#include "lc_global.h" #include "lc_context.h" #include "lc_glextensions.h" #include "lc_mesh.h" #include "lc_texture.h" #include "lc_colors.h" #include "lc_mainwindow.h" #include "lc_library.h" #ifdef LC_OPENGLES #define glEnableClientState(...) #define glDisableClientState(...) #define glVertexPointer(...) #define glTexCoordPointer(...) #define glColorPointer(...) #define GL_ARRAY_BUFFER_ARB GL_ARRAY_BUFFER #define GL_ELEMENT_ARRAY_BUFFER_ARB GL_ELEMENT_ARRAY_BUFFER #define GL_STATIC_DRAW_ARB GL_STATIC_DRAW #endif lcProgram lcContext::mPrograms[LC_NUM_MATERIALS]; lcContext::lcContext() { mVertexBufferObject = 0; mIndexBufferObject = 0; mVertexBufferPointer = nullptr; mIndexBufferPointer = nullptr; mVertexBufferOffset = (char*)~0; mNormalEnabled = false; mTexCoordEnabled = false; mColorEnabled = false; mTexture2D = 0; mTexture2DMS = 0; mLineWidth = 1.0f; #ifndef LC_OPENGLES mMatrixMode = GL_MODELVIEW; mTextureEnabled = false; #endif mFramebufferObject = 0; mColor = lcVector4(0.0f, 0.0f, 0.0f, 0.0f); mWorldMatrix = lcMatrix44Identity(); mViewMatrix = lcMatrix44Identity(); mProjectionMatrix = lcMatrix44Identity(); mViewProjectionMatrix = lcMatrix44Identity(); mColorDirty = false; mWorldMatrixDirty = false; mViewMatrixDirty = false; mProjectionMatrixDirty = false; mViewProjectionMatrixDirty = false; mMaterialType = LC_NUM_MATERIALS; } lcContext::~lcContext() { } void lcContext::CreateShaderPrograms() { #ifndef LC_OPENGLES #define LC_SHADER_VERSION "#version 110\n#define mediump\n" #define LC_VERTEX_INPUT "attribute " #define LC_VERTEX_OUTPUT "varying " #define LC_PIXEL_INPUT "varying " #define LC_PIXEL_OUTPUT #define LC_SHADER_PRECISION #else #define LC_SHADER_VERSION "#version 300 es\n#define texture2D texture\n" #define LC_VERTEX_INPUT "in " #define LC_VERTEX_OUTPUT "out " #define LC_PIXEL_INPUT "in mediump " #define LC_PIXEL_OUTPUT "#define gl_FragColor FragColor\nout mediump vec4 gl_FragColor;\n" #define LC_SHADER_PRECISION "mediump " #endif #define LC_PIXEL_FAKE_LIGHTING \ LC_SHADER_PRECISION " vec3 Normal = normalize(PixelNormal);\n" \ LC_SHADER_PRECISION " vec3 LightDirection = normalize(PixelPosition - LightPosition);" \ LC_SHADER_PRECISION " vec3 VertexToEye = normalize(EyePosition - PixelPosition);\n" \ LC_SHADER_PRECISION " vec3 LightReflect = normalize(reflect(-LightDirection, Normal));\n" \ LC_SHADER_PRECISION " float Specular = abs(dot(VertexToEye, LightReflect));\n" \ " Specular = min(pow(Specular, 8.0), 1.0) * 0.25;\n" \ LC_SHADER_PRECISION " vec3 SpecularColor = vec3(Specular, Specular, Specular);\n" \ LC_SHADER_PRECISION " float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n" const char* VertexShaders[LC_NUM_MATERIALS] = { // LC_MATERIAL_UNLIT_COLOR 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_UNLIT_TEXTURE_MODULATE 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_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_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", // LC_MATERIAL_FAKELIT_COLOR LC_SHADER_VERSION LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexNormal;\n" LC_VERTEX_OUTPUT "vec3 PixelPosition;\n" LC_VERTEX_OUTPUT "vec3 PixelNormal;\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" "}\n", // LC_MATERIAL_FAKELIT_TEXTURE_DECAL LC_SHADER_VERSION LC_VERTEX_INPUT "vec3 VertexPosition;\n" LC_VERTEX_INPUT "vec3 VertexNormal;\n" LC_VERTEX_INPUT "vec2 VertexTexCoord;\n" LC_VERTEX_OUTPUT "vec3 PixelPosition;\n" LC_VERTEX_OUTPUT "vec3 PixelNormal;\n" LC_VERTEX_OUTPUT "vec2 PixelTexCoord;\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" " PixelTexCoord = VertexTexCoord;\n" "}\n" }; const char* FragmentShaders[LC_NUM_MATERIALS] = { // LC_MATERIAL_UNLIT_COLOR LC_SHADER_VERSION LC_PIXEL_OUTPUT "uniform mediump vec4 MaterialColor;\n" "void main()\n" "{\n" " gl_FragColor = MaterialColor;\n" "}\n", // LC_MATERIAL_UNLIT_TEXTURE_MODULATE 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" LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);" " gl_FragColor = vec4(MaterialColor.rgb, TexelColor.a * MaterialColor.a);\n" "}\n", // 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" LC_SHADER_PRECISION " 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_PIXEL_INPUT "vec4 PixelColor;\n" LC_PIXEL_OUTPUT "void main()\n" "{\n" " gl_FragColor = PixelColor;\n" "}\n", // LC_MATERIAL_FAKELIT_COLOR LC_SHADER_VERSION LC_PIXEL_INPUT "vec3 PixelPosition;\n" LC_PIXEL_INPUT "vec3 PixelNormal;\n" LC_PIXEL_OUTPUT "uniform mediump vec4 MaterialColor;\n" "uniform mediump vec3 LightPosition;\n" "uniform mediump vec3 EyePosition;\n" "void main()\n" "{\n" LC_PIXEL_FAKE_LIGHTING LC_SHADER_PRECISION " vec3 DiffuseColor = MaterialColor.rgb * Diffuse;\n" " gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n" "}\n", // LC_MATERIAL_FAKELIT_TEXTURE_DECAL LC_SHADER_VERSION LC_PIXEL_INPUT "vec3 PixelPosition;\n" LC_PIXEL_INPUT "vec3 PixelNormal;\n" LC_PIXEL_INPUT "vec2 PixelTexCoord;\n" LC_PIXEL_OUTPUT "uniform mediump vec4 MaterialColor;\n" "uniform mediump vec3 LightPosition;\n" "uniform mediump vec3 EyePosition;\n" "uniform sampler2D Texture;\n" "void main()\n" "{\n" LC_PIXEL_FAKE_LIGHTING LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);" LC_SHADER_PRECISION " vec3 DiffuseColor = mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a) * Diffuse;\n" " gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n" "}\n" }; for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++) { GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(VertexShader, 1, &VertexShaders[MaterialType], nullptr); glCompileShader(VertexShader); #ifndef QT_NO_DEBUG GLint VertexShaderCompiled = 0; glGetShaderiv(VertexShader, GL_COMPILE_STATUS, &VertexShaderCompiled); if (VertexShaderCompiled == GL_FALSE) { GLint Length = 0; glGetShaderiv(VertexShader, GL_INFO_LOG_LENGTH, &Length); QByteArray InfoLog; InfoLog.resize(Length); glGetShaderInfoLog(VertexShader, Length, &Length, InfoLog.data()); qDebug() << InfoLog; } #endif GLuint FragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(FragmentShader, 1, &FragmentShaders[MaterialType], nullptr); glCompileShader(FragmentShader); #ifndef QT_NO_DEBUG GLint FragmentShaderCompiled = 0; glGetShaderiv(FragmentShader, GL_COMPILE_STATUS, &FragmentShaderCompiled); if (FragmentShaderCompiled == GL_FALSE) { GLint Length = 0; glGetShaderiv(FragmentShader, GL_INFO_LOG_LENGTH, &Length); QByteArray InfoLog; InfoLog.resize(Length); glGetShaderInfoLog(FragmentShader, Length, &Length, InfoLog.data()); qDebug() << InfoLog; } #endif GLuint Program = glCreateProgram(); glAttachShader(Program, VertexShader); glAttachShader(Program, FragmentShader); glBindAttribLocation(Program, LC_ATTRIB_POSITION, "VertexPosition"); glBindAttribLocation(Program, LC_ATTRIB_NORMAL, "VertexNormal"); glBindAttribLocation(Program, LC_ATTRIB_TEXCOORD, "VertexTexCoord"); glBindAttribLocation(Program, LC_ATTRIB_COLOR, "VertexColor"); glLinkProgram(Program); glDetachShader(Program, VertexShader); glDetachShader(Program, FragmentShader); glDeleteShader(VertexShader); glDeleteShader(FragmentShader); GLint IsLinked = 0; glGetProgramiv(Program, GL_LINK_STATUS, &IsLinked); if (IsLinked == GL_FALSE) { GLint Length = 0; glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &Length); QByteArray InfoLog; InfoLog.resize(Length); glGetProgramInfoLog(Program, Length, &Length, InfoLog.data()); glDeleteProgram(Program); Program = 0; } mPrograms[MaterialType].Object = Program; mPrograms[MaterialType].WorldViewProjectionMatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix"); mPrograms[MaterialType].WorldMatrixLocation = glGetUniformLocation(Program, "WorldMatrix"); mPrograms[MaterialType].MaterialColorLocation = glGetUniformLocation(Program, "MaterialColor"); mPrograms[MaterialType].LightPositionLocation = glGetUniformLocation(Program, "LightPosition"); mPrograms[MaterialType].EyePositionLocation = glGetUniformLocation(Program, "EyePosition"); } } void lcContext::CreateResources() { if (!gSupportsShaderObjects) return; CreateShaderPrograms(); } void lcContext::DestroyResources() { if (!gSupportsShaderObjects) return; for (int MaterialType = 0; MaterialType < LC_NUM_MATERIALS; MaterialType++) { glDeleteProgram(mPrograms[MaterialType].Object); mPrograms[MaterialType].Object = 0; } } void lcContext::SetDefaultState() { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0.5f, 0.1f); if (gSupportsVertexBufferObject) { glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } if (gSupportsShaderObjects) { glEnableVertexAttribArray(LC_ATTRIB_POSITION); glDisableVertexAttribArray(LC_ATTRIB_NORMAL); glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD); glDisableVertexAttribArray(LC_ATTRIB_COLOR); } else { #ifndef LC_OPENGLES glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, nullptr); glNormalPointer(GL_BYTE, 0, nullptr); glTexCoordPointer(2, GL_FLOAT, 0, nullptr); glColorPointer(4, GL_FLOAT, 0, nullptr); #endif } mNormalEnabled = false; mTexCoordEnabled = false; mColorEnabled = false; mVertexBufferObject = 0; mIndexBufferObject = 0; mVertexBufferPointer = nullptr; mIndexBufferPointer = nullptr; mVertexBufferOffset = (char*)~0; glBindTexture(GL_TEXTURE_2D, 0); mTexture2D = 0; #ifndef LC_OPENGLES glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); mTexture2DMS = 0; #endif glLineWidth(1.0f); mLineWidth = 1.0f; if (gSupportsShaderObjects) { glUseProgram(0); mMaterialType = LC_NUM_MATERIALS; } else { #ifndef LC_OPENGLES glMatrixMode(GL_MODELVIEW); mMatrixMode = GL_MODELVIEW; glShadeModel(GL_FLAT); glDisable(GL_TEXTURE_2D); mTextureEnabled = false; #endif } } void lcContext::ClearResources() { ClearVertexBuffer(); ClearIndexBuffer(); BindTexture2D(0); BindTexture2DMS(0); } void lcContext::SetMaterial(lcMaterialType MaterialType) { if (MaterialType == mMaterialType) return; mMaterialType = MaterialType; if (gSupportsShaderObjects) { glUseProgram(mPrograms[MaterialType].Object); mColorDirty = true; mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here mViewMatrixDirty = true; } else { #ifndef LC_OPENGLES switch (MaterialType) { case LC_MATERIAL_UNLIT_TEXTURE_MODULATE: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (!mTextureEnabled) { glEnable(GL_TEXTURE_2D); mTextureEnabled = true; } break; case LC_MATERIAL_FAKELIT_TEXTURE_DECAL: case LC_MATERIAL_UNLIT_TEXTURE_DECAL: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); if (!mTextureEnabled) { glEnable(GL_TEXTURE_2D); mTextureEnabled = true; } break; case LC_MATERIAL_UNLIT_COLOR: case LC_MATERIAL_UNLIT_VERTEX_COLOR: case LC_MATERIAL_FAKELIT_COLOR: if (mTextureEnabled) { glDisable(GL_TEXTURE_2D); mTextureEnabled = false; } break; case LC_NUM_MATERIALS: break; } #endif } } void lcContext::SetViewport(int x, int y, int Width, int Height) { glViewport(x, y, Width, Height); } void lcContext::SetLineWidth(float LineWidth) { if (LineWidth == mLineWidth) return; glLineWidth(LineWidth); mLineWidth = LineWidth; } void lcContext::SetSmoothShading(bool Smooth) { #ifndef LC_OPENGLES if (gSupportsShaderObjects) glShadeModel(Smooth ? GL_SMOOTH : GL_FLAT); #endif } void lcContext::BindTexture2D(GLuint Texture) { if (mTexture2D == Texture) return; glBindTexture(GL_TEXTURE_2D, Texture); mTexture2D = Texture; } void lcContext::BindTexture2DMS(GLuint Texture) { if (mTexture2DMS == Texture) return; #ifndef LC_OPENGLES glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, Texture); mTexture2DMS = Texture; #endif } void lcContext::SetColor(float Red, float Green, float Blue, float Alpha) { SetColor(lcVector4(Red, Green, Blue, Alpha)); } void lcContext::SetColorIndex(int ColorIndex) { SetColor(gColorList[ColorIndex].Value); } void lcContext::SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor) { SetColor((gColorList[ColorIndex].Value + gInterfaceColors[InterfaceColor]) * 0.5f); } void lcContext::SetEdgeColorIndex(int ColorIndex) { SetColor(gColorList[ColorIndex].Edge); } void lcContext::SetInterfaceColor(lcInterfaceColor InterfaceColor) { SetColor(gInterfaceColors[InterfaceColor]); } void lcContext::ClearFramebuffer() { if (!mFramebufferObject) return; if (gSupportsFramebufferObjectARB) glBindFramebuffer(GL_FRAMEBUFFER, 0); #ifndef LC_OPENGLES else if (gSupportsFramebufferObjectEXT) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); #endif mFramebufferObject = 0; } lcFramebuffer lcContext::CreateFramebuffer(int Width, int Height, bool Depth, bool Multisample) { lcFramebuffer Framebuffer(Width, Height); if (gSupportsFramebufferObjectARB) { int Samples = (Multisample && gSupportsTexImage2DMultisample) ? QGLFormat::defaultFormat().samples() : 1; glGenFramebuffers(1, &Framebuffer.mObject); glBindFramebuffer(GL_FRAMEBUFFER, Framebuffer.mObject); glGenTextures(1, &Framebuffer.mColorTexture); if (Depth) glGenRenderbuffers(1, &Framebuffer.mDepthRenderbuffer); if (Samples == 1) { BindTexture2D(Framebuffer.mColorTexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); BindTexture2D(0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, Framebuffer.mColorTexture, 0); if (Depth) { glBindRenderbuffer(GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer); } } #ifndef LC_OPENGLES else { BindTexture2DMS(Framebuffer.mColorTexture); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, Samples, GL_RGBA, Width, Height, GL_TRUE); BindTexture2DMS(0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, Framebuffer.mColorTexture, 0); if (Depth) { glBindRenderbuffer(GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer); glRenderbufferStorageMultisample(GL_RENDERBUFFER, Samples, GL_DEPTH_COMPONENT24, Width, Height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer); } } #endif if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) DestroyFramebuffer(Framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject); } #ifndef LC_OPENGLES else if (gSupportsFramebufferObjectEXT) { glGenFramebuffersEXT(1, &Framebuffer.mObject); glGenTextures(1, &Framebuffer.mColorTexture); BindTexture2D(Framebuffer.mColorTexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Framebuffer.mColorTexture, 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject); glGenRenderbuffersEXT(1, &Framebuffer.mDepthRenderbuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, Framebuffer.mDepthRenderbuffer); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Width, Height); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, Framebuffer.mDepthRenderbuffer); BindTexture2D(0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject); if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) DestroyFramebuffer(Framebuffer); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject); } #endif return Framebuffer; } void lcContext::DestroyFramebuffer(lcFramebuffer& Framebuffer) { if (gSupportsFramebufferObjectARB) { glDeleteFramebuffers(1, &Framebuffer.mObject); glDeleteTextures(1, &Framebuffer.mColorTexture); glDeleteRenderbuffers(1, &Framebuffer.mDepthRenderbuffer); } #ifndef LC_OPENGLES else if (gSupportsFramebufferObjectEXT) { glDeleteFramebuffersEXT(1, &Framebuffer.mObject); glDeleteTextures(1, &Framebuffer.mColorTexture); glDeleteRenderbuffersEXT(1, &Framebuffer.mDepthRenderbuffer); } #endif Framebuffer.mObject = 0; Framebuffer.mColorTexture = 0; Framebuffer.mDepthRenderbuffer = 0; Framebuffer.mWidth = 0; Framebuffer.mHeight = 0; } void lcContext::BindFramebuffer(GLuint FramebufferObject) { if (FramebufferObject == mFramebufferObject) return; if (gSupportsFramebufferObjectARB) glBindFramebuffer(GL_FRAMEBUFFER, FramebufferObject); #ifndef LC_OPENGLES else if (gSupportsFramebufferObjectEXT) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferObject); #endif mFramebufferObject = FramebufferObject; } std::pair lcContext::CreateRenderFramebuffer(int Width, int Height) { if (gSupportsFramebufferObjectARB && QGLFormat::defaultFormat().samples() > 1) return std::make_pair(CreateFramebuffer(Width, Height, true, true), CreateFramebuffer(Width, Height, false, false)); else return std::make_pair(CreateFramebuffer(Width, Height, false, true), lcFramebuffer()); } void lcContext::DestroyRenderFramebuffer(std::pair& RenderFramebuffer) { DestroyFramebuffer(RenderFramebuffer.first); DestroyFramebuffer(RenderFramebuffer.second); } QImage lcContext::GetRenderFramebufferImage(const std::pair& RenderFramebuffer) { QImage Image(RenderFramebuffer.first.mWidth, RenderFramebuffer.first.mHeight, QImage::Format_ARGB32); GetRenderFramebufferImage(RenderFramebuffer, Image.bits()); return Image; } void lcContext::GetRenderFramebufferImage(const std::pair& RenderFramebuffer, quint8* Buffer) { const int Width = RenderFramebuffer.first.mWidth; const int Height = RenderFramebuffer.first.mHeight; GLuint SavedFramebuffer = mFramebufferObject; if (RenderFramebuffer.second.IsValid()) { #ifndef LC_OPENGLES glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RenderFramebuffer.second.mObject); glBindFramebuffer(GL_READ_FRAMEBUFFER, RenderFramebuffer.first.mObject); glBlitFrameBuffer(0, 0, Width, Height, 0, 0, Width, Height, GL_COLOR_BUFFER_BIT, GL_LINEAR); BindFramebuffer(RenderFramebuffer.second); #endif } else BindFramebuffer(RenderFramebuffer.first); glFinish(); glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer); BindFramebuffer(SavedFramebuffer); for (int y = 0; y < (Height + 1) / 2; y++) { quint8* Top = Buffer + ((Height - y - 1) * Width * 4); quint8* Bottom = Buffer + y * Width * 4; for (int x = 0; x < Width; x++) { QRgb TopColor = qRgba(Top[0], Top[1], Top[2], Top[3]); QRgb BottomColor = qRgba(Bottom[0], Bottom[1], Bottom[2], Bottom[3]); *(QRgb*)Top = BottomColor; *(QRgb*)Bottom = TopColor; Top += 4; Bottom += 4; } } } lcVertexBuffer lcContext::CreateVertexBuffer(int Size, const void* Data) { lcVertexBuffer VertexBuffer; if (gSupportsVertexBufferObject) { glGenBuffers(1, &VertexBuffer.Object); glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBuffer.Object); glBufferData(GL_ARRAY_BUFFER_ARB, Size, Data, GL_STATIC_DRAW_ARB); glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); // context remove mVertexBufferObject = 0; } else { VertexBuffer.Pointer = malloc(Size); if (VertexBuffer.Pointer) memcpy(VertexBuffer.Pointer, Data, Size); } return VertexBuffer; } void lcContext::DestroyVertexBuffer(lcVertexBuffer& VertexBuffer) { if (!VertexBuffer.IsValid()) return; if (gSupportsVertexBufferObject) { if (mVertexBufferObject == VertexBuffer.Object) { glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); mVertexBufferObject = 0; } glDeleteBuffers(1, &VertexBuffer.Object); } else { free(VertexBuffer.Pointer); } VertexBuffer.Pointer = nullptr; } lcIndexBuffer lcContext::CreateIndexBuffer(int Size, const void* Data) { lcIndexBuffer IndexBuffer; if (gSupportsVertexBufferObject) { glGenBuffers(1, &IndexBuffer.Object); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBuffer.Object); glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, Size, Data, GL_STATIC_DRAW_ARB); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); // context remove mIndexBufferObject = 0; } else { IndexBuffer.Pointer = malloc(Size); if (IndexBuffer.Pointer) memcpy(IndexBuffer.Pointer, Data, Size); } return IndexBuffer; } void lcContext::DestroyIndexBuffer(lcIndexBuffer& IndexBuffer) { if (!IndexBuffer.IsValid()) return; if (gSupportsVertexBufferObject) { if (mIndexBufferObject == IndexBuffer.Object) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); mIndexBufferObject = 0; } glDeleteBuffers(1, &IndexBuffer.Object); } else { free(IndexBuffer.Pointer); } IndexBuffer.Pointer = nullptr; } void lcContext::ClearVertexBuffer() { mVertexBufferPointer = nullptr; mVertexBufferOffset = (char*)~0; if (mVertexBufferObject) { glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); mVertexBufferObject = 0; } if (gSupportsShaderObjects) { if (mNormalEnabled) glDisableVertexAttribArray(LC_ATTRIB_NORMAL); if (mTexCoordEnabled) glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD); if (mColorEnabled) glDisableVertexAttribArray(LC_ATTRIB_COLOR); glVertexAttribPointer(LC_ATTRIB_POSITION, 3, GL_FLOAT, false, 0, nullptr); glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_FLOAT, false, 0, nullptr); glVertexAttribPointer(LC_ATTRIB_TEXCOORD, 2, GL_FLOAT, false, 0, nullptr); glVertexAttribPointer(LC_ATTRIB_COLOR, 4, GL_FLOAT, false, 0, nullptr); } else { #ifndef LC_OPENGLES if (mNormalEnabled) glDisableClientState(GL_NORMAL_ARRAY); if (mTexCoordEnabled) glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (mColorEnabled) glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, nullptr); glNormalPointer(GL_BYTE, 0, nullptr); glTexCoordPointer(2, GL_FLOAT, 0, nullptr); glColorPointer(4, GL_FLOAT, 0, nullptr); #endif } } void lcContext::SetVertexBuffer(lcVertexBuffer VertexBuffer) { if (gSupportsVertexBufferObject) { GLuint VertexBufferObject = VertexBuffer.Object; mVertexBufferPointer = nullptr; if (VertexBufferObject != mVertexBufferObject) { glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject); mVertexBufferObject = VertexBufferObject; mVertexBufferOffset = (char*)~0; } } else { mVertexBufferPointer = (char*)VertexBuffer.Pointer; mVertexBufferOffset = (char*)~0; } } void lcContext::SetVertexBufferPointer(const void* VertexBuffer) { if (gSupportsVertexBufferObject && mVertexBufferObject) { glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); mVertexBufferObject = 0; } mVertexBufferPointer = (char*)VertexBuffer; mVertexBufferOffset = (char*)~0; } void lcContext::SetVertexFormatPosition(int PositionSize) { int VertexSize = PositionSize * sizeof(float); char* VertexBufferPointer = mVertexBufferPointer; if (gSupportsShaderObjects) { if (mVertexBufferOffset != mVertexBufferPointer) { glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer); mVertexBufferOffset = VertexBufferPointer; } if (mNormalEnabled) { glDisableVertexAttribArray(LC_ATTRIB_NORMAL); mNormalEnabled = false; } if (mTexCoordEnabled) { glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD); mTexCoordEnabled = false; } if (mColorEnabled) { glDisableVertexAttribArray(LC_ATTRIB_COLOR); mColorEnabled = false; } } else { if (mVertexBufferOffset != mVertexBufferPointer) { glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer); mVertexBufferOffset = VertexBufferPointer; } if (mNormalEnabled) { glDisableClientState(GL_NORMAL_ARRAY); mNormalEnabled = false; } if (mTexCoordEnabled) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); mTexCoordEnabled = false; } if (mColorEnabled) { glDisableClientState(GL_COLOR_ARRAY); mColorEnabled = false; } } } void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals) { int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float) + NormalSize * sizeof(quint32); char* VertexBufferPointer = mVertexBufferPointer + BufferOffset; if (gSupportsShaderObjects) { if (mVertexBufferOffset != VertexBufferPointer) { glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer); mVertexBufferOffset = VertexBufferPointer; } int Offset = PositionSize * sizeof(float); if (NormalSize && EnableNormals) { glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_BYTE, true, VertexSize, VertexBufferPointer + Offset); if (!mNormalEnabled) { glEnableVertexAttribArray(LC_ATTRIB_NORMAL); mNormalEnabled = true; } } else if (mNormalEnabled) { glDisableClientState(GL_NORMAL_ARRAY); mNormalEnabled = false; } Offset += NormalSize * sizeof(quint32); if (TexCoordSize) { glVertexAttribPointer(LC_ATTRIB_TEXCOORD, TexCoordSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset); if (!mTexCoordEnabled) { glEnableVertexAttribArray(LC_ATTRIB_TEXCOORD); mTexCoordEnabled = true; } Offset += 2 * sizeof(float); } else if (mTexCoordEnabled) { glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD); mTexCoordEnabled = false; } if (ColorSize) { glVertexAttribPointer(LC_ATTRIB_COLOR, ColorSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset); if (!mColorEnabled) { glEnableVertexAttribArray(LC_ATTRIB_COLOR); mColorEnabled = true; } } else if (mColorEnabled) { glDisableVertexAttribArray(LC_ATTRIB_COLOR); mColorEnabled = false; } } else { #ifndef LC_OPENGLES if (mVertexBufferOffset != VertexBufferPointer) { glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer); mVertexBufferOffset = VertexBufferPointer; } int Offset = PositionSize * sizeof(float); if (NormalSize && EnableNormals) { glNormalPointer(GL_BYTE, VertexSize, VertexBufferPointer + Offset); if (!mNormalEnabled) { glEnableClientState(GL_NORMAL_ARRAY); mNormalEnabled = true; } } else if (mNormalEnabled) { glDisableClientState(GL_NORMAL_ARRAY); mNormalEnabled = false; } Offset += NormalSize * sizeof(quint32); if (TexCoordSize) { glTexCoordPointer(TexCoordSize, GL_FLOAT, VertexSize, VertexBufferPointer + Offset); if (!mTexCoordEnabled) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); mTexCoordEnabled = true; } Offset += 2 * sizeof(float); } else if (mTexCoordEnabled) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); mTexCoordEnabled = false; } if (ColorSize) { glColorPointer(ColorSize, GL_FLOAT, VertexSize, VertexBufferPointer + Offset); if (!mColorEnabled) { glEnableClientState(GL_COLOR_ARRAY); mColorEnabled = true; } } else if (mColorEnabled) { glDisableClientState(GL_COLOR_ARRAY); mColorEnabled = false; } #endif } } void lcContext::ClearIndexBuffer() { if (mIndexBufferObject) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); mIndexBufferObject = 0; } } void lcContext::SetIndexBuffer(lcIndexBuffer IndexBuffer) { if (gSupportsVertexBufferObject) { GLuint IndexBufferObject = IndexBuffer.Object; mIndexBufferPointer = nullptr; if (IndexBufferObject != mIndexBufferObject) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject); mIndexBufferObject = IndexBufferObject; } } else { mIndexBufferPointer = (char*)IndexBuffer.Pointer; } } void lcContext::SetIndexBufferPointer(const void* IndexBuffer) { if (mIndexBufferObject) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); mIndexBufferObject = 0; } mIndexBufferPointer = (char*)IndexBuffer; } void lcContext::BindMesh(const lcMesh* Mesh) { lcPiecesLibrary* Library = lcGetPiecesLibrary(); if (Mesh->mVertexCacheOffset != -1) { GLuint VertexBufferObject = Library->mVertexBuffer.Object; GLuint IndexBufferObject = Library->mIndexBuffer.Object; if (VertexBufferObject != mVertexBufferObject) { glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject); mVertexBufferObject = VertexBufferObject; mVertexBufferPointer = nullptr; mVertexBufferOffset = (char*)~0; } if (IndexBufferObject != mIndexBufferObject) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject); mIndexBufferObject = IndexBufferObject; mIndexBufferPointer = nullptr; } } else { if (mVertexBufferObject) { glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); mVertexBufferObject = 0; } if (mIndexBufferObject) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); mIndexBufferObject = 0; } mVertexBufferPointer = (char*)Mesh->mVertexData; mIndexBufferPointer = (char*)Mesh->mIndexData; mVertexBufferOffset = (char*)~0; } } void lcContext::FlushState() { if (gSupportsShaderObjects) { const lcProgram& Program = mPrograms[mMaterialType]; if (mWorldMatrixDirty || mViewMatrixDirty || mProjectionMatrixDirty) { if (mViewProjectionMatrixDirty) { mViewProjectionMatrix = lcMul(mViewMatrix, mProjectionMatrix); mViewProjectionMatrixDirty = false; } if (mWorldMatrixDirty) { if (Program.WorldMatrixLocation != -1) glUniformMatrix4fv(Program.WorldMatrixLocation, 1, false, mWorldMatrix); } if (mViewMatrixDirty) { lcMatrix44 InverseViewMatrix = lcMatrix44AffineInverse(mViewMatrix); lcVector3 ViewPosition = lcMul30(-mViewMatrix.GetTranslation(), InverseViewMatrix); if (Program.LightPositionLocation != -1) { lcVector3 LightPosition = ViewPosition + lcMul30(lcVector3(300.0f, 300.0f, 0.0f), InverseViewMatrix); glUniform3fv(Program.LightPositionLocation, 1, LightPosition); } if (Program.EyePositionLocation != -1) glUniform3fv(Program.EyePositionLocation, 1, ViewPosition); } glUniformMatrix4fv(Program.WorldViewProjectionMatrixLocation, 1, false, lcMul(mWorldMatrix, mViewProjectionMatrix)); mWorldMatrixDirty = false; mViewMatrixDirty = false; mProjectionMatrixDirty = false; } if (mColorDirty && Program.MaterialColorLocation != -1) { glUniform4fv(Program.MaterialColorLocation, 1, mColor); mColorDirty = false; } } else { #ifndef LC_OPENGLES glColor4fv(mColor); if (mWorldMatrixDirty || mViewMatrixDirty) { if (mMatrixMode != GL_MODELVIEW) { glMatrixMode(GL_MODELVIEW); mMatrixMode = GL_MODELVIEW; } glLoadMatrixf(lcMul(mWorldMatrix, mViewMatrix)); mWorldMatrixDirty = false; mViewMatrixDirty = false; } if (mProjectionMatrixDirty) { if (mMatrixMode != GL_PROJECTION) { glMatrixMode(GL_PROJECTION); mMatrixMode = GL_PROJECTION; } glLoadMatrixf(mProjectionMatrix); mProjectionMatrixDirty = false; } #endif } } void lcContext::DrawPrimitives(GLenum Mode, GLint First, GLsizei Count) { FlushState(); glDrawArrays(Mode, First, Count); } void lcContext::DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset) { FlushState(); glDrawElements(Mode, Count, Type, mIndexBufferPointer + Offset); }