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