mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
229 lines
4.9 KiB
C++
229 lines
4.9 KiB
C++
#pragma once
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#include "lc_array.h"
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#include "lc_math.h"
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#include "lc_colors.h"
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#include "lc_mesh.h"
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class lcVertexBuffer
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{
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public:
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lcVertexBuffer()
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: Pointer(nullptr)
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{
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}
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bool IsValid() const
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{
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return Pointer != nullptr;
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}
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union
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{
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GLuint Object;
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void* Pointer;
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};
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};
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class lcIndexBuffer
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{
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public:
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lcIndexBuffer()
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: Pointer(nullptr)
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{
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}
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bool IsValid() const
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{
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return Pointer != nullptr;
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}
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union
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{
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GLuint Object;
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void* Pointer;
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};
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};
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enum lcMaterialType
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{
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LC_MATERIAL_UNLIT_COLOR,
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LC_MATERIAL_UNLIT_TEXTURE_MODULATE,
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LC_MATERIAL_UNLIT_TEXTURE_DECAL,
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LC_MATERIAL_UNLIT_VERTEX_COLOR,
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LC_MATERIAL_FAKELIT_COLOR,
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LC_MATERIAL_FAKELIT_TEXTURE_DECAL,
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LC_NUM_MATERIALS
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};
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enum lcProgramAttrib
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{
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LC_ATTRIB_POSITION,
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LC_ATTRIB_NORMAL,
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LC_ATTRIB_TEXCOORD,
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LC_ATTRIB_COLOR
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};
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struct lcProgram
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{
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GLuint Object;
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GLint WorldViewProjectionMatrixLocation;
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GLint WorldMatrixLocation;
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GLint MaterialColorLocation;
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GLint LightPositionLocation;
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GLint EyePositionLocation;
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};
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class lcFramebuffer
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{
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public:
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lcFramebuffer()
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{
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}
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lcFramebuffer(int Width, int Height)
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: mWidth(Width), mHeight(Height)
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{
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}
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bool IsValid() const
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{
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return mObject != 0;
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}
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GLuint mObject = 0;
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GLuint mColorTexture = 0;
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GLuint mDepthRenderbuffer = 0;
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int mWidth = 0;
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int mHeight = 0;
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};
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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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static void CreateResources();
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static void DestroyResources();
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void SetDefaultState();
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void ClearResources();
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void SetWorldMatrix(const lcMatrix44& WorldMatrix)
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{
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mWorldMatrix = WorldMatrix;
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mWorldMatrixDirty = true;
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}
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void SetViewMatrix(const lcMatrix44& ViewMatrix)
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{
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mViewMatrix = ViewMatrix;
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mViewMatrixDirty = true;
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mViewProjectionMatrixDirty = true;
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}
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void SetProjectionMatrix(const lcMatrix44& ProjectionMatrix)
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{
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mProjectionMatrix = ProjectionMatrix;
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mProjectionMatrixDirty = true;
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mViewProjectionMatrixDirty = true;
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}
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const lcMatrix44& GetProjectionMatrix()
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{
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return mProjectionMatrix;
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}
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void SetMaterial(lcMaterialType MaterialType);
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void SetViewport(int x, int y, int Width, int Height);
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void SetLineWidth(float LineWidth);
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void SetSmoothShading(bool Smooth);
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void BindTexture2D(GLuint Texture);
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void BindTexture2DMS(GLuint Texture);
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void SetColor(const lcVector4& Color)
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{
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mColor = Color;
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mColorDirty = true;
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}
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void SetColor(float Red, float Green, float Blue, float Alpha);
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void SetColorIndex(int ColorIndex);
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void SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor);
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void SetEdgeColorIndex(int ColorIndex);
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void SetInterfaceColor(lcInterfaceColor InterfaceColor);
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void ClearFramebuffer();
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lcFramebuffer CreateFramebuffer(int Width, int Height, bool Depth, bool Multisample);
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void DestroyFramebuffer(lcFramebuffer& Framebuffer);
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void BindFramebuffer(GLuint FramebufferObject);
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void BindFramebuffer(const lcFramebuffer& Framebuffer)
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{
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BindFramebuffer(Framebuffer.mObject);
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}
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std::pair<lcFramebuffer, lcFramebuffer> CreateRenderFramebuffer(int Width, int Height);
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void DestroyRenderFramebuffer(std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer);
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QImage GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer);
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void GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFramebuffer>& RenderFramebuffer, quint8* Buffer);
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lcVertexBuffer CreateVertexBuffer(int Size, const void* Data);
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void DestroyVertexBuffer(lcVertexBuffer& VertexBuffer);
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lcIndexBuffer CreateIndexBuffer(int Size, const 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 ClearIndexBuffer();
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void SetIndexBuffer(lcIndexBuffer IndexBuffer);
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void SetIndexBufferPointer(const void* IndexBuffer);
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void SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals);
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void SetVertexFormatPosition(int PositionSize);
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void DrawPrimitives(GLenum Mode, GLint First, GLsizei Count);
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void DrawIndexedPrimitives(GLenum Mode, GLsizei Count, GLenum Type, int Offset);
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void BindMesh(const lcMesh* Mesh);
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protected:
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static void CreateShaderPrograms();
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void FlushState();
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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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lcMaterialType mMaterialType;
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bool mNormalEnabled;
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bool mTexCoordEnabled;
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bool mColorEnabled;
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GLuint mTexture2D;
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GLuint mTexture2DMS;
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float mLineWidth;
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int mMatrixMode;
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bool mTextureEnabled;
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lcVector4 mColor;
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lcMatrix44 mWorldMatrix;
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lcMatrix44 mViewMatrix;
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lcMatrix44 mProjectionMatrix;
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lcMatrix44 mViewProjectionMatrix;
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bool mColorDirty;
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bool mWorldMatrixDirty;
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bool mViewMatrixDirty;
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bool mProjectionMatrixDirty;
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bool mViewProjectionMatrixDirty;
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GLuint mFramebufferObject;
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static lcProgram mPrograms[LC_NUM_MATERIALS];
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Q_DECLARE_TR_FUNCTIONS(lcContext);
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};
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