leocad/common/lc_context.cpp
2021-03-13 11:40:33 -08:00

1267 lines
31 KiB
C++

#include "lc_global.h"
#include "lc_context.h"
#include "lc_glextensions.h"
#include "lc_mesh.h"
#include "lc_texture.h"
#include "lc_colors.h"
#include "lc_mainwindow.h"
#include "lc_library.h"
#include "texfont.h"
#include "lc_view.h"
#include "lc_viewsphere.h"
#include "lc_stringcache.h"
#include "lc_partselectionwidget.h"
#include <QOpenGLFunctions_3_2_Core>
#ifdef LC_OPENGLES
#define glEnableClientState(...)
#define glDisableClientState(...)
#define glVertexPointer(...)
#define glTexCoordPointer(...)
#define glColorPointer(...)
#define GL_ARRAY_BUFFER_ARB GL_ARRAY_BUFFER
#define GL_ELEMENT_ARRAY_BUFFER_ARB GL_ELEMENT_ARRAY_BUFFER
#define GL_STATIC_DRAW_ARB GL_STATIC_DRAW
#endif
std::unique_ptr<QOpenGLContext> lcContext::mOffscreenContext;
std::unique_ptr<QOffscreenSurface> lcContext::mOffscreenSurface;
std::unique_ptr<lcContext> lcContext::mGlobalOffscreenContext;
lcProgram lcContext::mPrograms[static_cast<int>(lcMaterialType::Count)];
lcContext::lcContext()
{
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = nullptr;
mIndexBufferPointer = nullptr;
mVertexBufferOffset = (char*)~0;
mNormalEnabled = false;
mTexCoordEnabled = false;
mColorEnabled = false;
mTexture2D = 0;
mTextureCubeMap = 0;
mPolygonOffset = lcPolygonOffset::None;
mDepthWrite = true;
mDepthFunction = lcDepthFunction::LessEqual;
mCullFace = false;
mLineWidth = 1.0f;
#ifndef LC_OPENGLES
mMatrixMode = GL_MODELVIEW;
mTextureEnabled = false;
#endif
mColor = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mWorldMatrix = lcMatrix44Identity();
mViewMatrix = lcMatrix44Identity();
mProjectionMatrix = lcMatrix44Identity();
mViewProjectionMatrix = lcMatrix44Identity();
mHighlightParams[0] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mHighlightParams[1] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mHighlightParams[2] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mHighlightParams[3] = lcVector4(0.0f, 0.0f, 0.0f, 0.0f);
mColorDirty = false;
mWorldMatrixDirty = false;
mViewMatrixDirty = false;
mProjectionMatrixDirty = false;
mViewProjectionMatrixDirty = false;
mHighlightParamsDirty = false;
mMaterialType = lcMaterialType::Count;
}
lcContext::~lcContext()
{
}
bool lcContext::InitializeRenderer()
{
if (!CreateOffscreenContext())
return false;
mGlobalOffscreenContext = std::unique_ptr<lcContext>(new(lcContext));
lcContext* Context = mGlobalOffscreenContext.get();
Context->SetOffscreenContext();
lcInitializeGLExtensions(mOffscreenContext.get());
// TODO: Find a better place for the grid texture and font
gStringCache.Initialize(Context);
gTexFont.Initialize(Context);
Context->CreateResources();
lcView::CreateResources(Context);
lcViewSphere::CreateResources(Context);
if (!gSupportsShaderObjects && lcGetPreferences().mShadingMode == lcShadingMode::DefaultLights)
lcGetPreferences().mShadingMode = lcShadingMode::Flat;
if (!gSupportsShaderObjects && lcGetPreferences().mDrawConditionalLines)
lcGetPreferences().mDrawConditionalLines = false;
if (!gSupportsFramebufferObject)
gMainWindow->GetPartSelectionWidget()->DisableIconMode();
return true;
}
void lcContext::ShutdownRenderer()
{
mGlobalOffscreenContext->MakeCurrent();
lcContext* Context = mGlobalOffscreenContext.get();
gStringCache.Reset();
gTexFont.Reset();
lcView::DestroyResources(Context);
Context->DestroyResources();
lcViewSphere::DestroyResources(Context);
mGlobalOffscreenContext.reset();
lcContext::DestroyOffscreenContext();
}
lcContext* lcContext::GetGlobalOffscreenContext()
{
return mGlobalOffscreenContext.get();
}
bool lcContext::CreateOffscreenContext()
{
std::unique_ptr<QOpenGLContext> OffscreenContext(new QOpenGLContext());
if (!OffscreenContext)
return false;
OffscreenContext->setShareContext(QOpenGLContext::globalShareContext());
if (!OffscreenContext->create() || !OffscreenContext->isValid())
return false;
std::unique_ptr<QOffscreenSurface> OffscreenSurface(new QOffscreenSurface());
if (!OffscreenSurface)
return false;
OffscreenSurface->create();
if (!OffscreenSurface->isValid())
return false;
if (!OffscreenContext->makeCurrent(OffscreenSurface.get()))
return false;
mOffscreenContext = std::move(OffscreenContext);
mOffscreenSurface = std::move(OffscreenSurface);
return true;
}
void lcContext::DestroyOffscreenContext()
{
mOffscreenSurface.reset();
mOffscreenContext.reset();
}
void lcContext::CreateShaderPrograms()
{
const char* ShaderPrefix =
{
#ifndef LC_OPENGLES
"#version 110\n"
"#define mediump\n"
"#define LC_VERTEX_INPUT attribute\n"
"#define LC_VERTEX_OUTPUT varying\n"
"#define LC_PIXEL_INPUT varying\n"
"#define LC_PIXEL_OUTPUT\n"
"#define LC_SHADER_PRECISION\n"
#else
"#version 300 es\n"
"#define texture2D texture\n"
"#define LC_VERTEX_INPUT in\n"
"#define LC_VERTEX_OUTPUT out\n"
"#define LC_PIXEL_INPUT in mediump\n"
"#define gl_FragColor FragColor\n"
"#define LC_PIXEL_OUTPUT out mediump vec4 gl_FragColor;\n"
"#define LC_SHADER_PRECISION mediump\n"
#endif
"#define LC_PIXEL_FAKE_LIGHTING \\\n"
" LC_SHADER_PRECISION vec3 Normal = normalize(PixelNormal); \\\n"
" LC_SHADER_PRECISION vec3 LightDirection = normalize(PixelPosition - LightPosition); \\\n"
" LC_SHADER_PRECISION vec3 VertexToEye = normalize(EyePosition - PixelPosition); \\\n"
" LC_SHADER_PRECISION vec3 LightReflect = normalize(reflect(-LightDirection, Normal)); \\\n"
" LC_SHADER_PRECISION float Specular = abs(dot(VertexToEye, LightReflect)); \\\n"
" Specular = min(pow(Specular, 8.0), 1.0) * 0.25; \\\n"
" LC_SHADER_PRECISION vec3 SpecularColor = vec3(Specular, Specular, Specular); \\\n"
" LC_SHADER_PRECISION float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n"
};
const char* const VertexShaders[] =
{
":/resources/shaders/unlit_color_vs.glsl", // UnlitColor
":/resources/shaders/unlit_color_conditional_vs.glsl", // UnlitColorConditional
":/resources/shaders/unlit_texture_modulate_vs.glsl", // UnlitTextureModulate
":/resources/shaders/unlit_texture_decal_vs.glsl", // UnlitTextureDecal
":/resources/shaders/unlit_vertex_color_vs.glsl", // UnlitVertexColor
":/resources/shaders/unlit_view_sphere_vs.glsl", // UnlitViewSphere
":/resources/shaders/fakelit_color_vs.glsl", // FakeLitColor
":/resources/shaders/fakelit_texture_decal_vs.glsl" // FakeLitTextureDecal
};
LC_ARRAY_SIZE_CHECK(VertexShaders, lcMaterialType::Count);
const char* const FragmentShaders[] =
{
":/resources/shaders/unlit_color_ps.glsl", // UnlitColor
":/resources/shaders/unlit_color_conditional_ps.glsl", // UnlitColorConditional
":/resources/shaders/unlit_texture_modulate_ps.glsl", // UnlitTextureModulate
":/resources/shaders/unlit_texture_decal_ps.glsl", // UnlitTextureDecal
":/resources/shaders/unlit_vertex_color_ps.glsl", // UnlitVertexColor
":/resources/shaders/unlit_view_sphere_ps.glsl", // UnlitViewSphere
":/resources/shaders/fakelit_color_ps.glsl", // FakeLitColor
":/resources/shaders/fakelit_texture_decal_ps.glsl" // FakeLitTextureDecal
};
LC_ARRAY_SIZE_CHECK(FragmentShaders, lcMaterialType::Count);
const auto LoadShader = [this, ShaderPrefix](const char* FileName, GLuint ShaderType) -> GLuint
{
QFile ShaderFile(FileName);
if (!ShaderFile.open(QIODevice::ReadOnly))
return 0;
QByteArray Data = ShaderPrefix + ShaderFile.readAll();
const char* Source = Data.constData();
const GLuint Shader = glCreateShader(ShaderType);
glShaderSource(Shader, 1, &Source, nullptr);
glCompileShader(Shader);
#ifndef QT_NO_DEBUG
GLint ShaderCompiled = 0;
glGetShaderiv(Shader, GL_COMPILE_STATUS, &ShaderCompiled);
if (ShaderCompiled == GL_FALSE)
{
GLint Length = 0;
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &Length);
QByteArray InfoLog;
InfoLog.resize(Length);
glGetShaderInfoLog(Shader, Length, &Length, InfoLog.data());
qDebug() << InfoLog;
}
#endif
return Shader;
};
for (int MaterialType = 0; MaterialType < static_cast<int>(lcMaterialType::Count); MaterialType++)
{
const GLuint VertexShader = LoadShader(VertexShaders[MaterialType], GL_VERTEX_SHADER);
const GLuint FragmentShader = LoadShader(FragmentShaders[MaterialType], GL_FRAGMENT_SHADER);
GLuint Program = glCreateProgram();
glAttachShader(Program, VertexShader);
glAttachShader(Program, FragmentShader);
glBindAttribLocation(Program, LC_ATTRIB_POSITION, "VertexPosition");
glBindAttribLocation(Program, LC_ATTRIB_NORMAL, "VertexNormal");
glBindAttribLocation(Program, LC_ATTRIB_TEXCOORD, "VertexTexCoord");
glBindAttribLocation(Program, LC_ATTRIB_COLOR, "VertexColor");
glBindAttribLocation(Program, 0, "VertexPosition1");
glBindAttribLocation(Program, 1, "VertexPosition2");
glBindAttribLocation(Program, 2, "VertexPosition3");
glBindAttribLocation(Program, 3, "VertexPosition4");
glLinkProgram(Program);
glDetachShader(Program, VertexShader);
glDetachShader(Program, FragmentShader);
glDeleteShader(VertexShader);
glDeleteShader(FragmentShader);
GLint IsLinked = 0;
glGetProgramiv(Program, GL_LINK_STATUS, &IsLinked);
if (IsLinked == GL_FALSE)
{
GLint Length = 0;
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &Length);
QByteArray InfoLog;
InfoLog.resize(Length);
glGetProgramInfoLog(Program, Length, &Length, InfoLog.data());
glDeleteProgram(Program);
Program = 0;
}
mPrograms[MaterialType].Object = Program;
mPrograms[MaterialType].WorldViewProjectionMatrixLocation = glGetUniformLocation(Program, "WorldViewProjectionMatrix");
mPrograms[MaterialType].WorldMatrixLocation = glGetUniformLocation(Program, "WorldMatrix");
mPrograms[MaterialType].MaterialColorLocation = glGetUniformLocation(Program, "MaterialColor");
mPrograms[MaterialType].LightPositionLocation = glGetUniformLocation(Program, "LightPosition");
mPrograms[MaterialType].EyePositionLocation = glGetUniformLocation(Program, "EyePosition");
mPrograms[MaterialType].HighlightParamsLocation = glGetUniformLocation(Program, "HighlightParams");
GLint TextureLocation = glGetUniformLocation(Program, "Texture");
if (TextureLocation != -1)
{
glUseProgram(Program);
glUniform1i(TextureLocation, 0);
glUseProgram(0);
}
}
}
void lcContext::CreateResources()
{
if (!gSupportsShaderObjects)
return;
CreateShaderPrograms();
}
void lcContext::DestroyResources()
{
if (!gSupportsShaderObjects)
return;
for (int MaterialType = 0; MaterialType < static_cast<int>(lcMaterialType::Count); MaterialType++)
{
glDeleteProgram(mPrograms[MaterialType].Object);
mPrograms[MaterialType].Object = 0;
}
}
void lcContext::MakeCurrent()
{
if (mWidget)
mWidget->makeCurrent();
else
mOffscreenContext->makeCurrent(mOffscreenSurface.get());
}
void lcContext::SetGLContext(QOpenGLContext* Context, QOpenGLWidget* Widget)
{
mContext = Context;
mWidget = Widget;
MakeCurrent();
initializeOpenGLFunctions();
}
void lcContext::SetOffscreenContext()
{
SetGLContext(mOffscreenContext.get(), nullptr);
}
void lcContext::SetDefaultState()
{
#ifndef LC_OPENGLES
if (QSurfaceFormat::defaultFormat().samples() > 1)
glEnable(GL_LINE_SMOOTH);
#endif
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
mDepthFunction = lcDepthFunction::LessEqual;
if (gSupportsBlendFuncSeparate)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (gSupportsVertexBufferObject)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
if (gSupportsShaderObjects)
{
glEnableVertexAttribArray(LC_ATTRIB_POSITION);
glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
glDisableVertexAttribArray(LC_ATTRIB_TEXCOORD);
glDisableVertexAttribArray(LC_ATTRIB_COLOR);
}
else
{
#ifndef LC_OPENGLES
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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
}
mNormalEnabled = false;
mTexCoordEnabled = false;
mColorEnabled = false;
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = nullptr;
mIndexBufferPointer = nullptr;
mVertexBufferOffset = (char*)~0;
glBindTexture(GL_TEXTURE_2D, 0);
mTexture2D = 0;
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
mTextureCubeMap = 0;
glDisable(GL_POLYGON_OFFSET_FILL);
mPolygonOffset = lcPolygonOffset::None;
mDepthWrite = true;
glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
mCullFace = false;
glLineWidth(1.0f);
mLineWidth = 1.0f;
if (gSupportsShaderObjects)
{
glUseProgram(0);
mMaterialType = lcMaterialType::Count;
}
else
{
#ifndef LC_OPENGLES
glMatrixMode(GL_MODELVIEW);
mMatrixMode = GL_MODELVIEW;
glShadeModel(GL_FLAT);
glDisable(GL_TEXTURE_2D);
mTextureEnabled = false;
#endif
}
}
void lcContext::ClearColorAndDepth(const lcVector4& ClearColor)
{
glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void lcContext::ClearDepth()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void lcContext::ClearResources()
{
ClearVertexBuffer();
ClearIndexBuffer();
BindTexture2D(0);
}
void lcContext::SetMaterial(lcMaterialType MaterialType)
{
if (MaterialType == mMaterialType)
return;
mMaterialType = MaterialType;
if (gSupportsShaderObjects)
{
glUseProgram(mPrograms[static_cast<int>(MaterialType)].Object);
mColorDirty = true;
mWorldMatrixDirty = true; // todo: change dirty to a bitfield and set the lighting constants dirty here
mViewMatrixDirty = true;
mHighlightParamsDirty = true;
}
else
{
#ifndef LC_OPENGLES
switch (MaterialType)
{
case lcMaterialType::UnlitTextureModulate:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (!mTextureEnabled)
{
glEnable(GL_TEXTURE_2D);
mTextureEnabled = true;
}
break;
case lcMaterialType::FakeLitTextureDecal:
case lcMaterialType::UnlitTextureDecal:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
if (!mTextureEnabled)
{
glEnable(GL_TEXTURE_2D);
mTextureEnabled = true;
}
break;
case lcMaterialType::UnlitColor:
case lcMaterialType::UnlitColorConditional:
case lcMaterialType::UnlitVertexColor:
case lcMaterialType::FakeLitColor:
if (mTextureEnabled)
{
glDisable(GL_TEXTURE_2D);
mTextureEnabled = false;
}
break;
case lcMaterialType::UnlitViewSphere:
case lcMaterialType::Count:
break;
}
#endif
}
}
void lcContext::SetViewport(int x, int y, int Width, int Height)
{
glViewport(x, y, Width, Height);
}
void lcContext::SetPolygonOffset(lcPolygonOffset PolygonOffset)
{
if (mPolygonOffset == PolygonOffset)
return;
switch (PolygonOffset)
{
case lcPolygonOffset::None:
glDisable(GL_POLYGON_OFFSET_FILL);
break;
case lcPolygonOffset::Opaque:
glPolygonOffset(0.5f, 0.1f);
glEnable(GL_POLYGON_OFFSET_FILL);
break;
case lcPolygonOffset::Translucent:
glPolygonOffset(0.25f, 0.1f);
glEnable(GL_POLYGON_OFFSET_FILL);
break;
}
mPolygonOffset = PolygonOffset;
}
void lcContext::SetDepthWrite(bool Enable)
{
if (Enable == mDepthWrite)
return;
glDepthMask(Enable ? GL_TRUE : GL_FALSE);
mDepthWrite = Enable;
}
void lcContext::SetDepthFunction(lcDepthFunction DepthFunction)
{
if (DepthFunction == mDepthFunction)
return;
switch (DepthFunction)
{
case lcDepthFunction::Always:
glDepthFunc(GL_ALWAYS);
break;
case lcDepthFunction::LessEqual:
glDepthFunc(GL_LEQUAL);
break;
}
mDepthFunction = DepthFunction;
}
void lcContext::EnableCullFace(bool Enable)
{
if (Enable == mCullFace)
return;
if (Enable)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
mCullFace = Enable;
}
void lcContext::SetLineWidth(float LineWidth)
{
if (LineWidth == mLineWidth)
return;
glLineWidth(LineWidth);
mLineWidth = LineWidth;
}
void lcContext::SetSmoothShading(bool Smooth)
{
#ifndef LC_OPENGLES
if (gSupportsShaderObjects)
glShadeModel(Smooth ? GL_SMOOTH : GL_FLAT);
#endif
}
void lcContext::BindTexture2D(GLuint Texture)
{
if (mTexture2D == Texture)
return;
glBindTexture(GL_TEXTURE_2D, Texture);
mTexture2D = Texture;
}
void lcContext::BindTextureCubeMap(GLuint Texture)
{
if (mTextureCubeMap == Texture)
return;
glBindTexture(GL_TEXTURE_CUBE_MAP, Texture);
mTextureCubeMap = Texture;
}
void lcContext::UnbindTexture2D(GLuint Texture)
{
if (mTexture2D != Texture)
return;
glBindTexture(GL_TEXTURE_2D, 0);
mTexture2D = 0;
}
void lcContext::UnbindTextureCubeMap(GLuint Texture)
{
if (mTextureCubeMap != Texture)
return;
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
mTextureCubeMap = 0;
}
void lcContext::SetColor(float Red, float Green, float Blue, float Alpha)
{
SetColor(lcVector4(Red, Green, Blue, Alpha));
}
void lcContext::SetColorIndex(int ColorIndex)
{
SetColor(gColorList[ColorIndex].Value);
}
void lcContext::SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor, float Weight)
{
const lcVector3 Color(gColorList[ColorIndex].Value * Weight + gInterfaceColors[InterfaceColor] * (1.0f - Weight));
SetColor(lcVector4(Color, gColorList[ColorIndex].Value.w));
}
void lcContext::SetColorIndexTinted(int ColorIndex, const lcVector4& Tint)
{
SetColor(gColorList[ColorIndex].Value * Tint);
}
void lcContext::SetEdgeColorIndex(int ColorIndex)
{
SetColor(gColorList[ColorIndex].Edge);
}
void lcContext::SetEdgeColorIndexTinted(int ColorIndex, const lcVector4& Tint)
{
SetColor(gColorList[ColorIndex].Edge * Tint);
}
void lcContext::SetInterfaceColor(lcInterfaceColor InterfaceColor)
{
SetColor(gInterfaceColors[InterfaceColor]);
}
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)
{
const 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)
{
const 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::SetVertexFormatConditional(int BufferOffset)
{
const int VertexSize = 12 * sizeof(float);
char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
if (gSupportsShaderObjects)
{
if (mVertexBufferOffset != VertexBufferPointer)
{
glVertexAttribPointer(0, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer);
glVertexAttribPointer(1, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 3 * sizeof(float));
glVertexAttribPointer(2, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 6 * sizeof(float));
glVertexAttribPointer(3, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 9 * sizeof(float));
mVertexBufferOffset = VertexBufferPointer;
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
mNormalEnabled = true; // todo: store state using an array
mTexCoordEnabled = true;
mColorEnabled = true;
}
}
}
void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals)
{
const int VertexSize = (PositionSize + TexCoordSize) * sizeof(float) + NormalSize * sizeof(quint32) + ColorSize;
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)
{
glDisableVertexAttribArray(LC_ATTRIB_NORMAL);
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_UNSIGNED_BYTE, true, 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)
{
const 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)
{
const lcPiecesLibrary* const Library = lcGetPiecesLibrary();
if (Mesh->mVertexCacheOffset != -1)
{
const GLuint VertexBufferObject = Library->mVertexBuffer.Object;
const 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)
{
const 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)
{
glUniform4fv(Program.HighlightParamsLocation, 4, 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);
}