2017-04-02 01:53:54 +02:00
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#include "lc_global.h"
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#include "lc_scene.h"
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#include "lc_context.h"
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#include "pieceinf.h"
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#include "lc_texture.h"
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#include "lc_library.h"
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#include "lc_application.h"
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#include "object.h"
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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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{
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2018-04-07 20:45:00 +02:00
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mActiveSubmodelInstance = nullptr;
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2018-04-08 00:28:44 +02:00
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mAllowWireframe = true;
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2017-04-02 01:53:54 +02:00
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}
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void lcScene::Begin(const lcMatrix44& ViewMatrix)
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{
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mViewMatrix = ViewMatrix;
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2018-04-07 20:45:00 +02:00
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mActiveSubmodelInstance = nullptr;
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mDrawInterface = false;
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2017-04-02 01:53:54 +02:00
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mRenderMeshes.RemoveAll();
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mOpaqueMeshes.RemoveAll();
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mTranslucentMeshes.RemoveAll();
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mInterfaceObjects.RemoveAll();
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mHasTexture = false;
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}
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void lcScene::End()
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{
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auto OpaqueMeshCompare = [this](int Index1, int Index2)
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{
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return mRenderMeshes[Index1].Mesh < mRenderMeshes[Index2].Mesh;
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};
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std::sort(&mOpaqueMeshes[0], &mOpaqueMeshes[0] + mOpaqueMeshes.GetSize(), OpaqueMeshCompare);
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auto TranslucentMeshCompare = [this](int Index1, int Index2)
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{
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return mRenderMeshes[Index1].Distance < mRenderMeshes[Index2].Distance;
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};
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std::sort(&mTranslucentMeshes[0], &mTranslucentMeshes[0] + mTranslucentMeshes.GetSize(), TranslucentMeshCompare);
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}
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void lcScene::AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State, int Flags)
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{
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lcRenderMesh& RenderMesh = mRenderMeshes.Add();
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RenderMesh.WorldMatrix = WorldMatrix;
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RenderMesh.Mesh = Mesh;
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RenderMesh.ColorIndex = ColorIndex;
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RenderMesh.State = State;
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RenderMesh.Distance = fabsf(lcMul31(WorldMatrix[3], mViewMatrix).z);
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RenderMesh.LodIndex = RenderMesh.Mesh->GetLodIndex(RenderMesh.Distance);
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bool Translucent = lcIsColorTranslucent(ColorIndex);
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if ((Flags & (LC_PIECE_HAS_SOLID | LC_PIECE_HAS_LINES)) || ((Flags & LC_PIECE_HAS_DEFAULT) && !Translucent))
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mOpaqueMeshes.Add(mRenderMeshes.GetSize() - 1);
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if ((Flags & LC_PIECE_HAS_TRANSLUCENT) || ((Flags & LC_PIECE_HAS_DEFAULT) && Translucent))
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mTranslucentMeshes.Add(mRenderMeshes.GetSize() - 1);
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if (Flags & LC_PIECE_HAS_TEXTURE)
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mHasTexture = true;
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}
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void lcScene::DrawRenderMeshes(lcContext* Context, int PrimitiveTypes, bool EnableNormals, bool DrawTranslucent, bool DrawTextured) const
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{
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const lcArray<int>& Meshes = DrawTranslucent ? mTranslucentMeshes : mOpaqueMeshes;
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for (int MeshIndex : Meshes)
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{
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const lcRenderMesh& RenderMesh = mRenderMeshes[MeshIndex];
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const lcMesh* Mesh = RenderMesh.Mesh;
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int LodIndex = RenderMesh.LodIndex;
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Context->BindMesh(Mesh);
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Context->SetWorldMatrix(RenderMesh.WorldMatrix);
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for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx];
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2017-04-14 02:26:40 +02:00
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if ((Section->PrimitiveType & PrimitiveTypes) == 0 || (Section->Texture != nullptr) != DrawTextured)
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2017-04-02 01:53:54 +02:00
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continue;
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int ColorIndex = Section->ColorIndex;
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if (Section->PrimitiveType & (LC_MESH_TRIANGLES | LC_MESH_TEXTURED_TRIANGLES))
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{
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if (ColorIndex == gDefaultColor)
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ColorIndex = RenderMesh.ColorIndex;
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if (lcIsColorTranslucent(ColorIndex) != DrawTranslucent)
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continue;
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switch (RenderMesh.State)
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{
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::NORMAL:
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case lcRenderMeshState::HIGHLIGHT:
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2017-04-02 01:53:54 +02:00
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Context->SetColorIndex(ColorIndex);
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break;
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::SELECTED:
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2018-03-29 19:20:36 +02:00
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED, 0.5f);
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2017-04-02 01:53:54 +02:00
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break;
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::FOCUSED:
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2018-03-29 19:20:36 +02:00
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED, 0.5f);
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break;
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::DISABLED:
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2018-03-29 19:20:36 +02:00
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_DISABLED, 0.25f);
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2017-04-02 01:53:54 +02:00
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break;
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}
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}
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else if (Section->PrimitiveType & (LC_MESH_LINES | LC_MESH_TEXTURED_LINES))
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{
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switch (RenderMesh.State)
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{
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::NORMAL:
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2017-04-02 01:53:54 +02:00
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if (ColorIndex == gEdgeColor)
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Context->SetEdgeColorIndex(RenderMesh.ColorIndex);
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else
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Context->SetColorIndex(ColorIndex);
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break;
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::SELECTED:
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2017-04-02 01:53:54 +02:00
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Context->SetInterfaceColor(LC_COLOR_SELECTED);
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break;
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::FOCUSED:
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2017-04-02 01:53:54 +02:00
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Context->SetInterfaceColor(LC_COLOR_FOCUSED);
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break;
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2017-06-20 03:30:54 +02:00
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::HIGHLIGHT:
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2017-06-20 03:30:54 +02:00
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Context->SetInterfaceColor(LC_COLOR_HIGHLIGHT);
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break;
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2018-03-29 19:20:36 +02:00
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2018-04-07 20:45:00 +02:00
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case lcRenderMeshState::DISABLED:
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2018-03-29 19:20:36 +02:00
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Context->SetInterfaceColor(LC_COLOR_DISABLED);
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break;
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2017-04-02 01:53:54 +02:00
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}
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}
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else if (Section->PrimitiveType == LC_MESH_CONDITIONAL_LINES)
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{
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lcMatrix44 WorldViewProjectionMatrix = lcMul(RenderMesh.WorldMatrix, lcMul(mViewMatrix, Context->GetProjectionMatrix()));
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lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
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int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
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2017-06-23 03:45:45 +02:00
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int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
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Context->SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
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2017-04-02 01:53:54 +02:00
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if (Mesh->mIndexType == GL_UNSIGNED_SHORT)
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{
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2017-12-02 21:22:04 +01:00
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quint16* Indices = (quint16*)((char*)Mesh->mIndexData + Section->IndexOffset);
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2017-04-02 01:53:54 +02:00
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for (int i = 0; i < Section->NumIndices; i += 4)
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{
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lcVector3 p1 = lcMul31(VertexBuffer[Indices[i + 0]].Position, WorldViewProjectionMatrix);
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lcVector3 p2 = lcMul31(VertexBuffer[Indices[i + 1]].Position, WorldViewProjectionMatrix);
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lcVector3 p3 = lcMul31(VertexBuffer[Indices[i + 2]].Position, WorldViewProjectionMatrix);
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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)
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2017-12-02 21:22:04 +01:00
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Context->DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(quint16));
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2017-04-02 01:53:54 +02:00
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}
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}
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else
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{
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2017-12-02 21:22:04 +01:00
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quint32* Indices = (quint32*)((char*)Mesh->mIndexData + Section->IndexOffset);
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2017-04-02 01:53:54 +02:00
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for (int i = 0; i < Section->NumIndices; i += 4)
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{
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lcVector3 p1 = lcMul31(VertexBuffer[Indices[i + 0]].Position, WorldViewProjectionMatrix);
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lcVector3 p2 = lcMul31(VertexBuffer[Indices[i + 1]].Position, WorldViewProjectionMatrix);
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lcVector3 p3 = lcMul31(VertexBuffer[Indices[i + 2]].Position, WorldViewProjectionMatrix);
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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)
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2017-12-02 21:22:04 +01:00
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Context->DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(quint32));
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2017-04-02 01:53:54 +02:00
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}
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}
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2017-06-23 03:45:45 +02:00
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continue;
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2017-04-02 01:53:54 +02:00
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}
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lcTexture* Texture = Section->Texture;
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int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
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int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
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if (!Texture)
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{
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Context->SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
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}
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else
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{
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VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
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Context->SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, EnableNormals);
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2017-12-26 19:19:20 +01:00
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Context->BindTexture2D(Texture->mTexture);
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2017-04-02 01:53:54 +02:00
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}
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GLenum DrawPrimitiveType = Section->PrimitiveType & (LC_MESH_TRIANGLES | LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
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Context->DrawIndexedPrimitives(DrawPrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
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}
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#ifdef QT_DEBUG
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const bool DrawNormals = false;
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if (DrawNormals)
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{
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lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
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lcVector3* Vertices = (lcVector3*)malloc(Mesh->mNumVertices * 2 * sizeof(lcVector3));
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for (int VertexIdx = 0; VertexIdx < Mesh->mNumVertices; VertexIdx++)
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{
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Vertices[VertexIdx * 2] = VertexBuffer[VertexIdx].Position;
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Vertices[VertexIdx * 2 + 1] = VertexBuffer[VertexIdx].Position + lcUnpackNormal(VertexBuffer[VertexIdx].Normal);
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}
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Context->SetVertexBufferPointer(Vertices);
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Context->SetVertexFormatPosition(3);
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Context->DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
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free(Vertices);
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}
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#endif
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}
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}
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void lcScene::Draw(lcContext* Context) const
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{
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2017-12-22 14:42:28 +01:00
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// TODO: find a better place for these updates
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lcGetPiecesLibrary()->UpdateBuffers(Context);
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lcGetPiecesLibrary()->UploadTextures();
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2017-04-02 01:53:54 +02:00
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Context->SetViewMatrix(mViewMatrix);
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2017-06-23 03:45:45 +02:00
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const bool DrawConditional = false;
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2017-08-25 21:57:14 +02:00
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lcShadingMode ShadingMode = lcGetPreferences().mShadingMode;
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2018-04-08 00:28:44 +02:00
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if (ShadingMode == LC_SHADING_WIREFRAME && !mAllowWireframe)
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ShadingMode = LC_SHADING_FLAT;
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2017-08-25 21:57:14 +02:00
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2017-11-26 00:47:37 +01:00
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if (ShadingMode == LC_SHADING_WIREFRAME)
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2017-04-02 01:53:54 +02:00
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{
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2017-12-26 19:19:20 +01:00
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Context->BindTexture2D(0);
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2017-11-26 00:47:37 +01:00
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Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
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int UntexturedPrimitives = LC_MESH_LINES;
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if (DrawConditional)
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UntexturedPrimitives |= LC_MESH_CONDITIONAL_LINES;
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2017-08-25 21:57:14 +02:00
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2017-11-26 00:47:37 +01:00
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DrawRenderMeshes(Context, UntexturedPrimitives, false, false, false);
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if (mHasTexture)
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{
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Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
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DrawRenderMeshes(Context, LC_MESH_TEXTURED_LINES, false, false, false);
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2017-12-26 19:19:20 +01:00
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Context->BindTexture2D(0);
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2017-11-26 00:47:37 +01:00
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}
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}
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else if (ShadingMode == LC_SHADING_FLAT)
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{
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2017-04-02 01:53:54 +02:00
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bool DrawLines = lcGetPreferences().mDrawEdgeLines;
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2017-12-26 19:19:20 +01:00
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Context->BindTexture2D(0);
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2017-04-02 01:53:54 +02:00
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Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
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2017-06-23 03:45:45 +02:00
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int UntexturedPrimitives = LC_MESH_TRIANGLES;
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2017-04-02 01:53:54 +02:00
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if (DrawLines)
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2017-06-23 03:45:45 +02:00
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{
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UntexturedPrimitives |= LC_MESH_LINES;
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if (DrawConditional)
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UntexturedPrimitives |= LC_MESH_CONDITIONAL_LINES;
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}
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DrawRenderMeshes(Context, UntexturedPrimitives, false, false, false);
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2017-04-02 01:53:54 +02:00
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if (!mTranslucentMeshes.IsEmpty())
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{
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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DrawRenderMeshes(Context, LC_MESH_TRIANGLES, false, true, false);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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if (mHasTexture)
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{
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|
|
|
Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
|
|
|
|
|
|
|
|
if (DrawLines)
|
2017-11-26 00:47:37 +01:00
|
|
|
DrawRenderMeshes(Context, LC_MESH_TEXTURED_LINES, false, false, false);
|
2017-07-08 18:44:53 +02:00
|
|
|
|
|
|
|
DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, false, false, true);
|
2017-04-02 01:53:54 +02:00
|
|
|
|
|
|
|
if (!mTranslucentMeshes.IsEmpty())
|
|
|
|
{
|
|
|
|
glEnable(GL_BLEND); // todo: remove GL calls
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
|
|
2017-07-08 18:44:53 +02:00
|
|
|
DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, false, true, true);
|
2017-04-02 01:53:54 +02:00
|
|
|
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
2017-12-26 19:19:20 +01:00
|
|
|
Context->BindTexture2D(0);
|
2017-04-02 01:53:54 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
|
2017-12-26 19:19:20 +01:00
|
|
|
Context->BindTexture2D(0);
|
2017-04-02 01:53:54 +02:00
|
|
|
|
|
|
|
if (DrawLines)
|
|
|
|
{
|
2017-06-23 03:45:45 +02:00
|
|
|
int LinePrimitives = LC_MESH_LINES;
|
|
|
|
|
|
|
|
if (DrawConditional)
|
|
|
|
LinePrimitives |= LC_MESH_CONDITIONAL_LINES;
|
|
|
|
|
2017-04-02 01:53:54 +02:00
|
|
|
Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
|
2017-06-23 03:45:45 +02:00
|
|
|
DrawRenderMeshes(Context, LinePrimitives, false, false, false);
|
2017-04-02 01:53:54 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2017-12-26 19:19:20 +01:00
|
|
|
Context->BindTexture2D(0);
|
2017-04-02 01:53:54 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void lcScene::DrawInterfaceObjects(lcContext* Context) const
|
|
|
|
{
|
|
|
|
for (const lcObject* Object : mInterfaceObjects)
|
2018-04-08 02:17:32 +02:00
|
|
|
Object->DrawInterface(Context, *this);
|
2017-04-02 01:53:54 +02:00
|
|
|
}
|