mirror of
https://github.com/leozide/leocad
synced 2024-12-28 22:23:35 +01:00
728 lines
18 KiB
C++
728 lines
18 KiB
C++
#include "lc_global.h"
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#include "lc_context.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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static int lcOpaqueRenderMeshCompare(const void* Elem1, const void* Elem2)
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{
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lcRenderMesh* Mesh1 = (lcRenderMesh*)Elem1;
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lcRenderMesh* Mesh2 = (lcRenderMesh*)Elem2;
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if (Mesh1->Mesh < Mesh2->Mesh)
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return -1;
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if (Mesh1->Mesh > Mesh2->Mesh)
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return 1;
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return 0;
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}
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static int lcTranslucentRenderMeshCompare(const void* Elem1, const void* Elem2)
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{
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lcRenderMesh* Mesh1 = (lcRenderMesh*)Elem1;
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lcRenderMesh* Mesh2 = (lcRenderMesh*)Elem2;
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if (Mesh1->Distance < Mesh2->Distance)
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return -1;
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if (Mesh1->Distance > Mesh2->Distance)
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return 1;
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return 0;
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}
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lcScene::lcScene()
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: mOpaqueMeshes(0, 1024), mTranslucentMeshes(0, 1024), mInterfaceObjects(0, 1024)
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{
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}
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void lcScene::Begin(const lcMatrix44& ViewMatrix)
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{
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mOpaqueMeshes.RemoveAll();
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mTranslucentMeshes.RemoveAll();
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mInterfaceObjects.RemoveAll();
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}
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void lcScene::End()
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{
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qsort(&mOpaqueMeshes[0], mOpaqueMeshes.GetSize(), sizeof(mOpaqueMeshes[0]), lcOpaqueRenderMeshCompare);
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qsort(&mTranslucentMeshes[0], mTranslucentMeshes.GetSize(), sizeof(mTranslucentMeshes[0]), lcTranslucentRenderMeshCompare);
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}
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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 = NULL;
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mIndexBufferPointer = NULL;
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mVertexBufferOffset = (char*)~0;
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mTexCoordEnabled = false;
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mColorEnabled = false;
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mTexture = NULL;
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mLineWidth = 1.0f;
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mMatrixMode = GL_MODELVIEW;
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mFramebufferObject = 0;
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mFramebufferTexture = 0;
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mDepthRenderbufferObject = 0;
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mViewportX = 0;
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mViewportY = 0;
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mViewportWidth = 1;
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mViewportHeight = 1;
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}
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lcContext::~lcContext()
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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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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.5f, 0.1f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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if (GL_HasVertexBufferObject())
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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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glVertexPointer(3, GL_FLOAT, 0, NULL);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
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glColorPointer(4, GL_FLOAT, 0, NULL);
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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 = NULL;
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mIndexBufferPointer = NULL;
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mVertexBufferOffset = (char*)~0;
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glDisable(GL_TEXTURE_2D);
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mTexture = NULL;
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glLineWidth(1.0f);
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mLineWidth = 1.0f;
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glMatrixMode(GL_MODELVIEW);
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mMatrixMode = GL_MODELVIEW;
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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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if (mViewportX == x && mViewportY == y && mViewportWidth == Width && mViewportHeight == Height)
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return;
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glViewport(x, y, Width, Height);
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mViewportX = x;
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mViewportY = y;
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mViewportWidth = Width;
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mViewportHeight = Height;
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}
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void lcContext::SetWorldViewMatrix(const lcMatrix44& WorldViewMatrix)
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{
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if (mMatrixMode != GL_MODELVIEW)
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{
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glMatrixMode(GL_MODELVIEW);
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mMatrixMode = GL_MODELVIEW;
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}
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glLoadMatrixf(WorldViewMatrix);
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}
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void lcContext::SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
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{
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if (mMatrixMode != GL_PROJECTION)
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{
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glMatrixMode(GL_PROJECTION);
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mMatrixMode = GL_PROJECTION;
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}
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glLoadMatrixf(ProjectionMatrix);
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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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bool lcContext::BeginRenderToTexture(int Width, int Height)
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{
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if (GL_SupportsFramebufferObjectARB)
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{
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glGenFramebuffers(1, &mFramebufferObject);
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glGenTextures(1, &mFramebufferTexture);
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glGenRenderbuffers(1, &mDepthRenderbufferObject);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferObject);
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glBindTexture(GL_TEXTURE_2D, mFramebufferTexture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFramebufferTexture, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbufferObject);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, Width, Height);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbufferObject);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferObject);
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if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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EndRenderToTexture();
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return false;
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}
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return true;
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}
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if (GL_SupportsFramebufferObjectEXT)
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{
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glGenFramebuffersEXT(1, &mFramebufferObject);
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glGenTextures(1, &mFramebufferTexture);
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glBindTexture(GL_TEXTURE_2D, mFramebufferTexture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mFramebufferTexture, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
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glGenRenderbuffersEXT(1, &mDepthRenderbufferObject);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepthRenderbufferObject);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Width, Height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepthRenderbufferObject);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFramebufferObject);
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if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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EndRenderToTexture();
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return false;
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}
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return true;
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}
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return false;
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}
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void lcContext::EndRenderToTexture()
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{
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if (GL_SupportsFramebufferObjectARB)
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{
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glDeleteFramebuffers(1, &mFramebufferObject);
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mFramebufferObject = 0;
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glDeleteTextures(1, &mFramebufferTexture);
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mFramebufferTexture = 0;
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glDeleteRenderbuffers(1, &mDepthRenderbufferObject);
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mDepthRenderbufferObject = 0;
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return;
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}
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if (GL_SupportsFramebufferObjectEXT)
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{
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glDeleteFramebuffersEXT(1, &mFramebufferObject);
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mFramebufferObject = 0;
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glDeleteTextures(1, &mFramebufferTexture);
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mFramebufferTexture = 0;
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glDeleteRenderbuffersEXT(1, &mDepthRenderbufferObject);
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mDepthRenderbufferObject = 0;
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}
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}
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bool lcContext::SaveRenderToTextureImage(const QString& FileName, int Width, int Height)
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{
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lcuint8* Buffer = (lcuint8*)malloc(Width * Height * 4);
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glFinish();
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glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Buffer);
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for (int y = 0; y < (Height + 1) / 2; y++)
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{
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lcuint8* Top = Buffer + ((Height - y - 1) * Width * 4);
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lcuint8* Bottom = Buffer + y * Width * 4;
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for (int x = 0; x < Width; x++)
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{
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lcuint8 Red = Top[0];
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lcuint8 Green = Top[1];
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lcuint8 Blue = Top[2];
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lcuint8 Alpha = Top[3];
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Top[0] = Bottom[2];
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Top[1] = Bottom[1];
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Top[2] = Bottom[0];
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Top[3] = Bottom[3];
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Bottom[0] = Blue;
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Bottom[1] = Green;
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Bottom[2] = Red;
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Bottom[3] = Alpha;
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Top += 4;
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Bottom +=4;
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}
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}
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QImageWriter Writer(FileName);
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bool Result = Writer.write(QImage(Buffer, Width, Height, QImage::Format_ARGB32));
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if (!Result)
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QMessageBox::information(gMainWindow, tr("Error"), tr("Error writing to file '%1':\n%2").arg(FileName, Writer.errorString()));
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free(Buffer);
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return Result;
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}
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lcVertexBuffer lcContext::CreateVertexBuffer(int Size, void* Data)
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{
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if (GL_HasVertexBufferObject())
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{
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lcVertexBuffer VertexBuffer;
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glGenBuffers(1, &VertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBuffer);
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glBufferData(GL_ARRAY_BUFFER_ARB, Size, Data, GL_STATIC_DRAW_ARB);
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); // context remove
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mVertexBufferObject = 0;
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return VertexBuffer;
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}
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else
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{
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void* VertexBuffer = malloc(Size);
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memcpy(VertexBuffer, Data, Size);
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return (lcVertexBuffer)VertexBuffer;
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}
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}
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void lcContext::DestroyVertexBuffer(lcVertexBuffer& VertexBuffer)
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{
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if (!VertexBuffer)
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return;
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if (GL_HasVertexBufferObject())
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{
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if (mVertexBufferObject == VertexBuffer)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mVertexBufferObject = 0;
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}
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glDeleteBuffers(1, &VertexBuffer);
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}
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else
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{
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free((void*)VertexBuffer);
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}
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}
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lcIndexBuffer lcContext::CreateIndexBuffer(int Size, void* Data)
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{
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if (GL_HasVertexBufferObject())
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{
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lcIndexBuffer IndexBuffer;
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glGenBuffers(1, &IndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, Size, Data, GL_STATIC_DRAW_ARB);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); // context remove
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mIndexBufferObject = 0;
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return IndexBuffer;
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}
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else
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{
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void* IndexBuffer = malloc(Size);
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memcpy(IndexBuffer, Data, Size);
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return (lcIndexBuffer)IndexBuffer;
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}
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}
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void lcContext::DestroyIndexBuffer(lcIndexBuffer& IndexBuffer)
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{
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if (!IndexBuffer)
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return;
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if (GL_HasVertexBufferObject())
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{
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if (mIndexBufferObject == IndexBuffer)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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mIndexBufferObject = 0;
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}
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glDeleteBuffers(1, &IndexBuffer);
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}
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else
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{
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free((void*)IndexBuffer);
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}
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}
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void lcContext::ClearVertexBuffer()
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{
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mVertexBufferPointer = NULL;
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mVertexBufferOffset = (char*)~0;
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if (mVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mVertexBufferObject = 0;
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}
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if (mTexCoordEnabled)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (mColorEnabled)
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glDisableClientState(GL_COLOR_ARRAY);
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}
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void lcContext::SetVertexBuffer(lcVertexBuffer VertexBuffer)
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{
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if (GL_HasVertexBufferObject())
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{
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GLuint VertexBufferObject = VertexBuffer;
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mVertexBufferPointer = NULL;
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if (VertexBufferObject != mVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
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mVertexBufferObject = VertexBufferObject;
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mVertexBufferOffset = (char*)~0;
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}
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}
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else
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{
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mVertexBufferPointer = (char*)VertexBuffer;
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mVertexBufferOffset = (char*)~0;
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}
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}
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void lcContext::SetVertexBufferPointer(const void* VertexBuffer)
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{
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if (GL_HasVertexBufferObject() && mVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mVertexBufferObject = 0;
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}
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mVertexBufferPointer = (char*)VertexBuffer;
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mVertexBufferOffset = (char*)~0;
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}
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void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int TexCoordSize, int ColorSize)
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{
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int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float);
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char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
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if (mVertexBufferOffset != VertexBufferPointer)
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{
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glVertexPointer(PositionSize, GL_FLOAT, VertexSize, VertexBufferPointer);
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mVertexBufferOffset = VertexBufferPointer;
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}
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if (TexCoordSize)
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{
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glTexCoordPointer(TexCoordSize, GL_FLOAT, VertexSize, VertexBufferPointer + PositionSize * sizeof(float));
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if (!mTexCoordEnabled)
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{
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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mTexCoordEnabled = true;
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}
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}
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else if (mTexCoordEnabled)
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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mTexCoordEnabled = false;
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}
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if (ColorSize)
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{
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glColorPointer(ColorSize, GL_FLOAT, VertexSize, VertexBufferPointer + (PositionSize + TexCoordSize) * sizeof(float));
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if (!mColorEnabled)
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{
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glEnableClientState(GL_COLOR_ARRAY);
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mColorEnabled = true;
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}
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}
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else if (mColorEnabled)
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{
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glDisableClientState(GL_COLOR_ARRAY);
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mColorEnabled = false;
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}
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}
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void lcContext::BindMesh(lcMesh* Mesh)
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{
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lcPiecesLibrary* Library = lcGetPiecesLibrary();
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if (Mesh->mVertexCacheOffset != -1)
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{
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GLuint VertexBufferObject = Library->mVertexBuffer;
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mVertexBufferPointer = (char*)Mesh->mVertexCacheOffset;
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GLuint IndexBufferObject = Library->mIndexBuffer;
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mIndexBufferPointer = (char*)Mesh->mIndexCacheOffset;
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if (VertexBufferObject != mVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexBufferObject);
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mVertexBufferObject = VertexBufferObject;
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mVertexBufferOffset = (char*)~0;
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}
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if (IndexBufferObject != mIndexBufferObject)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, IndexBufferObject);
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mIndexBufferObject = IndexBufferObject;
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}
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}
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else
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{
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if (mVertexBufferObject)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mVertexBufferObject = 0;
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}
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if (mIndexBufferObject)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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mIndexBufferObject = 0;
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}
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mVertexBufferPointer = (char*)Mesh->mVertexData;
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mIndexBufferPointer = (char*)Mesh->mIndexData;
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mVertexBufferOffset = (char*)~0;
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}
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}
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void lcContext::UnbindMesh()
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{
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if (mTexture)
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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mTexture = NULL;
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}
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if (GL_HasVertexBufferObject())
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mVertexBufferObject = 0;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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mIndexBufferObject = 0;
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}
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mVertexBufferPointer = NULL;
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mIndexBufferPointer = NULL;
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glVertexPointer(3, GL_FLOAT, 0, NULL);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
|
|
}
|
|
|
|
void lcContext::DrawPrimitives(GLenum Mode, GLint First, GLsizei Count)
|
|
{
|
|
glDrawArrays(Mode, First, Count);
|
|
}
|
|
|
|
void lcContext::DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section)
|
|
{
|
|
char* BufferOffset = mVertexBufferPointer;
|
|
lcTexture* Texture = Section->Texture;
|
|
|
|
if (!Texture)
|
|
{
|
|
if (mTexture)
|
|
{
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
mTexture = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BufferOffset += Mesh->mNumVertices * sizeof(lcVertex);
|
|
|
|
if (Texture != mTexture)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, Texture->mTexture);
|
|
|
|
if (!mTexture)
|
|
{
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
mTexture = Texture;
|
|
}
|
|
}
|
|
|
|
if (mVertexBufferOffset != BufferOffset)
|
|
{
|
|
if (!Texture)
|
|
glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
|
|
else
|
|
{
|
|
glVertexPointer(3, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + sizeof(lcVector3));
|
|
}
|
|
|
|
mVertexBufferOffset = BufferOffset;
|
|
}
|
|
|
|
glDrawElements(Section->PrimitiveType, Section->NumIndices, Mesh->mIndexType, mIndexBufferPointer + Section->IndexOffset);
|
|
}
|
|
|
|
void lcContext::DrawOpaqueMeshes(const lcMatrix44& ViewMatrix, 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++)
|
|
{
|
|
lcRenderMesh& RenderMesh = OpaqueMeshes[MeshIdx];
|
|
lcMesh* Mesh = RenderMesh.Mesh;
|
|
|
|
BindMesh(Mesh);
|
|
SetWorldViewMatrix(lcMul(RenderMesh.WorldMatrix, ViewMatrix));
|
|
|
|
for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
|
|
{
|
|
lcMeshSection* Section = &Mesh->mSections[SectionIdx];
|
|
int ColorIndex = Section->ColorIndex;
|
|
|
|
if (Section->PrimitiveType == GL_TRIANGLES)
|
|
{
|
|
if (ColorIndex == gDefaultColor)
|
|
ColorIndex = RenderMesh.ColorIndex;
|
|
|
|
if (lcIsColorTranslucent(ColorIndex))
|
|
continue;
|
|
|
|
if (RenderMesh.Focused)
|
|
{
|
|
float* Color = gColorList[ColorIndex].Value;
|
|
glColor4fv(lcVector4(Color[0] * 0.5f + 0.4000f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.8980f * 0.5f, Color[3]));
|
|
}
|
|
else if (RenderMesh.Selected)
|
|
{
|
|
float* Color = gColorList[ColorIndex].Value;
|
|
glColor4fv(lcVector4(Color[0] * 0.5f + 0.8980f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.4000f * 0.5f, Color[3]));
|
|
}
|
|
else
|
|
lcSetColor(ColorIndex);
|
|
}
|
|
else
|
|
{
|
|
if (RenderMesh.Focused)
|
|
lcSetColorFocused();
|
|
else if (RenderMesh.Selected)
|
|
lcSetColorSelected();
|
|
else if (DrawLines)
|
|
{
|
|
if (ColorIndex == gEdgeColor)
|
|
lcSetEdgeColor(RenderMesh.ColorIndex);
|
|
else
|
|
lcSetColor(ColorIndex);
|
|
}
|
|
else
|
|
continue;
|
|
}
|
|
|
|
DrawMeshSection(Mesh, Section);
|
|
}
|
|
}
|
|
}
|
|
|
|
void lcContext::DrawTranslucentMeshes(const lcMatrix44& ViewMatrix, 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++)
|
|
{
|
|
lcRenderMesh& RenderMesh = TranslucentMeshes[MeshIdx];
|
|
lcMesh* Mesh = RenderMesh.Mesh;
|
|
|
|
BindMesh(Mesh);
|
|
SetWorldViewMatrix(lcMul(RenderMesh.WorldMatrix, ViewMatrix));
|
|
|
|
for (int SectionIdx = 0; SectionIdx < Mesh->mNumSections; SectionIdx++)
|
|
{
|
|
lcMeshSection* Section = &Mesh->mSections[SectionIdx];
|
|
int ColorIndex = Section->ColorIndex;
|
|
|
|
if (Section->PrimitiveType != GL_TRIANGLES)
|
|
continue;
|
|
|
|
if (ColorIndex == gDefaultColor)
|
|
ColorIndex = RenderMesh.ColorIndex;
|
|
|
|
if (!lcIsColorTranslucent(ColorIndex))
|
|
continue;
|
|
|
|
if (RenderMesh.Focused)
|
|
{
|
|
float* Color = gColorList[ColorIndex].Value;
|
|
glColor4fv(lcVector4(Color[0] * 0.5f + 0.4000f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.8980f * 0.5f, Color[3]));
|
|
}
|
|
else if (RenderMesh.Selected)
|
|
{
|
|
float* Color = gColorList[ColorIndex].Value;
|
|
glColor4fv(lcVector4(Color[0] * 0.5f + 0.8980f * 0.5f, Color[1] * 0.5f + 0.2980f * 0.5f, Color[2] * 0.5f + 0.4000f * 0.5f, Color[3]));
|
|
}
|
|
else
|
|
lcSetColor(ColorIndex);
|
|
|
|
DrawMeshSection(Mesh, Section);
|
|
}
|
|
}
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
void lcContext::DrawInterfaceObjects(const lcMatrix44& ViewMatrix, const lcArray<lcObject*>& InterfaceObjects)
|
|
{
|
|
for (int ObjectIdx = 0; ObjectIdx < InterfaceObjects.GetSize(); ObjectIdx++)
|
|
InterfaceObjects[ObjectIdx]->DrawInterface(this, ViewMatrix);
|
|
}
|