#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" #include "pieceinf.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]; 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; } lcContext::lcContext() { mVertexBufferObject = 0; mIndexBufferObject = 0; mVertexBufferPointer = NULL; mIndexBufferPointer = NULL; mVertexBufferOffset = (char*)~0; mNormalEnabled = false; mTexCoordEnabled = false; mColorEnabled = false; mTexture = 0; mLineWidth = 1.0f; #ifndef LC_OPENGLES mMatrixMode = GL_MODELVIEW; mTextureEnabled = false; #endif mFramebufferObject = 0; mFramebufferTexture = 0; mDepthRenderbufferObject = 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 #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" #endif #define LC_PIXEL_FAKE_LIGHTING \ " vec3 Normal = normalize(PixelNormal);\n" \ " vec3 LightDirection = normalize(PixelPosition - LightPosition);" \ " vec3 VertexToEye = normalize(EyePosition - PixelPosition);\n" \ " vec3 LightReflect = normalize(reflect(-LightDirection, Normal));\n" \ " float Specular = abs(dot(VertexToEye, LightReflect));\n" \ " Specular = min(pow(Specular, 8.0), 1.0) * 0.25;\n" \ " vec3 SpecularColor = vec3(Specular, Specular, Specular);\n" \ " 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" " 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" " 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 " 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 " vec4 TexelColor = texture2D(Texture, PixelTexCoord);" " 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], NULL); 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], NULL); 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 { glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, NULL); glNormalPointer(GL_BYTE, 0, NULL); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glColorPointer(4, GL_FLOAT, 0, NULL); } mNormalEnabled = false; mTexCoordEnabled = false; mColorEnabled = false; mVertexBufferObject = 0; mIndexBufferObject = 0; mVertexBufferPointer = NULL; mIndexBufferPointer = NULL; mVertexBufferOffset = (char*)~0; glBindTexture(GL_TEXTURE_2D, 0); mTexture = 0; 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(); SetTexture(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::SetTexture(GLuint Texture) { if (mTexture == Texture) return; glBindTexture(GL_TEXTURE_2D, Texture); mTexture = Texture; } 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]); } bool lcContext::BeginRenderToTexture(int Width, int Height) { if (gSupportsFramebufferObjectARB) { glGenFramebuffers(1, &mFramebufferObject); glGenTextures(1, &mFramebufferTexture); glGenRenderbuffers(1, &mDepthRenderbufferObject); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferObject); SetTexture(mFramebufferTexture); 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, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFramebufferTexture, 0); glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbufferObject); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbufferObject); SetTexture(0); glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject); if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { EndRenderToTexture(); return false; } return true; } #ifndef LC_OPENGLES if (gSupportsFramebufferObjectEXT) { glGenFramebuffersEXT(1, &mFramebufferObject); glGenTextures(1, &mFramebufferTexture); SetTexture(mFramebufferTexture); 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, NULL); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mFramebufferTexture, 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject); glGenRenderbuffersEXT(1, &mDepthRenderbufferObject); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepthRenderbufferObject); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Width, Height); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepthRenderbufferObject); SetTexture(0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject); if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { EndRenderToTexture(); return false; } return true; } #endif return false; } void lcContext::EndRenderToTexture() { if (gSupportsFramebufferObjectARB) { glDeleteFramebuffers(1, &mFramebufferObject); mFramebufferObject = 0; glDeleteTextures(1, &mFramebufferTexture); mFramebufferTexture = 0; glDeleteRenderbuffers(1, &mDepthRenderbufferObject); mDepthRenderbufferObject = 0; return; } #ifndef LC_OPENGLES if (gSupportsFramebufferObjectEXT) { glDeleteFramebuffersEXT(1, &mFramebufferObject); mFramebufferObject = 0; glDeleteTextures(1, &mFramebufferTexture); mFramebufferTexture = 0; glDeleteRenderbuffersEXT(1, &mDepthRenderbufferObject); mDepthRenderbufferObject = 0; } #endif } QImage lcContext::GetRenderToTextureImage(int Width, int Height) { QImage Image(Width, Height, QImage::Format_ARGB32); quint8* Buffer = Image.bits(); glFinish(); glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer); 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++) { quint8 Red = Top[0]; quint8 Green = Top[1]; quint8 Blue = Top[2]; quint8 Alpha = Top[3]; Top[0] = Bottom[2]; Top[1] = Bottom[1]; Top[2] = Bottom[0]; Top[3] = Bottom[3]; Bottom[0] = Blue; Bottom[1] = Green; Bottom[2] = Red; Bottom[3] = Alpha; Top += 4; Bottom += 4; } } return Image; } bool lcContext::SaveRenderToTextureImage(const QString& FileName, int Width, int Height) { QImage Image = GetRenderToTextureImage(Width, Height); QImageWriter Writer(FileName); bool Result = Writer.write(Image); if (!Result) QMessageBox::information(gMainWindow, tr("Error"), tr("Error writing to file '%1':\n%2").arg(FileName, Writer.errorString())); return Result; } 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); 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 = NULL; } 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); 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 = NULL; } void lcContext::ClearVertexBuffer() { mVertexBufferPointer = NULL; 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, NULL); glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_FLOAT, false, 0, NULL); glVertexAttribPointer(LC_ATTRIB_TEXCOORD, 2, GL_FLOAT, false, 0, NULL); glVertexAttribPointer(LC_ATTRIB_COLOR, 4, GL_FLOAT, false, 0, NULL); } else { if (mNormalEnabled) glDisableClientState(GL_NORMAL_ARRAY); if (mTexCoordEnabled) glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (mColorEnabled) glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, NULL); glNormalPointer(GL_BYTE, 0, NULL); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glColorPointer(4, GL_FLOAT, 0, NULL); } } void lcContext::SetVertexBuffer(lcVertexBuffer VertexBuffer) { if (gSupportsVertexBufferObject) { GLuint VertexBufferObject = VertexBuffer.Object; mVertexBufferPointer = NULL; 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 { 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; } } } 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 = NULL; 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(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 = NULL; mVertexBufferOffset = (char*)~0; } if (IndexBufferObject != mIndexBufferObject) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject); mIndexBufferObject = IndexBufferObject; mIndexBufferPointer = NULL; } } 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); } void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section) { lcTexture* Texture = Section->Texture; int VertexBufferOffset = Mesh->mVertexCacheOffset != -1 ? Mesh->mVertexCacheOffset : 0; int IndexBufferOffset = Mesh->mIndexCacheOffset != -1 ? Mesh->mIndexCacheOffset : 0; lcLightingMode LightingMode = lcGetPreferences().mLightingMode; if (!Texture) { SetMaterial(LightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_COLOR : LC_MATERIAL_FAKELIT_COLOR); SetVertexFormat(VertexBufferOffset, 3, 1, 0, 0, LightingMode != LC_LIGHTING_UNLIT); SetTexture(0); } else { VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex); SetMaterial(LightingMode == LC_LIGHTING_UNLIT ? LC_MATERIAL_UNLIT_TEXTURE_DECAL : LC_MATERIAL_FAKELIT_TEXTURE_DECAL); SetVertexFormat(VertexBufferOffset, 3, 1, 2, 0, LightingMode != LC_LIGHTING_UNLIT); SetTexture(Texture->mTexture); } const bool DrawConditional = false; if (Section->PrimitiveType != LC_MESH_CONDITIONAL_LINES) { GLenum PrimitiveType = (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) ? GL_TRIANGLES : GL_LINES; DrawIndexedPrimitives(PrimitiveType, Section->NumIndices, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset); } else if (DrawConditional) { FlushState(); lcMatrix44 WorldViewProjectionMatrix = lcMul(mWorldMatrix, mViewProjectionMatrix); lcVertex* VertexBuffer = (lcVertex*)Mesh->mVertexData; 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) 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) DrawIndexedPrimitives(GL_LINES, 2, Mesh->mIndexType, IndexBufferOffset + Section->IndexOffset + i * sizeof(lcuint32)); } } } } void lcContext::DrawOpaqueMeshes(const lcScene& Scene) { bool DrawLines = lcGetPreferences().mDrawEdgeLines; const lcArray& RenderMeshes = Scene.mRenderMeshes; const lcArray& OpaqueMeshes = Scene.mOpaqueMeshes; for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++) { const lcRenderMesh& RenderMesh = RenderMeshes[OpaqueMeshes[MeshIdx]]; lcMesh* Mesh = RenderMesh.Mesh; int LodIndex = RenderMesh.LodIndex; BindMesh(Mesh); SetWorldMatrix(RenderMesh.WorldMatrix); for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++) { lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx]; int ColorIndex = Section->ColorIndex; if (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) { if (ColorIndex == gDefaultColor) ColorIndex = RenderMesh.ColorIndex; if (lcIsColorTranslucent(ColorIndex)) continue; switch (RenderMesh.State) { case LC_RENDERMESH_NONE: SetColorIndex(ColorIndex); break; case LC_RENDERMESH_SELECTED: SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED); break; case LC_RENDERMESH_FOCUSED: SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED); break; } } else { switch (RenderMesh.State) { case LC_RENDERMESH_NONE: if (DrawLines) { if (ColorIndex == gEdgeColor) SetEdgeColorIndex(RenderMesh.ColorIndex); else SetColorIndex(ColorIndex); } else continue; break; case LC_RENDERMESH_SELECTED: SetInterfaceColor(LC_COLOR_SELECTED); break; case LC_RENDERMESH_FOCUSED: SetInterfaceColor(LC_COLOR_FOCUSED); break; } } DrawMeshSection(Mesh, Section); } 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::DrawTranslucentMeshes(const lcScene& Scene) { const lcArray& RenderMeshes = Scene.mRenderMeshes; const lcArray& TranslucentMeshes = Scene.mTranslucentMeshes; if (TranslucentMeshes.IsEmpty()) return; glEnable(GL_BLEND); glDepthMask(GL_FALSE); for (int MeshIdx = 0; MeshIdx < TranslucentMeshes.GetSize(); MeshIdx++) { const lcRenderMesh& RenderMesh = RenderMeshes[TranslucentMeshes[MeshIdx]]; lcMesh* Mesh = RenderMesh.Mesh; int LodIndex = RenderMesh.LodIndex; BindMesh(Mesh); SetWorldMatrix(RenderMesh.WorldMatrix); for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++) { lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx]; int ColorIndex = Section->ColorIndex; if (Section->PrimitiveType != LC_MESH_TRIANGLES) continue; if (ColorIndex == gDefaultColor) ColorIndex = RenderMesh.ColorIndex; if (!lcIsColorTranslucent(ColorIndex)) continue; switch (RenderMesh.State) { case LC_RENDERMESH_NONE: SetColorIndex(ColorIndex); break; case LC_RENDERMESH_SELECTED: SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED); break; case LC_RENDERMESH_FOCUSED: SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED); break; } DrawMeshSection(Mesh, Section); } } glDepthMask(GL_TRUE); glDisable(GL_BLEND); } void lcContext::DrawRenderMeshes(const lcArray& RenderMeshes, const lcArray& Meshes, lcMeshPrimitiveType PrimitiveType, bool EnableNormals, bool DrawTranslucent, bool DrawTextured) { for (int MeshIdx = 0; MeshIdx < Meshes.GetSize(); MeshIdx++) { const lcRenderMesh& RenderMesh = RenderMeshes[Meshes[MeshIdx]]; lcMesh* Mesh = RenderMesh.Mesh; int LodIndex = RenderMesh.LodIndex; BindMesh(Mesh); SetWorldMatrix(RenderMesh.WorldMatrix); for (int SectionIdx = 0; SectionIdx < Mesh->mLods[LodIndex].NumSections; SectionIdx++) { lcMeshSection* Section = &Mesh->mLods[LodIndex].Sections[SectionIdx]; if (Section->PrimitiveType != PrimitiveType || (Section->Texture != NULL) != DrawTextured) continue; int ColorIndex = Section->ColorIndex; if (PrimitiveType == LC_MESH_TRIANGLES || PrimitiveType == LC_MESH_TEXTURED_TRIANGLES) { if (ColorIndex == gDefaultColor) ColorIndex = RenderMesh.ColorIndex; if (lcIsColorTranslucent(ColorIndex) != DrawTranslucent) continue; switch (RenderMesh.State) { case LC_RENDERMESH_NONE: SetColorIndex(ColorIndex); break; case LC_RENDERMESH_SELECTED: SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED); break; case LC_RENDERMESH_FOCUSED: SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED); break; } } else if (PrimitiveType == LC_MESH_LINES || PrimitiveType == LC_MESH_TEXTURED_LINES) { switch (RenderMesh.State) { case LC_RENDERMESH_NONE: if (ColorIndex == gEdgeColor) SetEdgeColorIndex(RenderMesh.ColorIndex); else SetColorIndex(ColorIndex); break; case LC_RENDERMESH_SELECTED: SetInterfaceColor(LC_COLOR_SELECTED); break; 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& InterfaceObjects) { for (int ObjectIdx = 0; ObjectIdx < InterfaceObjects.GetSize(); ObjectIdx++) InterfaceObjects[ObjectIdx]->DrawInterface(this); }