2014-04-14 05:20:16 +02:00
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#include "lc_global.h"
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#include "lc_context.h"
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#include "lc_mesh.h"
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#include "lc_texture.h"
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2014-04-20 03:50:41 +02:00
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#include "lc_colors.h"
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2014-04-14 05:20:16 +02:00
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lcContext::lcContext()
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{
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mVertexBufferObject = 0;
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mIndexBufferObject = 0;
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mVertexBufferPointer = NULL;
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mIndexBufferPointer = NULL;
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mVertexBufferOffset = (char*)~0;
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mTexture = NULL;
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mLineWidth = 1.0f;
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mMatrixMode = GL_MODELVIEW;
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}
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lcContext::~lcContext()
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{
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}
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2014-04-16 02:29:54 +02:00
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void lcContext::SetDefaultState()
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{
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2014-04-20 03:50:41 +02:00
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.5f, 0.1f);
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2014-04-16 02:29:54 +02:00
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glEnableClientState(GL_VERTEX_ARRAY);
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if (GL_HasVertexBufferObject())
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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}
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glVertexPointer(3, GL_FLOAT, 0, NULL);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
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mVertexBufferObject = 0;
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mIndexBufferObject = 0;
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mVertexBufferPointer = NULL;
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mIndexBufferPointer = NULL;
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mVertexBufferOffset = (char*)~0;
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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mTexture = NULL;
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glLineWidth(1.0f);
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mLineWidth = 1.0f;
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glMatrixMode(GL_MODELVIEW);
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mMatrixMode = GL_MODELVIEW;
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}
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2014-04-14 05:20:16 +02:00
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void lcContext::SetWorldViewMatrix(const lcMatrix44& WorldViewMatrix)
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{
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if (mMatrixMode != GL_MODELVIEW)
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{
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glMatrixMode(GL_MODELVIEW);
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mMatrixMode = GL_MODELVIEW;
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}
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glLoadMatrixf(WorldViewMatrix);
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}
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void lcContext::SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
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{
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if (mMatrixMode != GL_PROJECTION)
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{
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glMatrixMode(GL_PROJECTION);
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mMatrixMode = GL_PROJECTION;
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}
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glLoadMatrixf(ProjectionMatrix);
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}
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void lcContext::SetLineWidth(float LineWidth)
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{
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if (LineWidth == mLineWidth)
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return;
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glLineWidth(LineWidth);
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mLineWidth = LineWidth;
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}
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void lcContext::BindMesh(lcMesh* Mesh)
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{
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if (GL_HasVertexBufferObject())
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{
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GLuint VertexBufferObject = Mesh->mVertexBuffer.mBuffer;
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mVertexBufferPointer = NULL;
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GLuint IndexBufferObject = Mesh->mIndexBuffer.mBuffer;
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mIndexBufferPointer = NULL;
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if (VertexBufferObject != mVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
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mVertexBufferObject = VertexBufferObject;
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mVertexBufferOffset = (char*)~0;
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}
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if (IndexBufferObject != mIndexBufferObject)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
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mIndexBufferObject = IndexBufferObject;
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}
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}
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else
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{
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mVertexBufferPointer = (char*)Mesh->mVertexBuffer.mData;
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mIndexBufferPointer = (char*)Mesh->mIndexBuffer.mData;
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mVertexBufferOffset = (char*)~0;
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}
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}
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void lcContext::UnbindMesh()
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{
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if (mTexture)
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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mTexture = NULL;
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}
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if (GL_HasVertexBufferObject())
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mVertexBufferObject = 0;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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mIndexBufferObject = 0;
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}
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mVertexBufferPointer = NULL;
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mIndexBufferPointer = NULL;
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glVertexPointer(3, GL_FLOAT, 0, NULL);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
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}
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void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
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{
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char* BufferOffset = mVertexBufferPointer;
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lcTexture* Texture = Section->Texture;
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if (!Texture)
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{
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if (mTexture)
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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mTexture = NULL;
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}
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}
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else
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{
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BufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
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if (Texture != mTexture)
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{
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glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
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if (!mTexture)
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{
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glEnable(GL_TEXTURE_2D);
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}
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mTexture = Texture;
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}
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}
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if (mVertexBufferOffset != BufferOffset)
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{
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if (!Texture)
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glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
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else
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{
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glVertexPointer(3, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset);
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glTexCoordPointer(2, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + sizeof(lcVector3));
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}
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mVertexBufferOffset = BufferOffset;
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}
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glDrawElements(Section->PrimitiveType, Section->NumIndices, Mesh->mIndexType, mIndexBufferPointer + Section->IndexOffset);
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}
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2014-04-20 03:50:41 +02:00
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void lcContext::DrawOpaqueMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& OpaqueMeshes)
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{
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for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++)
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{
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lcRenderMesh& RenderMesh = OpaqueMeshes[MeshIdx];
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lcMesh* Mesh = RenderMesh.Mesh;
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BindMesh(Mesh);
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SetWorldViewMatrix(lcMul(*RenderMesh.WorldMatrix, ViewMatrix));
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for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &Mesh->mSections[SectionIdx];
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int ColorIndex = Section->ColorIndex;
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if (Section->PrimitiveType == GL_TRIANGLES)
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{
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if (ColorIndex == gDefaultColor)
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ColorIndex = RenderMesh.ColorIndex;
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if (lcIsColorTranslucent(ColorIndex))
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continue;
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if (RenderMesh.Focused)
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{
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float* Color = gColorList[ColorIndex].Value;
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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]));
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}
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else if (RenderMesh.Selected)
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{
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float* Color = gColorList[ColorIndex].Value;
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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]));
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}
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else
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lcSetColor(ColorIndex);
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}
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else
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{
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if (RenderMesh.Focused)
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lcSetColorFocused();
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else if (RenderMesh.Selected)
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lcSetColorSelected();
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else if (ColorIndex == gEdgeColor)
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lcSetEdgeColor(RenderMesh.ColorIndex);
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else
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lcSetColor(ColorIndex);
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}
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DrawMeshSection(Mesh, Section);
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}
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}
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}
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void lcContext::DrawTranslucentMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& TranslucentMeshes)
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{
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if (TranslucentMeshes.IsEmpty())
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return;
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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for (int MeshIdx = 0; MeshIdx < TranslucentMeshes.GetSize(); MeshIdx++)
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{
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lcRenderMesh& RenderMesh = TranslucentMeshes[MeshIdx];
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lcMesh* Mesh = RenderMesh.Mesh;
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BindMesh(Mesh);
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SetWorldViewMatrix(lcMul(*RenderMesh.WorldMatrix, ViewMatrix));
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for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &Mesh->mSections[SectionIdx];
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int ColorIndex = Section->ColorIndex;
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if (Section->PrimitiveType != GL_TRIANGLES)
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continue;
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if (ColorIndex == gDefaultColor)
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ColorIndex = RenderMesh.ColorIndex;
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if (!lcIsColorTranslucent(ColorIndex))
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continue;
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if (RenderMesh.Focused)
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{
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float* Color = gColorList[ColorIndex].Value;
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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]));
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}
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else if (RenderMesh.Selected)
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{
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float* Color = gColorList[ColorIndex].Value;
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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]));
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}
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else
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lcSetColor(ColorIndex);
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DrawMeshSection(Mesh, Section);
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}
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}
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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