Added a decal material to fix the texmap extension.

This commit is contained in:
Leonardo Zide 2017-03-12 13:51:14 -07:00
parent e645228128
commit acd5a485f0
10 changed files with 260 additions and 345 deletions

View file

@ -468,7 +468,7 @@ void lcCamera::CopyPosition(const lcCamera* camera)
void lcCamera::DrawInterface(lcContext* Context) const void lcCamera::DrawInterface(lcContext* Context) const
{ {
Context->SetMaterial(LC_MATERIAL_SIMPLE); Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
lcMatrix44 ViewWorldMatrix = lcMatrix44AffineInverse(mWorldView); lcMatrix44 ViewWorldMatrix = lcMatrix44AffineInverse(mWorldView);
ViewWorldMatrix.SetTranslation(lcVector3(0, 0, 0)); ViewWorldMatrix.SetTranslation(lcVector3(0, 0, 0));

View file

@ -18,7 +18,7 @@
#define GL_STATIC_DRAW_ARB GL_STATIC_DRAW #define GL_STATIC_DRAW_ARB GL_STATIC_DRAW
#endif #endif
lcProgram lcContext::mPrograms[LC_NUM_LIGHTING_MODES][LC_NUM_MATERIALS]; lcProgram lcContext::mPrograms[LC_NUM_MATERIALS];
static int lcOpaqueRenderMeshCompare(const void* Elem1, const void* Elem2) static int lcOpaqueRenderMeshCompare(const void* Elem1, const void* Elem2)
{ {
@ -133,11 +133,9 @@ void lcContext::CreateShaderPrograms()
" vec3 SpecularColor = vec3(Specular, Specular, Specular);\n" \ " vec3 SpecularColor = vec3(Specular, Specular, Specular);\n" \
" float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n" " float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n"
const char* VertexShaders[LC_NUM_LIGHTING_MODES][LC_NUM_MATERIALS] = const char* VertexShaders[LC_NUM_MATERIALS] =
{ {
// LC_LIGHTING_UNLIT // LC_MATERIAL_UNLIT_COLOR
{
// LC_MATERIAL_SIMPLE
LC_SHADER_VERSION LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexPosition;\n"
"uniform mat4 WorldViewProjectionMatrix;\n" "uniform mat4 WorldViewProjectionMatrix;\n"
@ -145,7 +143,7 @@ void lcContext::CreateShaderPrograms()
"{\n" "{\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n" " gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
"}\n", "}\n",
// LC_MATERIAL_TEXTURE // LC_MATERIAL_UNLIT_TEXTURE_MODULATE
LC_SHADER_VERSION LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec2 VertexTexCoord;\n" LC_VERTEX_INPUT "vec2 VertexTexCoord;\n"
@ -156,7 +154,18 @@ void lcContext::CreateShaderPrograms()
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n" " gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelTexCoord = VertexTexCoord;\n" " PixelTexCoord = VertexTexCoord;\n"
"}\n", "}\n",
// LC_MATERIAL_VERTEX_COLOR // 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_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec4 VertexColor;\n" LC_VERTEX_INPUT "vec4 VertexColor;\n"
@ -166,11 +175,8 @@ void lcContext::CreateShaderPrograms()
"{\n" "{\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n" " gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelColor = VertexColor;\n" " PixelColor = VertexColor;\n"
"}\n" "}\n",
}, // LC_MATERIAL_FAKELIT_COLOR
// LC_LIGHTING_FAKE
{
// LC_MATERIAL_SIMPLE
LC_SHADER_VERSION LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec3 VertexNormal;\n" LC_VERTEX_INPUT "vec3 VertexNormal;\n"
@ -184,7 +190,7 @@ void lcContext::CreateShaderPrograms()
" PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz;\n" " PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz;\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n" " gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
"}\n", "}\n",
// LC_MATERIAL_TEXTURE // LC_MATERIAL_FAKELIT_TEXTURE_DECAL
LC_SHADER_VERSION LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec3 VertexNormal;\n" LC_VERTEX_INPUT "vec3 VertexNormal;\n"
@ -200,65 +206,12 @@ void lcContext::CreateShaderPrograms()
" PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz;\n" " PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz;\n"
" gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n" " gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
" PixelTexCoord = VertexTexCoord;\n" " PixelTexCoord = VertexTexCoord;\n"
"}\n",
// LC_MATERIAL_VERTEX_COLOR
LC_SHADER_VERSION
LC_VERTEX_INPUT "vec3 VertexPosition;\n"
LC_VERTEX_INPUT "vec3 VertexNormal;\n"
LC_VERTEX_INPUT "vec4 VertexColor;\n"
LC_VERTEX_OUTPUT "vec3 PixelPosition;\n"
LC_VERTEX_OUTPUT "vec3 PixelNormal;\n"
LC_VERTEX_OUTPUT "vec4 PixelColor;\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"
" PixelColor = VertexColor;\n"
"}\n" "}\n"
},
// LC_LIGHTING_FULL
{
// LC_MATERIAL_SIMPLE
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_TEXTURE
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_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"
}
}; };
const char* FragmentShaders[LC_NUM_LIGHTING_MODES][LC_NUM_MATERIALS] = const char* FragmentShaders[LC_NUM_MATERIALS] =
{ {
// LC_LIGHTING_UNLIT // LC_MATERIAL_UNLIT_COLOR
{
// LC_MATERIAL_SIMPLE
LC_SHADER_VERSION LC_SHADER_VERSION
LC_PIXEL_OUTPUT LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n" "uniform mediump vec4 MaterialColor;\n"
@ -266,7 +219,7 @@ void lcContext::CreateShaderPrograms()
"{\n" "{\n"
" gl_FragColor = MaterialColor;\n" " gl_FragColor = MaterialColor;\n"
"}\n", "}\n",
// LC_MATERIAL_TEXTURE // LC_MATERIAL_UNLIT_TEXTURE_MODULATE
LC_SHADER_VERSION LC_SHADER_VERSION
LC_PIXEL_INPUT "vec2 PixelTexCoord;\n" LC_PIXEL_INPUT "vec2 PixelTexCoord;\n"
LC_PIXEL_OUTPUT LC_PIXEL_OUTPUT
@ -275,20 +228,28 @@ void lcContext::CreateShaderPrograms()
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);" " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" gl_FragColor = vec4(MaterialColor.rgb, TexelColor.a * MaterialColor.a);\n"//vec4(mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a), MaterialColor.a);\n" // TODO: we need to support different texture modes, this shader is used by the overlay font, base grid and texmap pieces. " gl_FragColor = vec4(MaterialColor.rgb, TexelColor.a * MaterialColor.a);\n"
"}\n", "}\n",
// LC_MATERIAL_VERTEX_COLOR // 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"
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" gl_FragColor = vec4(mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a), MaterialColor.a);\n"
"}\n",
// LC_MATERIAL_UNLIT_VERTEX_COLOR
LC_SHADER_VERSION LC_SHADER_VERSION
LC_PIXEL_INPUT "vec4 PixelColor;\n" LC_PIXEL_INPUT "vec4 PixelColor;\n"
LC_PIXEL_OUTPUT LC_PIXEL_OUTPUT
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_FragColor = PixelColor;\n" " gl_FragColor = PixelColor;\n"
"}\n" "}\n",
}, // LC_MATERIAL_FAKELIT_COLOR
// LC_LIGHTING_FAKE
{
// LC_MATERIAL_SIMPLE
LC_SHADER_VERSION LC_SHADER_VERSION
LC_PIXEL_INPUT "vec3 PixelPosition;\n" LC_PIXEL_INPUT "vec3 PixelPosition;\n"
LC_PIXEL_INPUT "vec3 PixelNormal;\n" LC_PIXEL_INPUT "vec3 PixelNormal;\n"
@ -302,7 +263,7 @@ void lcContext::CreateShaderPrograms()
" vec3 DiffuseColor = MaterialColor.rgb * Diffuse;\n" " vec3 DiffuseColor = MaterialColor.rgb * Diffuse;\n"
" gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n" " gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n"
"}\n", "}\n",
// LC_MATERIAL_TEXTURE // LC_MATERIAL_FAKELIT_TEXTURE_DECAL
LC_SHADER_VERSION LC_SHADER_VERSION
LC_PIXEL_INPUT "vec3 PixelPosition;\n" LC_PIXEL_INPUT "vec3 PixelPosition;\n"
LC_PIXEL_INPUT "vec3 PixelNormal;\n" LC_PIXEL_INPUT "vec3 PixelNormal;\n"
@ -318,60 +279,13 @@ void lcContext::CreateShaderPrograms()
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);" " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" vec3 DiffuseColor = mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a) * Diffuse;\n" " vec3 DiffuseColor = mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a) * Diffuse;\n"
" gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n" " gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n"
"}\n",
// LC_MATERIAL_VERTEX_COLOR
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec3 PixelPosition;\n"
LC_PIXEL_INPUT "vec3 PixelNormal;\n"
LC_PIXEL_INPUT "vec4 PixelColor;\n"
LC_PIXEL_OUTPUT
"uniform mediump vec3 LightPosition;\n"
"uniform mediump vec3 EyePosition;\n"
"void main()\n"
"{\n"
LC_PIXEL_FAKE_LIGHTING
" vec3 DiffuseColor = PixelColor.rgb * Diffuse;\n"
" gl_FragColor = vec4(DiffuseColor + SpecularColor, PixelColor.a);\n"
"}\n" "}\n"
},
// LC_LIGHTING_FULL
{
// LC_MATERIAL_SIMPLE
LC_SHADER_VERSION
LC_PIXEL_OUTPUT
"uniform mediump vec4 MaterialColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = MaterialColor;\n"
"}\n",
// LC_MATERIAL_TEXTURE
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"
" vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" gl_FragColor = vec4(mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a), MaterialColor.a);\n"
"}\n",
// LC_MATERIAL_VERTEX_COLOR
LC_SHADER_VERSION
LC_PIXEL_INPUT "vec4 PixelColor;\n"
LC_PIXEL_OUTPUT
"void main()\n"
"{\n"
" gl_FragColor = PixelColor;\n"
"}\n"
}
}; };
for (int LightingMode = 0; LightingMode < LC_NUM_LIGHTING_MODES; LightingMode++)
{
for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++) for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++)
{ {
GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER); GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShader, 1, &VertexShaders[LightingMode][MaterialType], NULL); glShaderSource(VertexShader, 1, &VertexShaders[MaterialType], NULL);
glCompileShader(VertexShader); glCompileShader(VertexShader);
#ifndef QT_NO_DEBUG #ifndef QT_NO_DEBUG
@ -392,7 +306,7 @@ void lcContext::CreateShaderPrograms()
#endif #endif
GLuint FragmentShader = glCreateShader(GL_FRAGMENT_SHADER); GLuint FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShader, 1, &FragmentShaders[LightingMode][MaterialType], NULL); glShaderSource(FragmentShader, 1, &FragmentShaders[MaterialType], NULL);
glCompileShader(FragmentShader); glCompileShader(FragmentShader);
#ifndef QT_NO_DEBUG #ifndef QT_NO_DEBUG
@ -444,13 +358,12 @@ void lcContext::CreateShaderPrograms()
Program = 0; Program = 0;
} }
mPrograms[LightingMode][MaterialType].Object = Program; mPrograms[MaterialType].Object = Program;
mPrograms[LightingMode][MaterialType].WorldViewProjectionMatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix"); mPrograms[MaterialType].WorldViewProjectionMatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix");
mPrograms[LightingMode][MaterialType].WorldMatrixLocation = glGetUniformLocation(Program, "WorldMatrix"); mPrograms[MaterialType].WorldMatrixLocation = glGetUniformLocation(Program, "WorldMatrix");
mPrograms[LightingMode][MaterialType].MaterialColorLocation = glGetUniformLocation(Program, "MaterialColor"); mPrograms[MaterialType].MaterialColorLocation = glGetUniformLocation(Program, "MaterialColor");
mPrograms[LightingMode][MaterialType].LightPositionLocation = glGetUniformLocation(Program, "LightPosition"); mPrograms[MaterialType].LightPositionLocation = glGetUniformLocation(Program, "LightPosition");
mPrograms[LightingMode][MaterialType].EyePositionLocation = glGetUniformLocation(Program, "EyePosition"); mPrograms[MaterialType].EyePositionLocation = glGetUniformLocation(Program, "EyePosition");
}
} }
} }
@ -467,9 +380,11 @@ void lcContext::DestroyResources()
if (!gSupportsShaderObjects) if (!gSupportsShaderObjects)
return; return;
for (int LightingMode = 0; LightingMode < LC_NUM_LIGHTING_MODES; LightingMode++)
for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++) for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++)
glDeleteProgram(mPrograms[LightingMode][MaterialType].Object); {
glDeleteProgram(mPrograms[MaterialType].Object);
mPrograms[MaterialType].Object = 0;
}
} }
void lcContext::SetDefaultState() void lcContext::SetDefaultState()
@ -551,10 +466,10 @@ void lcContext::SetMaterial(lcMaterialType MaterialType)
if (!gSupportsShaderObjects || mMaterialType == MaterialType) if (!gSupportsShaderObjects || mMaterialType == MaterialType)
return; return;
glUseProgram(mPrograms[mLightingMode][MaterialType].Object); glUseProgram(mPrograms[MaterialType].Object);
mMaterialType = MaterialType; mMaterialType = MaterialType;
mColorDirty = true; mColorDirty = true;
mWorldMatrixDirty = true; mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here
} }
void lcContext::SetViewport(int x, int y, int Width, int Height) void lcContext::SetViewport(int x, int y, int Width, int Height)
@ -1140,7 +1055,7 @@ void lcContext::FlushState()
{ {
if (gSupportsShaderObjects) if (gSupportsShaderObjects)
{ {
const lcProgram& Program = mPrograms[mLightingMode][mMaterialType]; const lcProgram& Program = mPrograms[mMaterialType];
if (mWorldMatrixDirty || mViewMatrixDirty || mProjectionMatrixDirty) if (mWorldMatrixDirty || mViewMatrixDirty || mProjectionMatrixDirty)
{ {
@ -1236,7 +1151,7 @@ void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
if (!Texture) if (!Texture)
{ {
SetMaterial(LC_MATERIAL_SIMPLE); SetMaterial(mLightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_COLOR : LC_MATERIAL_FAKELIT_COLOR);
SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0); SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0);
if (mTexture) if (mTexture)
@ -1248,7 +1163,7 @@ void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
else else
{ {
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex); VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
SetMaterial(LC_MATERIAL_TEXTURE); SetMaterial(mLightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_TEXTURE_DECAL : LC_MATERIAL_FAKELIT_TEXTURE_DECAL);
SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0); SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0);
if (Texture != mTexture) if (Texture != mTexture)

View file

@ -70,9 +70,12 @@ enum lcLightingMode : int
enum lcMaterialType enum lcMaterialType
{ {
LC_MATERIAL_SIMPLE, LC_MATERIAL_UNLIT_COLOR,
LC_MATERIAL_TEXTURE, LC_MATERIAL_UNLIT_TEXTURE_MODULATE,
LC_MATERIAL_VERTEX_COLOR, LC_MATERIAL_UNLIT_TEXTURE_DECAL,
LC_MATERIAL_UNLIT_VERTEX_COLOR,
LC_MATERIAL_FAKELIT_COLOR,
LC_MATERIAL_FAKELIT_TEXTURE_DECAL,
LC_NUM_MATERIALS LC_NUM_MATERIALS
}; };
@ -97,7 +100,6 @@ struct lcProgram
enum lcTextureMode enum lcTextureMode
{ {
LC_TEXTURE_DECAL, LC_TEXTURE_DECAL,
LC_TEXTURE_REPLACE,
LC_TEXTURE_MODULATE LC_TEXTURE_MODULATE
}; };
@ -214,7 +216,7 @@ protected:
GLuint mFramebufferTexture; GLuint mFramebufferTexture;
GLuint mDepthRenderbufferObject; GLuint mDepthRenderbufferObject;
static lcProgram mPrograms[LC_NUM_LIGHTING_MODES][LC_NUM_MATERIALS]; static lcProgram mPrograms[LC_NUM_MATERIALS];
Q_DECLARE_TR_FUNCTIONS(lcContext); Q_DECLARE_TR_FUNCTIONS(lcContext);
}; };

View file

@ -1171,7 +1171,7 @@ void lcModel::DrawBackground(lcGLWidget* Widget)
ViewWidth, 0.0f, Color2[0], Color2[1], Color2[2], 1.0f ViewWidth, 0.0f, Color2[0], Color2[1], Color2[2], 1.0f
}; };
Context->SetMaterial(LC_MATERIAL_VERTEX_COLOR); Context->SetMaterial(LC_MATERIAL_UNLIT_VERTEX_COLOR);
Context->SetVertexBufferPointer(Verts); Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormat(0, 2, 0, 0, 4); Context->SetVertexFormat(0, 2, 0, 0, 4);
@ -1187,7 +1187,7 @@ void lcModel::DrawBackground(lcGLWidget* Widget)
{ {
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
Context->SetTextureMode(LC_TEXTURE_REPLACE); Context->SetTextureMode(LC_TEXTURE_MODULATE);
glBindTexture(GL_TEXTURE_2D, mBackgroundTexture->mTexture); glBindTexture(GL_TEXTURE_2D, mBackgroundTexture->mTexture);
float TileWidth = 1.0f, TileHeight = 1.0f; float TileWidth = 1.0f, TileHeight = 1.0f;
@ -1206,7 +1206,8 @@ void lcModel::DrawBackground(lcGLWidget* Widget)
0.0f, 0.0f, 0.0f, TileHeight 0.0f, 0.0f, 0.0f, TileHeight
}; };
Context->SetMaterial(LC_MATERIAL_TEXTURE); Context->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
Context->SetVertexBufferPointer(Verts); Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormat(0, 2, 0, 2, 0); Context->SetVertexFormat(0, 2, 0, 2, 0);

View file

@ -334,8 +334,8 @@ void lcPartSelectionListModel::DrawPreview(int InfoIndex)
Context->SetDefaultState(); Context->SetDefaultState();
Context->SetProjectionMatrix(ProjectionMatrix); Context->SetProjectionMatrix(ProjectionMatrix);
Context->SetLightingMode(LC_LIGHTING_UNLIT); const lcPreferences& Preferences = lcGetPreferences();
Context->SetMaterial(LC_MATERIAL_SIMPLE); Context->SetLightingMode(Preferences.mLightingMode);
lcPiecesLibrary* Library = lcGetPiecesLibrary(); lcPiecesLibrary* Library = lcGetPiecesLibrary();
PieceInfo* Info = mParts[InfoIndex].first; PieceInfo* Info = mParts[InfoIndex].first;

View file

@ -284,7 +284,7 @@ void lcLight::UpdatePosition(lcStep Step)
void lcLight::DrawInterface(lcContext* Context) const void lcLight::DrawInterface(lcContext* Context) const
{ {
Context->SetMaterial(LC_MATERIAL_SIMPLE); Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
if (IsPointLight()) if (IsPointLight())
DrawPointLight(Context); DrawPointLight(Context);

View file

@ -292,8 +292,8 @@ void MinifigWizard::OnDraw()
Scene.End(); Scene.End();
mContext->SetLightingMode(LC_LIGHTING_UNLIT); const lcPreferences& Preferences = lcGetPreferences();
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetLightingMode(Preferences.mLightingMode);
mContext->DrawOpaqueMeshes(Scene.mOpaqueMeshes); mContext->DrawOpaqueMeshes(Scene.mOpaqueMeshes);
mContext->DrawTranslucentMeshes(Scene.mTranslucentMeshes); mContext->DrawTranslucentMeshes(Scene.mTranslucentMeshes);

View file

@ -541,7 +541,7 @@ void lcPiece::DrawInterface(lcContext* Context) const
{ Min[0], Min[1], Min[2] }, { Min[0], Min[1], Min[2] + Edge[2] }, { Min[0], Min[1], Min[2] }, { Min[0], Min[1], Min[2] + Edge[2] },
}; };
Context->SetMaterial(LC_MATERIAL_SIMPLE); Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
Context->SetWorldMatrix(mModelWorld); Context->SetWorldMatrix(mModelWorld);
if (IsFocused(LC_PIECE_SECTION_POSITION)) if (IsFocused(LC_PIECE_SECTION_POSITION))

View file

@ -1313,7 +1313,6 @@ void Project::ExportHTML()
Context->SetDefaultState(); Context->SetDefaultState();
Context->SetProjectionMatrix(ProjectionMatrix); Context->SetProjectionMatrix(ProjectionMatrix);
Context->SetMaterial(LC_MATERIAL_SIMPLE);
for (lcPartsList::const_iterator PartIt = PartsList.constBegin(); PartIt != PartsList.constEnd(); PartIt++) for (lcPartsList::const_iterator PartIt = PartsList.constBegin(); PartIt != PartsList.constEnd(); PartIt++)
{ {

View file

@ -570,7 +570,6 @@ void View::OnDraw()
mContext->SetViewMatrix(mCamera->mWorldView); mContext->SetViewMatrix(mCamera->mWorldView);
mContext->SetProjectionMatrix(GetProjectionMatrix()); mContext->SetProjectionMatrix(GetProjectionMatrix());
mContext->SetLightingMode(Preferences.mLightingMode); mContext->SetLightingMode(Preferences.mLightingMode);
mContext->SetMaterial(LC_MATERIAL_SIMPLE);
#ifndef LC_OPENGLES #ifndef LC_OPENGLES
const lcModelProperties& Properties = mModel->GetProperties(); const lcModelProperties& Properties = mModel->GetProperties();
@ -599,7 +598,6 @@ void View::OnDraw()
if (DrawInterface) if (DrawInterface)
{ {
mContext->SetLightingMode(LC_LIGHTING_UNLIT); mContext->SetLightingMode(LC_LIGHTING_UNLIT);
mContext->SetMaterial(LC_MATERIAL_SIMPLE);
mContext->DrawInterfaceObjects(mScene.mInterfaceObjects); mContext->DrawInterfaceObjects(mScene.mInterfaceObjects);
mContext->SetLineWidth(1.0f); mContext->SetLineWidth(1.0f);
@ -628,7 +626,7 @@ void View::OnDraw()
void View::DrawSelectMoveOverlay() void View::DrawSelectMoveOverlay()
{ {
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetViewMatrix(mCamera->mWorldView); mContext->SetViewMatrix(mCamera->mWorldView);
mContext->SetProjectionMatrix(GetProjectionMatrix()); mContext->SetProjectionMatrix(GetProjectionMatrix());
@ -819,7 +817,7 @@ void View::DrawRotateOverlay()
const float OverlayScale = GetOverlayScale(); const float OverlayScale = GetOverlayScale();
const float OverlayRotateRadius = 2.0f; const float OverlayRotateRadius = 2.0f;
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetViewMatrix(mCamera->mWorldView); mContext->SetViewMatrix(mCamera->mWorldView);
mContext->SetProjectionMatrix(GetProjectionMatrix()); mContext->SetProjectionMatrix(GetProjectionMatrix());
@ -1090,7 +1088,7 @@ void View::DrawRotateOverlay()
// Draw text. // Draw text.
lcVector3 ScreenPos = ProjectPoint(OverlayCenter); lcVector3 ScreenPos = ProjectPoint(OverlayCenter);
mContext->SetMaterial(LC_MATERIAL_TEXTURE); mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
mContext->SetWorldMatrix(lcMatrix44Identity()); mContext->SetWorldMatrix(lcMatrix44Identity());
mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0))); mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0)));
mContext->SetProjectionMatrix(lcMatrix44Ortho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f)); mContext->SetProjectionMatrix(lcMatrix44Ortho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f));
@ -1119,7 +1117,7 @@ void View::DrawRotateOverlay()
void View::DrawSelectZoomRegionOverlay() void View::DrawSelectZoomRegionOverlay()
{ {
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetWorldMatrix(lcMatrix44Identity()); mContext->SetWorldMatrix(lcMatrix44Identity());
mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0))); mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0)));
mContext->SetProjectionMatrix(lcMatrix44Ortho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f)); mContext->SetProjectionMatrix(lcMatrix44Ortho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f));
@ -1208,7 +1206,7 @@ void View::DrawRotateViewOverlay()
w = mWidth; w = mWidth;
h = mHeight; h = mHeight;
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetWorldMatrix(lcMatrix44Identity()); mContext->SetWorldMatrix(lcMatrix44Identity());
mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0))); mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0)));
mContext->SetProjectionMatrix(lcMatrix44Ortho(0, w, 0, h, -1, 1)); mContext->SetProjectionMatrix(lcMatrix44Ortho(0, w, 0, h, -1, 1));
@ -1422,7 +1420,7 @@ void View::DrawGrid()
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glEnable(GL_BLEND);
mContext->SetMaterial(LC_MATERIAL_TEXTURE); mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
mContext->SetColor(lcVector4FromColor(Preferences.mGridStudColor)); mContext->SetColor(lcVector4FromColor(Preferences.mGridStudColor));
mContext->SetVertexFormat(0, 3, 0, 2, 0); mContext->SetVertexFormat(0, 3, 0, 2, 0);
@ -1437,7 +1435,7 @@ void View::DrawGrid()
if (Preferences.mDrawGridLines) if (Preferences.mDrawGridLines)
{ {
mContext->SetLineWidth(1.0f); mContext->SetLineWidth(1.0f);
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetColor(lcVector4FromColor(Preferences.mGridLineColor)); mContext->SetColor(lcVector4FromColor(Preferences.mGridLineColor));
int NumVerts = 2 * (MaxX - MinX + MaxY - MinY + 2); int NumVerts = 2 * (MaxX - MinX + MaxY - MinY + 2);
@ -1476,7 +1474,7 @@ void View::DrawAxes()
lcMatrix44 WorldViewMatrix = mCamera->mWorldView; lcMatrix44 WorldViewMatrix = mCamera->mWorldView;
WorldViewMatrix.SetTranslation(lcVector3(0, 0, 0)); WorldViewMatrix.SetTranslation(lcVector3(0, 0, 0));
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetWorldMatrix(lcMatrix44Identity()); mContext->SetWorldMatrix(lcMatrix44Identity());
mContext->SetViewMatrix(lcMul(WorldViewMatrix, TranslationMatrix)); mContext->SetViewMatrix(lcMul(WorldViewMatrix, TranslationMatrix));
mContext->SetProjectionMatrix(lcMatrix44Ortho(0, mWidth, 0, mHeight, -50, 50)); mContext->SetProjectionMatrix(lcMatrix44Ortho(0, mWidth, 0, mHeight, -50, 50));
@ -1495,7 +1493,7 @@ void View::DrawAxes()
mContext->SetColor(0.0f, 0.0f, 0.8f, 1.0f); mContext->SetColor(0.0f, 0.0f, 0.8f, 1.0f);
mContext->DrawIndexedPrimitives(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, (6 + 48) * 2); mContext->DrawIndexedPrimitives(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, (6 + 48) * 2);
mContext->SetMaterial(LC_MATERIAL_TEXTURE); mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
mContext->SetViewMatrix(TranslationMatrix); mContext->SetViewMatrix(TranslationMatrix);
mContext->SetTextureMode(LC_TEXTURE_MODULATE); mContext->SetTextureMode(LC_TEXTURE_MODULATE);
gTexFont.MakeCurrent(); gTexFont.MakeCurrent();
@ -1535,7 +1533,7 @@ void View::DrawViewport()
if (gMainWindow->GetActiveView() == this) if (gMainWindow->GetActiveView() == this)
{ {
mContext->SetMaterial(LC_MATERIAL_SIMPLE); mContext->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
mContext->SetColor(1.0f, 0.0f, 0.0f, 1.0f); mContext->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
float Verts[8] = { 0.0f, 0.0f, mWidth - 1.0f, 0.0f, mWidth - 1.0f, mHeight - 1.0f, 0.0f, mHeight - 1.0f }; float Verts[8] = { 0.0f, 0.0f, mWidth - 1.0f, 0.0f, mWidth - 1.0f, mHeight - 1.0f, 0.0f, mHeight - 1.0f };
@ -1550,7 +1548,7 @@ void View::DrawViewport()
if (CameraName[0]) if (CameraName[0])
{ {
mContext->SetMaterial(LC_MATERIAL_TEXTURE); mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
mContext->SetColor(0.0f, 0.0f, 0.0f, 1.0f); mContext->SetColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);