mirror of
https://github.com/leozide/leocad
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100 lines
2.6 KiB
C++
100 lines
2.6 KiB
C++
#ifndef _LC_CONTEXT_H_
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#define _LC_CONTEXT_H_
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#include "lc_array.h"
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#include "lc_math.h"
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class lcScene
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{
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public:
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lcScene();
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void Begin(const lcMatrix44& ViewMatrix);
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void End();
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lcMatrix44 mViewMatrix;
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lcArray<lcRenderMesh> mOpaqueMeshes;
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lcArray<lcRenderMesh> mTranslucentMeshes;
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lcArray<lcObject*> mInterfaceObjects;
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};
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typedef quintptr lcVertexBuffer;
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typedef quintptr lcIndexBuffer;
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#define LC_INVALID_VERTEX_BUFFER 0
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#define LC_INVALID_INDEX_BUFFER 0
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class lcContext
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{
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public:
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lcContext();
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~lcContext();
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int GetViewportWidth() const
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{
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return mViewportWidth;
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}
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int GetViewportHeight() const
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{
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return mViewportHeight;
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}
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void SetDefaultState();
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void SetViewport(int x, int y, int Width, int Height);
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void SetWorldViewMatrix(const lcMatrix44& WorldViewMatrix);
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void SetProjectionMatrix(const lcMatrix44& ProjectionMatrix);
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// void SetColor(const lcVector4& Color);
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void SetLineWidth(float LineWidth);
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bool BeginRenderToTexture(int Width, int Height);
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void EndRenderToTexture();
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bool SaveRenderToTextureImage(const QString& FileName, int Width, int Height);
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lcVertexBuffer CreateVertexBuffer(int Size, void* Data);
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void DestroyVertexBuffer(lcVertexBuffer& VertexBuffer);
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lcIndexBuffer CreateIndexBuffer(int Size, void* Data);
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void DestroyIndexBuffer(lcIndexBuffer& IndexBuffer);
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void ClearVertexBuffer();
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void SetVertexBuffer(lcVertexBuffer VertexBuffer);
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void SetVertexBufferPointer(const void* VertexBuffer);
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void SetVertexFormat(int BufferOffset, int PositionSize, int TexCoordSize, int ColorSize);
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void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count);
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void UnbindMesh();
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void DrawMeshSection(lcMesh* Mesh, lcMeshSection* Section);
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void DrawOpaqueMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& OpaqueMeshes);
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void DrawTranslucentMeshes(const lcMatrix44& ViewMatrix, const lcArray<lcRenderMesh>& TranslucentMeshes);
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void DrawInterfaceObjects(const lcMatrix44& ViewMatrix, const lcArray<lcObject*>& InterfaceObjects);
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protected:
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void BindMesh(lcMesh* Mesh);
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GLuint mVertexBufferObject;
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GLuint mIndexBufferObject;
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char* mVertexBufferPointer;
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char* mIndexBufferPointer;
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char* mVertexBufferOffset;
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bool mTexCoordEnabled;
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bool mColorEnabled;
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lcTexture* mTexture;
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float mLineWidth;
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int mMatrixMode;
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int mViewportX;
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int mViewportY;
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int mViewportWidth;
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int mViewportHeight;
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GLuint mFramebufferObject;
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GLuint mFramebufferTexture;
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GLuint mDepthRenderbufferObject;
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Q_DECLARE_TR_FUNCTIONS(lcContext);
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};
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#endif // _LC_CONTEXT_H_
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