#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;
c3object_p head = NULL; // hotend
c3texture_p fbo_c3; // frame buffer object texture
c3program_p fxaa = NULL; // full screen antialias shader
+c3gl_fbo_t fbo;
int glsl_version = 110;
#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)
_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);
+
+ if (fxaa) {
+ glUseProgram((GLuint)fxaa->pid);
+ GLCHECK(glUniform2fv((GLuint)fxaa->params.e[0].pid, 1, size.n));
+ glUseProgram(0);
+ }
+
glutPostRedisplay();
}
static void
_gl_display_cb(void) /* function called whenever redisplay needed */
{
-#if FBO
/*
* Draw in FBO object
*/
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)fbo.fbo);
// draw (without glutSwapBuffers)
dumpError("glBindFramebuffer fbo");
glViewport(0, 0, _w, _h);
-#else
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-
c3context_view_set(c3, 0);
c3vec3 headp = c3vec3f(
stepper_get_position_mm(&reprap.step_x),
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);
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();
}
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);
}
/*
}
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));
c3_driver_list[0] = c3gl_getdriver();
cam->lookat = c3vec3f(100.0, 100.0, 0.0);
cam->eye = c3vec3f(100.0, -100.0, 100.0);
+ /*
+ * 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
+ }
+ }
+
{
const char *path = "gfx/hb.png";
cairo_surface_t * image = cairo_image_surface_create_from_png (path);
}
}
}
- { // 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] = {
/*
* 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
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);
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;
gl_dispose()
{
c3context_dispose(c3);
+ c3context_dispose(hud);
+ c3gl_fbo_dispose(&fbo);
}
int