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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 *
* *
* *
***************************************************************************/
#include "SimDisplay.h"
#include "linmath.h"
#include "OpenGlWrapper.h"
#include <cmath>
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