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/***************************************************************************
* 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 *
* *
***************************************************************************/
#ifndef __simdisplay_h__
#define __simdisplay_h__
#include "GlUtils.h"
#include "Shader.h"
#include "StockObject.h"
#include "MillPathLine.h"
#include <vector>
#include <random>
#include <algorithm>
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
#endif // !__simdisplay_h__
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