leocad/common/lc_scene.cpp

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#include "lc_global.h"
#include "lc_scene.h"
#include "lc_context.h"
#include "pieceinf.h"
#include "lc_texture.h"
#include "lc_library.h"
#include "lc_application.h"
#include "object.h"
lcScene::lcScene()
: mRenderMeshes(0, 1024), mOpaqueMeshes(0, 1024), mTranslucentMeshes(0, 1024), mInterfaceObjects(0, 1024)
{
mActiveSubmodelInstance = nullptr;
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}
void lcScene::Begin(const lcMatrix44& ViewMatrix)
{
mViewMatrix = ViewMatrix;
mActiveSubmodelInstance = nullptr;
mDrawInterface = false;
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mRenderMeshes.RemoveAll();
mOpaqueMeshes.RemoveAll();
mTranslucentMeshes.RemoveAll();
mInterfaceObjects.RemoveAll();
mHasTexture = false;
}
void lcScene::End()
{
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;
}
void lcScene::DrawRenderMeshes(lcContext* Context, int PrimitiveTypes, bool EnableNormals, bool DrawTranslucent, bool DrawTextured) const
{
const lcArray<int>& Meshes = DrawTranslucent ? mTranslucentMeshes : mOpaqueMeshes;
for (int MeshIndex : Meshes)
{
const lcRenderMesh& RenderMesh = mRenderMeshes[MeshIndex];
const lcMesh* Mesh = RenderMesh.Mesh;
int LodIndex = RenderMesh.LodIndex;
Context->BindMesh(Mesh);
Context->SetWorldMatrix(RenderMesh.WorldMatrix);
for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx];
if ((Section->PrimitiveType & PrimitiveTypes) == 0 || (Section->Texture != nullptr) != DrawTextured)
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continue;
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType & (LC_MESH_TRIANGLES | LC_MESH_TEXTURED_TRIANGLES))
{
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (lcIsColorTranslucent(ColorIndex) != DrawTranslucent)
continue;
switch (RenderMesh.State)
{
case lcRenderMeshState::NORMAL:
case lcRenderMeshState::HIGHLIGHT:
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Context->SetColorIndex(ColorIndex);
break;
case lcRenderMeshState::SELECTED:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED, 0.5f);
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break;
case lcRenderMeshState::FOCUSED:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED, 0.5f);
break;
case lcRenderMeshState::DISABLED:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_DISABLED, 0.25f);
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break;
}
}
else if (Section->PrimitiveType & (LC_MESH_LINES | LC_MESH_TEXTURED_LINES))
{
switch (RenderMesh.State)
{
case lcRenderMeshState::NORMAL:
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if (ColorIndex == gEdgeColor)
Context->SetEdgeColorIndex(RenderMesh.ColorIndex);
else
Context->SetColorIndex(ColorIndex);
break;
case lcRenderMeshState::SELECTED:
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Context->SetInterfaceColor(LC_COLOR_SELECTED);
break;
case lcRenderMeshState::FOCUSED:
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Context->SetInterfaceColor(LC_COLOR_FOCUSED);
break;
case lcRenderMeshState::HIGHLIGHT:
Context->SetInterfaceColor(LC_COLOR_HIGHLIGHT);
break;
case lcRenderMeshState::DISABLED:
Context->SetInterfaceColor(LC_COLOR_DISABLED);
break;
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}
}
else if (Section->PrimitiveType == LC_MESH_CONDITIONAL_LINES)
{
lcMatrix44 WorldViewProjectionMatrix = lcMul(RenderMesh.WorldMatrix, lcMul(mViewMatrix, Context->GetProjectionMatrix()));
lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
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int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
Context->SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
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if (Mesh->mIndexType == GL_UNSIGNED_SHORT)
{
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quint16* Indices = (quint16*)((char*)Mesh->mIndexData + Section->IndexOffset);
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for (int i = 0; i < Section->NumIndices; i += 4)
{
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);
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)
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Context->DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(quint16));
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}
}
else
{
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quint32* Indices = (quint32*)((char*)Mesh->mIndexData + Section->IndexOffset);
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for (int i = 0; i < Section->NumIndices; i += 4)
{
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);
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)
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Context->DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(quint32));
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}
}
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continue;
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}
lcTexture* Texture = Section->Texture;
int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
if (!Texture)
{
Context->SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
}
else
{
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
Context->SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, EnableNormals);
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Context->BindTexture2D(Texture->mTexture);
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}
GLenum DrawPrimitiveType = Section->PrimitiveType & (LC_MESH_TRIANGLES | LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
Context->DrawIndexedPrimitives(DrawPrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
}
#ifdef QT_DEBUG
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);
}
Context->SetVertexBufferPointer(Vertices);
Context->SetVertexFormatPosition(3);
Context->DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
free(Vertices);
}
#endif
}
}
void lcScene::Draw(lcContext* Context) const
{
// TODO: find a better place for these updates
lcGetPiecesLibrary()->UpdateBuffers(Context);
lcGetPiecesLibrary()->UploadTextures();
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Context->SetViewMatrix(mViewMatrix);
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const bool DrawConditional = false;
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lcShadingMode ShadingMode = lcGetPreferences().mShadingMode;
if (ShadingMode == LC_SHADING_WIREFRAME)
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{
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Context->BindTexture2D(0);
Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
int UntexturedPrimitives = LC_MESH_LINES;
if (DrawConditional)
UntexturedPrimitives |= LC_MESH_CONDITIONAL_LINES;
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DrawRenderMeshes(Context, UntexturedPrimitives, false, false, false);
if (mHasTexture)
{
Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
DrawRenderMeshes(Context, LC_MESH_TEXTURED_LINES, false, false, false);
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Context->BindTexture2D(0);
}
}
else if (ShadingMode == LC_SHADING_FLAT)
{
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bool DrawLines = lcGetPreferences().mDrawEdgeLines;
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Context->BindTexture2D(0);
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Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
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int UntexturedPrimitives = LC_MESH_TRIANGLES;
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if (DrawLines)
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{
UntexturedPrimitives |= LC_MESH_LINES;
if (DrawConditional)
UntexturedPrimitives |= LC_MESH_CONDITIONAL_LINES;
}
DrawRenderMeshes(Context, UntexturedPrimitives, false, false, false);
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if (!mTranslucentMeshes.IsEmpty())
{
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
DrawRenderMeshes(Context, LC_MESH_TRIANGLES, false, true, false);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
if (mHasTexture)
{
Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
if (DrawLines)
DrawRenderMeshes(Context, LC_MESH_TEXTURED_LINES, false, false, false);
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DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, false, false, true);
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if (!mTranslucentMeshes.IsEmpty())
{
glEnable(GL_BLEND); // todo: remove GL calls
glDepthMask(GL_FALSE);
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DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, false, true, true);
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glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
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Context->BindTexture2D(0);
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}
}
else
{
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
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Context->BindTexture2D(0);
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if (DrawLines)
{
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int LinePrimitives = LC_MESH_LINES;
if (DrawConditional)
LinePrimitives |= LC_MESH_CONDITIONAL_LINES;
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Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
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DrawRenderMeshes(Context, LinePrimitives, false, false, false);
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}
Context->SetMaterial(LC_MATERIAL_FAKELIT_COLOR);
DrawRenderMeshes(Context, LC_MESH_TRIANGLES, true, false, false);
if (!mTranslucentMeshes.IsEmpty())
{
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
DrawRenderMeshes(Context, LC_MESH_TRIANGLES, true, true, false);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
if (mHasTexture)
{
if (DrawLines)
{
Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
DrawRenderMeshes(Context, LC_MESH_TEXTURED_LINES, false, false, true);
}
Context->SetMaterial(LC_MATERIAL_FAKELIT_TEXTURE_DECAL);
DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, true, false, true);
if (!mTranslucentMeshes.IsEmpty())
{
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, true, true, true);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
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Context->BindTexture2D(0);
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}
}
}
void lcScene::DrawInterfaceObjects(lcContext* Context) const
{
for (const lcObject* Object : mInterfaceObjects)
Object->DrawInterface(Context);
}