mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
1177 lines
29 KiB
C++
1177 lines
29 KiB
C++
#include "lc_global.h"
|
|
#include "lc_context.h"
|
|
#include "lc_glextensions.h"
|
|
#include "lc_mesh.h"
|
|
#include "lc_texture.h"
|
|
#include "lc_colors.h"
|
|
#include "lc_mainwindow.h"
|
|
#include "lc_library.h"
|
|
|
|
#ifdef LC_OPENGLES
|
|
#define glEnableClientState(...)
|
|
#define glDisableClientState(...)
|
|
#define glVertexPointer(...)
|
|
#define glTexCoordPointer(...)
|
|
#define glColorPointer(...)
|
|
#define GL_ARRAY_BUFFER_ARB GL_ARRAY_BUFFER
|
|
#define GL_ELEMENT_ARRAY_BUFFER_ARB GL_ELEMENT_ARRAY_BUFFER
|
|
#define GL_STATIC_DRAW_ARB GL_STATIC_DRAW
|
|
#endif
|
|
|
|
lcProgram lcContext::mPrograms[LC_NUM_PROGRAMS];
|
|
|
|
static int lcOpaqueRenderMeshCompare(const void* Elem1, const void* Elem2)
|
|
{
|
|
lcRenderMesh* Mesh1 = (lcRenderMesh*)Elem1;
|
|
lcRenderMesh* Mesh2 = (lcRenderMesh*)Elem2;
|
|
|
|
if (Mesh1->Mesh < Mesh2->Mesh)
|
|
return -1;
|
|
|
|
if (Mesh1->Mesh > Mesh2->Mesh)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int lcTranslucentRenderMeshCompare(const void* Elem1, const void* Elem2)
|
|
{
|
|
lcRenderMesh* Mesh1 = (lcRenderMesh*)Elem1;
|
|
lcRenderMesh* Mesh2 = (lcRenderMesh*)Elem2;
|
|
|
|
if (Mesh1->Distance < Mesh2->Distance)
|
|
return 1;
|
|
|
|
if (Mesh1->Distance > Mesh2->Distance)
|
|
return -1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
lcScene::lcScene()
|
|
: mOpaqueMeshes(0, 1024), mTranslucentMeshes(0, 1024), mInterfaceObjects(0, 1024)
|
|
{
|
|
}
|
|
|
|
void lcScene::Begin(const lcMatrix44& ViewMatrix)
|
|
{
|
|
mViewMatrix = ViewMatrix;
|
|
mOpaqueMeshes.RemoveAll();
|
|
mTranslucentMeshes.RemoveAll();
|
|
mInterfaceObjects.RemoveAll();
|
|
}
|
|
|
|
void lcScene::End()
|
|
{
|
|
qsort(&mOpaqueMeshes[0], mOpaqueMeshes.GetSize(), sizeof(mOpaqueMeshes[0]), lcOpaqueRenderMeshCompare);
|
|
qsort(&mTranslucentMeshes[0], mTranslucentMeshes.GetSize(), sizeof(mTranslucentMeshes[0]), lcTranslucentRenderMeshCompare);
|
|
}
|
|
|
|
lcContext::lcContext()
|
|
{
|
|
mVertexBufferObject = 0;
|
|
mIndexBufferObject = 0;
|
|
mVertexBufferPointer = NULL;
|
|
mIndexBufferPointer = NULL;
|
|
mVertexBufferOffset = (char*)~0;
|
|
|
|
mTexCoordEnabled = false;
|
|
mColorEnabled = false;
|
|
|
|
mTexture = NULL;
|
|
mLineWidth = 1.0f;
|
|
#ifndef LC_OPENGLES
|
|
mMatrixMode = GL_MODELVIEW;
|
|
#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;
|
|
|
|
mProgramType = LC_NUM_PROGRAMS;
|
|
}
|
|
|
|
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
|
|
|
|
const char* VertexShaders[LC_NUM_PROGRAMS] =
|
|
{
|
|
// LC_PROGRAM_SIMPLE
|
|
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_PROGRAM_TEXTURE
|
|
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_PROGRAM_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"
|
|
};
|
|
|
|
const char* FragmentShaders[LC_NUM_PROGRAMS] =
|
|
{
|
|
// LC_PROGRAM_SIMPLE
|
|
LC_SHADER_VERSION
|
|
LC_PIXEL_OUTPUT
|
|
"uniform mediump vec4 Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_FragColor = Color;\n"
|
|
"}\n",
|
|
// LC_PROGRAM_TEXTURE
|
|
LC_SHADER_VERSION
|
|
LC_PIXEL_INPUT "vec2 PixelTexCoord;\n"
|
|
LC_PIXEL_OUTPUT
|
|
"uniform mediump vec4 Color;\n"
|
|
"uniform sampler2D Texture;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(Texture, PixelTexCoord) * Color;\n"
|
|
"}\n",
|
|
// LC_PROGRAM_VERTEX_COLOR
|
|
LC_SHADER_VERSION
|
|
LC_PIXEL_INPUT "vec4 PixelColor;\n"
|
|
LC_PIXEL_OUTPUT
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_FragColor = PixelColor;\n"
|
|
"}\n"
|
|
};
|
|
|
|
for (int ProgramIdx = 0; ProgramIdx < LC_NUM_PROGRAMS; ProgramIdx++)
|
|
{
|
|
GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
glShaderSource(VertexShader, 1, &VertexShaders[ProgramIdx], 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[ProgramIdx], 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_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[ProgramIdx].Object = Program;
|
|
mPrograms[ProgramIdx].MatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix");
|
|
mPrograms[ProgramIdx].ColorLocation = glGetUniformLocation(Program, "Color");
|
|
}
|
|
}
|
|
|
|
void lcContext::CreateResources()
|
|
{
|
|
if (!gSupportsShaderObjects)
|
|
return;
|
|
|
|
CreateShaderPrograms();
|
|
}
|
|
|
|
void lcContext::DestroyResources()
|
|
{
|
|
if (!gSupportsShaderObjects)
|
|
return;
|
|
|
|
for (int ProgramIdx = 0; ProgramIdx < LC_NUM_PROGRAMS; ProgramIdx++)
|
|
glDeleteProgram(mPrograms[ProgramIdx].Object);
|
|
}
|
|
|
|
void lcContext::SetDefaultState()
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
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_TEXCOORD);
|
|
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
}
|
|
else
|
|
{
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, NULL);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
|
|
glColorPointer(4, GL_FLOAT, 0, NULL);
|
|
}
|
|
|
|
mTexCoordEnabled = false;
|
|
mColorEnabled = false;
|
|
|
|
mVertexBufferObject = 0;
|
|
mIndexBufferObject = 0;
|
|
mVertexBufferPointer = NULL;
|
|
mIndexBufferPointer = NULL;
|
|
mVertexBufferOffset = (char*)~0;
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
mTexture = NULL;
|
|
|
|
glLineWidth(1.0f);
|
|
mLineWidth = 1.0f;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
glUseProgram(0);
|
|
mProgramType = LC_NUM_PROGRAMS;
|
|
}
|
|
else
|
|
{
|
|
#ifndef LC_OPENGLES
|
|
glMatrixMode(GL_MODELVIEW);
|
|
mMatrixMode = GL_MODELVIEW;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void lcContext::SetProgram(lcProgramType ProgramType)
|
|
{
|
|
if (!gSupportsShaderObjects || mProgramType == ProgramType)
|
|
return;
|
|
|
|
glUseProgram(mPrograms[ProgramType].Object);
|
|
mProgramType = ProgramType;
|
|
mColorDirty = true;
|
|
mWorldMatrixDirty = true;
|
|
}
|
|
|
|
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::SetTextureMode(lcTextureMode TextureMode)
|
|
{
|
|
#ifndef LC_OPENGLES
|
|
if (!gSupportsShaderObjects)
|
|
{
|
|
const GLenum ModeTable[] = { GL_DECAL, GL_REPLACE, GL_MODULATE };
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ModeTable[TextureMode]);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void lcContext::SetColor(float Red, float Green, float Blue, float Alpha)
|
|
{
|
|
SetColor(lcVector4(Red, Green, Blue, Alpha));
|
|
}
|
|
|
|
void lcContext::SetColorIndex(int ColorIndex)
|
|
{
|
|
SetColor(gColorList[ColorIndex].Value);
|
|
}
|
|
|
|
void lcContext::SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor)
|
|
{
|
|
SetColor((gColorList[ColorIndex].Value + gInterfaceColors[InterfaceColor]) * 0.5f);
|
|
}
|
|
|
|
void lcContext::SetEdgeColorIndex(int ColorIndex)
|
|
{
|
|
SetColor(gColorList[ColorIndex].Edge);
|
|
}
|
|
|
|
void lcContext::SetInterfaceColor(lcInterfaceColor InterfaceColor)
|
|
{
|
|
SetColor(gInterfaceColors[InterfaceColor]);
|
|
}
|
|
|
|
bool lcContext::BeginRenderToTexture(int Width, int Height)
|
|
{
|
|
if (gSupportsFramebufferObjectARB)
|
|
{
|
|
glGenFramebuffers(1, &mFramebufferObject);
|
|
glGenTextures(1, &mFramebufferTexture);
|
|
glGenRenderbuffers(1, &mDepthRenderbufferObject);
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferObject);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 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);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 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);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 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);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 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 (mTexCoordEnabled)
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
if (mColorEnabled)
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
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::SetVertexFormat(int BufferOffset, int PositionSize, int TexCoordSize, int ColorSize)
|
|
{
|
|
int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float);
|
|
char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
|
|
|
|
if (mVertexBufferOffset != VertexBufferPointer)
|
|
{
|
|
if (gSupportsShaderObjects)
|
|
glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
|
|
else
|
|
glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer);
|
|
|
|
mVertexBufferOffset = VertexBufferPointer;
|
|
}
|
|
|
|
if (TexCoordSize)
|
|
{
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_TEXCOORD, TexCoordSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + PositionSize * sizeof(float));
|
|
|
|
if (!mTexCoordEnabled)
|
|
{
|
|
glEnableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
mTexCoordEnabled = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glTexCoordPointer(TexCoordSize, GL_FLOAT, VertexSize, VertexBufferPointer + PositionSize * sizeof(float));
|
|
|
|
if (!mTexCoordEnabled)
|
|
{
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
mTexCoordEnabled = true;
|
|
}
|
|
}
|
|
}
|
|
else if (mTexCoordEnabled)
|
|
{
|
|
if (gSupportsShaderObjects)
|
|
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
else
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
mTexCoordEnabled = false;
|
|
}
|
|
|
|
if (ColorSize)
|
|
{
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_COLOR, ColorSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + (PositionSize + TexCoordSize) * sizeof(float));
|
|
|
|
if (!mColorEnabled)
|
|
{
|
|
glEnableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
mColorEnabled = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glColorPointer(ColorSize, GL_FLOAT, VertexSize, VertexBufferPointer + (PositionSize + TexCoordSize) * sizeof(float));
|
|
|
|
if (!mColorEnabled)
|
|
{
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
mColorEnabled = true;
|
|
}
|
|
}
|
|
}
|
|
else if (mColorEnabled)
|
|
{
|
|
if (gSupportsShaderObjects)
|
|
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
else
|
|
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::UnbindMesh()
|
|
{
|
|
if (mTexture)
|
|
{
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
mTexture = NULL;
|
|
}
|
|
|
|
if (gSupportsVertexBufferObject)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
|
|
mVertexBufferObject = 0;
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
mIndexBufferObject = 0;
|
|
}
|
|
|
|
mVertexBufferPointer = NULL;
|
|
mIndexBufferPointer = NULL;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
}
|
|
else
|
|
{
|
|
glVertexPointer(3, GL_FLOAT, 0, NULL);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
|
|
}
|
|
mTexCoordEnabled = false;
|
|
mColorEnabled = false;
|
|
}
|
|
|
|
void lcContext::FlushState()
|
|
{
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
if (mWorldMatrixDirty || mViewMatrixDirty || mProjectionMatrixDirty)
|
|
{
|
|
if (mViewProjectionMatrixDirty)
|
|
{
|
|
mViewProjectionMatrix = lcMul(mViewMatrix, mProjectionMatrix);
|
|
mViewProjectionMatrixDirty = false;
|
|
}
|
|
|
|
glUniformMatrix4fv(mPrograms[mProgramType].MatrixLocation, 1, false, lcMul(mWorldMatrix, mViewProjectionMatrix));
|
|
mWorldMatrixDirty = false;
|
|
mViewMatrixDirty = false;
|
|
mProjectionMatrixDirty = false;
|
|
}
|
|
|
|
if (mColorDirty && mPrograms[mProgramType].ColorLocation != -1)
|
|
{
|
|
glUniform4fv(mPrograms[mProgramType].ColorLocation, 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;
|
|
|
|
if (!Texture)
|
|
{
|
|
SetProgram(LC_PROGRAM_SIMPLE);
|
|
SetVertexFormat(VertexBufferOffset, 3, 0, 0);
|
|
|
|
if (mTexture)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
mTexture = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VertexBufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
|
|
SetProgram(LC_PROGRAM_TEXTURE);
|
|
SetVertexFormat(VertexBufferOffset, 3, 2, 0);
|
|
|
|
if (Texture != mTexture)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
|
|
|
|
if (!mTexture)
|
|
{
|
|
SetTextureMode(LC_TEXTURE_DECAL);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
mTexture = Texture;
|
|
}
|
|
}
|
|
|
|
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);
|
|
float* VertexBuffer = (float*)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(lcVector3(VertexBuffer[Indices[i] * 3], VertexBuffer[Indices[i] * 3 + 1], VertexBuffer[Indices[i] * 3 + 2]), WorldViewProjectionMatrix);
|
|
lcVector3 p2 = lcMul31(lcVector3(VertexBuffer[Indices[i + 1] * 3], VertexBuffer[Indices[i + 1] * 3 + 1], VertexBuffer[Indices[i + 1] * 3 + 2]), WorldViewProjectionMatrix);
|
|
lcVector3 p3 = lcMul31(lcVector3(VertexBuffer[Indices[i + 2] * 3], VertexBuffer[Indices[i + 2] * 3 + 1], VertexBuffer[Indices[i + 2] * 3 + 2]), WorldViewProjectionMatrix);
|
|
lcVector3 p4 = lcMul31(lcVector3(VertexBuffer[Indices[i + 3] * 3], VertexBuffer[Indices[i + 3] * 3 + 1], VertexBuffer[Indices[i + 3] * 3 + 2]), 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(lcVector3(VertexBuffer[Indices[i] * 3], VertexBuffer[Indices[i] * 3 + 1], VertexBuffer[Indices[i] * 3 + 2]), WorldViewProjectionMatrix);
|
|
lcVector3 p2 = lcMul31(lcVector3(VertexBuffer[Indices[i + 1] * 3], VertexBuffer[Indices[i + 1] * 3 + 1], VertexBuffer[Indices[i + 1] * 3 + 2]), WorldViewProjectionMatrix);
|
|
lcVector3 p3 = lcMul31(lcVector3(VertexBuffer[Indices[i + 2] * 3], VertexBuffer[Indices[i + 2] * 3 + 1], VertexBuffer[Indices[i + 2] * 3 + 2]), WorldViewProjectionMatrix);
|
|
lcVector3 p4 = lcMul31(lcVector3(VertexBuffer[Indices[i + 3] * 3], VertexBuffer[Indices[i + 3] * 3 + 1], VertexBuffer[Indices[i + 3] * 3 + 2]), 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 lcArray<lcRenderMesh>& OpaqueMeshes)
|
|
{
|
|
bool DrawLines = lcGetPreferences().mDrawEdgeLines;
|
|
|
|
lcGetPiecesLibrary()->UpdateBuffers(this); // TODO: find a better place for this update
|
|
|
|
for (int MeshIdx = 0; MeshIdx < OpaqueMeshes.GetSize(); MeshIdx++)
|
|
{
|
|
const lcRenderMesh& RenderMesh = 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void lcContext::DrawTranslucentMeshes(const lcArray<lcRenderMesh>& TranslucentMeshes)
|
|
{
|
|
if (TranslucentMeshes.IsEmpty())
|
|
return;
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
for (int MeshIdx = 0; MeshIdx < TranslucentMeshes.GetSize(); MeshIdx++)
|
|
{
|
|
const lcRenderMesh& RenderMesh = 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::DrawInterfaceObjects(const lcArray<const lcObject*>& InterfaceObjects)
|
|
{
|
|
for (int ObjectIdx = 0; ObjectIdx < InterfaceObjects.GetSize(); ObjectIdx++)
|
|
InterfaceObjects[ObjectIdx]->DrawInterface(this);
|
|
}
|