leocad/common/lc_context.h
2021-01-09 18:01:03 -08:00

239 lines
5.3 KiB
C++

#pragma once
#include "lc_array.h"
#include "lc_math.h"
#include "lc_colors.h"
#include "lc_mesh.h"
class lcVertexBuffer
{
public:
constexpr lcVertexBuffer()
: Pointer(nullptr)
{
}
bool IsValid() const
{
return Pointer != nullptr;
}
union
{
GLuint Object;
void* Pointer;
};
};
class lcIndexBuffer
{
public:
constexpr lcIndexBuffer()
: Pointer(nullptr)
{
}
bool IsValid() const
{
return Pointer != nullptr;
}
union
{
GLuint Object;
void* Pointer;
};
};
enum class lcMaterialType
{
UnlitColor,
UnlitTextureModulate,
UnlitTextureDecal,
UnlitVertexColor,
UnlitViewSphere,
FakeLitColor,
FakeLitTextureDecal,
Count
};
enum lcProgramAttrib
{
LC_ATTRIB_POSITION,
LC_ATTRIB_NORMAL,
LC_ATTRIB_TEXCOORD,
LC_ATTRIB_COLOR
};
struct lcProgram
{
GLuint Object;
GLint WorldViewProjectionMatrixLocation;
GLint WorldMatrixLocation;
GLint MaterialColorLocation;
GLint LightPositionLocation;
GLint EyePositionLocation;
GLint HighlightParamsLocation;
};
enum class lcPolygonOffset
{
None,
Opaque,
Translucent
};
class lcContext : protected QOpenGLFunctions
{
public:
lcContext();
~lcContext();
lcContext(const lcContext&) = delete;
lcContext& operator=(const lcContext&) = delete;
static bool CreateOffscreenContext();
static void DestroyOffscreenContext();
void CreateResources();
void DestroyResources();
void SetDefaultState();
void ClearResources();
void MakeCurrent();
void SetGLContext(QOpenGLContext* GLContext, QOpenGLWidget* Widget);
void SetOffscreenContext();
void ClearColorAndDepth(const lcVector4& ClearColor);
void ClearDepth();
void SetWorldMatrix(const lcMatrix44& WorldMatrix)
{
mWorldMatrix = WorldMatrix;
mWorldMatrixDirty = true;
}
void SetViewMatrix(const lcMatrix44& ViewMatrix)
{
mViewMatrix = ViewMatrix;
mViewMatrixDirty = true;
mViewProjectionMatrixDirty = true;
}
void SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
{
mProjectionMatrix = ProjectionMatrix;
mProjectionMatrixDirty = true;
mViewProjectionMatrixDirty = true;
}
const lcMatrix44& GetProjectionMatrix()
{
return mProjectionMatrix;
}
void SetMaterial(lcMaterialType MaterialType);
void SetViewport(int x, int y, int Width, int Height);
void SetPolygonOffset(lcPolygonOffset PolygonOffset);
void SetDepthWrite(bool Enable);
void SetLineWidth(float LineWidth);
void SetSmoothShading(bool Smooth);
void BindTexture2D(GLuint Texture);
void BindTextureCubeMap(GLuint Texture);
void UnbindTexture2D(GLuint Texture);
void UnbindTextureCubeMap(GLuint Texture);
void SetColor(const lcVector4& Color)
{
mColor = Color;
mColorDirty = true;
}
void SetHighlightParams(const lcVector4& HighlightPosition, const lcVector4& TextColor, const lcVector4& BackgroundColor, const lcVector4& HighlightColor)
{
mHighlightParams[0] = HighlightPosition;
mHighlightParams[1] = TextColor;
mHighlightParams[2] = BackgroundColor;
mHighlightParams[3] = HighlightColor;
mHighlightParamsDirty = true;
}
void SetColor(float Red, float Green, float Blue, float Alpha);
void SetColorIndex(int ColorIndex);
void SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor, float Weight);
void SetColorIndexTinted(int ColorIndex, const lcVector4& Tint);
void SetEdgeColorIndex(int ColorIndex);
void SetEdgeColorIndexTinted(int ColorIndex, const lcVector4& Tint);
void SetInterfaceColor(lcInterfaceColor InterfaceColor);
lcVertexBuffer CreateVertexBuffer(int Size, const void* Data);
void DestroyVertexBuffer(lcVertexBuffer& VertexBuffer);
lcIndexBuffer CreateIndexBuffer(int Size, const void* Data);
void DestroyIndexBuffer(lcIndexBuffer& IndexBuffer);
void ClearVertexBuffer();
void SetVertexBuffer(lcVertexBuffer VertexBuffer);
void SetVertexBufferPointer(const void* VertexBuffer);
void ClearIndexBuffer();
void SetIndexBuffer(lcIndexBuffer IndexBuffer);
void SetIndexBufferPointer(const void* IndexBuffer);
void SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals);
void SetVertexFormatPosition(int PositionSize);
void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count);
void DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset);
void BindMesh(const lcMesh* Mesh);
protected:
void CreateShaderPrograms();
void FlushState();
QOpenGLWidget* mWidget = nullptr;
QOpenGLContext* mContext = nullptr;
bool mValid = false;
GLuint mVertexBufferObject;
GLuint mIndexBufferObject;
char* mVertexBufferPointer;
char* mIndexBufferPointer;
char* mVertexBufferOffset;
lcMaterialType mMaterialType;
bool mNormalEnabled;
bool mTexCoordEnabled;
bool mColorEnabled;
GLuint mTexture2D;
GLuint mTextureCubeMap;
lcPolygonOffset mPolygonOffset;
bool mDepthWrite;
float mLineWidth;
int mMatrixMode;
bool mTextureEnabled;
lcVector4 mColor;
lcMatrix44 mWorldMatrix;
lcMatrix44 mViewMatrix;
lcMatrix44 mProjectionMatrix;
lcMatrix44 mViewProjectionMatrix;
lcVector4 mHighlightParams[5];
bool mColorDirty;
bool mWorldMatrixDirty;
bool mViewMatrixDirty;
bool mProjectionMatrixDirty;
bool mViewProjectionMatrixDirty;
bool mHighlightParamsDirty;
static std::unique_ptr<QOpenGLContext> mOffscreenContext;
static std::unique_ptr<QOffscreenSurface> mOffscreenSurface;
static lcProgram mPrograms[static_cast<int>(lcMaterialType::Count)];
static int mValidContexts;
Q_DECLARE_TR_FUNCTIONS(lcContext);
};