leocad/common/lc_context.cpp

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#include "lc_global.h"
#include "lc_context.h"
#include "lc_mesh.h"
#include "lc_texture.h"
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#include "lc_colors.h"
#include "lc_mainwindow.h"
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static int lcOpaqueRenderMeshCompare(const void* Elem1, const void* Elem2)
{
lcRenderMesh* Mesh1 = (lcRenderMesh*)Elem1;
lcRenderMesh* Mesh2 = (lcRenderMesh*)Elem2;
if (Mesh1->Mesh < Mesh2->Mesh)
return -1;
if (Mesh1->Mesh > Mesh2->Mesh)
return 1;
return 0;
}
static int lcTranslucentRenderMeshCompare(const void* Elem1, const void* Elem2)
{
lcRenderMesh* Mesh1 = (lcRenderMesh*)Elem1;
lcRenderMesh* Mesh2 = (lcRenderMesh*)Elem2;
if (Mesh1->Distance < Mesh2->Distance)
return -1;
if (Mesh1->Distance > Mesh2->Distance)
return 1;
return 0;
}
lcScene::lcScene()
: mOpaqueMeshes(0, 1024), mTranslucentMeshes(0, 1024), mInterfaceObjects(0, 1024)
{
}
void lcScene::Begin(const lcMatrix44& ViewMatrix)
{
mOpaqueMeshes.RemoveAll();
mTranslucentMeshes.RemoveAll();
mInterfaceObjects.RemoveAll();
}
void lcScene::End()
{
qsort(&mOpaqueMeshes[0], mOpaqueMeshes.GetSize(), sizeof(mOpaqueMeshes[0]), lcOpaqueRenderMeshCompare);
qsort(&mTranslucentMeshes[0], mTranslucentMeshes.GetSize(), sizeof(mTranslucentMeshes[0]), lcTranslucentRenderMeshCompare);
}
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lcContext::lcContext()
{
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
mTexture = NULL;
mLineWidth = 1.0f;
mMatrixMode = GL_MODELVIEW;
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mFramebufferObject = 0;
mFramebufferTexture = 0;
mDepthRenderbufferObject = 0;
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mViewportX = 0;
mViewportY = 0;
mViewportWidth = 1;
mViewportHeight = 1;
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}
lcContext::~lcContext()
{
}
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void lcContext::SetDefaultState()
{
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.5f, 0.1f);
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glEnableClientState(GL_VERTEX_ARRAY);
if (GL_HasVertexBufferObject())
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
glVertexPointer(3, GL_FLOAT, 0, NULL);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
mVertexBufferOffset = (char*)~0;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
glLineWidth(1.0f);
mLineWidth = 1.0f;
glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
}
void lcContext::SetViewport(int x, int y, int Width, int Height)
{
if (mViewportX == x && mViewportY == y && mViewportWidth == Width && mViewportHeight == Height)
return;
glViewport(x, y, Width, Height);
mViewportX = x;
mViewportY = y;
mViewportWidth = Width;
mViewportHeight = Height;
}
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void lcContext::SetWorldViewMatrix(const lcMatrix44& WorldViewMatrix)
{
if (mMatrixMode != GL_MODELVIEW)
{
glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
}
glLoadMatrixf(WorldViewMatrix);
}
void lcContext::SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
{
if (mMatrixMode != GL_PROJECTION)
{
glMatrixMode(GL_PROJECTION);
mMatrixMode = GL_PROJECTION;
}
glLoadMatrixf(ProjectionMatrix);
}
void lcContext::SetLineWidth(float LineWidth)
{
if (LineWidth == mLineWidth)
return;
glLineWidth(LineWidth);
mLineWidth = LineWidth;
}
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bool lcContext::BeginRenderToTexture(int Width, int Height)
{
if (GL_SupportsFramebufferObjectARB)
{
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;
}
if (GL_SupportsFramebufferObjectEXT)
{
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;
}
return false;
}
void lcContext::EndRenderToTexture()
{
if (GL_SupportsFramebufferObjectARB)
{
glDeleteFramebuffers(1, &mFramebufferObject);
mFramebufferObject = 0;
glDeleteTextures(1, &mFramebufferTexture);
mFramebufferTexture = 0;
glDeleteRenderbuffers(1, &mDepthRenderbufferObject);
mDepthRenderbufferObject = 0;
return;
}
if (GL_SupportsFramebufferObjectEXT)
{
glDeleteFramebuffersEXT(1, &mFramebufferObject);
mFramebufferObject = 0;
glDeleteTextures(1, &mFramebufferTexture);
mFramebufferTexture = 0;
glDeleteRenderbuffersEXT(1, &mDepthRenderbufferObject);
mDepthRenderbufferObject = 0;
}
}
bool lcContext::SaveRenderToTextureImage(const QString& FileName, int Width, int Height)
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{
lcuint8* Buffer = (lcuint8*)malloc(Width * Height * 4);
glFinish();
glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer);
for (int y = 0; y < (Height + 1) / 2; y++)
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{
lcuint8* Top = Buffer + ((Height - y - 1) * Width * 4);
lcuint8* Bottom = Buffer + y * Width * 4;
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for (int x = 0; x < Width; x++)
{
lcuint8 Red = Top[0];
lcuint8 Green = Top[1];
lcuint8 Blue = Top[2];
lcuint8 Alpha = Top[3];
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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}
}
QImageWriter Writer(FileName);
bool Result = Writer.write(QImage(Buffer, Width, Height, QImage::Format_ARGB32));
if (!Result)
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QMessageBox::information(gMainWindow, tr("Error"), tr("Error writing to file '%1':\n%2").arg(FileName, Writer.errorString()));
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free(Buffer);
return Result;
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}
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void lcContext::BindMesh(lcMesh* Mesh)
{
if (GL_HasVertexBufferObject())
{
GLuint VertexBufferObject = Mesh->mVertexBuffer.mBuffer;
mVertexBufferPointer = NULL;
GLuint IndexBufferObject = Mesh->mIndexBuffer.mBuffer;
mIndexBufferPointer = NULL;
if (VertexBufferObject != mVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
mVertexBufferObject = VertexBufferObject;
mVertexBufferOffset = (char*)~0;
}
if (IndexBufferObject != mIndexBufferObject)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
mIndexBufferObject = IndexBufferObject;
}
}
else
{
mVertexBufferPointer = (char*)Mesh->mVertexBuffer.mData;
mIndexBufferPointer = (char*)Mesh->mIndexBuffer.mData;
mVertexBufferOffset = (char*)~0;
}
}
void lcContext::UnbindMesh()
{
if (mTexture)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
}
if (GL_HasVertexBufferObject())
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mVertexBufferObject = 0;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
mIndexBufferObject = 0;
}
mVertexBufferPointer = NULL;
mIndexBufferPointer = NULL;
glVertexPointer(3, GL_FLOAT, 0, NULL);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
}
void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
{
char* BufferOffset = mVertexBufferPointer;
lcTexture* Texture = Section->Texture;
if (!Texture)
{
if (mTexture)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
mTexture = NULL;
}
}
else
{
BufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
if (Texture != mTexture)
{
glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
if (!mTexture)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
}
mTexture = Texture;
}
}
if (mVertexBufferOffset != BufferOffset)
{
if (!Texture)
glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
else
{
glVertexPointer(3, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset);
glTexCoordPointer(2, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + sizeof(lcVector3));
}
mVertexBufferOffset = BufferOffset;
}
glDrawElements(Section->PrimitiveType, Section->NumIndices, Mesh->mIndexType, mIndexBufferPointer + Section->IndexOffset);
}
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void lcContext::DrawOpaqueMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& OpaqueMeshes)
{
for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++)
{
lcRenderMesh& RenderMesh = OpaqueMeshes[MeshIdx];
lcMesh* Mesh = RenderMesh.Mesh;
BindMesh(Mesh);
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SetWorldViewMatrix(lcMul(RenderMesh.WorldMatrix, ViewMatrix));
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for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mSections[SectionIdx];
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType == GL_TRIANGLES)
{
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (lcIsColorTranslucent(ColorIndex))
continue;
if (RenderMesh.Focused)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.4000f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.8980f * 0.5f, Color[3]));
}
else if (RenderMesh.Selected)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.8980f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.4000f * 0.5f, Color[3]));
}
else
lcSetColor(ColorIndex);
}
else
{
if (RenderMesh.Focused)
lcSetColorFocused();
else if (RenderMesh.Selected)
lcSetColorSelected();
else if (ColorIndex == gEdgeColor)
lcSetEdgeColor(RenderMesh.ColorIndex);
else
lcSetColor(ColorIndex);
}
DrawMeshSection(Mesh, Section);
}
}
}
void lcContext::DrawTranslucentMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& TranslucentMeshes)
{
if (TranslucentMeshes.IsEmpty())
return;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
for (int MeshIdx = 0; MeshIdx < TranslucentMeshes.GetSize(); MeshIdx++)
{
lcRenderMesh& RenderMesh = TranslucentMeshes[MeshIdx];
lcMesh* Mesh = RenderMesh.Mesh;
BindMesh(Mesh);
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SetWorldViewMatrix(lcMul(RenderMesh.WorldMatrix, ViewMatrix));
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for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
{
lcMeshSection* Section = &Mesh->mSections[SectionIdx];
int ColorIndex = Section->ColorIndex;
if (Section->PrimitiveType != GL_TRIANGLES)
continue;
if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex;
if (!lcIsColorTranslucent(ColorIndex))
continue;
if (RenderMesh.Focused)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.4000f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.8980f * 0.5f, Color[3]));
}
else if (RenderMesh.Selected)
{
float* Color = gColorList[ColorIndex].Value;
glColor4fv(lcVector4(Color[0] * 0.5f + 0.8980f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.4000f * 0.5f, Color[3]));
}
else
lcSetColor(ColorIndex);
DrawMeshSection(Mesh, Section);
}
}
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
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void lcContext::DrawInterfaceObjects(const lcMatrix44& ViewMatrix, const lcArray<lcObject*>& InterfaceObjects)
{
for (int ObjectIdx = 0; ObjectIdx < InterfaceObjects.GetSize(); ObjectIdx++)
InterfaceObjects[ObjectIdx]->DrawInterface(this, ViewMatrix);
}