leocad/common/lc_context.cpp

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#include "lc_global.h"
#include "lc_context.h"
#include "lc_glextensions.h"
#include "lc_mesh.h"
#include "lc_texture.h"
#include "lc_colors.h"
#include "lc_mainwindow.h"
#include "lc_library.h"
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#include "pieceinf.h"
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#ifdef LC_OPENGLES
#define glEnableClientState(...)
#define glDisableClientState(...)
#define glVertexPointer(...)
#define glTexCoordPointer(...)
#define glColorPointer(...)
#define GL_ARRAY_BUFFER_ARB GL_ARRAY_BUFFER
#define GL_ELEMENT_ARRAY_BUFFER_ARB GL_ELEMENT_ARRAY_BUFFER
#define GL_STATIC_DRAW_ARB GL_STATIC_DRAW
#endif
lcProgram lcContext::mPrograms[LC_NUM_MATERIALS];
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lcScene::lcScene()
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: mRenderMeshes(0, 1024), mOpaqueMeshes(0, 1024), mTranslucentMeshes(0, 1024), mInterfaceObjects(0, 1024)
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{
}
void lcScene::Begin(const lcMatrix44& ViewMatrix)
{
mViewMatrix = ViewMatrix;
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mRenderMeshes.RemoveAll();
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mOpaqueMeshes.RemoveAll();
mTranslucentMeshes.RemoveAll();
mInterfaceObjects.RemoveAll();
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mHasTexture = false;
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}
void lcScene::End()
{
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auto OpaqueMeshCompare = [this](int Index1, int Index2)
{
return mRenderMeshes[Index1].Mesh < mRenderMeshes[Index2].Mesh;
};
std::sort(&mOpaqueMeshes[0], &mOpaqueMeshes[0] + mOpaqueMeshes.GetSize(), OpaqueMeshCompare);
auto TranslucentMeshCompare = [this](int Index1, int Index2)
{
return mRenderMeshes[Index1].Distance < mRenderMeshes[Index2].Distance;
};
std::sort(&mTranslucentMeshes[0], &mTranslucentMeshes[0] + mTranslucentMeshes.GetSize(), TranslucentMeshCompare);
}
void lcScene::AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State, int Flags)
{
lcRenderMesh& RenderMesh = mRenderMeshes.Add();
RenderMesh.WorldMatrix = WorldMatrix;
RenderMesh.Mesh = Mesh;
RenderMesh.ColorIndex = ColorIndex;
RenderMesh.State = State;
RenderMesh.Distance = fabsf(lcMul31(WorldMatrix[3], mViewMatrix).z);
RenderMesh.LodIndex = RenderMesh.Mesh->GetLodIndex(RenderMesh.Distance);
bool Translucent = lcIsColorTranslucent(ColorIndex);
if ((Flags & (LC_PIECE_HAS_SOLID | LC_PIECE_HAS_LINES)) || ((Flags & LC_PIECE_HAS_DEFAULT) && !Translucent))
mOpaqueMeshes.Add(mRenderMeshes.GetSize() - 1);
if ((Flags & LC_PIECE_HAS_TRANSLUCENT) || ((Flags & LC_PIECE_HAS_DEFAULT) && Translucent))
mTranslucentMeshes.Add(mRenderMeshes.GetSize() - 1);
if (Flags & LC_PIECE_HAS_TEXTURE)
mHasTexture = true;
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}
lcContext::lcContext()
{
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
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mNormalEnabled = false;
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mTexCoordEnabled = false;
mColorEnabled = false;
mTexture = NULL;
mLineWidth = 1.0f;
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#ifndef LC_OPENGLES
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mMatrixMode = GL_MODELVIEW;
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#endif
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mFramebufferObject = 0;
mFramebufferTexture = 0;
mDepthRenderbufferObject = 0;
mColor = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mWorldMatrix = lcMatrix44Identity();
mViewMatrix = lcMatrix44Identity();
mProjectionMatrix = lcMatrix44Identity();
mViewProjectionMatrix = lcMatrix44Identity();
mColorDirty = false;
mWorldMatrixDirty = false;
mViewMatrixDirty = false;
mProjectionMatrixDirty = false;
mViewProjectionMatrixDirty = false;
mMaterialType = LC_NUM_MATERIALS;
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}
lcContext::~lcContext()
{
}
void lcContext::CreateShaderPrograms()
{
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#ifndef LC_OPENGLES
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#define LC_SHADER_VERSION "#version 110\n#define mediump\n"
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#define LC_VERTEX_INPUT "attribute "
#define LC_VERTEX_OUTPUT "varying "
#define LC_PIXEL_INPUT "varying "
#define LC_PIXEL_OUTPUT
#else
#define LC_SHADER_VERSION "#version 300 es\n#define texture2D texture\n"
#define LC_VERTEX_INPUT "in "
#define LC_VERTEX_OUTPUT "out "
#define LC_PIXEL_INPUT "in mediump "
#define LC_PIXEL_OUTPUT "#define gl_FragColor FragColor\nout mediump vec4 gl_FragColor;\n"
#endif
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#define LC_PIXEL_FAKE_LIGHTING \
" vec3 Normal = normalize(PixelNormal);\n" \
" vec3 LightDirection = normalize(PixelPosition - LightPosition);" \
" vec3 VertexToEye = normalize(EyePosition - PixelPosition);\n" \
" vec3 LightReflect = normalize(reflect(-LightDirection, Normal));\n" \
" float Specular = abs(dot(VertexToEye, LightReflect));\n" \
" Specular = min(pow(Specular, 8.0), 1.0) * 0.25;\n" \
" vec3 SpecularColor = vec3(Specular, Specular, Specular);\n" \
" float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n"
const char* VertexShaders[LC_NUM_MATERIALS] =
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{
// LC_MATERIAL_UNLIT_COLOR
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
"}\n",
// LC_MATERIAL_UNLIT_TEXTURE_MODULATE
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec2 VertexTexCoord;\n"
LC_VERTEX_OUTPUT "vec2 PixelTexCoord;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelTexCoord = VertexTexCoord;\n"
"}\n",
// LC_MATERIAL_UNLIT_TEXTURE_DECAL
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec2 VertexTexCoord;\n"
LC_VERTEX_OUTPUT "vec2 PixelTexCoord;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelTexCoord = VertexTexCoord;\n"
"}\n",
// LC_MATERIAL_UNLIT_VERTEX_COLOR
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec4 VertexColor;\n"
LC_VERTEX_OUTPUT "vec4 PixelColor;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelColor = VertexColor;\n"
"}\n",
// LC_MATERIAL_FAKELIT_COLOR
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec3 VertexNormal;\n"
LC_VERTEX_OUTPUT "vec3 PixelPosition;\n"
LC_VERTEX_OUTPUT "vec3 PixelNormal;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"uniform mat4 WorldMatrix;\n"
"void main()\n"
"{\n"
" PixelPosition = (WorldMatrix * vec4(VertexPosition, 1.0)).xyz;\n"
" PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz;\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
"}\n",
// LC_MATERIAL_FAKELIT_TEXTURE_DECAL
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec3 VertexNormal;\n"
LC_VERTEX_INPUT "vec2 VertexTexCoord;\n"
LC_VERTEX_OUTPUT "vec3 PixelPosition;\n"
LC_VERTEX_OUTPUT "vec3 PixelNormal;\n"
LC_VERTEX_OUTPUT "vec2 PixelTexCoord;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"uniform mat4 WorldMatrix;\n"
"void main()\n"
"{\n"
" PixelPosition = (WorldMatrix * vec4(VertexPosition, 1.0)).xyz;\n"
" PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz;\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelTexCoord = VertexTexCoord;\n"
"}\n"
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};
const char* FragmentShaders[LC_NUM_MATERIALS] =
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{
// LC_MATERIAL_UNLIT_COLOR
LC_SHADER_VERSION
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = MaterialColor;\n"
"}\n",
// LC_MATERIAL_UNLIT_TEXTURE_MODULATE
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec2 PixelTexCoord;\n"
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"uniform sampler2D Texture;\n"
"void main()\n"
"{\n"
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" gl_FragColor = vec4(MaterialColor.rgb, TexelColor.a * MaterialColor.a);\n"
"}\n",
// LC_MATERIAL_UNLIT_TEXTURE_DECAL
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec2 PixelTexCoord;\n"
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"uniform sampler2D Texture;\n"
"void main()\n"
"{\n"
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" gl_FragColor = vec4(mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a), MaterialColor.a);\n"
"}\n",
// LC_MATERIAL_UNLIT_VERTEX_COLOR
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec4 PixelColor;\n"
LC_PIXEL_OUTPUT
"void main()\n"
"{\n"
" gl_FragColor = PixelColor;\n"
"}\n",
// LC_MATERIAL_FAKELIT_COLOR
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec3 PixelPosition;\n"
LC_PIXEL_INPUT "vec3 PixelNormal;\n"
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"uniform mediump vec3 LightPosition;\n"
"uniform mediump vec3 EyePosition;\n"
"void main()\n"
"{\n"
LC_PIXEL_FAKE_LIGHTING
" vec3 DiffuseColor = MaterialColor.rgb * Diffuse;\n"
" gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n"
"}\n",
// LC_MATERIAL_FAKELIT_TEXTURE_DECAL
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec3 PixelPosition;\n"
LC_PIXEL_INPUT "vec3 PixelNormal;\n"
LC_PIXEL_INPUT "vec2 PixelTexCoord;\n"
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"uniform mediump vec3 LightPosition;\n"
"uniform mediump vec3 EyePosition;\n"
"uniform sampler2D Texture;\n"
"void main()\n"
"{\n"
LC_PIXEL_FAKE_LIGHTING
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" vec3 DiffuseColor = mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a) * Diffuse;\n"
" gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n"
"}\n"
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};
for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++)
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{
GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShader, 1, &VertexShaders[MaterialType], NULL);
glCompileShader(VertexShader);
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#ifndef QT_NO_DEBUG
GLint VertexShaderCompiled = 0;
glGetShaderiv(VertexShader, GL_COMPILE_STATUS, &VertexShaderCompiled);
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if (VertexShaderCompiled == GL_FALSE)
{
GLint Length = 0;
glGetShaderiv(VertexShader, GL_INFO_LOG_LENGTH, &Length);
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QByteArray InfoLog;
InfoLog.resize(Length);
glGetShaderInfoLog(VertexShader, Length, &Length, InfoLog.data());
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qDebug() << InfoLog;
}
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#endif
GLuint FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShader, 1, &FragmentShaders[MaterialType], NULL);
glCompileShader(FragmentShader);
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#ifndef QT_NO_DEBUG
GLint FragmentShaderCompiled = 0;
glGetShaderiv(FragmentShader, GL_COMPILE_STATUS, &FragmentShaderCompiled);
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if (FragmentShaderCompiled == GL_FALSE)
{
GLint Length = 0;
glGetShaderiv(FragmentShader, GL_INFO_LOG_LENGTH, &Length);
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QByteArray InfoLog;
InfoLog.resize(Length);
glGetShaderInfoLog(FragmentShader, Length, &Length, InfoLog.data());
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qDebug() << InfoLog;
}
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#endif
GLuint Program = glCreateProgram();
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glAttachShader(Program, VertexShader);
glAttachShader(Program, FragmentShader);
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glBindAttribLocation(Program, LC_ATTRIB_POSITION, "VertexPosition");
glBindAttribLocation(Program, LC_ATTRIB_NORMAL, "VertexNormal");
glBindAttribLocation(Program, LC_ATTRIB_TEXCOORD, "VertexTexCoord");
glBindAttribLocation(Program, LC_ATTRIB_COLOR, "VertexColor");
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glLinkProgram(Program);
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glDetachShader(Program, VertexShader);
glDetachShader(Program, FragmentShader);
glDeleteShader(VertexShader);
glDeleteShader(FragmentShader);
GLint IsLinked = 0;
glGetProgramiv(Program, GL_LINK_STATUS, &IsLinked);
if (IsLinked == GL_FALSE)
{
GLint Length = 0;
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &Length);
QByteArray InfoLog;
InfoLog.resize(Length);
glGetProgramInfoLog(Program, Length, &Length, InfoLog.data());
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glDeleteProgram(Program);
Program = 0;
}
mPrograms[MaterialType].Object = Program;
mPrograms[MaterialType].WorldViewProjectionMatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix");
mPrograms[MaterialType].WorldMatrixLocation = glGetUniformLocation(Program, "WorldMatrix");
mPrograms[MaterialType].MaterialColorLocation = glGetUniformLocation(Program, "MaterialColor");
mPrograms[MaterialType].LightPositionLocation = glGetUniformLocation(Program, "LightPosition");
mPrograms[MaterialType].EyePositionLocation = glGetUniformLocation(Program, "EyePosition");
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}
}
void lcContext::CreateResources()
{
if (!gSupportsShaderObjects)
return;
CreateShaderPrograms();
}
void lcContext::DestroyResources()
{
if (!gSupportsShaderObjects)
return;
for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++)
{
glDeleteProgram(mPrograms[MaterialType].Object);
mPrograms[MaterialType].Object = 0;
}
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}
void lcContext::SetDefaultState()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.5f, 0.1f);
if (gSupportsVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
if (gSupportsShaderObjects)
{
glEnableVertexAttribArray(LC_ATTRIB_POSITION);
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glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
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glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
}
else
{
glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, NULL);
glNormalPointer(GL_BYTE, 0, NULL);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
glColorPointer(4, GL_FLOAT, 0, NULL);
}
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mNormalEnabled = false;
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mTexCoordEnabled = false;
mColorEnabled = false;
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
glLineWidth(1.0f);
mLineWidth = 1.0f;
if (gSupportsShaderObjects)
{
glUseProgram(0);
mMaterialType = LC_NUM_MATERIALS;
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}
else
{
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#ifndef LC_OPENGLES
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glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
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glShadeModel(GL_FLAT);
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#endif
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}
}
void lcContext::SetMaterial(lcMaterialType MaterialType)
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{
if (!gSupportsShaderObjects || mMaterialType == MaterialType)
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return;
glUseProgram(mPrograms[MaterialType].Object);
mMaterialType = MaterialType;
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mColorDirty = true;
mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here
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mViewMatrixDirty = true;
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}
void lcContext::SetViewport(int x, int y, int Width, int Height)
{
glViewport(x, y, Width, Height);
}
void lcContext::SetLineWidth(float LineWidth)
{
if (LineWidth == mLineWidth)
return;
glLineWidth(LineWidth);
mLineWidth = LineWidth;
}
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void lcContext::SetTextureMode(lcTextureMode TextureMode)
{
#ifndef LC_OPENGLES
if (!gSupportsShaderObjects)
{
const GLenum ModeTable[] = { GL_DECAL, GL_REPLACE, GL_MODULATE };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ModeTable[TextureMode]);
}
#endif
}
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void lcContext::SetColor(float Red, float Green, float Blue, float Alpha)
{
SetColor(lcVector4(Red, Green, Blue, Alpha));
}
void lcContext::SetColorIndex(int ColorIndex)
{
SetColor(gColorList[ColorIndex].Value);
}
void lcContext::SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor)
{
SetColor((gColorList[ColorIndex].Value + gInterfaceColors[InterfaceColor]) * 0.5f);
}
void lcContext::SetEdgeColorIndex(int ColorIndex)
{
SetColor(gColorList[ColorIndex].Edge);
}
void lcContext::SetInterfaceColor(lcInterfaceColor InterfaceColor)
{
SetColor(gInterfaceColors[InterfaceColor]);
}
bool lcContext::BeginRenderToTexture(int Width, int Height)
{
if (gSupportsFramebufferObjectARB)
{
glGenFramebuffers(1, &mFramebufferObject);
glGenTextures(1, &mFramebufferTexture);
glGenRenderbuffers(1, &mDepthRenderbufferObject);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferObject);
glBindTexture(GL_TEXTURE_2D, mFramebufferTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFramebufferTexture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbufferObject);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbufferObject);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject);
if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
EndRenderToTexture();
return false;
}
return true;
}
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#ifndef LC_OPENGLES
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if (gSupportsFramebufferObjectEXT)
{
glGenFramebuffersEXT(1, &mFramebufferObject);
glGenTextures(1, &mFramebufferTexture);
glBindTexture(GL_TEXTURE_2D, mFramebufferTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mFramebufferTexture, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
glGenRenderbuffersEXT(1, &mDepthRenderbufferObject);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepthRenderbufferObject);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Width, Height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepthRenderbufferObject);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
EndRenderToTexture();
return false;
}
return true;
}
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#endif
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return false;
}
void lcContext::EndRenderToTexture()
{
if (gSupportsFramebufferObjectARB)
{
glDeleteFramebuffers(1, &mFramebufferObject);
mFramebufferObject = 0;
glDeleteTextures(1, &mFramebufferTexture);
mFramebufferTexture = 0;
glDeleteRenderbuffers(1, &mDepthRenderbufferObject);
mDepthRenderbufferObject = 0;
return;
}
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#ifndef LC_OPENGLES
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if (gSupportsFramebufferObjectEXT)
{
glDeleteFramebuffersEXT(1, &mFramebufferObject);
mFramebufferObject = 0;
glDeleteTextures(1, &mFramebufferTexture);
mFramebufferTexture = 0;
glDeleteRenderbuffersEXT(1, &mDepthRenderbufferObject);
mDepthRenderbufferObject = 0;
}
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#endif
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}
QImage lcContext::GetRenderToTextureImage(int Width, int Height)
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{
QImage Image(Width, Height, QImage::Format_ARGB32);
quint8* Buffer = Image.bits();
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glFinish();
glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer);
for (int y = 0; y < (Height + 1) / 2; y++)
{
quint8* Top = Buffer + ((Height - y - 1) * Width * 4);
quint8* Bottom = Buffer + y * Width * 4;
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for (int x = 0; x < Width; x++)
{
quint8 Red = Top[0];
quint8 Green = Top[1];
quint8 Blue = Top[2];
quint8 Alpha = Top[3];
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Top[0] = Bottom[2];
Top[1] = Bottom[1];
Top[2] = Bottom[0];
Top[3] = Bottom[3];
Bottom[0] = Blue;
Bottom[1] = Green;
Bottom[2] = Red;
Bottom[3] = Alpha;
Top += 4;
Bottom += 4;
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}
}
return Image;
}
bool lcContext::SaveRenderToTextureImage(const QString& FileName, int Width, int Height)
{
QImage Image = GetRenderToTextureImage(Width, Height);
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QImageWriter Writer(FileName);
bool Result = Writer.write(Image);
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if (!Result)
QMessageBox::information(gMainWindow, tr("Error"), tr("Error writing to file '%1':\n%2").arg(FileName, Writer.errorString()));
return Result;
}
lcVertexBuffer lcContext::CreateVertexBuffer(int Size, const void* Data)
{
lcVertexBuffer VertexBuffer;
if (gSupportsVertexBufferObject)
{
glGenBuffers(1, &VertexBuffer.Object);
glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBuffer.Object);
glBufferData(GL_ARRAY_BUFFER_ARB, Size, Data, GL_STATIC_DRAW_ARB);
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); // context remove
mVertexBufferObject = 0;
}
else
{
VertexBuffer.Pointer = malloc(Size);
memcpy(VertexBuffer.Pointer, Data, Size);
}
return VertexBuffer;
}
void lcContext::DestroyVertexBuffer(lcVertexBuffer& VertexBuffer)
{
if (!VertexBuffer.IsValid())
return;
if (gSupportsVertexBufferObject)
{
if (mVertexBufferObject == VertexBuffer.Object)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
}
glDeleteBuffers(1, &VertexBuffer.Object);
}
else
{
free(VertexBuffer.Pointer);
}
VertexBuffer.Pointer = NULL;
}
lcIndexBuffer lcContext::CreateIndexBuffer(int Size, const void* Data)
{
lcIndexBuffer IndexBuffer;
if (gSupportsVertexBufferObject)
{
glGenBuffers(1, &IndexBuffer.Object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBuffer.Object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, Size, Data, GL_STATIC_DRAW_ARB);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); // context remove
mIndexBufferObject = 0;
}
else
{
IndexBuffer.Pointer = malloc(Size);
memcpy(IndexBuffer.Pointer, Data, Size);
}
return IndexBuffer;
}
void lcContext::DestroyIndexBuffer(lcIndexBuffer& IndexBuffer)
{
if (!IndexBuffer.IsValid())
return;
if (gSupportsVertexBufferObject)
{
if (mIndexBufferObject == IndexBuffer.Object)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
glDeleteBuffers(1, &IndexBuffer.Object);
}
else
{
free(IndexBuffer.Pointer);
}
IndexBuffer.Pointer = NULL;
}
void lcContext::ClearVertexBuffer()
{
mVertexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
if (mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
}
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if (mNormalEnabled)
glDisableClientState(GL_NORMAL_ARRAY);
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if (mTexCoordEnabled)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (mColorEnabled)
glDisableClientState(GL_COLOR_ARRAY);
}
void lcContext::SetVertexBuffer(lcVertexBuffer VertexBuffer)
{
if (gSupportsVertexBufferObject)
{
GLuint VertexBufferObject = VertexBuffer.Object;
mVertexBufferPointer = NULL;
if (VertexBufferObject != mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
mVertexBufferObject = VertexBufferObject;
mVertexBufferOffset = (char*)~0;
}
}
else
{
mVertexBufferPointer = (char*)VertexBuffer.Pointer;
mVertexBufferOffset = (char*)~0;
}
}
void lcContext::SetVertexBufferPointer(const void* VertexBuffer)
{
if (gSupportsVertexBufferObject && mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
}
mVertexBufferPointer = (char*)VertexBuffer;
mVertexBufferOffset = (char*)~0;
}
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void lcContext::SetVertexFormatPosition(int PositionSize)
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{
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int VertexSize = PositionSize * sizeof(float);
char* VertexBufferPointer = mVertexBufferPointer;
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if (gSupportsShaderObjects)
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{
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if (mVertexBufferOffset != mVertexBufferPointer)
{
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glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
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mVertexBufferOffset = VertexBufferPointer;
}
if (mNormalEnabled)
{
glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
mNormalEnabled = false;
}
if (mTexCoordEnabled)
{
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
mTexCoordEnabled = false;
}
if (mColorEnabled)
{
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
mColorEnabled = false;
}
}
else
{
if (mVertexBufferOffset != mVertexBufferPointer)
{
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glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer);
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mVertexBufferOffset = VertexBufferPointer;
}
if (mNormalEnabled)
{
glDisableClientState(GL_NORMAL_ARRAY);
mNormalEnabled = false;
}
if (mTexCoordEnabled)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
mTexCoordEnabled = false;
}
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if (mColorEnabled)
{
glDisableClientState(GL_COLOR_ARRAY);
mColorEnabled = false;
}
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}
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}
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void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals)
{
int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float) + NormalSize * sizeof(quint32);
char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
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if (gSupportsShaderObjects)
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{
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if (mVertexBufferOffset != VertexBufferPointer)
{
glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
mVertexBufferOffset = VertexBufferPointer;
}
int Offset = PositionSize * sizeof(float);
if (NormalSize && EnableNormals)
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{
glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_BYTE, true, VertexSize, VertexBufferPointer + Offset);
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if (!mNormalEnabled)
{
glEnableVertexAttribArray(LC_ATTRIB_NORMAL);
mNormalEnabled = true;
}
}
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else if (mNormalEnabled)
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{
glDisableClientState(GL_NORMAL_ARRAY);
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mNormalEnabled = false;
}
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Offset += NormalSize * sizeof(quint32);
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if (TexCoordSize)
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{
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glVertexAttribPointer(LC_ATTRIB_TEXCOORD, TexCoordSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset);
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if (!mTexCoordEnabled)
{
glEnableVertexAttribArray(LC_ATTRIB_TEXCOORD);
mTexCoordEnabled = true;
}
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Offset += 2 * sizeof(float);
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}
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else if (mTexCoordEnabled)
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{
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glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
mTexCoordEnabled = false;
}
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if (ColorSize)
{
glVertexAttribPointer(LC_ATTRIB_COLOR, ColorSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset);
if (!mColorEnabled)
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{
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glEnableVertexAttribArray(LC_ATTRIB_COLOR);
mColorEnabled = true;
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}
}
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else if (mColorEnabled)
{
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
mColorEnabled = false;
}
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}
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else
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{
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if (mVertexBufferOffset != VertexBufferPointer)
{
glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer);
mVertexBufferOffset = VertexBufferPointer;
}
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int Offset = PositionSize * sizeof(float);
if (NormalSize && EnableNormals)
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{
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glNormalPointer(GL_BYTE, VertexSize, VertexBufferPointer + Offset);
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if (!mNormalEnabled)
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{
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glEnableClientState(GL_NORMAL_ARRAY);
mNormalEnabled = true;
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}
}
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else if (mNormalEnabled)
{
glDisableClientState(GL_NORMAL_ARRAY);
mNormalEnabled = false;
}
Offset += NormalSize * sizeof(quint32);
if (TexCoordSize)
{
glTexCoordPointer(TexCoordSize, GL_FLOAT, VertexSize, VertexBufferPointer + Offset);
if (!mTexCoordEnabled)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
mTexCoordEnabled = true;
}
Offset += 2 * sizeof(float);
}
else if (mTexCoordEnabled)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
mTexCoordEnabled = false;
}
if (ColorSize)
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{
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glColorPointer(ColorSize, GL_FLOAT, VertexSize, VertexBufferPointer + Offset);
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if (!mColorEnabled)
{
glEnableClientState(GL_COLOR_ARRAY);
mColorEnabled = true;
}
}
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else if (mColorEnabled)
{
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glDisableClientState(GL_COLOR_ARRAY);
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mColorEnabled = false;
}
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}
}
void lcContext::ClearIndexBuffer()
{
if (mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
}
void lcContext::SetIndexBuffer(lcIndexBuffer IndexBuffer)
{
if (gSupportsVertexBufferObject)
{
GLuint IndexBufferObject = IndexBuffer.Object;
mIndexBufferPointer = NULL;
if (IndexBufferObject != mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
mIndexBufferObject = IndexBufferObject;
}
}
else
{
mIndexBufferPointer = (char*)IndexBuffer.Pointer;
}
}
void lcContext::SetIndexBufferPointer(const void* IndexBuffer)
{
if (mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
mIndexBufferPointer = (char*)IndexBuffer;
}
void lcContext::BindMesh(lcMesh* Mesh)
{
lcPiecesLibrary* Library = lcGetPiecesLibrary();
if (Mesh->mVertexCacheOffset != -1)
{
GLuint VertexBufferObject = Library->mVertexBuffer.Object;
GLuint IndexBufferObject = Library->mIndexBuffer.Object;
if (VertexBufferObject != mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
mVertexBufferObject = VertexBufferObject;
mVertexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
}
if (IndexBufferObject != mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
mIndexBufferObject = IndexBufferObject;
mIndexBufferPointer = NULL;
}
}
else
{
if (mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
}
if (mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
mVertexBufferPointer = (char*)Mesh->mVertexData;
mIndexBufferPointer = (char*)Mesh->mIndexData;
mVertexBufferOffset = (char*)~0;
}
}
void lcContext::UnbindMesh()
{
if (mTexture)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
}
if (gSupportsVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
if (gSupportsShaderObjects)
{
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
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glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
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glDisableVertexAttribArray(LC_ATTRIB_COLOR);
}
else
{
glVertexPointer(3, GL_FLOAT, 0, NULL);
glNormalPointer(GL_BYTE, 0, NULL);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
}
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mNormalEnabled = false;
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mTexCoordEnabled = false;
mColorEnabled = false;
}
void lcContext::FlushState()
{
if (gSupportsShaderObjects)
{
const lcProgram& Program = mPrograms[mMaterialType];
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if (mWorldMatrixDirty || mViewMatrixDirty || mProjectionMatrixDirty)
{
if (mViewProjectionMatrixDirty)
{
mViewProjectionMatrix = lcMul(mViewMatrix, mProjectionMatrix);
mViewProjectionMatrixDirty = false;
}
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if (mWorldMatrixDirty)
{
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if (Program.WorldMatrixLocation != -1)
glUniformMatrix4fv(Program.WorldMatrixLocation, 1, false, mWorldMatrix);
}
if (mViewMatrixDirty)
{
lcMatrix44 InverseViewMatrix = lcMatrix44AffineInverse(mViewMatrix);
lcVector3 ViewPosition = lcMul30(-mViewMatrix.GetTranslation(), InverseViewMatrix);
if (Program.LightPositionLocation != -1)
{
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lcVector3 LightPosition = ViewPosition + lcMul30(lcVector3(300.0f, 300.0f, 0.0f), InverseViewMatrix);
glUniform3fv(Program.LightPositionLocation, 1, LightPosition);
}
if (Program.EyePositionLocation != -1)
glUniform3fv(Program.EyePositionLocation, 1, ViewPosition);
}
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glUniformMatrix4fv(Program.WorldViewProjectionMatrixLocation, 1, false, lcMul(mWorldMatrix, mViewProjectionMatrix));
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mWorldMatrixDirty = false;
mViewMatrixDirty = false;
mProjectionMatrixDirty = false;
}
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if (mColorDirty && Program.MaterialColorLocation != -1)
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{
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glUniform4fv(Program.MaterialColorLocation, 1, mColor);
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mColorDirty = false;
}
}
else
{
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#ifndef LC_OPENGLES
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glColor4fv(mColor);
if (mWorldMatrixDirty || mViewMatrixDirty)
{
if (mMatrixMode != GL_MODELVIEW)
{
glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
}
glLoadMatrixf(lcMul(mWorldMatrix, mViewMatrix));
mWorldMatrixDirty = false;
mViewMatrixDirty = false;
}
if (mProjectionMatrixDirty)
{
if (mMatrixMode != GL_PROJECTION)
{
glMatrixMode(GL_PROJECTION);
mMatrixMode = GL_PROJECTION;
}
glLoadMatrixf(mProjectionMatrix);
mProjectionMatrixDirty = false;
}
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#endif
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}
}
void lcContext::DrawPrimitives(GLenum Mode, GLint First, GLsizei Count)
{
FlushState();
glDrawArrays(Mode, First, Count);
}
void lcContext::DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset)
{
FlushState();
glDrawElements(Mode, Count, Type, mIndexBufferPointer + Offset);
}
void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
{
lcTexture* Texture = Section->Texture;
int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
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lcLightingMode LightingMode = lcGetPreferences().mLightingMode;
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if (!Texture)
{
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SetMaterial(LightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_COLOR : LC_MATERIAL_FAKELIT_COLOR);
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SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, LightingMode != LC_LIGHTING_UNLIT);
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if (mTexture)
{
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
}
}
else
{
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
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SetMaterial(LightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_TEXTURE_DECAL : LC_MATERIAL_FAKELIT_TEXTURE_DECAL);
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SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, LightingMode != LC_LIGHTING_UNLIT);
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if (Texture != mTexture)
{
glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
if (!mTexture)
{
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SetTextureMode(LC_TEXTURE_DECAL);
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glEnable(GL_TEXTURE_2D);
}
mTexture = Texture;
}
}
const bool DrawConditional = false;
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if (Section->PrimitiveType != LC_MESH_CONDITIONAL_LINES)
{
GLenum PrimitiveType = (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
DrawIndexedPrimitives(PrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
}
else if (DrawConditional)
{
FlushState();
lcMatrix44 WorldViewProjectionMatrix = lcMul(mWorldMatrix, mViewProjectionMatrix);
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lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
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if (Mesh->mIndexType == GL_UNSIGNED_SHORT)
{
lcuint16* Indices = (lcuint16*)((char*)Mesh->mIndexData + Section->IndexOffset);
for (int i = 0; i < Section->NumIndices; i += 4)
{
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lcVector3 p1 = lcMul31(VertexBuffer[Indices[i + 0]].Position, WorldViewProjectionMatrix);
lcVector3 p2 = lcMul31(VertexBuffer[Indices[i + 1]].Position, WorldViewProjectionMatrix);
lcVector3 p3 = lcMul31(VertexBuffer[Indices[i + 2]].Position, WorldViewProjectionMatrix);
lcVector3 p4 = lcMul31(VertexBuffer[Indices[i + 3]].Position, WorldViewProjectionMatrix);
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if (((p1.y - p2.y) * (p3.x - p1.x) + (p2.x - p1.x) * (p3.y - p1.y)) * ((p1.y - p2.y) * (p4.x - p1.x) + (p2.x - p1.x) * (p4.y - p1.y)) >= 0)
DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint16));
}
}
else
{
lcuint32* Indices = (lcuint32*)((char*)Mesh->mIndexData + Section->IndexOffset);
for (int i = 0; i < Section->NumIndices; i += 4)
{
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lcVector3 p1 = lcMul31(VertexBuffer[Indices[i + 0]].Position, WorldViewProjectionMatrix);
lcVector3 p2 = lcMul31(VertexBuffer[Indices[i + 1]].Position, WorldViewProjectionMatrix);
lcVector3 p3 = lcMul31(VertexBuffer[Indices[i + 2]].Position, WorldViewProjectionMatrix);
lcVector3 p4 = lcMul31(VertexBuffer[Indices[i + 3]].Position, WorldViewProjectionMatrix);
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if (((p1.y - p2.y) * (p3.x - p1.x) + (p2.x - p1.x) * (p3.y - p1.y)) * ((p1.y - p2.y) * (p4.x - p1.x) + (p2.x - p1.x) * (p4.y - p1.y)) >= 0)
DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint32));
}
}
}
}
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void lcContext::DrawOpaqueMeshes(const lcScene& Scene)
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{
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
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const lcArray<lcRenderMesh>& RenderMeshes = Scene.mRenderMeshes;
const lcArray<int>& OpaqueMeshes = Scene.mOpaqueMeshes;
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for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++)
{
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const lcRenderMesh& RenderMesh = RenderMeshes[OpaqueMeshes[MeshIdx]];
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lcMesh* Mesh = RenderMesh.Mesh;
int LodIndex = RenderMesh.LodIndex;
BindMesh(Mesh);
SetWorldMatrix(RenderMesh.WorldMatrix);
for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx];
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == LC_MESH_TEXTURED_TRIANGLES)
{
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (lcIsColorTranslucent(ColorIndex))
continue;
switch (RenderMesh.State)
{
case LC_RENDERMESH_NONE:
SetColorIndex(ColorIndex);
break;
case LC_RENDERMESH_SELECTED:
SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
break;
case LC_RENDERMESH_FOCUSED:
SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
break;
}
}
else
{
switch (RenderMesh.State)
{
case LC_RENDERMESH_NONE:
if (DrawLines)
{
if (ColorIndex == gEdgeColor)
SetEdgeColorIndex(RenderMesh.ColorIndex);
else
SetColorIndex(ColorIndex);
}
else
continue;
break;
case LC_RENDERMESH_SELECTED:
SetInterfaceColor(LC_COLOR_SELECTED);
break;
case LC_RENDERMESH_FOCUSED:
SetInterfaceColor(LC_COLOR_FOCUSED);
break;
}
}
DrawMeshSection(Mesh, Section);
}
const bool DrawNormals = false;
if (DrawNormals)
{
lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
lcVector3* Vertices = (lcVector3*)malloc(Mesh->mNumVertices * 2 * sizeof(lcVector3));
for (int VertexIdx = 0; VertexIdx < Mesh->mNumVertices; VertexIdx++)
{
Vertices[VertexIdx * 2] = VertexBuffer[VertexIdx].Position;
Vertices[VertexIdx * 2 + 1] = VertexBuffer[VertexIdx].Position + lcUnpackNormal(VertexBuffer[VertexIdx].Normal);
}
SetVertexBufferPointer(Vertices);
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SetVertexFormatPosition(3);
DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
free(Vertices);
}
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}
}
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void lcContext::DrawTranslucentMeshes(const lcScene& Scene)
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{
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const lcArray<lcRenderMesh>& RenderMeshes = Scene.mRenderMeshes;
const lcArray<int>& TranslucentMeshes = Scene.mTranslucentMeshes;
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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++)
{
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const lcRenderMesh& RenderMesh = RenderMeshes[TranslucentMeshes[MeshIdx]];
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lcMesh* Mesh = RenderMesh.Mesh;
int LodIndex = RenderMesh.LodIndex;
BindMesh(Mesh);
SetWorldMatrix(RenderMesh.WorldMatrix);
for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx];
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType != LC_MESH_TRIANGLES)
continue;
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (!lcIsColorTranslucent(ColorIndex))
continue;
switch (RenderMesh.State)
{
case LC_RENDERMESH_NONE:
SetColorIndex(ColorIndex);
break;
case LC_RENDERMESH_SELECTED:
SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
break;
case LC_RENDERMESH_FOCUSED:
SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
break;
}
DrawMeshSection(Mesh, Section);
}
}
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
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void lcContext::DrawRenderMeshes(const lcArray<lcRenderMesh>& RenderMeshes, const lcArray<int>& Meshes, lcMeshPrimitiveType PrimitiveType, bool EnableNormals, bool DrawTranslucent, bool DrawTextured)
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{
for (int MeshIdx = 0; MeshIdx < Meshes.GetSize(); MeshIdx++)
{
const lcRenderMesh& RenderMesh = RenderMeshes[Meshes[MeshIdx]];
lcMesh* Mesh = RenderMesh.Mesh;
int LodIndex = RenderMesh.LodIndex;
BindMesh(Mesh);
SetWorldMatrix(RenderMesh.WorldMatrix);
for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx];
if (Section->PrimitiveType != PrimitiveType || (Section->Texture != NULL) != DrawTextured)
continue;
int ColorIndex = Section->ColorIndex;
if (PrimitiveType == LC_MESH_TRIANGLES || PrimitiveType == LC_MESH_TEXTURED_TRIANGLES)
{
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (lcIsColorTranslucent(ColorIndex) != DrawTranslucent)
continue;
switch (RenderMesh.State)
{
case LC_RENDERMESH_NONE:
SetColorIndex(ColorIndex);
break;
case LC_RENDERMESH_SELECTED:
SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
break;
case LC_RENDERMESH_FOCUSED:
SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
break;
}
}
else if (PrimitiveType == LC_MESH_LINES || PrimitiveType == LC_MESH_TEXTURED_LINES)
{
switch (RenderMesh.State)
{
case LC_RENDERMESH_NONE:
if (ColorIndex == gEdgeColor)
SetEdgeColorIndex(RenderMesh.ColorIndex);
else
SetColorIndex(ColorIndex);
break;
case LC_RENDERMESH_SELECTED:
SetInterfaceColor(LC_COLOR_SELECTED);
break;
case LC_RENDERMESH_FOCUSED:
SetInterfaceColor(LC_COLOR_FOCUSED);
break;
}
}
lcTexture* Texture = Section->Texture;
int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
if (!Texture)
{
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SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
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}
else
{
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
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SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, EnableNormals);
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if (Texture != mTexture)
{
glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
mTexture = Texture;
}
}
GLenum DrawPrimitiveType = (PrimitiveType == LC_MESH_TRIANGLES || PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
DrawIndexedPrimitives(DrawPrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
}
const bool DrawNormals = false;
if (DrawNormals)
{
lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
lcVector3* Vertices = (lcVector3*)malloc(Mesh->mNumVertices * 2 * sizeof(lcVector3));
for (int VertexIdx = 0; VertexIdx < Mesh->mNumVertices; VertexIdx++)
{
Vertices[VertexIdx * 2] = VertexBuffer[VertexIdx].Position;
Vertices[VertexIdx * 2 + 1] = VertexBuffer[VertexIdx].Position + lcUnpackNormal(VertexBuffer[VertexIdx].Normal);
}
SetVertexBufferPointer(Vertices);
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SetVertexFormatPosition(3);
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DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
free(Vertices);
}
}
}
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void lcContext::DrawScene(const lcScene& Scene)
{
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lcGetPiecesLibrary()->UpdateBuffers(this); // TODO: find a better place for this update
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lcLightingMode LightingMode = lcGetPreferences().mLightingMode;
if (LightingMode == LC_LIGHTING_UNLIT)
{
DrawOpaqueMeshes(Scene);
DrawTranslucentMeshes(Scene);
}
else
{
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
if (DrawLines)
{
SetMaterial(LC_MATERIAL_UNLIT_COLOR);
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DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_LINES, false, false, false);
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}
SetMaterial(LC_MATERIAL_FAKELIT_COLOR);
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DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_TRIANGLES, true, false, false);
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if (!Scene.mTranslucentMeshes.IsEmpty())
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
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DrawRenderMeshes(Scene.mRenderMeshes, Scene.mTranslucentMeshes, LC_MESH_TRIANGLES, true, true, false);
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glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
if (Scene.mHasTexture)
{
SetTextureMode(LC_TEXTURE_DECAL);
glEnable(GL_TEXTURE_2D);
if (DrawLines)
{
SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
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DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_TEXTURED_LINES, false, false, true);
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}
SetMaterial(LC_MATERIAL_FAKELIT_TEXTURE_DECAL);
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DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_TEXTURED_TRIANGLES, true, false, true);
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if (!Scene.mTranslucentMeshes.IsEmpty())
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
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DrawRenderMeshes(Scene.mRenderMeshes, Scene.mTranslucentMeshes, LC_MESH_TEXTURED_TRIANGLES, true, true, true);
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glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
mTexture = NULL;
}
}
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}
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void lcContext::DrawInterfaceObjects(const lcArray<const lcObject*>& InterfaceObjects)
{
for (int ObjectIdx = 0; ObjectIdx < InterfaceObjects.GetSize(); ObjectIdx++)
InterfaceObjects[ObjectIdx]->DrawInterface(this);
}