#pragma once #include "lc_array.h" #include "lc_math.h" #include "lc_colors.h" #include "lc_mesh.h" class lcVertexBuffer { public: constexpr lcVertexBuffer() : Pointer(nullptr) { } bool IsValid() const { return Pointer != nullptr; } union { GLuint Object; void* Pointer; }; }; class lcIndexBuffer { public: constexpr lcIndexBuffer() : Pointer(nullptr) { } bool IsValid() const { return Pointer != nullptr; } union { GLuint Object; void* Pointer; }; }; enum class lcMaterialType { UnlitColor, UnlitColorConditional, UnlitTextureModulate, UnlitTextureDecal, UnlitVertexColor, UnlitViewSphere, FakeLitColor, FakeLitTextureDecal, Count }; enum lcProgramAttrib { LC_ATTRIB_POSITION, LC_ATTRIB_NORMAL, LC_ATTRIB_TEXCOORD, LC_ATTRIB_COLOR }; struct lcProgram { GLuint Object; GLint WorldViewProjectionMatrixLocation; GLint WorldMatrixLocation; GLint MaterialColorLocation; GLint LightPositionLocation; GLint EyePositionLocation; GLint HighlightParamsLocation; }; enum class lcPolygonOffset { None, Opaque, Translucent }; enum class lcDepthFunction { LessEqual, Always }; class lcContext : protected QOpenGLFunctions { public: lcContext(); ~lcContext(); lcContext(const lcContext&) = delete; lcContext& operator=(const lcContext&) = delete; static bool CreateOffscreenContext(); static void DestroyOffscreenContext(); void CreateResources(); void DestroyResources(); void SetDefaultState(); void ClearResources(); void MakeCurrent(); void SetGLContext(QOpenGLContext* GLContext, QOpenGLWidget* Widget); void SetOffscreenContext(); void ClearColorAndDepth(const lcVector4& ClearColor); void ClearDepth(); void SetWorldMatrix(const lcMatrix44& WorldMatrix) { mWorldMatrix = WorldMatrix; mWorldMatrixDirty = true; } void SetViewMatrix(const lcMatrix44& ViewMatrix) { mViewMatrix = ViewMatrix; mViewMatrixDirty = true; mViewProjectionMatrixDirty = true; } void SetProjectionMatrix(const lcMatrix44& ProjectionMatrix) { mProjectionMatrix = ProjectionMatrix; mProjectionMatrixDirty = true; mViewProjectionMatrixDirty = true; } const lcMatrix44& GetProjectionMatrix() { return mProjectionMatrix; } void SetMaterial(lcMaterialType MaterialType); void SetViewport(int x, int y, int Width, int Height); void SetPolygonOffset(lcPolygonOffset PolygonOffset); void SetDepthWrite(bool Enable); void SetDepthFunction(lcDepthFunction DepthFunction); void EnableCullFace(bool Enable); void SetLineWidth(float LineWidth); void SetSmoothShading(bool Smooth); void BindTexture2D(GLuint Texture); void BindTextureCubeMap(GLuint Texture); void UnbindTexture2D(GLuint Texture); void UnbindTextureCubeMap(GLuint Texture); void SetColor(const lcVector4& Color) { mColor = Color; mColorDirty = true; } void SetHighlightParams(const lcVector4& HighlightPosition, const lcVector4& TextColor, const lcVector4& BackgroundColor, const lcVector4& HighlightColor) { mHighlightParams[0] = HighlightPosition; mHighlightParams[1] = TextColor; mHighlightParams[2] = BackgroundColor; mHighlightParams[3] = HighlightColor; mHighlightParamsDirty = true; } void SetColor(float Red, float Green, float Blue, float Alpha); void SetColorIndex(int ColorIndex); void SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor, float Weight); void SetColorIndexTinted(int ColorIndex, const lcVector4& Tint); void SetEdgeColorIndex(int ColorIndex); void SetEdgeColorIndexTinted(int ColorIndex, const lcVector4& Tint); void SetInterfaceColor(lcInterfaceColor InterfaceColor); lcVertexBuffer CreateVertexBuffer(int Size, const void* Data); void DestroyVertexBuffer(lcVertexBuffer& VertexBuffer); lcIndexBuffer CreateIndexBuffer(int Size, const void* Data); void DestroyIndexBuffer(lcIndexBuffer& IndexBuffer); void ClearVertexBuffer(); void SetVertexBuffer(lcVertexBuffer VertexBuffer); void SetVertexBufferPointer(const void* VertexBuffer); void ClearIndexBuffer(); void SetIndexBuffer(lcIndexBuffer IndexBuffer); void SetIndexBufferPointer(const void* IndexBuffer); void SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals); void SetVertexFormatPosition(int PositionSize); void SetVertexFormatConditional(int BufferOffset); void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count); void DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset); void BindMesh(const lcMesh* Mesh); protected: void CreateShaderPrograms(); void FlushState(); QOpenGLWidget* mWidget = nullptr; QOpenGLContext* mContext = nullptr; bool mValid = false; GLuint mVertexBufferObject; GLuint mIndexBufferObject; char* mVertexBufferPointer; char* mIndexBufferPointer; char* mVertexBufferOffset; lcMaterialType mMaterialType; bool mNormalEnabled; bool mTexCoordEnabled; bool mColorEnabled; GLuint mTexture2D; GLuint mTextureCubeMap; lcPolygonOffset mPolygonOffset; bool mDepthWrite; lcDepthFunction mDepthFunction; bool mCullFace; float mLineWidth; int mMatrixMode; bool mTextureEnabled; lcVector4 mColor; lcMatrix44 mWorldMatrix; lcMatrix44 mViewMatrix; lcMatrix44 mProjectionMatrix; lcMatrix44 mViewProjectionMatrix; lcVector4 mHighlightParams[4]; bool mColorDirty; bool mWorldMatrixDirty; bool mViewMatrixDirty; bool mProjectionMatrixDirty; bool mViewProjectionMatrixDirty; bool mHighlightParamsDirty; static std::unique_ptr mOffscreenContext; static std::unique_ptr mOffscreenSurface; static lcProgram mPrograms[static_cast(lcMaterialType::Count)]; static int mValidContexts; Q_DECLARE_TR_FUNCTIONS(lcContext); };