leocad/common/lc_context.h

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#ifndef _LC_CONTEXT_H_
#define _LC_CONTEXT_H_
#include "lc_array.h"
#include "lc_math.h"
#include "lc_colors.h"
#include "lc_mesh.h"
class lcScene
{
public:
lcScene();
void Begin(const lcMatrix44& ViewMatrix);
void End();
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void AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State, int Flags);
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lcMatrix44 mViewMatrix;
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lcArray<lcRenderMesh> mRenderMeshes;
lcArray<int> mOpaqueMeshes;
lcArray<int> mTranslucentMeshes;
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lcArray<const lcObject*> mInterfaceObjects;
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bool mHasTexture;
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};
class lcVertexBuffer
{
public:
lcVertexBuffer()
: Pointer(NULL)
{
}
bool IsValid() const
{
return Pointer != NULL;
}
union
{
GLuint Object;
void* Pointer;
};
};
class lcIndexBuffer
{
public:
lcIndexBuffer()
: Pointer(NULL)
{
}
bool IsValid() const
{
return Pointer != NULL;
}
union
{
GLuint Object;
void* Pointer;
};
};
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enum lcMaterialType
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{
LC_MATERIAL_UNLIT_COLOR,
LC_MATERIAL_UNLIT_TEXTURE_MODULATE,
LC_MATERIAL_UNLIT_TEXTURE_DECAL,
LC_MATERIAL_UNLIT_VERTEX_COLOR,
LC_MATERIAL_FAKELIT_COLOR,
LC_MATERIAL_FAKELIT_TEXTURE_DECAL,
LC_NUM_MATERIALS
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};
enum lcProgramAttrib
{
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LC_ATTRIB_POSITION,
LC_ATTRIB_NORMAL,
LC_ATTRIB_TEXCOORD,
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LC_ATTRIB_COLOR
};
struct lcProgram
{
GLuint Object;
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GLint WorldViewProjectionMatrixLocation;
GLint WorldMatrixLocation;
GLint MaterialColorLocation;
GLint LightPositionLocation;
GLint EyePositionLocation;
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};
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enum lcTextureMode
{
LC_TEXTURE_DECAL,
LC_TEXTURE_MODULATE
};
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class lcContext
{
public:
lcContext();
~lcContext();
static void CreateResources();
static void DestroyResources();
void SetDefaultState();
void SetWorldMatrix(const lcMatrix44& WorldMatrix)
{
mWorldMatrix = WorldMatrix;
mWorldMatrixDirty = true;
}
void SetViewMatrix(const lcMatrix44& ViewMatrix)
{
mViewMatrix = ViewMatrix;
mViewMatrixDirty = true;
mViewProjectionMatrixDirty = true;
}
void SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
{
mProjectionMatrix = ProjectionMatrix;
mProjectionMatrixDirty = true;
mViewProjectionMatrixDirty = true;
}
void SetMaterial(lcMaterialType MaterialType);
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void SetViewport(int x, int y, int Width, int Height);
void SetLineWidth(float LineWidth);
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void SetTextureMode(lcTextureMode TextureMode);
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void SetColor(const lcVector4& Color)
{
mColor = Color;
mColorDirty = true;
}
void SetColor(float Red, float Green, float Blue, float Alpha);
void SetColorIndex(int ColorIndex);
void SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor);
void SetEdgeColorIndex(int ColorIndex);
void SetInterfaceColor(lcInterfaceColor InterfaceColor);
bool BeginRenderToTexture(int Width, int Height);
void EndRenderToTexture();
QImage GetRenderToTextureImage(int Width, int Height);
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bool SaveRenderToTextureImage(const QString& FileName, int Width, int Height);
lcVertexBuffer CreateVertexBuffer(int Size, const void* Data);
void DestroyVertexBuffer(lcVertexBuffer& VertexBuffer);
lcIndexBuffer CreateIndexBuffer(int Size, const void* Data);
void DestroyIndexBuffer(lcIndexBuffer& IndexBuffer);
void ClearVertexBuffer();
void SetVertexBuffer(lcVertexBuffer VertexBuffer);
void SetVertexBufferPointer(const void* VertexBuffer);
void ClearIndexBuffer();
void SetIndexBuffer(lcIndexBuffer IndexBuffer);
void SetIndexBufferPointer(const void* IndexBuffer);
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void SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize);
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void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count);
void DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset);
void UnbindMesh();
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void DrawScene(const lcScene& Scene);
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void DrawInterfaceObjects(const lcArray<const lcObject*>& InterfaceObjects);
protected:
static void CreateShaderPrograms();
void BindMesh(lcMesh* Mesh);
void FlushState();
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void DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section);
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void DrawOpaqueMeshes(const lcScene& Scene);
void DrawTranslucentMeshes(const lcScene& Scene);
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void DrawRenderMeshes(const lcArray<lcRenderMesh>& RenderMeshes, const lcArray<int>& Meshes, lcMeshPrimitiveType PrimitiveType, bool DrawTranslucent, bool DrawTextured);
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GLuint mVertexBufferObject;
GLuint mIndexBufferObject;
char* mVertexBufferPointer;
char* mIndexBufferPointer;
char* mVertexBufferOffset;
lcMaterialType mMaterialType;
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bool mNormalEnabled;
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bool mTexCoordEnabled;
bool mColorEnabled;
lcTexture* mTexture;
float mLineWidth;
int mMatrixMode;
lcVector4 mColor;
lcMatrix44 mWorldMatrix;
lcMatrix44 mViewMatrix;
lcMatrix44 mProjectionMatrix;
lcMatrix44 mViewProjectionMatrix;
bool mColorDirty;
bool mWorldMatrixDirty;
bool mViewMatrixDirty;
bool mProjectionMatrixDirty;
bool mViewProjectionMatrixDirty;
GLuint mFramebufferObject;
GLuint mFramebufferTexture;
GLuint mDepthRenderbufferObject;
static lcProgram mPrograms[LC_NUM_MATERIALS];
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Q_DECLARE_TR_FUNCTIONS(lcContext);
};
#endif // _LC_CONTEXT_H_