// SPDX-License-Identifier: LGPL-2.1-or-later /*************************************************************************** * Copyright (c) 2024 Shai Seger * * * * 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 #include #include namespace MillSim { constexpr auto pi = std::numbers::pi_v; 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 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 mSsaoKernel; unsigned int mSsaoFbo; unsigned int mSsaoBlurFbo; unsigned int mFboSsaoTexture; unsigned int mFboSsaoBlurTexture; unsigned int mFboRandTexture; }; } // namespace MillSim #endif // !__simdisplay_h__