mirror of
https://github.com/leozide/leocad
synced 2025-02-05 08:45:55 +01:00
Reorganized scene and context classes.
This commit is contained in:
parent
a77a8e1485
commit
b9726a2a99
16 changed files with 400 additions and 505 deletions
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@ -77,6 +77,16 @@ public:
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return true;
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}
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T* begin() const
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{
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return &mData[0];
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}
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T* end() const
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{
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return &mData[0] + mLength;
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}
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bool IsEmpty() const
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{
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return mLength == 0;
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@ -6,7 +6,6 @@
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#include "lc_colors.h"
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#include "lc_mainwindow.h"
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#include "lc_library.h"
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#include "pieceinf.h"
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#ifdef LC_OPENGLES
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#define glEnableClientState(...)
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@ -21,61 +20,6 @@
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lcProgram lcContext::mPrograms[LC_NUM_MATERIALS];
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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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}
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void lcScene::Begin(const lcMatrix44& ViewMatrix)
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{
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mViewMatrix = ViewMatrix;
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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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lcContext::lcContext()
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{
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mVertexBufferObject = 0;
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@ -470,7 +414,7 @@ void lcContext::ClearResources()
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{
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ClearVertexBuffer();
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ClearIndexBuffer();
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SetTexture(0);
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BindTexture(0);
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}
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void lcContext::SetMaterial(lcMaterialType MaterialType)
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@ -544,7 +488,7 @@ void lcContext::SetLineWidth(float LineWidth)
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mLineWidth = LineWidth;
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}
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void lcContext::SetTexture(GLuint Texture)
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void lcContext::BindTexture(GLuint Texture)
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{
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if (mTexture == Texture)
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return;
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@ -588,7 +532,7 @@ bool lcContext::BeginRenderToTexture(int Width, int Height)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferObject);
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SetTexture(mFramebufferTexture);
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BindTexture(mFramebufferTexture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFramebufferTexture, 0);
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@ -597,7 +541,7 @@ bool lcContext::BeginRenderToTexture(int Width, int Height)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbufferObject);
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SetTexture(0);
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BindTexture(0);
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glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject);
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if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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@ -615,7 +559,7 @@ bool lcContext::BeginRenderToTexture(int Width, int Height)
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glGenFramebuffersEXT(1, &mFramebufferObject);
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glGenTextures(1, &mFramebufferTexture);
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SetTexture(mFramebufferTexture);
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BindTexture(mFramebufferTexture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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@ -630,7 +574,7 @@ bool lcContext::BeginRenderToTexture(int Width, int Height)
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepthRenderbufferObject);
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SetTexture(0);
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BindTexture(0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
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if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
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@ -1121,7 +1065,7 @@ void lcContext::SetIndexBufferPointer(const void* IndexBuffer)
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mIndexBufferPointer = (char*)IndexBuffer;
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}
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void lcContext::BindMesh(lcMesh* Mesh)
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void lcContext::BindMesh(const lcMesh* Mesh)
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{
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lcPiecesLibrary* Library = lcGetPiecesLibrary();
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@ -1256,393 +1200,3 @@ void lcContext::DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, i
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FlushState();
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glDrawElements(Mode, Count, Type, mIndexBufferPointer + Offset);
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}
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void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
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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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lcLightingMode LightingMode = lcGetPreferences().mLightingMode;
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if (!Texture)
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{
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SetMaterial(LightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_COLOR : LC_MATERIAL_FAKELIT_COLOR);
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SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, LightingMode != LC_LIGHTING_UNLIT);
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SetTexture(0);
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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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SetMaterial(LightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_TEXTURE_DECAL : LC_MATERIAL_FAKELIT_TEXTURE_DECAL);
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SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, LightingMode != LC_LIGHTING_UNLIT);
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SetTexture(Texture->mTexture);
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}
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const bool DrawConditional = false;
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if (Section->PrimitiveType != LC_MESH_CONDITIONAL_LINES)
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{
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GLenum PrimitiveType = (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
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DrawIndexedPrimitives(PrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
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}
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else if (DrawConditional)
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{
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FlushState();
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lcMatrix44 WorldViewProjectionMatrix = lcMul(mWorldMatrix, mViewProjectionMatrix);
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lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
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if (Mesh->mIndexType == GL_UNSIGNED_SHORT)
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{
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lcuint16* Indices = (lcuint16*)((char*)Mesh->mIndexData + Section->IndexOffset);
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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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DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint16));
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}
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}
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else
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{
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lcuint32* Indices = (lcuint32*)((char*)Mesh->mIndexData + Section->IndexOffset);
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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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DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint32));
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}
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}
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}
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}
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void lcContext::DrawOpaqueMeshes(const lcScene& Scene)
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{
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bool DrawLines = lcGetPreferences().mDrawEdgeLines;
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const lcArray<lcRenderMesh>& RenderMeshes = Scene.mRenderMeshes;
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const lcArray<int>& OpaqueMeshes = Scene.mOpaqueMeshes;
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for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++)
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{
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const lcRenderMesh& RenderMesh = RenderMeshes[OpaqueMeshes[MeshIdx]];
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lcMesh* Mesh = RenderMesh.Mesh;
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int LodIndex = RenderMesh.LodIndex;
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BindMesh(Mesh);
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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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int ColorIndex = Section->ColorIndex;
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if (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == 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))
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continue;
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switch (RenderMesh.State)
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{
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case LC_RENDERMESH_NONE:
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SetColorIndex(ColorIndex);
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break;
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case LC_RENDERMESH_SELECTED:
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SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
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break;
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case LC_RENDERMESH_FOCUSED:
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SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
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break;
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}
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}
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else
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{
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switch (RenderMesh.State)
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{
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case LC_RENDERMESH_NONE:
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if (DrawLines)
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{
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if (ColorIndex == gEdgeColor)
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SetEdgeColorIndex(RenderMesh.ColorIndex);
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else
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SetColorIndex(ColorIndex);
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}
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else
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continue;
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break;
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case LC_RENDERMESH_SELECTED:
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SetInterfaceColor(LC_COLOR_SELECTED);
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break;
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case LC_RENDERMESH_FOCUSED:
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SetInterfaceColor(LC_COLOR_FOCUSED);
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break;
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}
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}
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DrawMeshSection(Mesh, Section);
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}
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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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SetVertexBufferPointer(Vertices);
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SetVertexFormatPosition(3);
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DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
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free(Vertices);
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}
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}
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}
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void lcContext::DrawTranslucentMeshes(const lcScene& Scene)
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{
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const lcArray<lcRenderMesh>& RenderMeshes = Scene.mRenderMeshes;
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const lcArray<int>& TranslucentMeshes = Scene.mTranslucentMeshes;
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if (TranslucentMeshes.IsEmpty())
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return;
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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for (int MeshIdx = 0; MeshIdx < TranslucentMeshes.GetSize(); MeshIdx++)
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{
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const lcRenderMesh& RenderMesh = RenderMeshes[TranslucentMeshes[MeshIdx]];
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lcMesh* Mesh = RenderMesh.Mesh;
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int LodIndex = RenderMesh.LodIndex;
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BindMesh(Mesh);
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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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int ColorIndex = Section->ColorIndex;
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if (Section->PrimitiveType != LC_MESH_TRIANGLES)
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continue;
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if (ColorIndex == gDefaultColor)
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ColorIndex = RenderMesh.ColorIndex;
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if (!lcIsColorTranslucent(ColorIndex))
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continue;
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switch (RenderMesh.State)
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{
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case LC_RENDERMESH_NONE:
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SetColorIndex(ColorIndex);
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break;
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case LC_RENDERMESH_SELECTED:
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SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
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break;
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case LC_RENDERMESH_FOCUSED:
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SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
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break;
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}
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DrawMeshSection(Mesh, Section);
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}
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}
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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void lcContext::DrawRenderMeshes(const lcArray<lcRenderMesh>& RenderMeshes, const lcArray<int>& Meshes, lcMeshPrimitiveType PrimitiveType, bool EnableNormals, bool DrawTranslucent, bool DrawTextured)
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{
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for (int MeshIdx = 0; MeshIdx < Meshes.GetSize(); MeshIdx++)
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{
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const lcRenderMesh& RenderMesh = RenderMeshes[Meshes[MeshIdx]];
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lcMesh* Mesh = RenderMesh.Mesh;
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int LodIndex = RenderMesh.LodIndex;
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BindMesh(Mesh);
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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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if (Section->PrimitiveType != PrimitiveType || (Section->Texture != NULL) != DrawTextured)
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continue;
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int ColorIndex = Section->ColorIndex;
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if (PrimitiveType == LC_MESH_TRIANGLES || PrimitiveType == 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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case LC_RENDERMESH_NONE:
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SetColorIndex(ColorIndex);
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break;
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case LC_RENDERMESH_SELECTED:
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SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
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break;
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case LC_RENDERMESH_FOCUSED:
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SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
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break;
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}
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}
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else if (PrimitiveType == LC_MESH_LINES || PrimitiveType == LC_MESH_TEXTURED_LINES)
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{
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switch (RenderMesh.State)
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{
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case LC_RENDERMESH_NONE:
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if (ColorIndex == gEdgeColor)
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SetEdgeColorIndex(RenderMesh.ColorIndex);
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else
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SetColorIndex(ColorIndex);
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break;
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case LC_RENDERMESH_SELECTED:
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SetInterfaceColor(LC_COLOR_SELECTED);
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break;
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case LC_RENDERMESH_FOCUSED:
|
||||
SetInterfaceColor(LC_COLOR_FOCUSED);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lcTexture* Texture = Section->Texture;
|
||||
int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
|
||||
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
|
||||
|
||||
if (!Texture)
|
||||
{
|
||||
SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
|
||||
}
|
||||
else
|
||||
{
|
||||
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
|
||||
SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, EnableNormals);
|
||||
SetTexture(Texture->mTexture);
|
||||
}
|
||||
|
||||
GLenum DrawPrimitiveType = (PrimitiveType == LC_MESH_TRIANGLES || PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
|
||||
DrawIndexedPrimitives(DrawPrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
|
||||
}
|
||||
|
||||
const bool DrawNormals = false;
|
||||
|
||||
if (DrawNormals)
|
||||
{
|
||||
lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
|
||||
lcVector3* Vertices = (lcVector3*)malloc(Mesh->mNumVertices * 2 * sizeof(lcVector3));
|
||||
|
||||
for (int VertexIdx = 0; VertexIdx < Mesh->mNumVertices; VertexIdx++)
|
||||
{
|
||||
Vertices[VertexIdx * 2] = VertexBuffer[VertexIdx].Position;
|
||||
Vertices[VertexIdx * 2 + 1] = VertexBuffer[VertexIdx].Position + lcUnpackNormal(VertexBuffer[VertexIdx].Normal);
|
||||
}
|
||||
|
||||
SetVertexBufferPointer(Vertices);
|
||||
SetVertexFormatPosition(3);
|
||||
DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
|
||||
free(Vertices);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void lcContext::DrawScene(const lcScene& Scene)
|
||||
{
|
||||
lcGetPiecesLibrary()->UpdateBuffers(this); // TODO: find a better place for this update
|
||||
|
||||
lcLightingMode LightingMode = lcGetPreferences().mLightingMode;
|
||||
|
||||
if (LightingMode == LC_LIGHTING_UNLIT)
|
||||
{
|
||||
DrawOpaqueMeshes(Scene);
|
||||
DrawTranslucentMeshes(Scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
|
||||
SetTexture(0);
|
||||
|
||||
if (DrawLines)
|
||||
{
|
||||
SetMaterial(LC_MATERIAL_UNLIT_COLOR);
|
||||
DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_LINES, false, false, false);
|
||||
}
|
||||
|
||||
SetMaterial(LC_MATERIAL_FAKELIT_COLOR);
|
||||
DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_TRIANGLES, true, false, false);
|
||||
|
||||
if (!Scene.mTranslucentMeshes.IsEmpty())
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
DrawRenderMeshes(Scene.mRenderMeshes, Scene.mTranslucentMeshes, LC_MESH_TRIANGLES, true, true, false);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
if (Scene.mHasTexture)
|
||||
{
|
||||
if (DrawLines)
|
||||
{
|
||||
SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
|
||||
DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_TEXTURED_LINES, false, false, true);
|
||||
}
|
||||
|
||||
SetMaterial(LC_MATERIAL_FAKELIT_TEXTURE_DECAL);
|
||||
DrawRenderMeshes(Scene.mRenderMeshes, Scene.mOpaqueMeshes, LC_MESH_TEXTURED_TRIANGLES, true, false, true);
|
||||
|
||||
if (!Scene.mTranslucentMeshes.IsEmpty())
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
DrawRenderMeshes(Scene.mRenderMeshes, Scene.mTranslucentMeshes, LC_MESH_TEXTURED_TRIANGLES, true, true, true);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
SetTexture(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void lcContext::DrawInterfaceObjects(const lcArray<const lcObject*>& InterfaceObjects)
|
||||
{
|
||||
for (int ObjectIdx = 0; ObjectIdx < InterfaceObjects.GetSize(); ObjectIdx++)
|
||||
InterfaceObjects[ObjectIdx]->DrawInterface(this);
|
||||
}
|
||||
|
|
|
@ -6,23 +6,6 @@
|
|||
#include "lc_colors.h"
|
||||
#include "lc_mesh.h"
|
||||
|
||||
class lcScene
|
||||
{
|
||||
public:
|
||||
lcScene();
|
||||
|
||||
void Begin(const lcMatrix44& ViewMatrix);
|
||||
void End();
|
||||
void AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State, int Flags);
|
||||
|
||||
lcMatrix44 mViewMatrix;
|
||||
lcArray<lcRenderMesh> mRenderMeshes;
|
||||
lcArray<int> mOpaqueMeshes;
|
||||
lcArray<int> mTranslucentMeshes;
|
||||
lcArray<const lcObject*> mInterfaceObjects;
|
||||
bool mHasTexture;
|
||||
};
|
||||
|
||||
class lcVertexBuffer
|
||||
{
|
||||
public:
|
||||
|
@ -124,10 +107,15 @@ public:
|
|||
mViewProjectionMatrixDirty = true;
|
||||
}
|
||||
|
||||
const lcMatrix44& GetProjectionMatrix()
|
||||
{
|
||||
return mProjectionMatrix;
|
||||
}
|
||||
|
||||
void SetMaterial(lcMaterialType MaterialType);
|
||||
void SetViewport(int x, int y, int Width, int Height);
|
||||
void SetLineWidth(float LineWidth);
|
||||
void SetTexture(GLuint Texture);
|
||||
void BindTexture(GLuint Texture);
|
||||
|
||||
void SetColor(const lcVector4& Color)
|
||||
{
|
||||
|
@ -164,19 +152,12 @@ public:
|
|||
void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count);
|
||||
void DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset);
|
||||
|
||||
void DrawScene(const lcScene& Scene);
|
||||
void DrawInterfaceObjects(const lcArray<const lcObject*>& InterfaceObjects);
|
||||
void BindMesh(const lcMesh* Mesh);
|
||||
|
||||
protected:
|
||||
static void CreateShaderPrograms();
|
||||
void BindMesh(lcMesh* Mesh);
|
||||
void FlushState();
|
||||
|
||||
void DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section);
|
||||
void DrawOpaqueMeshes(const lcScene& Scene);
|
||||
void DrawTranslucentMeshes(const lcScene& Scene);
|
||||
void DrawRenderMeshes(const lcArray<lcRenderMesh>& RenderMeshes, const lcArray<int>& Meshes, lcMeshPrimitiveType PrimitiveType, bool EnableNormals, bool DrawTranslucent, bool DrawTextured);
|
||||
|
||||
GLuint mVertexBufferObject;
|
||||
GLuint mIndexBufferObject;
|
||||
char* mVertexBufferPointer;
|
||||
|
|
|
@ -4,15 +4,15 @@
|
|||
#include "lc_math.h"
|
||||
|
||||
#define LC_MESH_FILE_ID LC_FOURCC('M', 'E', 'S', 'H')
|
||||
#define LC_MESH_FILE_VERSION 0x0112
|
||||
#define LC_MESH_FILE_VERSION 0x0113
|
||||
|
||||
enum lcMeshPrimitiveType
|
||||
{
|
||||
LC_MESH_LINES,
|
||||
LC_MESH_TRIANGLES,
|
||||
LC_MESH_TEXTURED_LINES,
|
||||
LC_MESH_TEXTURED_TRIANGLES,
|
||||
LC_MESH_CONDITIONAL_LINES,
|
||||
LC_MESH_LINES = 0x01,
|
||||
LC_MESH_TRIANGLES = 0x02,
|
||||
LC_MESH_TEXTURED_LINES = 0x04,
|
||||
LC_MESH_TEXTURED_TRIANGLES = 0x08,
|
||||
LC_MESH_CONDITIONAL_LINES = 0x10,
|
||||
LC_MESH_NUM_PRIMITIVE_TYPES
|
||||
};
|
||||
|
||||
|
|
|
@ -1120,7 +1120,7 @@ void lcModel::GetScene(lcScene& Scene, lcCamera* ViewCamera, bool DrawInterface)
|
|||
lcCamera* Camera = mCameras[CameraIdx];
|
||||
|
||||
if (Camera != ViewCamera && Camera->IsVisible())
|
||||
Scene.mInterfaceObjects.Add(Camera);
|
||||
Scene.AddInterfaceObject(Camera);
|
||||
}
|
||||
|
||||
for (int LightIdx = 0; LightIdx < mLights.GetSize(); LightIdx++)
|
||||
|
@ -1128,7 +1128,7 @@ void lcModel::GetScene(lcScene& Scene, lcCamera* ViewCamera, bool DrawInterface)
|
|||
lcLight* Light = mLights[LightIdx];
|
||||
|
||||
if (Light->IsVisible())
|
||||
Scene.mInterfaceObjects.Add(Light);
|
||||
Scene.AddInterfaceObject(Light);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1197,7 +1197,7 @@ void lcModel::DrawBackground(lcGLWidget* Widget)
|
|||
}
|
||||
else if (mProperties.mBackgroundType == LC_BACKGROUND_IMAGE)
|
||||
{
|
||||
Context->SetTexture(mBackgroundTexture->mTexture);
|
||||
Context->BindTexture(mBackgroundTexture->mTexture);
|
||||
|
||||
float TileWidth = 1.0f, TileHeight = 1.0f;
|
||||
|
||||
|
|
|
@ -351,8 +351,7 @@ void lcPartSelectionListModel::DrawPreview(int InfoIndex)
|
|||
|
||||
Scene.End();
|
||||
|
||||
Context->SetViewMatrix(ViewMatrix);
|
||||
Context->DrawScene(Scene);
|
||||
Scene.Draw(Context);
|
||||
|
||||
mParts[InfoIndex].second = QPixmap::fromImage(Context->GetRenderToTextureImage(Width, Height)).scaled(mIconSize, mIconSize, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
|
||||
|
||||
|
|
318
common/lc_scene.cpp
Normal file
318
common/lc_scene.cpp
Normal file
|
@ -0,0 +1,318 @@
|
|||
#include "lc_global.h"
|
||||
#include "lc_scene.h"
|
||||
#include "lc_context.h"
|
||||
#include "pieceinf.h"
|
||||
#include "lc_texture.h"
|
||||
#include "lc_library.h"
|
||||
#include "lc_application.h"
|
||||
#include "object.h"
|
||||
|
||||
lcScene::lcScene()
|
||||
: mRenderMeshes(0, 1024), mOpaqueMeshes(0, 1024), mTranslucentMeshes(0, 1024), mInterfaceObjects(0, 1024)
|
||||
{
|
||||
}
|
||||
|
||||
void lcScene::Begin(const lcMatrix44& ViewMatrix)
|
||||
{
|
||||
mViewMatrix = ViewMatrix;
|
||||
mRenderMeshes.RemoveAll();
|
||||
mOpaqueMeshes.RemoveAll();
|
||||
mTranslucentMeshes.RemoveAll();
|
||||
mInterfaceObjects.RemoveAll();
|
||||
mHasTexture = false;
|
||||
}
|
||||
|
||||
void lcScene::End()
|
||||
{
|
||||
auto OpaqueMeshCompare = [this](int Index1, int Index2)
|
||||
{
|
||||
return mRenderMeshes[Index1].Mesh < mRenderMeshes[Index2].Mesh;
|
||||
};
|
||||
|
||||
std::sort(&mOpaqueMeshes[0], &mOpaqueMeshes[0] + mOpaqueMeshes.GetSize(), OpaqueMeshCompare);
|
||||
|
||||
auto TranslucentMeshCompare = [this](int Index1, int Index2)
|
||||
{
|
||||
return mRenderMeshes[Index1].Distance < mRenderMeshes[Index2].Distance;
|
||||
};
|
||||
|
||||
std::sort(&mTranslucentMeshes[0], &mTranslucentMeshes[0] + mTranslucentMeshes.GetSize(), TranslucentMeshCompare);
|
||||
}
|
||||
|
||||
void lcScene::AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State, int Flags)
|
||||
{
|
||||
lcRenderMesh& RenderMesh = mRenderMeshes.Add();
|
||||
|
||||
RenderMesh.WorldMatrix = WorldMatrix;
|
||||
RenderMesh.Mesh = Mesh;
|
||||
RenderMesh.ColorIndex = ColorIndex;
|
||||
RenderMesh.State = State;
|
||||
RenderMesh.Distance = fabsf(lcMul31(WorldMatrix[3], mViewMatrix).z);
|
||||
RenderMesh.LodIndex = RenderMesh.Mesh->GetLodIndex(RenderMesh.Distance);
|
||||
|
||||
bool Translucent = lcIsColorTranslucent(ColorIndex);
|
||||
|
||||
if ((Flags & (LC_PIECE_HAS_SOLID | LC_PIECE_HAS_LINES)) || ((Flags & LC_PIECE_HAS_DEFAULT) && !Translucent))
|
||||
mOpaqueMeshes.Add(mRenderMeshes.GetSize() - 1);
|
||||
|
||||
if ((Flags & LC_PIECE_HAS_TRANSLUCENT) || ((Flags & LC_PIECE_HAS_DEFAULT) && Translucent))
|
||||
mTranslucentMeshes.Add(mRenderMeshes.GetSize() - 1);
|
||||
|
||||
if (Flags & LC_PIECE_HAS_TEXTURE)
|
||||
mHasTexture = true;
|
||||
}
|
||||
|
||||
void lcScene::DrawRenderMeshes(lcContext* Context, int PrimitiveTypes, bool EnableNormals, bool DrawTranslucent, bool DrawTextured) const
|
||||
{
|
||||
const lcArray<int>& Meshes = DrawTranslucent ? mTranslucentMeshes : mOpaqueMeshes;
|
||||
|
||||
for (int MeshIndex : Meshes)
|
||||
{
|
||||
const lcRenderMesh& RenderMesh = mRenderMeshes[MeshIndex];
|
||||
const lcMesh* Mesh = RenderMesh.Mesh;
|
||||
int LodIndex = RenderMesh.LodIndex;
|
||||
|
||||
Context->BindMesh(Mesh);
|
||||
Context->SetWorldMatrix(RenderMesh.WorldMatrix);
|
||||
|
||||
for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++)
|
||||
{
|
||||
lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx];
|
||||
|
||||
if ((Section->PrimitiveType & PrimitiveTypes) == 0 || (Section->Texture != NULL) != DrawTextured)
|
||||
continue;
|
||||
|
||||
int ColorIndex = Section->ColorIndex;
|
||||
|
||||
if (Section->PrimitiveType & (LC_MESH_TRIANGLES | LC_MESH_TEXTURED_TRIANGLES))
|
||||
{
|
||||
if (ColorIndex == gDefaultColor)
|
||||
ColorIndex = RenderMesh.ColorIndex;
|
||||
|
||||
if (lcIsColorTranslucent(ColorIndex) != DrawTranslucent)
|
||||
continue;
|
||||
|
||||
switch (RenderMesh.State)
|
||||
{
|
||||
case LC_RENDERMESH_NONE:
|
||||
Context->SetColorIndex(ColorIndex);
|
||||
break;
|
||||
|
||||
case LC_RENDERMESH_SELECTED:
|
||||
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED);
|
||||
break;
|
||||
|
||||
case LC_RENDERMESH_FOCUSED:
|
||||
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (Section->PrimitiveType & (LC_MESH_LINES | LC_MESH_TEXTURED_LINES))
|
||||
{
|
||||
switch (RenderMesh.State)
|
||||
{
|
||||
case LC_RENDERMESH_NONE:
|
||||
if (ColorIndex == gEdgeColor)
|
||||
Context->SetEdgeColorIndex(RenderMesh.ColorIndex);
|
||||
else
|
||||
Context->SetColorIndex(ColorIndex);
|
||||
break;
|
||||
|
||||
case LC_RENDERMESH_SELECTED:
|
||||
Context->SetInterfaceColor(LC_COLOR_SELECTED);
|
||||
break;
|
||||
|
||||
case LC_RENDERMESH_FOCUSED:
|
||||
Context->SetInterfaceColor(LC_COLOR_FOCUSED);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (Section->PrimitiveType == LC_MESH_CONDITIONAL_LINES)
|
||||
{
|
||||
lcMatrix44 WorldViewProjectionMatrix = lcMul(RenderMesh.WorldMatrix, lcMul(mViewMatrix, Context->GetProjectionMatrix()));
|
||||
lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
|
||||
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
|
||||
|
||||
if (Mesh->mIndexType == GL_UNSIGNED_SHORT)
|
||||
{
|
||||
lcuint16* Indices = (lcuint16*)((char*)Mesh->mIndexData + Section->IndexOffset);
|
||||
|
||||
for (int i = 0; i < Section->NumIndices; i += 4)
|
||||
{
|
||||
lcVector3 p1 = lcMul31(VertexBuffer[Indices[i + 0]].Position, WorldViewProjectionMatrix);
|
||||
lcVector3 p2 = lcMul31(VertexBuffer[Indices[i + 1]].Position, WorldViewProjectionMatrix);
|
||||
lcVector3 p3 = lcMul31(VertexBuffer[Indices[i + 2]].Position, WorldViewProjectionMatrix);
|
||||
lcVector3 p4 = lcMul31(VertexBuffer[Indices[i + 3]].Position, WorldViewProjectionMatrix);
|
||||
|
||||
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)
|
||||
Context->DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint16));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
lcuint32* Indices = (lcuint32*)((char*)Mesh->mIndexData + Section->IndexOffset);
|
||||
|
||||
for (int i = 0; i < Section->NumIndices; i += 4)
|
||||
{
|
||||
lcVector3 p1 = lcMul31(VertexBuffer[Indices[i + 0]].Position, WorldViewProjectionMatrix);
|
||||
lcVector3 p2 = lcMul31(VertexBuffer[Indices[i + 1]].Position, WorldViewProjectionMatrix);
|
||||
lcVector3 p3 = lcMul31(VertexBuffer[Indices[i + 2]].Position, WorldViewProjectionMatrix);
|
||||
lcVector3 p4 = lcMul31(VertexBuffer[Indices[i + 3]].Position, WorldViewProjectionMatrix);
|
||||
|
||||
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)
|
||||
Context->DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint32));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lcTexture* Texture = Section->Texture;
|
||||
int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0;
|
||||
int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0;
|
||||
|
||||
if (!Texture)
|
||||
{
|
||||
Context->SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, EnableNormals);
|
||||
}
|
||||
else
|
||||
{
|
||||
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
|
||||
Context->SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, EnableNormals);
|
||||
Context->BindTexture(Texture->mTexture);
|
||||
}
|
||||
|
||||
GLenum DrawPrimitiveType = Section->PrimitiveType & (LC_MESH_TRIANGLES | LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES;
|
||||
Context->DrawIndexedPrimitives(DrawPrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset);
|
||||
}
|
||||
|
||||
#ifdef QT_DEBUG
|
||||
const bool DrawNormals = false;
|
||||
|
||||
if (DrawNormals)
|
||||
{
|
||||
lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData;
|
||||
lcVector3* Vertices = (lcVector3*)malloc(Mesh->mNumVertices * 2 * sizeof(lcVector3));
|
||||
|
||||
for (int VertexIdx = 0; VertexIdx < Mesh->mNumVertices; VertexIdx++)
|
||||
{
|
||||
Vertices[VertexIdx * 2] = VertexBuffer[VertexIdx].Position;
|
||||
Vertices[VertexIdx * 2 + 1] = VertexBuffer[VertexIdx].Position + lcUnpackNormal(VertexBuffer[VertexIdx].Normal);
|
||||
}
|
||||
|
||||
Context->SetVertexBufferPointer(Vertices);
|
||||
Context->SetVertexFormatPosition(3);
|
||||
Context->DrawPrimitives(GL_LINES, 0, Mesh->mNumVertices * 2);
|
||||
free(Vertices);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void lcScene::Draw(lcContext* Context) const
|
||||
{
|
||||
lcGetPiecesLibrary()->UpdateBuffers(Context); // TODO: find a better place for this update
|
||||
|
||||
Context->SetViewMatrix(mViewMatrix);
|
||||
|
||||
if (lcGetPreferences().mLightingMode == LC_LIGHTING_UNLIT)
|
||||
{
|
||||
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
|
||||
Context->BindTexture(0);
|
||||
|
||||
Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
|
||||
|
||||
if (DrawLines)
|
||||
DrawRenderMeshes(Context, LC_MESH_LINES | LC_MESH_TRIANGLES, false, false, false);
|
||||
else
|
||||
DrawRenderMeshes(Context, LC_MESH_TRIANGLES, false, false, false);
|
||||
|
||||
if (!mTranslucentMeshes.IsEmpty())
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
DrawRenderMeshes(Context, LC_MESH_TRIANGLES, false, true, false);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
if (mHasTexture)
|
||||
{
|
||||
Context->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_DECAL);
|
||||
|
||||
if (DrawLines)
|
||||
DrawRenderMeshes(Context, LC_MESH_TEXTURED_LINES | LC_MESH_TEXTURED_TRIANGLES, false, false, false);
|
||||
else
|
||||
DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, false, false, false);
|
||||
|
||||
if (!mTranslucentMeshes.IsEmpty())
|
||||
{
|
||||
glEnable(GL_BLEND); // todo: remove GL calls
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
DrawRenderMeshes(Context, LC_MESH_TEXTURED_TRIANGLES, false, true, false);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
Context->BindTexture(0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
|
||||
Context->BindTexture(0);
|
||||
|
||||
if (DrawLines)
|
||||
{
|
||||
Context->SetMaterial(LC_MATERIAL_UNLIT_COLOR);
|
||||
DrawRenderMeshes(Context, LC_MESH_LINES, false, false, false);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
Context->BindTexture(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void lcScene::DrawInterfaceObjects(lcContext* Context) const
|
||||
{
|
||||
for (const lcObject* Object : mInterfaceObjects)
|
||||
Object->DrawInterface(Context);
|
||||
}
|
32
common/lc_scene.h
Normal file
32
common/lc_scene.h
Normal file
|
@ -0,0 +1,32 @@
|
|||
#pragma once
|
||||
|
||||
#include "lc_mesh.h"
|
||||
#include "lc_array.h"
|
||||
|
||||
class lcScene
|
||||
{
|
||||
public:
|
||||
lcScene();
|
||||
|
||||
void Begin(const lcMatrix44& ViewMatrix);
|
||||
void End();
|
||||
void AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State, int Flags);
|
||||
|
||||
void AddInterfaceObject(const lcObject* Object)
|
||||
{
|
||||
mInterfaceObjects.Add(Object);
|
||||
}
|
||||
|
||||
void Draw(lcContext* Context) const;
|
||||
void DrawInterfaceObjects(lcContext* Context) const;
|
||||
|
||||
protected:
|
||||
void DrawRenderMeshes(lcContext* Context, int PrimitiveTypes, bool EnableNormals, bool DrawTranslucent, bool DrawTextured) const;
|
||||
|
||||
lcMatrix44 mViewMatrix;
|
||||
lcArray<lcRenderMesh> mRenderMeshes;
|
||||
lcArray<int> mOpaqueMeshes;
|
||||
lcArray<int> mTranslucentMeshes;
|
||||
lcArray<const lcObject*> mInterfaceObjects;
|
||||
bool mHasTexture;
|
||||
};
|
|
@ -10,6 +10,7 @@
|
|||
#include "lc_library.h"
|
||||
#include "lc_application.h"
|
||||
#include "lc_context.h"
|
||||
#include "lc_scene.h"
|
||||
#include "lc_file.h"
|
||||
|
||||
MinifigWizard::MinifigWizard()
|
||||
|
@ -279,8 +280,6 @@ void MinifigWizard::OnDraw()
|
|||
ViewMatrix = lcMatrix44LookAt(Eye * mDistance, Center, lcVector3(0, 0, 1));
|
||||
}
|
||||
|
||||
mContext->SetViewMatrix(ViewMatrix);
|
||||
|
||||
Calculate();
|
||||
|
||||
lcScene Scene;
|
||||
|
@ -292,7 +291,7 @@ void MinifigWizard::OnDraw()
|
|||
|
||||
Scene.End();
|
||||
|
||||
mContext->DrawScene(Scene);
|
||||
Scene.Draw(mContext);
|
||||
|
||||
mContext->ClearResources();
|
||||
}
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include "lc_application.h"
|
||||
#include "lc_library.h"
|
||||
#include "lc_context.h"
|
||||
#include "lc_scene.h"
|
||||
#include "lc_qutils.h"
|
||||
#include "lc_synth.h"
|
||||
|
||||
|
@ -645,7 +646,7 @@ void lcPiece::AddRenderMeshes(lcScene& Scene, bool DrawInterface) const
|
|||
Scene.AddMesh(mMesh, mModelWorld, mColorIndex, Focused ? LC_RENDERMESH_FOCUSED : (Selected ? LC_RENDERMESH_SELECTED : LC_RENDERMESH_NONE), mPieceInfo->mFlags);
|
||||
|
||||
if (Selected)
|
||||
Scene.mInterfaceObjects.Add(this);
|
||||
Scene.AddInterfaceObject(this);
|
||||
}
|
||||
|
||||
void lcPiece::SubModelAddRenderMeshes(lcScene& Scene, const lcMatrix44& WorldMatrix, int DefaultColorIndex, bool Focused, bool Selected) const
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "lc_application.h"
|
||||
#include "lc_model.h"
|
||||
#include "project.h"
|
||||
#include "lc_context.h"
|
||||
#include "lc_scene.h"
|
||||
#include "lc_synth.h"
|
||||
#include "lc_file.h"
|
||||
#include <locale.h>
|
||||
|
|
|
@ -1331,8 +1331,7 @@ void Project::ExportHTML()
|
|||
|
||||
Scene.End();
|
||||
|
||||
Context->SetViewMatrix(ViewMatrix);
|
||||
Context->DrawScene(Scene);
|
||||
Scene.Draw(Context);
|
||||
|
||||
QString FileName = QFileInfo(Dir, QLatin1String(Info->m_strName) + QLatin1String(".png")).absoluteFilePath();
|
||||
if (!Context->SaveRenderToTextureImage(FileName, Width, Height))
|
||||
|
|
|
@ -112,7 +112,7 @@ bool TexFont::Load(lcContext* Context)
|
|||
mFontHeight = 16;
|
||||
|
||||
glGenTextures(1, &mTexture);
|
||||
Context->SetTexture(mTexture);
|
||||
Context->BindTexture(mTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
|
|
@ -567,7 +567,6 @@ void View::OnDraw()
|
|||
|
||||
const lcPreferences& Preferences = lcGetPreferences();
|
||||
|
||||
mContext->SetViewMatrix(mCamera->mWorldView);
|
||||
mContext->SetProjectionMatrix(GetProjectionMatrix());
|
||||
|
||||
#ifndef LC_OPENGLES
|
||||
|
@ -584,7 +583,7 @@ void View::OnDraw()
|
|||
|
||||
mContext->SetLineWidth(Preferences.mLineWidth);
|
||||
|
||||
mContext->DrawScene(mScene);
|
||||
mScene.Draw(mContext);
|
||||
|
||||
#ifndef LC_OPENGLES
|
||||
if (Properties.mFogEnabled)
|
||||
|
@ -593,7 +592,7 @@ void View::OnDraw()
|
|||
|
||||
if (DrawInterface)
|
||||
{
|
||||
mContext->DrawInterfaceObjects(mScene.mInterfaceObjects);
|
||||
mScene.DrawInterfaceObjects(mContext);
|
||||
|
||||
mContext->SetLineWidth(1.0f);
|
||||
|
||||
|
@ -1085,7 +1084,7 @@ void View::DrawRotateOverlay()
|
|||
mContext->SetWorldMatrix(lcMatrix44Identity());
|
||||
mContext->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0)));
|
||||
mContext->SetProjectionMatrix(lcMatrix44Ortho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f));
|
||||
mContext->SetTexture(gTexFont.GetTexture());
|
||||
mContext->BindTexture(gTexFont.GetTexture());
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
char buf[32];
|
||||
|
@ -1397,7 +1396,7 @@ void View::DrawGrid()
|
|||
|
||||
if (Preferences.mDrawGridStuds)
|
||||
{
|
||||
mContext->SetTexture(gGridTexture->mTexture);
|
||||
mContext->BindTexture(gGridTexture->mTexture);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
|
||||
|
@ -1472,7 +1471,7 @@ void View::DrawAxes()
|
|||
|
||||
mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
|
||||
mContext->SetViewMatrix(TranslationMatrix);
|
||||
mContext->SetTexture(gTexFont.GetTexture());
|
||||
mContext->BindTexture(gTexFont.GetTexture());
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
float TextBuffer[6 * 5 * 3];
|
||||
|
@ -1518,7 +1517,7 @@ void View::DrawViewport()
|
|||
{
|
||||
mContext->SetMaterial(LC_MATERIAL_UNLIT_TEXTURE_MODULATE);
|
||||
mContext->SetColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
mContext->SetTexture(gTexFont.GetTexture());
|
||||
mContext->BindTexture(gTexFont.GetTexture());
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include "lc_glwidget.h"
|
||||
#include "camera.h"
|
||||
#include "lc_scene.h"
|
||||
|
||||
enum lcTrackButton
|
||||
{
|
||||
|
|
|
@ -144,6 +144,7 @@ SOURCES += common/view.cpp \
|
|||
common/lc_mesh.cpp \
|
||||
common/lc_model.cpp \
|
||||
common/lc_profile.cpp \
|
||||
common/lc_scene.cpp \
|
||||
common/lc_selectbycolordialog.cpp \
|
||||
common/lc_shortcuts.cpp \
|
||||
common/lc_synth.cpp \
|
||||
|
@ -205,6 +206,7 @@ HEADERS += \
|
|||
common/lc_mesh.h \
|
||||
common/lc_model.h \
|
||||
common/lc_profile.h \
|
||||
common/lc_scene.h \
|
||||
common/lc_selectbycolordialog.h \
|
||||
common/lc_shortcuts.h \
|
||||
common/lc_synth.h \
|
||||
|
|
Loading…
Add table
Reference in a new issue