mirror of
https://github.com/leozide/leocad
synced 2024-12-26 21:58:44 +01:00
1426 lines
36 KiB
C++
1426 lines
36 KiB
C++
#include "lc_global.h"
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#include "lc_context.h"
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#include "lc_glextensions.h"
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#include "lc_mesh.h"
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#include "lc_texture.h"
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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 "texfont.h"
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#include "lc_view.h"
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#include "lc_viewsphere.h"
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#include "lc_viewmanipulator.h"
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#include "lc_stringcache.h"
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#include "lc_partselectionwidget.h"
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#include <QOpenGLFunctions_3_2_Core>
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#ifdef LC_OPENGLES
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#define glEnableClientState(...)
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#define glDisableClientState(...)
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#define glVertexPointer(...)
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#define glTexCoordPointer(...)
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#define glColorPointer(...)
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#define GL_ARRAY_BUFFER_ARB GL_ARRAY_BUFFER
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#define GL_ELEMENT_ARRAY_BUFFER_ARB GL_ELEMENT_ARRAY_BUFFER
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#define GL_STATIC_DRAW_ARB GL_STATIC_DRAW
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#endif
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std::unique_ptr<QOpenGLContext> lcContext::mOffscreenContext;
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std::unique_ptr<QOffscreenSurface> lcContext::mOffscreenSurface;
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std::unique_ptr<lcContext> lcContext::mGlobalOffscreenContext;
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lcProgram lcContext::mPrograms[static_cast<int>(lcMaterialType::Count)];
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lcContext::lcContext()
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{
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mVertexBufferObject = 0;
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mIndexBufferObject = 0;
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mVertexBufferPointer = nullptr;
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mIndexBufferPointer = nullptr;
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mVertexBufferOffset = (char*)~0;
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mNormalEnabled = false;
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mTexCoordEnabled = false;
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mColorEnabled = false;
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mTexture2D = 0;
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mTextureCubeMap = 0;
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mPolygonOffset = lcPolygonOffset::None;
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mDepthWrite = true;
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mDepthFunction = lcDepthFunction::LessEqual;
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mDepthTest = true;
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mColorWrite = true;
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mColorBlend = false;
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mCullFace = false;
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mLineWidth = 1.0f;
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#if LC_FIXED_FUNCTION
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mMatrixMode = GL_MODELVIEW;
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mTextureEnabled = false;
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#endif
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mColor = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
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mWorldMatrix = lcMatrix44Identity();
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mViewMatrix = lcMatrix44Identity();
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mProjectionMatrix = lcMatrix44Identity();
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mViewProjectionMatrix = lcMatrix44Identity();
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mHighlightParams[0] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
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mHighlightParams[1] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
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mHighlightParams[2] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
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mHighlightParams[3] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
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mColorDirty = false;
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mWorldMatrixDirty = false;
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mViewMatrixDirty = false;
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mProjectionMatrixDirty = false;
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mViewProjectionMatrixDirty = false;
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mHighlightParamsDirty = false;
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mMaterialType = lcMaterialType::Count;
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}
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lcContext::~lcContext()
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{
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}
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bool lcContext::InitializeRenderer()
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{
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if (!CreateOffscreenContext())
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return false;
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mGlobalOffscreenContext = std::unique_ptr<lcContext>(new(lcContext));
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lcContext* Context = mGlobalOffscreenContext.get();
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Context->SetOffscreenContext();
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lcInitializeGLExtensions(mOffscreenContext.get());
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gStringCache.Initialize(Context);
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gTexFont.Initialize(Context);
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Context->CreateResources();
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lcView::CreateResources(Context);
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lcViewManipulator::CreateResources(Context);
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lcViewSphere::CreateResources(Context);
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if (!gSupportsShaderObjects && lcGetPreferences().mShadingMode == lcShadingMode::DefaultLights)
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lcGetPreferences().mShadingMode = lcShadingMode::Flat;
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if (!gSupportsShaderObjects && lcGetPreferences().mDrawConditionalLines)
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lcGetPreferences().mDrawConditionalLines = false;
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if (!gSupportsFramebufferObject)
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gMainWindow->GetPartSelectionWidget()->DisableIconMode();
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return true;
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}
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void lcContext::ShutdownRenderer()
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{
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if (!mGlobalOffscreenContext)
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return;
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mGlobalOffscreenContext->MakeCurrent();
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lcContext* Context = mGlobalOffscreenContext.get();
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gStringCache.Reset();
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gTexFont.Reset();
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lcView::DestroyResources(Context);
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Context->DestroyResources();
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lcViewManipulator::DestroyResources(Context);
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lcViewSphere::DestroyResources(Context);
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mGlobalOffscreenContext.reset();
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lcContext::DestroyOffscreenContext();
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}
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lcContext* lcContext::GetGlobalOffscreenContext()
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{
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return mGlobalOffscreenContext.get();
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}
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bool lcContext::CreateOffscreenContext()
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{
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std::unique_ptr<QOpenGLContext> OffscreenContext(new QOpenGLContext());
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if (!OffscreenContext)
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return false;
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OffscreenContext->setShareContext(QOpenGLContext::globalShareContext());
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if (!OffscreenContext->create() || !OffscreenContext->isValid())
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return false;
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std::unique_ptr<QOffscreenSurface> OffscreenSurface(new QOffscreenSurface());
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if (!OffscreenSurface)
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return false;
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OffscreenSurface->create();
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if (!OffscreenSurface->isValid())
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return false;
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if (!OffscreenContext->makeCurrent(OffscreenSurface.get()))
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return false;
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mOffscreenContext = std::move(OffscreenContext);
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mOffscreenSurface = std::move(OffscreenSurface);
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return true;
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}
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void lcContext::DestroyOffscreenContext()
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{
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mOffscreenSurface.reset();
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mOffscreenContext.reset();
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}
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void lcContext::CreateShaderPrograms()
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{
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const char* ShaderPrefix =
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{
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#ifndef LC_OPENGLES
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"#version 110\n"
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"#define mediump\n"
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"#define LC_VERTEX_INPUT attribute\n"
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"#define LC_VERTEX_OUTPUT varying\n"
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"#define LC_PIXEL_INPUT varying\n"
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"#define LC_PIXEL_OUTPUT\n"
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"#define LC_SHADER_PRECISION\n"
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#else
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"#version 300 es\n"
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"#define texture2D texture\n"
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"#define LC_VERTEX_INPUT in\n"
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"#define LC_VERTEX_OUTPUT out\n"
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"#define LC_PIXEL_INPUT in mediump\n"
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"#define gl_FragColor FragColor\n"
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"#define LC_PIXEL_OUTPUT out mediump vec4 gl_FragColor;\n"
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"#define LC_SHADER_PRECISION mediump\n"
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#endif
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"#define LC_PIXEL_FAKE_LIGHTING \\\n"
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" LC_SHADER_PRECISION vec3 Normal = normalize(PixelNormal); \\\n"
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" LC_SHADER_PRECISION vec3 LightDirection = normalize(PixelPosition - LightPosition); \\\n"
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" LC_SHADER_PRECISION vec3 VertexToEye = normalize(EyePosition - PixelPosition); \\\n"
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" LC_SHADER_PRECISION vec3 LightReflect = normalize(reflect(-LightDirection, Normal)); \\\n"
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" LC_SHADER_PRECISION float Specular = abs(dot(VertexToEye, LightReflect)); \\\n"
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" Specular = min(pow(Specular, 8.0), 1.0) * 0.25; \\\n"
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" LC_SHADER_PRECISION vec3 SpecularColor = vec3(Specular, Specular, Specular); \\\n"
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" LC_SHADER_PRECISION float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n"
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};
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const char* const VertexShaders[] =
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{
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":/resources/shaders/unlit_color_vs.glsl", // UnlitColor
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":/resources/shaders/unlit_color_conditional_vs.glsl", // UnlitColorConditional
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":/resources/shaders/unlit_texture_modulate_vs.glsl", // UnlitTextureModulate
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":/resources/shaders/unlit_texture_decal_vs.glsl", // UnlitTextureDecal
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":/resources/shaders/unlit_vertex_color_vs.glsl", // UnlitVertexColor
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":/resources/shaders/unlit_view_sphere_vs.glsl", // UnlitViewSphere
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":/resources/shaders/fakelit_color_vs.glsl", // FakeLitColor
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":/resources/shaders/fakelit_texture_decal_vs.glsl" // FakeLitTextureDecal
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};
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LC_ARRAY_SIZE_CHECK(VertexShaders, lcMaterialType::Count);
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const char* const FragmentShaders[] =
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{
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":/resources/shaders/unlit_color_ps.glsl", // UnlitColor
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":/resources/shaders/unlit_color_conditional_ps.glsl", // UnlitColorConditional
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":/resources/shaders/unlit_texture_modulate_ps.glsl", // UnlitTextureModulate
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":/resources/shaders/unlit_texture_decal_ps.glsl", // UnlitTextureDecal
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":/resources/shaders/unlit_vertex_color_ps.glsl", // UnlitVertexColor
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":/resources/shaders/unlit_view_sphere_ps.glsl", // UnlitViewSphere
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":/resources/shaders/fakelit_color_ps.glsl", // FakeLitColor
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":/resources/shaders/fakelit_texture_decal_ps.glsl" // FakeLitTextureDecal
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};
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LC_ARRAY_SIZE_CHECK(FragmentShaders, lcMaterialType::Count);
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const auto LoadShader = [this, ShaderPrefix](const char* FileName, GLuint ShaderType) -> GLuint
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{
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QFile ShaderFile(FileName);
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if (!ShaderFile.open(QIODevice::ReadOnly))
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return 0;
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QByteArray Data = ShaderPrefix + ShaderFile.readAll();
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const char* Source = Data.constData();
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const GLuint Shader = glCreateShader(ShaderType);
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glShaderSource(Shader, 1, &Source, nullptr);
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glCompileShader(Shader);
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#ifndef QT_NO_DEBUG
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GLint ShaderCompiled = 0;
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glGetShaderiv(Shader, GL_COMPILE_STATUS, &ShaderCompiled);
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if (ShaderCompiled == GL_FALSE)
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{
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GLint Length = 0;
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glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &Length);
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QByteArray InfoLog;
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InfoLog.resize(Length);
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glGetShaderInfoLog(Shader, Length, &Length, InfoLog.data());
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qDebug() << InfoLog;
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}
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#endif
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return Shader;
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};
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for (int MaterialType = 0; MaterialType < static_cast<int>(lcMaterialType::Count); MaterialType++)
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{
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const GLuint VertexShader = LoadShader(VertexShaders[MaterialType], GL_VERTEX_SHADER);
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const GLuint FragmentShader = LoadShader(FragmentShaders[MaterialType], GL_FRAGMENT_SHADER);
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GLuint Program = glCreateProgram();
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glAttachShader(Program, VertexShader);
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glAttachShader(Program, FragmentShader);
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::Position), "VertexPosition");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::Normal), "VertexNormal");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::TexCoord), "VertexTexCoord");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::Color), "VertexColor");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint1), "VertexPosition1");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint2), "VertexPosition2");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint3), "VertexPosition3");
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glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint4), "VertexPosition4");
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glLinkProgram(Program);
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glDetachShader(Program, VertexShader);
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glDetachShader(Program, FragmentShader);
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glDeleteShader(VertexShader);
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glDeleteShader(FragmentShader);
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GLint IsLinked = 0;
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glGetProgramiv(Program, GL_LINK_STATUS, &IsLinked);
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if (IsLinked == GL_FALSE)
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{
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GLint Length = 0;
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glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &Length);
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QByteArray InfoLog;
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InfoLog.resize(Length);
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glGetProgramInfoLog(Program, Length, &Length, InfoLog.data());
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glDeleteProgram(Program);
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Program = 0;
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}
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mPrograms[MaterialType].Object = Program;
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mPrograms[MaterialType].WorldViewProjectionMatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix");
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mPrograms[MaterialType].WorldMatrixLocation = glGetUniformLocation(Program, "WorldMatrix");
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mPrograms[MaterialType].MaterialColorLocation = glGetUniformLocation(Program, "MaterialColor");
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mPrograms[MaterialType].LightPositionLocation = glGetUniformLocation(Program, "LightPosition");
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mPrograms[MaterialType].EyePositionLocation = glGetUniformLocation(Program, "EyePosition");
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mPrograms[MaterialType].HighlightParamsLocation = glGetUniformLocation(Program, "HighlightParams");
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const GLint TextureLocation = glGetUniformLocation(Program, "Texture");
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if (TextureLocation != -1)
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{
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glUseProgram(Program);
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glUniform1i(TextureLocation, 0);
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glUseProgram(0);
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}
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}
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}
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void lcContext::CreateResources()
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{
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if (!gSupportsShaderObjects)
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return;
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CreateShaderPrograms();
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}
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void lcContext::DestroyResources()
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{
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if (!gSupportsShaderObjects)
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return;
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for (int MaterialType = 0; MaterialType < static_cast<int>(lcMaterialType::Count); MaterialType++)
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{
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glDeleteProgram(mPrograms[MaterialType].Object);
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mPrograms[MaterialType].Object = 0;
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}
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}
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void lcContext::MakeCurrent()
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{
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if (mWidget)
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mWidget->makeCurrent();
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else
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mOffscreenContext->makeCurrent(mOffscreenSurface.get());
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}
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void lcContext::SetGLContext(QOpenGLContext* Context, QOpenGLWidget* Widget)
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{
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mContext = Context;
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mWidget = Widget;
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MakeCurrent();
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initializeOpenGLFunctions();
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}
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void lcContext::SetOffscreenContext()
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{
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SetGLContext(mOffscreenContext.get(), nullptr);
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}
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void lcContext::SetDefaultState()
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{
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#ifndef LC_OPENGLES
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if (QSurfaceFormat::defaultFormat().samples() > 1)
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glEnable(GL_LINE_SMOOTH);
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#endif
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glEnable(GL_DEPTH_TEST);
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mDepthTest = true;
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glDepthFunc(GL_LEQUAL);
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mDepthFunction = lcDepthFunction::LessEqual;
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mColorWrite = true;
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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mColorBlend = false;
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glDisable(GL_BLEND);
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if (gSupportsBlendFuncSeparate)
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (gSupportsVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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}
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if (gSupportsShaderObjects)
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{
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SetVertexAttribPointer(lcProgramAttrib::Position, 3, GL_FLOAT, false, 0, nullptr);
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EnableVertexAttrib(lcProgramAttrib::Position);
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DisableVertexAttrib(lcProgramAttrib::Normal);
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SetVertexAttribPointer(lcProgramAttrib::Normal, 4, GL_BYTE, true, 0, nullptr);
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DisableVertexAttrib(lcProgramAttrib::TexCoord);
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SetVertexAttribPointer(lcProgramAttrib::TexCoord, 2, GL_FLOAT, false, 0, nullptr);
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DisableVertexAttrib(lcProgramAttrib::Color);
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SetVertexAttribPointer(lcProgramAttrib::Color, 4, GL_FLOAT, false, 0, nullptr);
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}
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else
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{
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#if LC_FIXED_FUNCTION
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, nullptr);
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glNormalPointer(GL_BYTE, 0, nullptr);
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glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
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glColorPointer(4, GL_FLOAT, 0, nullptr);
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mNormalEnabled = false;
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mTexCoordEnabled = false;
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mColorEnabled = false;
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#endif
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}
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mVertexBufferObject = 0;
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mIndexBufferObject = 0;
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mVertexBufferPointer = nullptr;
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mIndexBufferPointer = nullptr;
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mVertexBufferOffset = (char*)~0;
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for (int AttribIndex = 0; AttribIndex < static_cast<int>(lcProgramAttrib::Count); AttribIndex++)
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mVertexAttribState[AttribIndex] = lcVertexAttribState();
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glBindTexture(GL_TEXTURE_2D, 0);
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mTexture2D = 0;
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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mTextureCubeMap = 0;
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glDisable(GL_POLYGON_OFFSET_FILL);
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mPolygonOffset = lcPolygonOffset::None;
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mDepthWrite = true;
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glDepthMask(GL_TRUE);
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glDisable(GL_CULL_FACE);
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mCullFace = false;
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glLineWidth(1.0f);
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mLineWidth = 1.0f;
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if (gSupportsShaderObjects)
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{
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glUseProgram(0);
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mMaterialType = lcMaterialType::Count;
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}
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else
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{
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#if LC_FIXED_FUNCTION
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glMatrixMode(GL_MODELVIEW);
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mMatrixMode = GL_MODELVIEW;
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glShadeModel(GL_FLAT);
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glDisable(GL_TEXTURE_2D);
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mTextureEnabled = false;
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#endif
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}
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}
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void lcContext::ClearColorAndDepth(const lcVector4& ClearColor)
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{
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glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void lcContext::ClearDepth()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void lcContext::ClearResources()
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{
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ClearVertexBuffer();
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ClearIndexBuffer();
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ClearTexture2D();
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}
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|
|
void lcContext::SetMaterial(lcMaterialType MaterialType)
|
|
{
|
|
if (MaterialType == mMaterialType)
|
|
return;
|
|
|
|
mMaterialType = MaterialType;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
glUseProgram(mPrograms[static_cast<int>(MaterialType)].Object);
|
|
mColorDirty = true;
|
|
mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here
|
|
mViewMatrixDirty = true;
|
|
mHighlightParamsDirty = true;
|
|
}
|
|
else
|
|
{
|
|
#if LC_FIXED_FUNCTION
|
|
switch (MaterialType)
|
|
{
|
|
case lcMaterialType::UnlitTextureModulate:
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
if (!mTextureEnabled)
|
|
{
|
|
glEnable(GL_TEXTURE_2D);
|
|
mTextureEnabled = true;
|
|
}
|
|
break;
|
|
|
|
case lcMaterialType::FakeLitTextureDecal:
|
|
case lcMaterialType::UnlitTextureDecal:
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
|
|
if (!mTextureEnabled)
|
|
{
|
|
glEnable(GL_TEXTURE_2D);
|
|
mTextureEnabled = true;
|
|
}
|
|
break;
|
|
|
|
case lcMaterialType::UnlitColor:
|
|
case lcMaterialType::UnlitColorConditional:
|
|
case lcMaterialType::UnlitVertexColor:
|
|
case lcMaterialType::FakeLitColor:
|
|
if (mTextureEnabled)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
mTextureEnabled = false;
|
|
}
|
|
break;
|
|
|
|
case lcMaterialType::UnlitViewSphere:
|
|
case lcMaterialType::Count:
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void lcContext::SetViewport(int x, int y, int Width, int Height)
|
|
{
|
|
glViewport(x, y, Width, Height);
|
|
}
|
|
|
|
void lcContext::SetPolygonOffset(lcPolygonOffset PolygonOffset)
|
|
{
|
|
if (mPolygonOffset == PolygonOffset)
|
|
return;
|
|
|
|
switch (PolygonOffset)
|
|
{
|
|
case lcPolygonOffset::None:
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
break;
|
|
|
|
case lcPolygonOffset::Opaque:
|
|
glPolygonOffset(0.5f, 0.1f);
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
break;
|
|
|
|
case lcPolygonOffset::Translucent:
|
|
glPolygonOffset(0.25f, 0.1f);
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
break;
|
|
}
|
|
|
|
mPolygonOffset = PolygonOffset;
|
|
}
|
|
|
|
void lcContext::SetDepthWrite(bool Enable)
|
|
{
|
|
if (Enable == mDepthWrite)
|
|
return;
|
|
|
|
glDepthMask(Enable ? GL_TRUE : GL_FALSE);
|
|
mDepthWrite = Enable;
|
|
}
|
|
|
|
void lcContext::SetDepthFunction(lcDepthFunction DepthFunction)
|
|
{
|
|
if (DepthFunction == mDepthFunction)
|
|
return;
|
|
|
|
switch (DepthFunction)
|
|
{
|
|
case lcDepthFunction::Always:
|
|
glDepthFunc(GL_ALWAYS);
|
|
break;
|
|
|
|
case lcDepthFunction::LessEqual:
|
|
glDepthFunc(GL_LEQUAL);
|
|
break;
|
|
}
|
|
|
|
mDepthFunction = DepthFunction;
|
|
}
|
|
|
|
void lcContext::EnableDepthTest(bool Enable)
|
|
{
|
|
if (Enable == mDepthTest)
|
|
return;
|
|
|
|
if (Enable)
|
|
glEnable(GL_DEPTH_TEST);
|
|
else
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
mDepthTest = Enable;
|
|
}
|
|
|
|
void lcContext::EnableColorWrite(bool Enable)
|
|
{
|
|
if (Enable == mColorWrite)
|
|
return;
|
|
|
|
if (Enable)
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
else
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
mColorWrite = Enable;
|
|
}
|
|
|
|
void lcContext::EnableColorBlend(bool Enable)
|
|
{
|
|
if (Enable == mColorBlend)
|
|
return;
|
|
|
|
if (Enable)
|
|
glEnable(GL_BLEND);
|
|
else
|
|
glDisable(GL_BLEND);
|
|
|
|
mColorBlend = Enable;
|
|
}
|
|
|
|
void lcContext::EnableCullFace(bool Enable)
|
|
{
|
|
if (Enable == mCullFace)
|
|
return;
|
|
|
|
if (Enable)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
mCullFace = Enable;
|
|
}
|
|
|
|
void lcContext::SetLineWidth(float LineWidth)
|
|
{
|
|
if (LineWidth == mLineWidth)
|
|
return;
|
|
|
|
glLineWidth(LineWidth);
|
|
mLineWidth = LineWidth;
|
|
}
|
|
|
|
void lcContext::BindTexture2D(const lcTexture* Texture)
|
|
{
|
|
GLuint TextureObject = Texture->mTexture;
|
|
|
|
if (mTexture2D == TextureObject)
|
|
return;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, TextureObject);
|
|
mTexture2D = TextureObject;
|
|
}
|
|
|
|
void lcContext::BindTextureCubeMap(const lcTexture* Texture)
|
|
{
|
|
GLuint TextureObject = Texture->mTexture;
|
|
|
|
if (mTextureCubeMap == TextureObject)
|
|
return;
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, TextureObject);
|
|
mTextureCubeMap = TextureObject;
|
|
}
|
|
|
|
void lcContext::ClearTexture2D()
|
|
{
|
|
if (mTexture2D == 0)
|
|
return;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
mTexture2D = 0;
|
|
}
|
|
|
|
void lcContext::ClearTextureCubeMap()
|
|
{
|
|
if (mTexture2D == 0)
|
|
return;
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
mTextureCubeMap = 0;
|
|
}
|
|
|
|
void lcContext::UploadTexture(lcTexture* Texture)
|
|
{
|
|
if (!Texture->mTexture)
|
|
glGenTextures(1, &Texture->mTexture);
|
|
|
|
constexpr int Filters[2][5] =
|
|
{
|
|
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR },
|
|
{ GL_NEAREST, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_LINEAR },
|
|
};
|
|
|
|
const int Flags = Texture->GetFlags();
|
|
const int FilterFlags = Flags & LC_TEXTURE_FILTER_MASK;
|
|
const int FilterIndex = FilterFlags >> LC_TEXTURE_FILTER_SHIFT;
|
|
const int MipIndex = Flags & LC_TEXTURE_MIPMAPS ? 0 : 1;
|
|
|
|
unsigned int Faces, Target;
|
|
|
|
if ((Flags & LC_TEXTURE_CUBEMAP) == 0)
|
|
{
|
|
Faces = 1;
|
|
Target = GL_TEXTURE_2D;
|
|
BindTexture2D(Texture);
|
|
}
|
|
else
|
|
{
|
|
Faces = 6;
|
|
Target = GL_TEXTURE_CUBE_MAP;
|
|
BindTextureCubeMap(Texture);
|
|
}
|
|
|
|
glTexParameteri(Target, GL_TEXTURE_WRAP_S, (Flags & LC_TEXTURE_WRAPU) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(Target, GL_TEXTURE_WRAP_T, (Flags & LC_TEXTURE_WRAPV) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, Filters[MipIndex][FilterIndex]);
|
|
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, Filters[1][FilterIndex]);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
if (gSupportsAnisotropic && FilterFlags == LC_TEXTURE_ANISOTROPIC)
|
|
glTexParameterf(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, lcMin(4.0f, gMaxAnisotropy));
|
|
|
|
int Format;
|
|
switch (Texture->GetImage(0).mFormat)
|
|
{
|
|
default:
|
|
case lcPixelFormat::Invalid:
|
|
Format = 0;
|
|
break;
|
|
case lcPixelFormat::A8:
|
|
Format = GL_ALPHA;
|
|
break;
|
|
case lcPixelFormat::L8A8:
|
|
Format = GL_LUMINANCE_ALPHA;
|
|
break;
|
|
case lcPixelFormat::R8G8B8:
|
|
Format = GL_RGB;
|
|
break;
|
|
case lcPixelFormat::R8G8B8A8:
|
|
Format = GL_RGBA;
|
|
break;
|
|
}
|
|
|
|
int CurrentImage = 0;
|
|
if (Flags & LC_TEXTURE_CUBEMAP)
|
|
Target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
|
|
|
|
for (size_t FaceIdx = 0; FaceIdx < Faces; FaceIdx++)
|
|
{
|
|
void* Data = Texture->GetImage(CurrentImage).mData;
|
|
glTexImage2D(Target, 0, Format, Texture->mWidth, Texture->mHeight, 0, Format, GL_UNSIGNED_BYTE, Data);
|
|
|
|
if (Flags & LC_TEXTURE_MIPMAPS || FilterFlags >= LC_TEXTURE_BILINEAR)
|
|
{
|
|
int Width = Texture->mWidth;
|
|
int Height = Texture->mHeight;
|
|
int Components = Texture->GetImage(CurrentImage).GetBPP();
|
|
|
|
for (int Level = 1; ((Width != 1) || (Height != 1)); Level++)
|
|
{
|
|
int RowStride = Width * Components;
|
|
|
|
Width = lcMax(1, Width >> 1);
|
|
Height = lcMax(1, Height >> 1);
|
|
|
|
if (Texture->GetImageCount() == Faces)
|
|
{
|
|
GLubyte* Out, * In;
|
|
|
|
In = Out = (GLubyte*)Data;
|
|
|
|
for (int y = 0; y < Height; y++, In += RowStride)
|
|
for (int x = 0; x < Width; x++, Out += Components, In += 2 * Components)
|
|
for (int c = 0; c < Components; c++)
|
|
Out[c] = (In[c] + In[c + Components] + In[RowStride] + In[c + RowStride + Components]) / 4;
|
|
}
|
|
else
|
|
Data = Texture->GetImage(++CurrentImage).mData;
|
|
|
|
glTexImage2D(Target, Level, Format, Width, Height, 0, Format, GL_UNSIGNED_BYTE, Data);
|
|
}
|
|
|
|
if (Texture->GetImageCount() == Faces)
|
|
CurrentImage++;
|
|
}
|
|
else
|
|
CurrentImage++;
|
|
|
|
Target++;
|
|
}
|
|
|
|
if ((Flags & LC_TEXTURE_CUBEMAP) == 0)
|
|
ClearTexture2D();
|
|
else
|
|
ClearTextureCubeMap();
|
|
}
|
|
|
|
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, const lcVector4& Tint, float Weight)
|
|
{
|
|
const lcVector3 Color(gColorList[ColorIndex].Value * Weight + Tint * (1.0f - Weight));
|
|
SetColor(lcVector4(Color, gColorList[ColorIndex].Value.w));
|
|
}
|
|
|
|
void lcContext::SetColorIndexTinted(int ColorIndex, const lcVector4& Tint)
|
|
{
|
|
SetColor(gColorList[ColorIndex].Value * Tint);
|
|
}
|
|
|
|
void lcContext::SetEdgeColorIndex(int ColorIndex)
|
|
{
|
|
SetColor(gColorList[ColorIndex].Edge);
|
|
}
|
|
|
|
void lcContext::SetEdgeColorIndexTinted(int ColorIndex, const lcVector4& Tint)
|
|
{
|
|
SetColor(gColorList[ColorIndex].Edge * Tint);
|
|
}
|
|
|
|
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)
|
|
{
|
|
SetVertexAttribPointer(lcProgramAttrib::Position, 3, GL_FLOAT, false, 0, nullptr);
|
|
|
|
DisableVertexAttrib(lcProgramAttrib::Normal);
|
|
SetVertexAttribPointer(lcProgramAttrib::Normal, 4, GL_BYTE, true, 0, nullptr);
|
|
DisableVertexAttrib(lcProgramAttrib::TexCoord);
|
|
SetVertexAttribPointer(lcProgramAttrib::TexCoord, 2, GL_FLOAT, false, 0, nullptr);
|
|
DisableVertexAttrib(lcProgramAttrib::Color);
|
|
SetVertexAttribPointer(lcProgramAttrib::Color, 4, GL_FLOAT, false, 0, nullptr);
|
|
}
|
|
else
|
|
{
|
|
#if LC_FIXED_FUNCTION
|
|
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)
|
|
{
|
|
const 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::SetVertexAttribPointer(lcProgramAttrib Attrib, GLint Size, GLenum Type, GLboolean Normalized, GLsizei Stride, const void* Pointer)
|
|
{
|
|
const int Index = static_cast<int>(Attrib);
|
|
lcVertexAttribState& State = mVertexAttribState[Index];
|
|
|
|
if (State.Size != Size || State.Type != Type || State.Normalized != Normalized || State.Stride != Stride || State.Pointer != Pointer || State.VertexBufferObject != mVertexBufferObject)
|
|
{
|
|
glVertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer);
|
|
|
|
State.Size = Size;
|
|
State.Type = Type;
|
|
State.Normalized = Normalized;
|
|
State.Stride = Stride;
|
|
State.Pointer = Pointer;
|
|
State.VertexBufferObject = mVertexBufferObject;
|
|
}
|
|
}
|
|
|
|
void lcContext::EnableVertexAttrib(lcProgramAttrib Attrib)
|
|
{
|
|
const int Index = static_cast<int>(Attrib);
|
|
lcVertexAttribState& State = mVertexAttribState[Index];
|
|
|
|
if (!State.Enabled)
|
|
{
|
|
glEnableVertexAttribArray(Index);
|
|
State.Enabled = true;
|
|
}
|
|
}
|
|
|
|
void lcContext::DisableVertexAttrib(lcProgramAttrib Attrib)
|
|
{
|
|
const int Index = static_cast<int>(Attrib);
|
|
lcVertexAttribState& State = mVertexAttribState[Index];
|
|
|
|
if (State.Enabled)
|
|
{
|
|
glDisableVertexAttribArray(Index);
|
|
State.Enabled = false;
|
|
}
|
|
}
|
|
|
|
void lcContext::SetVertexFormatPosition(int PositionSize)
|
|
{
|
|
const int VertexSize = PositionSize * sizeof(float);
|
|
const char* VertexBufferPointer = mVertexBufferPointer;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
SetVertexAttribPointer(lcProgramAttrib::Position, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
|
|
DisableVertexAttrib(lcProgramAttrib::Normal);
|
|
DisableVertexAttrib(lcProgramAttrib::TexCoord);
|
|
DisableVertexAttrib(lcProgramAttrib::Color);
|
|
}
|
|
else
|
|
{
|
|
#if LC_FIXED_FUNCTION
|
|
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;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void lcContext::SetVertexFormatConditional(int BufferOffset)
|
|
{
|
|
constexpr int VertexSize = 12 * sizeof(float);
|
|
const char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
SetVertexAttribPointer(lcProgramAttrib::ControlPoint1, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer);
|
|
EnableVertexAttrib(lcProgramAttrib::ControlPoint1);
|
|
SetVertexAttribPointer(lcProgramAttrib::ControlPoint2, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 3 * sizeof(float));
|
|
EnableVertexAttrib(lcProgramAttrib::ControlPoint2);
|
|
SetVertexAttribPointer(lcProgramAttrib::ControlPoint3, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 6 * sizeof(float));
|
|
EnableVertexAttrib(lcProgramAttrib::ControlPoint3);
|
|
SetVertexAttribPointer(lcProgramAttrib::ControlPoint4, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 9 * sizeof(float));
|
|
EnableVertexAttrib(lcProgramAttrib::ControlPoint4);
|
|
}
|
|
}
|
|
|
|
void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals)
|
|
{
|
|
const int VertexSize = (PositionSize + TexCoordSize) * sizeof(float) + NormalSize * sizeof(quint32) + ColorSize;
|
|
const char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
int Offset = 0;
|
|
|
|
SetVertexAttribPointer(lcProgramAttrib::Position, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
|
|
EnableVertexAttrib(lcProgramAttrib::Position);
|
|
|
|
Offset += PositionSize * sizeof(float);
|
|
|
|
if (NormalSize && EnableNormals)
|
|
{
|
|
SetVertexAttribPointer(lcProgramAttrib::Normal, 4, GL_BYTE, true, VertexSize, VertexBufferPointer + Offset);
|
|
EnableVertexAttrib(lcProgramAttrib::Normal);
|
|
}
|
|
else
|
|
DisableVertexAttrib(lcProgramAttrib::Normal);
|
|
|
|
Offset += NormalSize * sizeof(quint32);
|
|
|
|
if (TexCoordSize)
|
|
{
|
|
SetVertexAttribPointer(lcProgramAttrib::TexCoord, TexCoordSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset);
|
|
EnableVertexAttrib(lcProgramAttrib::TexCoord);
|
|
}
|
|
else
|
|
DisableVertexAttrib(lcProgramAttrib::TexCoord);
|
|
|
|
Offset += TexCoordSize * sizeof(float);
|
|
|
|
if (ColorSize)
|
|
{
|
|
SetVertexAttribPointer(lcProgramAttrib::Color, ColorSize, GL_UNSIGNED_BYTE, true, VertexSize, VertexBufferPointer + Offset);
|
|
EnableVertexAttrib(lcProgramAttrib::Color);
|
|
}
|
|
else
|
|
DisableVertexAttrib(lcProgramAttrib::Color);
|
|
}
|
|
else
|
|
{
|
|
#if LC_FIXED_FUNCTION
|
|
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)
|
|
{
|
|
const 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)
|
|
{
|
|
const lcPiecesLibrary* const Library = lcGetPiecesLibrary();
|
|
|
|
if (Mesh->mVertexCacheOffset != -1)
|
|
{
|
|
const GLuint VertexBufferObject = Library->mVertexBuffer.Object;
|
|
const 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[static_cast<int>(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)
|
|
{
|
|
const 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;
|
|
}
|
|
|
|
if (mHighlightParamsDirty && Program.HighlightParamsLocation != -1)
|
|
{
|
|
glUniform4fv(Program.HighlightParamsLocation, 4, mHighlightParams[0]);
|
|
mHighlightParamsDirty = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#if LC_FIXED_FUNCTION
|
|
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);
|
|
}
|