#ifndef _LC_CONTEXT_H_ #define _LC_CONTEXT_H_ #include "lc_array.h" #include "lc_math.h" #include "lc_colors.h" class lcScene { public: lcScene(); void Begin(const lcMatrix44& ViewMatrix); void End(); lcMatrix44 mViewMatrix; lcArray mOpaqueMeshes; lcArray mTranslucentMeshes; lcArray mInterfaceObjects; }; class lcVertexBuffer { public: lcVertexBuffer() : Pointer(NULL) { } bool IsValid() const { return Pointer != NULL; } union { GLuint Object; void* Pointer; }; }; class lcIndexBuffer { public: lcIndexBuffer() : Pointer(NULL) { } bool IsValid() const { return Pointer != NULL; } union { GLuint Object; void* Pointer; }; }; class lcContext { public: lcContext(); ~lcContext(); int GetViewportWidth() const { return mViewportWidth; } int GetViewportHeight() const { return mViewportHeight; } void SetDefaultState(); void SetViewport(int x, int y, int Width, int Height); void SetWorldViewMatrix(const lcMatrix44& WorldViewMatrix); void SetProjectionMatrix(const lcMatrix44& ProjectionMatrix); void SetLineWidth(float LineWidth); void SetColor(float Red, float Green, float Blue, float Alpha); void SetColor(const lcVector4& Color); void SetColorIndex(int ColorIndex); void SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor); void SetEdgeColorIndex(int ColorIndex); void SetInterfaceColor(lcInterfaceColor InterfaceColor); bool BeginRenderToTexture(int Width, int Height); void EndRenderToTexture(); bool SaveRenderToTextureImage(const QString& FileName, int Width, int Height); 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 TexCoordSize, int ColorSize); void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count); void DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset); void UnbindMesh(); void DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section); void DrawOpaqueMeshes(const lcMatrix44& ViewMatrix, const lcArray& OpaqueMeshes); void DrawTranslucentMeshes(const lcMatrix44& ViewMatrix, const lcArray& TranslucentMeshes); void DrawInterfaceObjects(const lcMatrix44& ViewMatrix, const lcArray& InterfaceObjects); protected: void BindMesh(lcMesh* Mesh); GLuint mVertexBufferObject; GLuint mIndexBufferObject; char* mVertexBufferPointer; char* mIndexBufferPointer; char* mVertexBufferOffset; bool mTexCoordEnabled; bool mColorEnabled; lcTexture* mTexture; float mLineWidth; int mMatrixMode; int mViewportX; int mViewportY; int mViewportWidth; int mViewportHeight; GLuint mFramebufferObject; GLuint mFramebufferTexture; GLuint mDepthRenderbufferObject; Q_DECLARE_TR_FUNCTIONS(lcContext); }; #endif // _LC_CONTEXT_H_