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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#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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lcContext::lcContext()
{
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = nullptr;
mIndexBufferPointer = nullptr;
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mVertexBufferOffset = (char*)~0;
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mNormalEnabled = false;
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mTexCoordEnabled = false;
mColorEnabled = false;
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mTexture2D = 0;
mTexture2DMS = 0;
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mTextureCubeMap = 0;
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mLineWidth = 1.0f;
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#ifndef LC_OPENGLES
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mMatrixMode = GL_MODELVIEW;
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mTextureEnabled = false;
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#endif
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mFramebufferObject = 0;
mColor = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mWorldMatrix = lcMatrix44Identity();
mViewMatrix = lcMatrix44Identity();
mProjectionMatrix = lcMatrix44Identity();
mViewProjectionMatrix = lcMatrix44Identity();
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mHighlightColor = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
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mColorDirty = false;
mWorldMatrixDirty = false;
mViewMatrixDirty = false;
mProjectionMatrixDirty = false;
mViewProjectionMatrixDirty = false;
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mHighlightColorDirty = false;
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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
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#define LC_SHADER_PRECISION
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#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"
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#define LC_SHADER_PRECISION "mediump "
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#endif
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#define LC_PIXEL_FAKE_LIGHTING \
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LC_SHADER_PRECISION " vec3 Normal = normalize(PixelNormal);\n" \
LC_SHADER_PRECISION " vec3 LightDirection = normalize(PixelPosition - LightPosition);" \
LC_SHADER_PRECISION " vec3 VertexToEye = normalize(EyePosition - PixelPosition);\n" \
LC_SHADER_PRECISION " vec3 LightReflect = normalize(reflect(-LightDirection, Normal));\n" \
LC_SHADER_PRECISION " float Specular = abs(dot(VertexToEye, LightReflect));\n" \
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" Specular = min(pow(Specular, 8.0), 1.0) * 0.25;\n" \
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LC_SHADER_PRECISION " vec3 SpecularColor = vec3(Specular, Specular, Specular);\n" \
LC_SHADER_PRECISION " float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n"
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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",
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// LC_MATERIAL_UNLIT_VIEW_SPHERE
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_OUTPUT "vec3 PixelNormal;\n"
"uniform mat4 WorldViewProjectionMatrix;\n"
"void main()\n"
"{\n"
" PixelNormal = normalize(VertexPosition);\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\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"
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LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);\n"
" 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"
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LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);\n"
" gl_FragColor = mix(MaterialColor, TexelColor, TexelColor.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",
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// LC_MATERIAL_UNLIT_VIEW_SPHERE
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec3 PixelNormal;\n"
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"uniform mediump vec4 HighlightColor;\n"
"uniform samplerCube Texture;\n"
"void main()\n"
"{\n"
" float TexelAlpha = textureCube(Texture, PixelNormal).a;\n"
" gl_FragColor = mix(MaterialColor, HighlightColor, TexelAlpha);\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
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LC_SHADER_PRECISION " 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
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LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
LC_SHADER_PRECISION " vec4 DiffuseColor = mix(MaterialColor, TexelColor, TexelColor.a);\n"
" gl_FragColor = vec4(vec3(DiffuseColor) * Diffuse + SpecularColor, DiffuseColor.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], nullptr);
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], nullptr);
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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mPrograms[MaterialType].HighlightColorLocation = glGetUniformLocation(Program, "HighlightColor");
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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);
if (gSupportsBlendFuncSeparate)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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
{
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#ifndef LC_OPENGLES
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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, nullptr);
glNormalPointer(GL_BYTE, 0, nullptr);
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
glColorPointer(4, GL_FLOAT, 0, nullptr);
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#endif
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}
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mNormalEnabled = false;
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mTexCoordEnabled = false;
mColorEnabled = false;
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = nullptr;
mIndexBufferPointer = nullptr;
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mVertexBufferOffset = (char*)~0;
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glBindTexture(GL_TEXTURE_2D, 0);
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mTexture2D = 0;
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#ifndef LC_OPENGLES
if (gSupportsTexImage2DMultisample)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
mTexture2DMS = 0;
}
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#endif
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
mTextureCubeMap = 0;
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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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glDisable(GL_TEXTURE_2D);
mTextureEnabled = false;
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#endif
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}
}
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void lcContext::ClearResources()
{
ClearVertexBuffer();
ClearIndexBuffer();
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BindTexture2D(0);
BindTexture2DMS(0);
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}
void lcContext::SetMaterial(lcMaterialType MaterialType)
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{
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if (MaterialType == mMaterialType)
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return;
mMaterialType = MaterialType;
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if (gSupportsShaderObjects)
{
glUseProgram(mPrograms[MaterialType].Object);
mColorDirty = true;
mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here
mViewMatrixDirty = true;
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mHighlightColorDirty = true;
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}
else
{
#ifndef LC_OPENGLES
switch (MaterialType)
{
case LC_MATERIAL_UNLIT_TEXTURE_MODULATE:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (!mTextureEnabled)
{
glEnable(GL_TEXTURE_2D);
mTextureEnabled = true;
}
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break;
case LC_MATERIAL_FAKELIT_TEXTURE_DECAL:
case LC_MATERIAL_UNLIT_TEXTURE_DECAL:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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if (!mTextureEnabled)
{
glEnable(GL_TEXTURE_2D);
mTextureEnabled = true;
}
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break;
case LC_MATERIAL_UNLIT_COLOR:
case LC_MATERIAL_UNLIT_VERTEX_COLOR:
case LC_MATERIAL_FAKELIT_COLOR:
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if (mTextureEnabled)
{
glDisable(GL_TEXTURE_2D);
mTextureEnabled = false;
}
break;
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case LC_NUM_MATERIALS:
break;
}
#endif
}
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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::SetSmoothShading(bool Smooth)
{
#ifndef LC_OPENGLES
if (gSupportsShaderObjects)
glShadeModel(Smooth ? GL_SMOOTH : GL_FLAT);
#endif
}
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void lcContext::BindTexture2D(GLuint Texture)
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{
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if (mTexture2D == Texture)
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return;
glBindTexture(GL_TEXTURE_2D, Texture);
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mTexture2D = Texture;
}
void lcContext::BindTexture2DMS(GLuint Texture)
{
if (mTexture2DMS == Texture)
return;
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#ifndef LC_OPENGLES
if (gSupportsTexImage2DMultisample)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, Texture);
mTexture2DMS = Texture;
}
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#endif
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}
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void lcContext::BindTextureCubeMap(GLuint Texture)
{
if (mTextureCubeMap == Texture)
return;
glBindTexture(GL_TEXTURE_CUBE_MAP, Texture);
mTextureCubeMap = Texture;
}
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void lcContext::UnbindTexture2D(GLuint Texture)
{
if (mTexture2D != Texture)
return;
glBindTexture(GL_TEXTURE_2D, 0);
mTexture2D = 0;
}
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void lcContext::UnbindTextureCubeMap(GLuint Texture)
{
if (mTextureCubeMap != Texture)
return;
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
mTextureCubeMap = 0;
}
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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, float Weight)
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{
lcVector3 Color(gColorList[ColorIndex].Value * Weight + gInterfaceColors[InterfaceColor] * (1.0f - Weight));
SetColor(lcVector4(Color, gColorList[ColorIndex].Value.w));
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}
void lcContext::SetEdgeColorIndex(int ColorIndex)
{
SetColor(gColorList[ColorIndex].Edge);
}
void lcContext::SetInterfaceColor(lcInterfaceColor InterfaceColor)
{
SetColor(gInterfaceColors[InterfaceColor]);
}
void lcContext::ClearFramebuffer()
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{
if (!mFramebufferObject)
return;
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if (gSupportsFramebufferObjectARB)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifndef LC_OPENGLES
else if (gSupportsFramebufferObjectEXT)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
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mFramebufferObject = 0;
}
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lcFramebuffer lcContext::CreateFramebuffer(int Width, int Height, bool Depth, bool Multisample)
{
lcFramebuffer Framebuffer(Width, Height);
if (gSupportsFramebufferObjectARB)
{
int Samples = (Multisample && gSupportsTexImage2DMultisample && QGLFormat::defaultFormat().sampleBuffers()) ? QGLFormat::defaultFormat().samples() : 1;
glGenFramebuffers(1, &Framebuffer.mObject);
glBindFramebuffer(GL_FRAMEBUFFER, Framebuffer.mObject);
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glGenTextures(1, &Framebuffer.mColorTexture);
if (Depth)
glGenRenderbuffers(1, &Framebuffer.mDepthRenderbuffer);
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if (Samples == 1)
{
BindTexture2D(Framebuffer.mColorTexture);
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, nullptr);
BindTexture2D(0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, Framebuffer.mColorTexture, 0);
if (Depth)
{
glBindRenderbuffer(GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
}
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}
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#ifndef LC_OPENGLES
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else
{
BindTexture2DMS(Framebuffer.mColorTexture);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, Samples, GL_RGBA, Width, Height, GL_TRUE);
BindTexture2DMS(0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, Framebuffer.mColorTexture, 0);
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if (Depth)
{
glBindRenderbuffer(GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, Samples, GL_DEPTH_COMPONENT24, Width, Height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
}
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}
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#endif
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
DestroyFramebuffer(Framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject);
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}
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#ifndef LC_OPENGLES
else if (gSupportsFramebufferObjectEXT)
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{
glGenFramebuffersEXT(1, &Framebuffer.mObject);
glGenTextures(1, &Framebuffer.mColorTexture);
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BindTexture2D(Framebuffer.mColorTexture);
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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, nullptr);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Framebuffer.mColorTexture, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject);
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glGenRenderbuffersEXT(1, &Framebuffer.mDepthRenderbuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, Framebuffer.mDepthRenderbuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Width, Height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, Framebuffer.mDepthRenderbuffer);
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BindTexture2D(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject);
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if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
DestroyFramebuffer(Framebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
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}
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#endif
return Framebuffer;
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}
void lcContext::DestroyFramebuffer(lcFramebuffer& Framebuffer)
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{
if (gSupportsFramebufferObjectARB)
{
glDeleteFramebuffers(1, &Framebuffer.mObject);
glDeleteTextures(1, &Framebuffer.mColorTexture);
glDeleteRenderbuffers(1, &Framebuffer.mDepthRenderbuffer);
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}
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#ifndef LC_OPENGLES
else if (gSupportsFramebufferObjectEXT)
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{
glDeleteFramebuffersEXT(1, &Framebuffer.mObject);
glDeleteTextures(1, &Framebuffer.mColorTexture);
glDeleteRenderbuffersEXT(1, &Framebuffer.mDepthRenderbuffer);
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}
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#endif
Framebuffer.mObject = 0;
Framebuffer.mColorTexture = 0;
Framebuffer.mDepthRenderbuffer = 0;
Framebuffer.mWidth = 0;
Framebuffer.mHeight = 0;
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}
void lcContext::BindFramebuffer(GLuint FramebufferObject)
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{
if (FramebufferObject == mFramebufferObject)
return;
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if (gSupportsFramebufferObjectARB)
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferObject);
#ifndef LC_OPENGLES
else if (gSupportsFramebufferObjectEXT)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferObject);
#endif
mFramebufferObject = FramebufferObject;
}
std::pair<lcFramebuffer, lcFramebuffer> lcContext::CreateRenderFramebuffer(int Width, int Height)
{
if (gSupportsFramebufferObjectARB && QGLFormat::defaultFormat().sampleBuffers() && QGLFormat::defaultFormat().samples() > 1)
return std::make_pair(CreateFramebuffer(Width, Height, true, true), CreateFramebuffer(Width, Height, false, false));
else
return std::make_pair(CreateFramebuffer(Width, Height, true, false), lcFramebuffer());
}
void lcContext::DestroyRenderFramebuffer(std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer)
{
DestroyFramebuffer(RenderFramebuffer.first);
DestroyFramebuffer(RenderFramebuffer.second);
}
QImage lcContext::GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer)
{
QImage Image(RenderFramebuffer.first.mWidth, RenderFramebuffer.first.mHeight, QImage::Format_ARGB32);
GetRenderFramebufferImage(RenderFramebuffer, Image.bits());
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return Image;
}
void lcContext::GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer, quint8* Buffer)
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{
const int Width = RenderFramebuffer.first.mWidth;
const int Height = RenderFramebuffer.first.mHeight;
GLuint SavedFramebuffer = mFramebufferObject;
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if (RenderFramebuffer.second.IsValid())
{
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#ifndef LC_OPENGLES
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RenderFramebuffer.second.mObject);
glBindFramebuffer(GL_READ_FRAMEBUFFER, RenderFramebuffer.first.mObject);
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glBlitFramebuffer(0, 0, Width, Height, 0, 0, Width, Height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
BindFramebuffer(RenderFramebuffer.second);
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#endif
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}
else
BindFramebuffer(RenderFramebuffer.first);
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glFinish();
glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer);
BindFramebuffer(SavedFramebuffer);
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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++)
{
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QRgb TopColor = qRgba(Top[0], Top[1], Top[2], Top[3]);
QRgb BottomColor = qRgba(Bottom[0], Bottom[1], Bottom[2], Bottom[3]);
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*(QRgb*)Top = BottomColor;
*(QRgb*)Bottom = TopColor;
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Top += 4;
Bottom += 4;
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}
}
}
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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);
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if (VertexBuffer.Pointer)
memcpy(VertexBuffer.Pointer, Data, Size);
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}
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 = nullptr;
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}
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);
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if (IndexBuffer.Pointer)
memcpy(IndexBuffer.Pointer, Data, Size);
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}
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 = nullptr;
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}
void lcContext::ClearVertexBuffer()
{
mVertexBufferPointer = nullptr;
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mVertexBufferOffset = (char*)~0;
if (mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
}
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if (gSupportsShaderObjects)
{
if (mNormalEnabled)
glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
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if (mTexCoordEnabled)
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
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if (mColorEnabled)
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
glVertexAttribPointer(LC_ATTRIB_POSITION, 3, GL_FLOAT, false, 0, nullptr);
glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_FLOAT, false, 0, nullptr);
glVertexAttribPointer(LC_ATTRIB_TEXCOORD, 2, GL_FLOAT, false, 0, nullptr);
glVertexAttribPointer(LC_ATTRIB_COLOR, 4, GL_FLOAT, false, 0, nullptr);
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}
else
{
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#ifndef LC_OPENGLES
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if (mNormalEnabled)
glDisableClientState(GL_NORMAL_ARRAY);
if (mTexCoordEnabled)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (mColorEnabled)
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, nullptr);
glNormalPointer(GL_BYTE, 0, nullptr);
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
glColorPointer(4, GL_FLOAT, 0, nullptr);
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#endif
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}
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}
void lcContext::SetVertexBuffer(lcVertexBuffer VertexBuffer)
{
if (gSupportsVertexBufferObject)
{
GLuint VertexBufferObject = VertexBuffer.Object;
mVertexBufferPointer = nullptr;
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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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#ifndef LC_OPENGLES
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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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#endif
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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 = nullptr;
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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;
}
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void lcContext::BindMesh(const lcMesh* Mesh)
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{
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 = nullptr;
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mVertexBufferOffset = (char*)~0;
}
if (IndexBufferObject != mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
mIndexBufferObject = IndexBufferObject;
mIndexBufferPointer = nullptr;
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}
}
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::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;
}
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if (mHighlightColorDirty && Program.HighlightColorLocation != -1)
{
glUniform4fv(Program.HighlightColorLocation, 1, mHighlightColor);
mHighlightColorDirty = false;
}
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}
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);
}