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| // SPDX-License-Identifier: LGPL-2.1-or-later AND MIT | |
| /*************************************************************************** | |
| * 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 * | |
| * * | |
| * * | |
| * Portions of this code are taken from: * | |
| * "OpenGL 4 Shading Language cookbook" Third edition * | |
| * Written by: David Wolff * | |
| * Published by: <packt> www.packt.com * | |
| * License: MIT License * | |
| * * | |
| * * | |
| ***************************************************************************/ | |
| namespace MillSim | |
| { | |
| void SimDisplay::InitShaders() | |
| { | |
| // use shaders | |
| // standard diffuse shader | |
| shader3D.CompileShader("StdDiffuse", VertShader3DNorm, FragShaderNorm); | |
| shader3D.UpdateEnvColor(lightPos, lightColor, ambientCol, 0.0f); | |
| // invarted normal diffuse shader for inner mesh | |
| shaderInv3D.CompileShader("InvertNormal", VertShader3DInvNorm, FragShaderNorm); | |
| shaderInv3D.UpdateEnvColor(lightPos, lightColor, ambientCol, 0.0f); | |
| // null shader to calculate meshes only (simulation stage) | |
| shaderFlat.CompileShader("Null", VertShader3DNorm, FragShaderFlat); | |
| // texture shader to render Simulator FBO | |
| shaderSimFbo.CompileShader("Texture", VertShader2DFbo, FragShader2dFbo); | |
| shaderSimFbo.UpdateTextureSlot(0); | |
| // geometric shader - generate texture with all geometric info for further processing | |
| shaderGeom.CompileShader("Geometric", VertShaderGeom, FragShaderGeom); | |
| shaderGeomCloser.CompileShader("GeomCloser", VertShaderGeom, FragShaderGeom); | |
| // SSAO shader - generate SSAO info and embed in texture buffer | |
| shaderSSAO.CompileShader("SSAO", VertShader2DFbo, FragShaderSSAO); | |
| shaderSSAO.UpdateRandomTexSlot(0); | |
| shaderSSAO.UpdatePositionTexSlot(1); | |
| shaderSSAO.UpdateNormalTexSlot(2); | |
| // SSAO blur shader - smooth generated SSAO texture | |
| shaderSSAOBlur.CompileShader("Blur", VertShader2DFbo, FragShaderSSAOBlur); | |
| shaderSSAOBlur.UpdateSsaoTexSlot(0); | |
| // SSAO lighting shader - apply lightig modified by SSAO calculations | |
| shaderSSAOLighting.CompileShader("SsaoLighting", VertShader2DFbo, FragShaderSSAOLighting); | |
| shaderSSAOLighting.UpdateColorTexSlot(0); | |
| shaderSSAOLighting.UpdatePositionTexSlot(1); | |
| shaderSSAOLighting.UpdateNormalTexSlot(2); | |
| shaderSSAOLighting.UpdateSsaoTexSlot(3); | |
| shaderSSAOLighting.UpdateEnvColor(lightPos, lightColor, ambientCol, 0.01f); | |
| // Mill Path Line Shader | |
| shaderLinePath.CompileShader("PathLine", VertShader3DLine, FragShader3DLine); | |
| } | |
| void SimDisplay::CreateFboQuad() | |
| { | |
| float quadVertices[] = {// a quad that fills the entire screen in Normalized Device Coordinates. | |
| // positions // texCoords | |
| -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, | |
| 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, | |
| 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f | |
| }; | |
| glGenVertexArrays(1, &mFboQuadVAO); | |
| glGenBuffers(1, &mFboQuadVBO); | |
| glBindVertexArray(mFboQuadVAO); | |
| glBindBuffer(GL_ARRAY_BUFFER, mFboQuadVBO); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices[0], GL_STATIC_DRAW); | |
| glEnableVertexAttribArray(0); | |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); | |
| glEnableVertexAttribArray(1); | |
| glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); | |
| } | |
| void SimDisplay::CreateGBufTex(GLenum texUnit, GLint intFormat, GLenum format, GLenum type, GLuint& texid) | |
| { | |
| glActiveTexture(texUnit); | |
| glGenTextures(1, &texid); | |
| glBindTexture(GL_TEXTURE_2D, texid); | |
| glTexImage2D(GL_TEXTURE_2D, 0, intFormat, mWidth, mHeight, 0, format, type, NULL); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); | |
| } | |
| void SimDisplay::UniformHemisphere(vec3& randVec) | |
| { | |
| float x1 = distr01(generator); | |
| float x2 = distr01(generator); | |
| float s = sqrt(1.0f - x1 * x1); | |
| randVec[0] = cosf(pi * 2 * x2) * s; | |
| randVec[1] = sinf(pi * 2 * x2) * s; | |
| randVec[2] = x1; | |
| } | |
| void SimDisplay::UniformCircle(vec3& randVec) | |
| { | |
| float x = distr01(generator); | |
| randVec[0] = cosf(pi * 2 * x); | |
| randVec[1] = sinf(pi * 2 * x); | |
| randVec[2] = 0; | |
| } | |
| void SimDisplay::CreateDisplayFbos() | |
| { | |
| // setup frame buffer for simulation | |
| glGenFramebuffers(1, &mFbo); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFbo); | |
| // a color texture for the frame buffer | |
| CreateGBufTex(GL_TEXTURE0, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, mFboColTexture); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboColTexture, 0); | |
| // a position texture for the frame buffer | |
| CreateGBufTex(GL_TEXTURE1, GL_RGB32F, GL_RGBA, GL_FLOAT, mFboPosTexture); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mFboPosTexture, 0); | |
| // a normal texture for the frame buffer | |
| CreateGBufTex(GL_TEXTURE2, GL_RGB32F, GL_RGBA, GL_FLOAT, mFboNormTexture); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mFboNormTexture, 0); | |
| unsigned int attachments[3] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; | |
| glDrawBuffers(3, attachments); | |
| glGenRenderbuffers(1, &mRboDepthStencil); | |
| glBindRenderbuffer(GL_RENDERBUFFER, mRboDepthStencil); | |
| glRenderbufferStorage( | |
| GL_RENDERBUFFER, | |
| GL_DEPTH24_STENCIL8, | |
| mWidth, | |
| mHeight | |
| ); // use a single renderbuffer object for both a depth AND stencil buffer. | |
| glFramebufferRenderbuffer( | |
| GL_FRAMEBUFFER, | |
| GL_DEPTH_STENCIL_ATTACHMENT, | |
| GL_RENDERBUFFER, | |
| mRboDepthStencil | |
| ); // now actually attach it | |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { | |
| return; | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| } | |
| void SimDisplay::CreateSsaoFbos() | |
| { | |
| mSsaoValid = true; | |
| // setup framebuffer for SSAO processing | |
| glGenFramebuffers(1, &mSsaoFbo); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mSsaoFbo); | |
| // SSAO color buffer | |
| CreateGBufTex(GL_TEXTURE0, GL_R16F, GL_RED, GL_FLOAT, mFboSsaoTexture); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboSsaoTexture, 0); | |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { | |
| mSsaoValid = false; | |
| return; | |
| } | |
| // setup framebuffer for SSAO blur processing | |
| glGenFramebuffers(1, &mSsaoBlurFbo); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mSsaoBlurFbo); | |
| CreateGBufTex(GL_TEXTURE0, GL_R16F, GL_RED, GL_FLOAT, mFboSsaoBlurTexture); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboSsaoBlurTexture, 0); | |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { | |
| mSsaoValid = false; | |
| return; | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| // generate sample kernel | |
| int kernSize = 64; | |
| for (int i = 0; i < kernSize; i++) { | |
| vec3 sample; | |
| UniformHemisphere(sample); | |
| float scale = ((float)(i * i)) / (kernSize * kernSize); | |
| float interpScale = 0.1f * (1.0f - scale) + scale; | |
| vec3_scale(sample, sample, interpScale); | |
| mSsaoKernel.push_back(*(Point3D*)sample); | |
| } | |
| shaderSSAO.Activate(); | |
| shaderSSAO.UpdateKernelVals(mSsaoKernel.size(), &mSsaoKernel[0].x); | |
| // generate random direction texture | |
| int randSize = 4 * 4; | |
| std::vector<Point3D> randDirections; | |
| for (int i = 0; i < randSize; i++) { | |
| vec3 randvec; | |
| UniformCircle(randvec); | |
| randDirections.push_back(*(Point3D*)randvec); | |
| } | |
| glGenTextures(1, &mFboRandTexture); | |
| glBindTexture(GL_TEXTURE_2D, mFboRandTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 4, 4, 0, GL_RGB, GL_FLOAT, &randDirections[0].x); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | |
| } | |
| SimDisplay::~SimDisplay() | |
| { | |
| CleanGL(); | |
| } | |
| void SimDisplay::InitGL(qreal devicePixelRatio) | |
| { | |
| if (displayInitiated) { | |
| return; | |
| } | |
| // setup light object | |
| mlightObject.GenerateBoxStock(-0.5f, -0.5f, -0.5f, 1, 1, 1); | |
| mDevicePixelRatio = devicePixelRatio; | |
| mWidth = (int)(gWindowSizeW * mDevicePixelRatio); | |
| mHeight = (int)(gWindowSizeH * mDevicePixelRatio); | |
| InitShaders(); | |
| CreateDisplayFbos(); | |
| CreateSsaoFbos(); | |
| CreateFboQuad(); | |
| UpdateProjection(); | |
| displayInitiated = true; | |
| } | |
| void SimDisplay::CleanFbos() | |
| { | |
| // cleanup frame buffers | |
| GLDELETE_FRAMEBUFFER(mFbo); | |
| GLDELETE_FRAMEBUFFER(mSsaoFbo); | |
| GLDELETE_FRAMEBUFFER(mSsaoBlurFbo); | |
| // cleanup fbo textures | |
| GLDELETE_TEXTURE(mFboColTexture); | |
| GLDELETE_TEXTURE(mFboPosTexture); | |
| GLDELETE_TEXTURE(mFboNormTexture); | |
| GLDELETE_TEXTURE(mFboSsaoTexture); | |
| GLDELETE_TEXTURE(mFboSsaoBlurTexture); | |
| GLDELETE_TEXTURE(mFboRandTexture); | |
| GLDELETE_RENDERBUFFER(mRboDepthStencil); | |
| } | |
| void SimDisplay::CleanGL() | |
| { | |
| CleanFbos(); | |
| // cleanup geometry | |
| GLDELETE_VERTEXARRAY(mFboQuadVAO); | |
| GLDELETE_BUFFER(mFboQuadVBO); | |
| // cleanup shaders | |
| shader3D.Destroy(); | |
| shaderInv3D.Destroy(); | |
| shaderFlat.Destroy(); | |
| shaderSimFbo.Destroy(); | |
| shaderGeom.Destroy(); | |
| shaderSSAO.Destroy(); | |
| shaderSSAOLighting.Destroy(); | |
| shaderSSAOBlur.Destroy(); | |
| displayInitiated = false; | |
| } | |
| void SimDisplay::PrepareDisplay(vec3 objCenter) | |
| { | |
| mat4x4_look_at(mMatLookAt, eye, target, upvec); | |
| mat4x4_translate_in_place(mMatLookAt, mEyeX * mEyeXZFactor, 0, mEyeZ * mEyeXZFactor); | |
| mat4x4_rotate_X(mMatLookAt, mMatLookAt, mEyeInclination); | |
| mat4x4_rotate_Z(mMatLookAt, mMatLookAt, mEyeRoration); | |
| mat4x4_translate_in_place(mMatLookAt, -objCenter[0], -objCenter[1], -objCenter[2]); | |
| } | |
| void SimDisplay::PrepareFrameBuffer() | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFbo); | |
| glClearColor(0, 0, 0, 0); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
| glEnable(GL_CULL_FACE); | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthFunc(GL_LESS); | |
| } | |
| void SimDisplay::StartDepthPass() | |
| { | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthFunc(GL_LESS); | |
| glDepthMask(GL_TRUE); | |
| shaderFlat.Activate(); | |
| shaderFlat.UpdateViewMat(mMatLookAt); | |
| } | |
| void SimDisplay::StartGeometryPass(vec3 objColor, bool invertNormals) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFbo); | |
| shaderGeom.Activate(); | |
| shaderGeom.UpdateNormalState(invertNormals); | |
| shaderGeom.UpdateViewMat(mMatLookAt); | |
| shaderGeom.UpdateObjColor(objColor); | |
| glEnable(GL_CULL_FACE); | |
| glDisable(GL_BLEND); | |
| } | |
| // A 'closer' geometry pass is similar to std geometry pass, but render the objects | |
| // slightly closer to the camera. This mitigates overlapping faces artifacts. | |
| void SimDisplay::StartCloserGeometryPass(vec3 objColor) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFbo); | |
| shaderGeomCloser.Activate(); | |
| shaderGeomCloser.UpdateNormalState(false); | |
| shaderGeomCloser.UpdateViewMat(mMatLookAt); | |
| shaderGeomCloser.UpdateObjColor(objColor); | |
| glEnable(GL_CULL_FACE); | |
| glDisable(GL_BLEND); | |
| } | |
| void SimDisplay::RenderLightObject() | |
| { | |
| shaderFlat.Activate(); | |
| shaderFlat.UpdateObjColor(lightColor); | |
| mlightObject.render(); | |
| } | |
| void SimDisplay::ScaleViewToStock(StockObject* obj) | |
| { | |
| mMaxStockDim = fmaxf(obj->size[0], obj->size[1]); | |
| maxFar = mMaxStockDim * 16; | |
| UpdateProjection(); | |
| vec3_set(eye, 0, 0, 0); | |
| UpdateEyeFactor(0.1f); | |
| vec3_set(lightPos, obj->position[0], obj->position[1], obj->position[2] + mMaxStockDim / 3); | |
| mlightObject.SetPosition(lightPos); | |
| } | |
| void SimDisplay::RenderResult(bool recalculate) | |
| { | |
| if (mSsaoValid && applySSAO) { | |
| RenderResultSSAO(recalculate); | |
| } | |
| else { | |
| RenderResultStandard(); | |
| } | |
| } | |
| void SimDisplay::RenderResultStandard() | |
| { | |
| // set default frame buffer | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| // display the sim result within the FBO | |
| shaderSSAOLighting.Activate(); | |
| shaderSSAOLighting.UpdateColorTexSlot(0); | |
| shaderSSAOLighting.UpdatePositionTexSlot(1); | |
| shaderSSAOLighting.UpdateNormalTexSlot(2); | |
| shaderSSAOLighting.UpdateSsaoActive(false); | |
| // shaderSimFbo.Activate(); | |
| glBindVertexArray(mFboQuadVAO); | |
| glDisable(GL_DEPTH_TEST); | |
| glDisable(GL_CULL_FACE); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, mFboColTexture); | |
| glActiveTexture(GL_TEXTURE1); | |
| glBindTexture(GL_TEXTURE_2D, mFboPosTexture); | |
| glActiveTexture(GL_TEXTURE2); | |
| glBindTexture(GL_TEXTURE_2D, mFboNormTexture); | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| } | |
| void SimDisplay::RenderResultSSAO(bool recalculate) | |
| { | |
| glDisable(GL_BLEND); | |
| glDisable(GL_DEPTH_TEST); | |
| glDisable(GL_CULL_FACE); | |
| if (recalculate) { | |
| // generate SSAO texture | |
| glBindFramebuffer(GL_FRAMEBUFFER, mSsaoFbo); | |
| shaderSSAO.Activate(); | |
| shaderSSAO.UpdateRandomTexSlot(0); | |
| shaderSSAO.UpdatePositionTexSlot(1); | |
| shaderSSAO.UpdateNormalTexSlot(2); | |
| shaderSSAO.UpdateScreenDimension(mWidth, mHeight); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, mFboRandTexture); | |
| glActiveTexture(GL_TEXTURE1); | |
| glBindTexture(GL_TEXTURE_2D, mFboPosTexture); | |
| glActiveTexture(GL_TEXTURE2); | |
| glBindTexture(GL_TEXTURE_2D, mFboNormTexture); | |
| glBindVertexArray(mFboQuadVAO); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| // blur SSAO texture to remove noise | |
| glBindFramebuffer(GL_FRAMEBUFFER, mSsaoBlurFbo); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| shaderSSAOBlur.Activate(); | |
| shaderSSAOBlur.UpdateSsaoTexSlot(0); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, mFboSsaoTexture); | |
| glBindVertexArray(mFboQuadVAO); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| } | |
| // lighting pass: | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| shaderSSAOLighting.Activate(); | |
| shaderSSAOLighting.UpdateColorTexSlot(0); | |
| shaderSSAOLighting.UpdatePositionTexSlot(1); | |
| shaderSSAOLighting.UpdateNormalTexSlot(2); | |
| shaderSSAOLighting.UpdateSsaoTexSlot(3); | |
| shaderSSAOLighting.UpdateSsaoActive(true); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, mFboColTexture); | |
| glActiveTexture(GL_TEXTURE1); | |
| glBindTexture(GL_TEXTURE_2D, mFboPosTexture); | |
| glActiveTexture(GL_TEXTURE2); | |
| glBindTexture(GL_TEXTURE_2D, mFboNormTexture); | |
| glActiveTexture(GL_TEXTURE3); | |
| glBindTexture(GL_TEXTURE_2D, mFboSsaoBlurTexture); | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| glBindVertexArray(mFboQuadVAO); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| } | |
| void SimDisplay::SetupLinePathPass(int curSegment, bool isHidden) | |
| { | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthMask(GL_FALSE); | |
| glDepthFunc(isHidden ? GL_GREATER : GL_LESS); | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| glLineWidth(2); | |
| shaderLinePath.Activate(); | |
| pathLineColor[3] = isHidden ? 0.1f : 1.0f; | |
| shaderLinePath.UpdateObjColorAlpha(pathLineColor); | |
| shaderLinePath.UpdateCurSegment(curSegment); | |
| shaderLinePath.UpdateViewMat(mMatLookAt); | |
| } | |
| void SimDisplay::TiltEye(float tiltStep) | |
| { | |
| mEyeInclination += tiltStep; | |
| if (mEyeInclination > pi / 2) { | |
| mEyeInclination = pi / 2; | |
| } | |
| else if (mEyeInclination < -pi / 2) { | |
| mEyeInclination = -pi / 2; | |
| } | |
| } | |
| void SimDisplay::RotateEye(float rotStep) | |
| { | |
| mEyeRoration += rotStep; | |
| if (mEyeRoration > pi * 2) { | |
| mEyeRoration -= pi * 2; | |
| } | |
| else if (mEyeRoration < 0) { | |
| mEyeRoration += pi * 2; | |
| } | |
| updateDisplay = true; | |
| } | |
| void SimDisplay::MoveEye(float x, float z) | |
| { | |
| // Exponential calculate maxValue | |
| // https://forum.freecad.org/viewtopic.php?t=96939 | |
| const float arg1 = 124.938F; | |
| const float arg2 = 578.754F; | |
| const float arg3 = -20.7993F; | |
| float maxValueX = arg1 + arg2 * exp(arg3 * mEyeDistFactor); | |
| float maxValueZ = maxValueX * 0.4F; | |
| mEyeX += x; | |
| if (mEyeX > maxValueX) { | |
| mEyeX = maxValueX; | |
| } | |
| else if (mEyeX < -maxValueX) { | |
| mEyeX = -maxValueX; | |
| } | |
| mEyeZ += z; | |
| if (mEyeZ > maxValueZ) { | |
| mEyeZ = maxValueZ; | |
| } | |
| else if (mEyeZ < -maxValueZ) { | |
| mEyeZ = -maxValueZ; | |
| } | |
| updateDisplay = true; | |
| } | |
| void SimDisplay::MoveEyeCenter() | |
| { | |
| mEyeRoration = 0; | |
| mEyeInclination = pi / 6; | |
| mEyeX = 0; | |
| mEyeZ = 0; | |
| UpdateEyeFactor(0.1f); | |
| } | |
| void SimDisplay::UpdateEyeFactor(float factor) | |
| { | |
| if (mEyeDistFactor == factor) { | |
| return; | |
| } | |
| updateDisplay = true; | |
| mEyeDistFactor = factor; | |
| mEyeXZFactor = factor * maxFar * 0.005f; | |
| eye[1] = -factor * maxFar; | |
| } | |
| void SimDisplay::UpdateWindowScale() | |
| { | |
| mWidth = (int)(gWindowSizeW * mDevicePixelRatio); | |
| mHeight = (int)(gWindowSizeH * mDevicePixelRatio); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFbo); | |
| CleanFbos(); | |
| CreateDisplayFbos(); | |
| CreateSsaoFbos(); | |
| UpdateProjection(); | |
| } | |
| void SimDisplay::UpdateProjection() | |
| { | |
| // Setup projection | |
| mat4x4 projmat; | |
| mat4x4_perspective(projmat, 0.7f, (float)gWindowSizeW / gWindowSizeH, 1.0f, maxFar); | |
| shader3D.Activate(); | |
| shader3D.UpdateProjectionMat(projmat); | |
| shaderInv3D.Activate(); | |
| shaderInv3D.UpdateProjectionMat(projmat); | |
| shaderFlat.Activate(); | |
| shaderFlat.UpdateProjectionMat(projmat); | |
| shaderGeom.Activate(); | |
| shaderGeom.UpdateProjectionMat(projmat); | |
| shaderSSAO.Activate(); | |
| shaderSSAO.UpdateProjectionMat(projmat); | |
| shaderLinePath.Activate(); | |
| shaderLinePath.UpdateProjectionMat(projmat); | |
| shaderLinePath.UpdateObjColor(pathLineColorPassed); | |
| projmat[2][2] *= 0.99999F; | |
| shaderGeomCloser.Activate(); | |
| shaderGeomCloser.UpdateProjectionMat(projmat); | |
| } | |
| } // namespace MillSim | |