leocad/common/lc_context.cpp

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#include "lc_global.h"
#include "lc_context.h"
#include "lc_mesh.h"
#include "lc_texture.h"
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#include "lc_colors.h"
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lcContext::lcContext()
{
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
mTexture = NULL;
mLineWidth = 1.0f;
mMatrixMode = GL_MODELVIEW;
}
lcContext::~lcContext()
{
}
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void lcContext::SetDefaultState()
{
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.5f, 0.1f);
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glEnableClientState(GL_VERTEX_ARRAY);
if (GL_HasVertexBufferObject())
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
glVertexPointer(3, GL_FLOAT, 0, NULL);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
glLineWidth(1.0f);
mLineWidth = 1.0f;
glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
}
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void lcContext::SetWorldViewMatrix(const lcMatrix44& WorldViewMatrix)
{
if (mMatrixMode != GL_MODELVIEW)
{
glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
}
glLoadMatrixf(WorldViewMatrix);
}
void lcContext::SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
{
if (mMatrixMode != GL_PROJECTION)
{
glMatrixMode(GL_PROJECTION);
mMatrixMode = GL_PROJECTION;
}
glLoadMatrixf(ProjectionMatrix);
}
void lcContext::SetLineWidth(float LineWidth)
{
if (LineWidth == mLineWidth)
return;
glLineWidth(LineWidth);
mLineWidth = LineWidth;
}
void lcContext::BindMesh(lcMesh* Mesh)
{
if (GL_HasVertexBufferObject())
{
GLuint VertexBufferObject = Mesh->mVertexBuffer.mBuffer;
mVertexBufferPointer = NULL;
GLuint IndexBufferObject = Mesh->mIndexBuffer.mBuffer;
mIndexBufferPointer = NULL;
if (VertexBufferObject != mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
mVertexBufferObject = VertexBufferObject;
mVertexBufferOffset = (char*)~0;
}
if (IndexBufferObject != mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
mIndexBufferObject = IndexBufferObject;
}
}
else
{
mVertexBufferPointer = (char*)Mesh->mVertexBuffer.mData;
mIndexBufferPointer = (char*)Mesh->mIndexBuffer.mData;
mVertexBufferOffset = (char*)~0;
}
}
void lcContext::UnbindMesh()
{
if (mTexture)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
}
if (GL_HasVertexBufferObject())
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
glVertexPointer(3, GL_FLOAT, 0, NULL);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
}
void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
{
char* BufferOffset = mVertexBufferPointer;
lcTexture* Texture = Section->Texture;
if (!Texture)
{
if (mTexture)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
}
}
else
{
BufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
if (Texture != mTexture)
{
glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
if (!mTexture)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
}
mTexture = Texture;
}
}
if (mVertexBufferOffset != BufferOffset)
{
if (!Texture)
glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
else
{
glVertexPointer(3, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset);
glTexCoordPointer(2, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + sizeof(lcVector3));
}
mVertexBufferOffset = BufferOffset;
}
glDrawElements(Section->PrimitiveType, Section->NumIndices, Mesh->mIndexType, mIndexBufferPointer + Section->IndexOffset);
}
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void lcContext::DrawOpaqueMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& OpaqueMeshes)
{
for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++)
{
lcRenderMesh& RenderMesh = OpaqueMeshes[MeshIdx];
lcMesh* Mesh = RenderMesh.Mesh;
BindMesh(Mesh);
SetWorldViewMatrix(lcMul(*RenderMesh.WorldMatrix, ViewMatrix));
for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mSections[SectionIdx];
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType == GL_TRIANGLES)
{
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (lcIsColorTranslucent(ColorIndex))
continue;
if (RenderMesh.Focused)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.4000f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.8980f * 0.5f, Color[3]));
}
else if (RenderMesh.Selected)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.8980f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.4000f * 0.5f, Color[3]));
}
else
lcSetColor(ColorIndex);
}
else
{
if (RenderMesh.Focused)
lcSetColorFocused();
else if (RenderMesh.Selected)
lcSetColorSelected();
else if (ColorIndex == gEdgeColor)
lcSetEdgeColor(RenderMesh.ColorIndex);
else
lcSetColor(ColorIndex);
}
DrawMeshSection(Mesh, Section);
}
}
}
void lcContext::DrawTranslucentMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& TranslucentMeshes)
{
if (TranslucentMeshes.IsEmpty())
return;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
for (int MeshIdx = 0; MeshIdx < TranslucentMeshes.GetSize(); MeshIdx++)
{
lcRenderMesh& RenderMesh = TranslucentMeshes[MeshIdx];
lcMesh* Mesh = RenderMesh.Mesh;
BindMesh(Mesh);
SetWorldViewMatrix(lcMul(*RenderMesh.WorldMatrix, ViewMatrix));
for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mSections[SectionIdx];
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType != GL_TRIANGLES)
continue;
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (!lcIsColorTranslucent(ColorIndex))
continue;
if (RenderMesh.Focused)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.4000f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.8980f * 0.5f, Color[3]));
}
else if (RenderMesh.Selected)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.8980f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.4000f * 0.5f, Color[3]));
}
else
lcSetColor(ColorIndex);
DrawMeshSection(Mesh, Section);
}
}
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}