GL_LINK_STATUS, &res);
if (res == 0) {
return 0xdeadbeef;
}
// get all uniform parameters positions
mModelPos = glGetUniformLocation(shaderId, "model");
mNormalRotPos = glGetUniformLocation(shaderId, "normalRot");
mProjectionPos = glGetUniformLocation(shaderId, "projection");
mViewPos = glGetUniformLocation(shaderId, "view");
mLightPosPos = glGetUniformLocation(shaderId, "lightPos");
mLightColorPos = glGetUniformLocation(shaderId, "lightColor");
mAmbientPos = glGetUniformLocation(shaderId, "ambient");
mObjectColorPos = glGetUniformLocation(shaderId, "objectColor");
mTexSlotPos = glGetUniformLocation(shaderId, "texSlot");
Activate();
return shaderId;
}
void Shader::Activate()
{
if (shaderId > 0) {
glUseProgram(shaderId);
}
CurrentShader = this;
}
const char* VertShader3DNorm =
"#version 330 core \n"
"layout(location = 0) in vec3 aPosition; \n"
"layout(location = 1) in vec3 aNormal; \n"
"out vec3 Normal; \n"
"out vec3 FragPos; \n"
"uniform mat4 model; \n"
"uniform mat4 view; \n"
"uniform mat4 projection; \n"
"uniform mat4 normalRot; \n"
"void main(void) \n"
"{ \n"
" gl_Position = projection * view * model * vec4(aPosition, 1.0); \n"
" FragPos = vec3(model * vec4(aPosition, 1.0)); \n"
" Normal = vec3(normalRot * vec4(aNormal, 1.0)); \n"
"} \n";
const char* VertShader3DInvNorm =
"#version 330 core \n"
"layout(location = 0) in vec3 aPosition; \n"
"layout(location = 1) in vec3 aNormal; \n"
"out vec3 Normal; \n"
"out vec3 FragPos; \n"
"uniform mat4 model; \n"
"uniform mat4 view; \n"
"uniform mat4 projection; \n"
"uniform mat4 normalRot; \n"
"void main(void) \n"
"{ \n"
" gl_Position = projection * view * model * vec4(aPosition, 1.0); \n"
" FragPos = vec3(model * vec4(aPosition, 1.0)); \n"
" Normal = -vec3(normalRot * vec4(aNormal, 1.0)); \n"
"} \n";
const char* VertShader2DTex =
"#version 330 core \n" // -----> add long remark for a uniform auto formatting
"layout(location = 0) in vec2 aPosition; \n"
"layout(location = 1) in vec2 aTexCoord; \n"
"out vec2 texCoord; \n"
"uniform mat4 projection; \n"
"uniform mat4 model; \n"
"void main(void) \n"
"{ \n"
" gl_Position = projection * model * vec4(aPosition, 0.0, 1.0); \n"
" texCoord = aTexCoord; \n"
"} \n";
const char* FragShader2dTex =
"#version 330\n" // -----> add long remark for a uniform auto formatting
"out vec4 FragColor; \n"
"in vec2 texCoord; \n"
"uniform vec3 objectColor; \n"
"uniform sampler2D texSlot; \n"
"void main() \n"
"{ \n"
" vec4 texColor = texture(texSlot, texCoord); \n"
" FragColor = vec4(objectColor, 1.0) * texColor; \n"
"} \n";
const char* FragShaderNorm =
"#version 330\n" // -----> add long remark for a uniform auto formatting
"out vec4 FragColor; \n"
"in vec3 Normal; \n"
"in vec3 FragPos; \n"
"uniform vec3 lightPos; \n"
"uniform vec3 lightColor; \n"
"uniform vec3 objectColor; \n"
"uniform vec3 ambient; \n"
"void main() \n"
"{ \n"
" vec3 norm = normalize(Normal); \n"
" vec3 lightDir = normalize(lightPos - FragPos); \n"
" float diff = max(dot(norm, lightDir), 0.0); \n"
" vec3 diffuse = diff * lightColor; \n"
" vec3 result = (ambient + diffuse) * objectColor; \n"
" FragColor = vec4(result, 1.0); \n"
"} \n";
const char* FragShaderFlat =
"#version 330\n" // -----> add long remark for a uniform auto formatting
"out vec4 FragColor; \n"
"in vec3 Normal; \n"
"in vec3 FragPos; \n"
"uniform vec3 objectColor; \n"
"void main() \n"
"{ \n"
" FragColor = vec4(objectColor, 1.0); \n"
"} \n";
} // namespace MillSim