mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
1272 lines
32 KiB
C++
1272 lines
32 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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#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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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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mTexture2DMS = 0;
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mTextureCubeMap = 0;
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mPolygonOffset = lcPolygonOffset::None;
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mDepthWrite = true;
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mLineWidth = 1.0f;
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#ifndef LC_OPENGLES
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mMatrixMode = GL_MODELVIEW;
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mTextureEnabled = false;
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#endif
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mFramebufferObject = 0;
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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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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* VertexShaders[static_cast<int>(lcMaterialType::Count)] =
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{
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":/resources/shaders/unlit_color_vs.glsl", // UnlitColor
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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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const char* FragmentShaders[static_cast<int>(lcMaterialType::Count)] =
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{
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":/resources/shaders/unlit_color_ps.glsl", // UnlitColor
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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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auto LoadShader = [ShaderPrefix](const char* FileName, GLuint ShaderType) -> GLuint
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{
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QResource Resource(FileName);
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if (!Resource.isValid())
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return 0;
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QByteArray Data;
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if (Resource.isCompressed())
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Data = qUncompress(Resource.data(), Resource.size());
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else
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Data = QByteArray::fromRawData((const char*)Resource.data(), Resource.size());
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Data = ShaderPrefix + Data;
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const char* Source = Data.constData();
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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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GLuint VertexShader = LoadShader(VertexShaders[MaterialType], GL_VERTEX_SHADER);
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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, LC_ATTRIB_POSITION, "VertexPosition");
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glBindAttribLocation(Program, LC_ATTRIB_NORMAL, "VertexNormal");
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glBindAttribLocation(Program, LC_ATTRIB_TEXCOORD, "VertexTexCoord");
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glBindAttribLocation(Program, LC_ATTRIB_COLOR, "VertexColor");
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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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}
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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::SetDefaultState()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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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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glEnableVertexAttribArray(LC_ATTRIB_POSITION);
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glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
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glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
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glDisableVertexAttribArray(LC_ATTRIB_COLOR);
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}
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else
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{
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#ifndef LC_OPENGLES
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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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#endif
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}
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mNormalEnabled = false;
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mTexCoordEnabled = false;
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mColorEnabled = false;
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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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glBindTexture(GL_TEXTURE_2D, 0);
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mTexture2D = 0;
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#ifndef LC_OPENGLES
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if (gSupportsTexImage2DMultisample)
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{
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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mTexture2DMS = 0;
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}
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#endif
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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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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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#ifndef LC_OPENGLES
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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::ClearResources()
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{
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ClearVertexBuffer();
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ClearIndexBuffer();
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BindTexture2D(0);
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BindTexture2DMS(0);
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}
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void lcContext::SetMaterial(lcMaterialType MaterialType)
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{
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if (MaterialType == mMaterialType)
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return;
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mMaterialType = MaterialType;
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if (gSupportsShaderObjects)
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{
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glUseProgram(mPrograms[static_cast<int>(MaterialType)].Object);
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mColorDirty = true;
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mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here
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mViewMatrixDirty = true;
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mHighlightParamsDirty = true;
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}
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else
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{
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#ifndef LC_OPENGLES
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switch (MaterialType)
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{
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case lcMaterialType::UnlitTextureModulate:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (!mTextureEnabled)
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{
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glEnable(GL_TEXTURE_2D);
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mTextureEnabled = true;
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}
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break;
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case lcMaterialType::FakeLitTextureDecal:
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case lcMaterialType::UnlitTextureDecal:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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if (!mTextureEnabled)
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{
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glEnable(GL_TEXTURE_2D);
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mTextureEnabled = true;
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}
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break;
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case lcMaterialType::UnlitColor:
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case lcMaterialType::UnlitVertexColor:
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case lcMaterialType::FakeLitColor:
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if (mTextureEnabled)
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{
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glDisable(GL_TEXTURE_2D);
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mTextureEnabled = false;
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}
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break;
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case lcMaterialType::UnlitViewSphere:
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case lcMaterialType::Count:
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break;
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}
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#endif
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}
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}
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void lcContext::SetViewport(int x, int y, int Width, int Height)
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{
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glViewport(x, y, Width, Height);
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}
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void lcContext::SetPolygonOffset(lcPolygonOffset PolygonOffset)
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{
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if (mPolygonOffset == PolygonOffset)
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return;
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switch (PolygonOffset)
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{
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case lcPolygonOffset::None:
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glDisable(GL_POLYGON_OFFSET_FILL);
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break;
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case lcPolygonOffset::Opaque:
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glPolygonOffset(0.5f, 0.1f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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break;
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case lcPolygonOffset::Translucent:
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glPolygonOffset(0.25f, 0.1f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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break;
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}
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mPolygonOffset = PolygonOffset;
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}
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void lcContext::SetDepthWrite(bool Enable)
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{
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if (Enable == mDepthWrite)
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return;
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glDepthMask(Enable ? GL_TRUE : GL_FALSE);
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mDepthWrite = Enable;
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}
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void lcContext::SetLineWidth(float LineWidth)
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{
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if (LineWidth == mLineWidth)
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return;
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glLineWidth(LineWidth);
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mLineWidth = LineWidth;
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}
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void lcContext::SetSmoothShading(bool Smooth)
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{
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#ifndef LC_OPENGLES
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if (gSupportsShaderObjects)
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glShadeModel(Smooth ? GL_SMOOTH : GL_FLAT);
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#endif
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}
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void lcContext::BindTexture2D(GLuint Texture)
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{
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if (mTexture2D == Texture)
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return;
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glBindTexture(GL_TEXTURE_2D, Texture);
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mTexture2D = Texture;
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}
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void lcContext::BindTexture2DMS(GLuint Texture)
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{
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if (mTexture2DMS == Texture)
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return;
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#ifndef LC_OPENGLES
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if (gSupportsTexImage2DMultisample)
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{
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, Texture);
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mTexture2DMS = Texture;
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}
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#endif
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}
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void lcContext::BindTextureCubeMap(GLuint Texture)
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{
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if (mTextureCubeMap == Texture)
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return;
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glBindTexture(GL_TEXTURE_CUBE_MAP, Texture);
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mTextureCubeMap = Texture;
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}
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void lcContext::UnbindTexture2D(GLuint Texture)
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{
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if (mTexture2D != Texture)
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return;
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glBindTexture(GL_TEXTURE_2D, 0);
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mTexture2D = 0;
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}
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void lcContext::UnbindTextureCubeMap(GLuint Texture)
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{
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if (mTextureCubeMap != Texture)
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return;
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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mTextureCubeMap = 0;
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}
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void lcContext::SetColor(float Red, float Green, float Blue, float Alpha)
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{
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SetColor(lcVector4(Red, Green, Blue, Alpha));
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}
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void lcContext::SetColorIndex(int ColorIndex)
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{
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SetColor(gColorList[ColorIndex].Value);
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}
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void lcContext::SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor, float Weight)
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{
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lcVector3 Color(gColorList[ColorIndex].Value * Weight + gInterfaceColors[InterfaceColor] * (1.0f - Weight));
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SetColor(lcVector4(Color, gColorList[ColorIndex].Value.w));
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}
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void lcContext::SetEdgeColorIndex(int ColorIndex)
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{
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SetColor(gColorList[ColorIndex].Edge);
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}
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void lcContext::SetInterfaceColor(lcInterfaceColor InterfaceColor)
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{
|
|
SetColor(gInterfaceColors[InterfaceColor]);
|
|
}
|
|
|
|
void lcContext::ClearFramebuffer()
|
|
{
|
|
if (!mFramebufferObject)
|
|
return;
|
|
|
|
if (gSupportsFramebufferObjectARB)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#ifndef LC_OPENGLES
|
|
else if (gSupportsFramebufferObjectEXT)
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
#endif
|
|
|
|
mFramebufferObject = 0;
|
|
}
|
|
|
|
lcFramebuffer lcContext::CreateFramebuffer(int Width, int Height, bool Depth, bool Multisample)
|
|
{
|
|
lcFramebuffer Framebuffer(Width, Height);
|
|
|
|
if (gSupportsFramebufferObjectARB)
|
|
{
|
|
int Samples = (Multisample && gSupportsTexImage2DMultisample && QGLFormat::defaultFormat().sampleBuffers()) ? QGLFormat::defaultFormat().samples() : 1;
|
|
|
|
glGenFramebuffers(1, &Framebuffer.mObject);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, Framebuffer.mObject);
|
|
|
|
glGenTextures(1, &Framebuffer.mColorTexture);
|
|
if (Depth)
|
|
glGenRenderbuffers(1, &Framebuffer.mDepthRenderbuffer);
|
|
|
|
if (Samples == 1)
|
|
{
|
|
BindTexture2D(Framebuffer.mColorTexture);
|
|
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, nullptr);
|
|
BindTexture2D(0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, Framebuffer.mColorTexture, 0);
|
|
|
|
if (Depth)
|
|
{
|
|
glBindRenderbuffer(GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
|
|
}
|
|
}
|
|
#ifndef LC_OPENGLES
|
|
else
|
|
{
|
|
BindTexture2DMS(Framebuffer.mColorTexture);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, Samples, GL_RGBA, Width, Height, GL_TRUE);
|
|
BindTexture2DMS(0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, Framebuffer.mColorTexture, 0);
|
|
|
|
if (Depth)
|
|
{
|
|
glBindRenderbuffer(GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, Samples, GL_DEPTH_COMPONENT24, Width, Height);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, Framebuffer.mDepthRenderbuffer);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
DestroyFramebuffer(Framebuffer);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject);
|
|
}
|
|
#ifndef LC_OPENGLES
|
|
else if (gSupportsFramebufferObjectEXT)
|
|
{
|
|
glGenFramebuffersEXT(1, &Framebuffer.mObject);
|
|
glGenTextures(1, &Framebuffer.mColorTexture);
|
|
|
|
BindTexture2D(Framebuffer.mColorTexture);
|
|
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, nullptr);
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Framebuffer.mColorTexture, 0);
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject);
|
|
|
|
glGenRenderbuffersEXT(1, &Framebuffer.mDepthRenderbuffer);
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, Framebuffer.mDepthRenderbuffer);
|
|
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Width, Height);
|
|
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, Framebuffer.mDepthRenderbuffer);
|
|
|
|
BindTexture2D(0);
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer.mObject);
|
|
|
|
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
DestroyFramebuffer(Framebuffer);
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
|
|
}
|
|
#endif
|
|
|
|
return Framebuffer;
|
|
}
|
|
|
|
void lcContext::DestroyFramebuffer(lcFramebuffer& Framebuffer)
|
|
{
|
|
if (gSupportsFramebufferObjectARB)
|
|
{
|
|
glDeleteFramebuffers(1, &Framebuffer.mObject);
|
|
glDeleteTextures(1, &Framebuffer.mColorTexture);
|
|
glDeleteRenderbuffers(1, &Framebuffer.mDepthRenderbuffer);
|
|
}
|
|
#ifndef LC_OPENGLES
|
|
else if (gSupportsFramebufferObjectEXT)
|
|
{
|
|
glDeleteFramebuffersEXT(1, &Framebuffer.mObject);
|
|
glDeleteTextures(1, &Framebuffer.mColorTexture);
|
|
glDeleteRenderbuffersEXT(1, &Framebuffer.mDepthRenderbuffer);
|
|
}
|
|
#endif
|
|
|
|
Framebuffer.mObject = 0;
|
|
Framebuffer.mColorTexture = 0;
|
|
Framebuffer.mDepthRenderbuffer = 0;
|
|
Framebuffer.mWidth = 0;
|
|
Framebuffer.mHeight = 0;
|
|
}
|
|
|
|
void lcContext::BindFramebuffer(GLuint FramebufferObject)
|
|
{
|
|
if (FramebufferObject == mFramebufferObject)
|
|
return;
|
|
|
|
if (gSupportsFramebufferObjectARB)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferObject);
|
|
#ifndef LC_OPENGLES
|
|
else if (gSupportsFramebufferObjectEXT)
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferObject);
|
|
#endif
|
|
|
|
mFramebufferObject = FramebufferObject;
|
|
}
|
|
|
|
std::pair<lcFramebuffer, lcFramebuffer> lcContext::CreateRenderFramebuffer(int Width, int Height)
|
|
{
|
|
if (gSupportsFramebufferObjectARB && QGLFormat::defaultFormat().sampleBuffers() && QGLFormat::defaultFormat().samples() > 1)
|
|
return std::make_pair(CreateFramebuffer(Width, Height, true, true), CreateFramebuffer(Width, Height, false, false));
|
|
else
|
|
return std::make_pair(CreateFramebuffer(Width, Height, true, false), lcFramebuffer());
|
|
}
|
|
|
|
void lcContext::DestroyRenderFramebuffer(std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer)
|
|
{
|
|
DestroyFramebuffer(RenderFramebuffer.first);
|
|
DestroyFramebuffer(RenderFramebuffer.second);
|
|
}
|
|
|
|
QImage lcContext::GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer)
|
|
{
|
|
QImage Image(RenderFramebuffer.first.mWidth, RenderFramebuffer.first.mHeight, QImage::Format_ARGB32);
|
|
|
|
GetRenderFramebufferImage(RenderFramebuffer, Image.bits());
|
|
|
|
return Image;
|
|
}
|
|
|
|
void lcContext::GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer, quint8* Buffer)
|
|
{
|
|
const int Width = RenderFramebuffer.first.mWidth;
|
|
const int Height = RenderFramebuffer.first.mHeight;
|
|
GLuint SavedFramebuffer = mFramebufferObject;
|
|
|
|
if (RenderFramebuffer.second.IsValid())
|
|
{
|
|
#ifndef LC_OPENGLES
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RenderFramebuffer.second.mObject);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, RenderFramebuffer.first.mObject);
|
|
glBlitFramebuffer(0, 0, Width, Height, 0, 0, Width, Height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
BindFramebuffer(RenderFramebuffer.second);
|
|
#endif
|
|
}
|
|
else
|
|
BindFramebuffer(RenderFramebuffer.first);
|
|
|
|
glFinish();
|
|
glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer);
|
|
BindFramebuffer(SavedFramebuffer);
|
|
|
|
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++)
|
|
{
|
|
QRgb TopColor = qRgba(Top[0], Top[1], Top[2], Top[3]);
|
|
QRgb BottomColor = qRgba(Bottom[0], Bottom[1], Bottom[2], Bottom[3]);
|
|
|
|
*(QRgb*)Top = BottomColor;
|
|
*(QRgb*)Bottom = TopColor;
|
|
|
|
Top += 4;
|
|
Bottom += 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (mNormalEnabled)
|
|
glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
|
|
|
|
if (mTexCoordEnabled)
|
|
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
|
|
if (mColorEnabled)
|
|
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
|
|
glVertexAttribPointer(LC_ATTRIB_POSITION, 3, GL_FLOAT, false, 0, nullptr);
|
|
glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_FLOAT, false, 0, nullptr);
|
|
glVertexAttribPointer(LC_ATTRIB_TEXCOORD, 2, GL_FLOAT, false, 0, nullptr);
|
|
glVertexAttribPointer(LC_ATTRIB_COLOR, 4, GL_FLOAT, false, 0, nullptr);
|
|
}
|
|
else
|
|
{
|
|
#ifndef LC_OPENGLES
|
|
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)
|
|
{
|
|
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::SetVertexFormatPosition(int PositionSize)
|
|
{
|
|
int VertexSize = PositionSize * sizeof(float);
|
|
char* VertexBufferPointer = mVertexBufferPointer;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
if (mVertexBufferOffset != mVertexBufferPointer)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
|
|
mVertexBufferOffset = VertexBufferPointer;
|
|
}
|
|
|
|
if (mNormalEnabled)
|
|
{
|
|
glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
|
|
mNormalEnabled = false;
|
|
}
|
|
|
|
if (mTexCoordEnabled)
|
|
{
|
|
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
mTexCoordEnabled = false;
|
|
}
|
|
|
|
if (mColorEnabled)
|
|
{
|
|
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
mColorEnabled = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mVertexBufferOffset != mVertexBufferPointer)
|
|
{
|
|
glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer);
|
|
mVertexBufferOffset = VertexBufferPointer;
|
|
}
|
|
|
|
if (mNormalEnabled)
|
|
{
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
mNormalEnabled = false;
|
|
}
|
|
|
|
if (mTexCoordEnabled)
|
|
{
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
mTexCoordEnabled = false;
|
|
}
|
|
|
|
if (mColorEnabled)
|
|
{
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
mColorEnabled = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals)
|
|
{
|
|
int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float) + NormalSize * sizeof(quint32);
|
|
char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
|
|
|
|
if (gSupportsShaderObjects)
|
|
{
|
|
if (mVertexBufferOffset != VertexBufferPointer)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_POSITION, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
|
|
mVertexBufferOffset = VertexBufferPointer;
|
|
}
|
|
|
|
int Offset = PositionSize * sizeof(float);
|
|
|
|
if (NormalSize && EnableNormals)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_NORMAL, 4, GL_BYTE, true, VertexSize, VertexBufferPointer + Offset);
|
|
|
|
if (!mNormalEnabled)
|
|
{
|
|
glEnableVertexAttribArray(LC_ATTRIB_NORMAL);
|
|
mNormalEnabled = true;
|
|
}
|
|
}
|
|
else if (mNormalEnabled)
|
|
{
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
mNormalEnabled = false;
|
|
}
|
|
|
|
Offset += NormalSize * sizeof(quint32);
|
|
|
|
if (TexCoordSize)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_TEXCOORD, TexCoordSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset);
|
|
|
|
if (!mTexCoordEnabled)
|
|
{
|
|
glEnableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
mTexCoordEnabled = true;
|
|
}
|
|
|
|
Offset += 2 * sizeof(float);
|
|
}
|
|
else if (mTexCoordEnabled)
|
|
{
|
|
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
|
|
mTexCoordEnabled = false;
|
|
}
|
|
|
|
if (ColorSize)
|
|
{
|
|
glVertexAttribPointer(LC_ATTRIB_COLOR, ColorSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset);
|
|
|
|
if (!mColorEnabled)
|
|
{
|
|
glEnableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
mColorEnabled = true;
|
|
}
|
|
}
|
|
else if (mColorEnabled)
|
|
{
|
|
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
|
|
mColorEnabled = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifndef LC_OPENGLES
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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 = 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)
|
|
{
|
|
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)
|
|
{
|
|
lcMatrix44 InverseViewMatrix = lcMatrix44AffineInverse(mViewMatrix);
|
|
mHighlightParams[4] = InverseViewMatrix[2];
|
|
|
|
glUniform4fv(Program.HighlightParamsLocation, 5, mHighlightParams[0]);
|
|
mHighlightParamsDirty = 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);
|
|
}
|