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| // SPDX-License-Identifier: LGPL-2.1-or-later | |
| /*************************************************************************** | |
| * 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 * | |
| * * | |
| ***************************************************************************/ | |
| namespace MillSim | |
| { | |
| constexpr auto pi = std::numbers::pi_v<float>; | |
| struct Point3D | |
| { | |
| float x, y, z; | |
| }; | |
| class SimDisplay | |
| { | |
| public: | |
| ~SimDisplay(); | |
| void InitGL(qreal devicePixelRatio); | |
| void CleanGL(); | |
| void CleanFbos(); | |
| void PrepareDisplay(vec3 objCenter); | |
| void PrepareFrameBuffer(); | |
| void StartDepthPass(); | |
| void StartGeometryPass(vec3 objColor, bool invertNormals); | |
| void StartCloserGeometryPass(vec3 objColor); | |
| void RenderLightObject(); | |
| void ScaleViewToStock(StockObject* obj); | |
| void RenderResult(bool recalculate); | |
| void RenderResultStandard(); | |
| void RenderResultSSAO(bool recalculate); | |
| void SetupLinePathPass(int curSegment, bool isHidden); | |
| void TiltEye(float tiltStep); | |
| void RotateEye(float rotStep); | |
| void MoveEye(float x, float z); | |
| void MoveEyeCenter(); | |
| void UpdateEyeFactor(float factor); | |
| void UpdateWindowScale(); | |
| void UpdateProjection(); | |
| float GetEyeFactor() | |
| { | |
| return mEyeDistFactor; | |
| } | |
| public: | |
| bool applySSAO = false; | |
| bool updateDisplay = false; | |
| float maxFar = 100; | |
| bool displayInitiated = false; | |
| protected: | |
| void InitShaders(); | |
| void CreateDisplayFbos(); | |
| void CreateSsaoFbos(); | |
| void CreateFboQuad(); | |
| void CreateGBufTex(GLenum texUnit, GLint intFormat, GLenum format, GLenum type, GLuint& texid); | |
| void UniformHemisphere(vec3& randVec); | |
| void UniformCircle(vec3& randVec); | |
| protected: | |
| // shaders | |
| Shader shader3D, shaderInv3D, shaderFlat, shaderSimFbo; | |
| Shader shaderGeom, shaderSSAO, shaderSSAOLighting, shaderSSAOBlur; | |
| Shader shaderGeomCloser; | |
| Shader shaderLinePath; | |
| vec3 lightColor = {0.5f, 0.6f, 0.7f}; | |
| vec3 lightPos = {20.0f, 20.0f, 10.0f}; | |
| vec3 ambientCol = {0.2f, 0.2f, 0.25f}; | |
| vec4 pathLineColor = {0.0f, 0.9f, 0.0f, 1.0}; | |
| vec3 pathLineColorPassed = {0.9f, 0.3f, 0.3f}; | |
| vec3 eye = {0, 100, 40}; | |
| vec3 target = {0, 0, 0}; | |
| vec3 upvec = {0, 0, 1}; | |
| mat4x4 mMatLookAt; | |
| StockObject mlightObject; | |
| qreal mDevicePixelRatio; | |
| int mWidth; | |
| int mHeight; | |
| std::mt19937 generator; | |
| std::uniform_real_distribution<float> distr01; | |
| float mEyeDistance = 30; | |
| float mEyeRoration = 0; | |
| float mEyeInclination = pi / 6; // 30 degree | |
| float mEyeStep = pi / 36; // 5 degree | |
| float mMaxStockDim = 100; | |
| float mEyeDistFactor = 0.0f; | |
| float mEyeXZFactor = 0.01f; | |
| float mEyeXZScale = 0; | |
| float mEyeX = 0.0f; | |
| float mEyeZ = 0.0f; | |
| // base frame buffer | |
| unsigned int mFbo; | |
| unsigned int mFboColTexture; | |
| unsigned int mFboPosTexture; | |
| unsigned int mFboNormTexture; | |
| unsigned int mRboDepthStencil; | |
| unsigned int mFboQuadVAO, mFboQuadVBO; | |
| // ssao frame buffers | |
| bool mSsaoValid = false; | |
| std::vector<Point3D> mSsaoKernel; | |
| unsigned int mSsaoFbo; | |
| unsigned int mSsaoBlurFbo; | |
| unsigned int mFboSsaoTexture; | |
| unsigned int mFboSsaoBlurTexture; | |
| unsigned int mFboRandTexture; | |
| }; | |
| } // namespace MillSim | |