leocad/common/lc_context.cpp
2021-12-11 15:52:38 -08:00

1426 lines
36 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_viewmanipulator.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;
mDepthTest = true;
mColorWrite = true;
mColorBlend = false;
mCullFace = false;
mLineWidth = 1.0f;
#if LC_FIXED_FUNCTION
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());
gStringCache.Initialize(Context);
gTexFont.Initialize(Context);
Context->CreateResources();
lcView::CreateResources(Context);
lcViewManipulator::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()
{
if (!mGlobalOffscreenContext)
return;
mGlobalOffscreenContext->MakeCurrent();
lcContext* Context = mGlobalOffscreenContext.get();
gStringCache.Reset();
gTexFont.Reset();
lcView::DestroyResources(Context);
Context->DestroyResources();
lcViewManipulator::DestroyResources(Context);
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, static_cast<int>(lcProgramAttrib::Position), "VertexPosition");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::Normal), "VertexNormal");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::TexCoord), "VertexTexCoord");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::Color), "VertexColor");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint1), "VertexPosition1");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint2), "VertexPosition2");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint3), "VertexPosition3");
glBindAttribLocation(Program, static_cast<int>(lcProgramAttrib::ControlPoint4), "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");
const 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);
mDepthTest = true;
glDepthFunc(GL_LEQUAL);
mDepthFunction = lcDepthFunction::LessEqual;
mColorWrite = true;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
mColorBlend = false;
glDisable(GL_BLEND);
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)
{
SetVertexAttribPointer(lcProgramAttrib::Position, 3, GL_FLOAT, false, 0, nullptr);
EnableVertexAttrib(lcProgramAttrib::Position);
DisableVertexAttrib(lcProgramAttrib::Normal);
SetVertexAttribPointer(lcProgramAttrib::Normal, 4, GL_BYTE, true, 0, nullptr);
DisableVertexAttrib(lcProgramAttrib::TexCoord);
SetVertexAttribPointer(lcProgramAttrib::TexCoord, 2, GL_FLOAT, false, 0, nullptr);
DisableVertexAttrib(lcProgramAttrib::Color);
SetVertexAttribPointer(lcProgramAttrib::Color, 4, GL_FLOAT, false, 0, nullptr);
}
else
{
#if LC_FIXED_FUNCTION
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);
mNormalEnabled = false;
mTexCoordEnabled = false;
mColorEnabled = false;
#endif
}
mVertexBufferObject = 0;
mIndexBufferObject = 0;
mVertexBufferPointer = nullptr;
mIndexBufferPointer = nullptr;
mVertexBufferOffset = (char*)~0;
for (int AttribIndex = 0; AttribIndex < static_cast<int>(lcProgramAttrib::Count); AttribIndex++)
mVertexAttribState[AttribIndex] = lcVertexAttribState();
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
{
#if LC_FIXED_FUNCTION
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();
ClearTexture2D();
}
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
{
#if LC_FIXED_FUNCTION
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::EnableDepthTest(bool Enable)
{
if (Enable == mDepthTest)
return;
if (Enable)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
mDepthTest = Enable;
}
void lcContext::EnableColorWrite(bool Enable)
{
if (Enable == mColorWrite)
return;
if (Enable)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
else
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
mColorWrite = Enable;
}
void lcContext::EnableColorBlend(bool Enable)
{
if (Enable == mColorBlend)
return;
if (Enable)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
mColorBlend = Enable;
}
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::BindTexture2D(const lcTexture* Texture)
{
GLuint TextureObject = Texture->mTexture;
if (mTexture2D == TextureObject)
return;
glBindTexture(GL_TEXTURE_2D, TextureObject);
mTexture2D = TextureObject;
}
void lcContext::BindTextureCubeMap(const lcTexture* Texture)
{
GLuint TextureObject = Texture->mTexture;
if (mTextureCubeMap == TextureObject)
return;
glBindTexture(GL_TEXTURE_CUBE_MAP, TextureObject);
mTextureCubeMap = TextureObject;
}
void lcContext::ClearTexture2D()
{
if (mTexture2D == 0)
return;
glBindTexture(GL_TEXTURE_2D, 0);
mTexture2D = 0;
}
void lcContext::ClearTextureCubeMap()
{
if (mTexture2D == 0)
return;
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
mTextureCubeMap = 0;
}
void lcContext::UploadTexture(lcTexture* Texture)
{
if (!Texture->mTexture)
glGenTextures(1, &Texture->mTexture);
constexpr int Filters[2][5] =
{
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR },
{ GL_NEAREST, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_LINEAR },
};
const int Flags = Texture->GetFlags();
const int FilterFlags = Flags & LC_TEXTURE_FILTER_MASK;
const int FilterIndex = FilterFlags >> LC_TEXTURE_FILTER_SHIFT;
const int MipIndex = Flags & LC_TEXTURE_MIPMAPS ? 0 : 1;
unsigned int Faces, Target;
if ((Flags & LC_TEXTURE_CUBEMAP) == 0)
{
Faces = 1;
Target = GL_TEXTURE_2D;
BindTexture2D(Texture);
}
else
{
Faces = 6;
Target = GL_TEXTURE_CUBE_MAP;
BindTextureCubeMap(Texture);
}
glTexParameteri(Target, GL_TEXTURE_WRAP_S, (Flags & LC_TEXTURE_WRAPU) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, (Flags & LC_TEXTURE_WRAPV) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, Filters[MipIndex][FilterIndex]);
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, Filters[1][FilterIndex]);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
if (gSupportsAnisotropic && FilterFlags == LC_TEXTURE_ANISOTROPIC)
glTexParameterf(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, lcMin(4.0f, gMaxAnisotropy));
int Format;
switch (Texture->GetImage(0).mFormat)
{
default:
case lcPixelFormat::Invalid:
Format = 0;
break;
case lcPixelFormat::A8:
Format = GL_ALPHA;
break;
case lcPixelFormat::L8A8:
Format = GL_LUMINANCE_ALPHA;
break;
case lcPixelFormat::R8G8B8:
Format = GL_RGB;
break;
case lcPixelFormat::R8G8B8A8:
Format = GL_RGBA;
break;
}
int CurrentImage = 0;
if (Flags & LC_TEXTURE_CUBEMAP)
Target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
for (size_t FaceIdx = 0; FaceIdx < Faces; FaceIdx++)
{
void* Data = Texture->GetImage(CurrentImage).mData;
glTexImage2D(Target, 0, Format, Texture->mWidth, Texture->mHeight, 0, Format, GL_UNSIGNED_BYTE, Data);
if (Flags & LC_TEXTURE_MIPMAPS || FilterFlags >= LC_TEXTURE_BILINEAR)
{
int Width = Texture->mWidth;
int Height = Texture->mHeight;
int Components = Texture->GetImage(CurrentImage).GetBPP();
for (int Level = 1; ((Width != 1) || (Height != 1)); Level++)
{
int RowStride = Width * Components;
Width = lcMax(1, Width >> 1);
Height = lcMax(1, Height >> 1);
if (Texture->GetImageCount() == Faces)
{
GLubyte* Out, * In;
In = Out = (GLubyte*)Data;
for (int y = 0; y < Height; y++, In += RowStride)
for (int x = 0; x < Width; x++, Out += Components, In += 2 * Components)
for (int c = 0; c < Components; c++)
Out[c] = (In[c] + In[c + Components] + In[RowStride] + In[c + RowStride + Components]) / 4;
}
else
Data = Texture->GetImage(++CurrentImage).mData;
glTexImage2D(Target, Level, Format, Width, Height, 0, Format, GL_UNSIGNED_BYTE, Data);
}
if (Texture->GetImageCount() == Faces)
CurrentImage++;
}
else
CurrentImage++;
Target++;
}
if ((Flags & LC_TEXTURE_CUBEMAP) == 0)
ClearTexture2D();
else
ClearTextureCubeMap();
}
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, const lcVector4& Tint, float Weight)
{
const lcVector3 Color(gColorList[ColorIndex].Value * Weight + Tint * (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);
}
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)
{
SetVertexAttribPointer(lcProgramAttrib::Position, 3, GL_FLOAT, false, 0, nullptr);
DisableVertexAttrib(lcProgramAttrib::Normal);
SetVertexAttribPointer(lcProgramAttrib::Normal, 4, GL_BYTE, true, 0, nullptr);
DisableVertexAttrib(lcProgramAttrib::TexCoord);
SetVertexAttribPointer(lcProgramAttrib::TexCoord, 2, GL_FLOAT, false, 0, nullptr);
DisableVertexAttrib(lcProgramAttrib::Color);
SetVertexAttribPointer(lcProgramAttrib::Color, 4, GL_FLOAT, false, 0, nullptr);
}
else
{
#if LC_FIXED_FUNCTION
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::SetVertexAttribPointer(lcProgramAttrib Attrib, GLint Size, GLenum Type, GLboolean Normalized, GLsizei Stride, const void* Pointer)
{
const int Index = static_cast<int>(Attrib);
lcVertexAttribState& State = mVertexAttribState[Index];
if (State.Size != Size || State.Type != Type || State.Normalized != Normalized || State.Stride != Stride || State.Pointer != Pointer || State.VertexBufferObject != mVertexBufferObject)
{
glVertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer);
State.Size = Size;
State.Type = Type;
State.Normalized = Normalized;
State.Stride = Stride;
State.Pointer = Pointer;
State.VertexBufferObject = mVertexBufferObject;
}
}
void lcContext::EnableVertexAttrib(lcProgramAttrib Attrib)
{
const int Index = static_cast<int>(Attrib);
lcVertexAttribState& State = mVertexAttribState[Index];
if (!State.Enabled)
{
glEnableVertexAttribArray(Index);
State.Enabled = true;
}
}
void lcContext::DisableVertexAttrib(lcProgramAttrib Attrib)
{
const int Index = static_cast<int>(Attrib);
lcVertexAttribState& State = mVertexAttribState[Index];
if (State.Enabled)
{
glDisableVertexAttribArray(Index);
State.Enabled = false;
}
}
void lcContext::SetVertexFormatPosition(int PositionSize)
{
const int VertexSize = PositionSize * sizeof(float);
const char* VertexBufferPointer = mVertexBufferPointer;
if (gSupportsShaderObjects)
{
SetVertexAttribPointer(lcProgramAttrib::Position, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
DisableVertexAttrib(lcProgramAttrib::Normal);
DisableVertexAttrib(lcProgramAttrib::TexCoord);
DisableVertexAttrib(lcProgramAttrib::Color);
}
else
{
#if LC_FIXED_FUNCTION
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;
}
#endif
}
}
void lcContext::SetVertexFormatConditional(int BufferOffset)
{
constexpr int VertexSize = 12 * sizeof(float);
const char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
if (gSupportsShaderObjects)
{
SetVertexAttribPointer(lcProgramAttrib::ControlPoint1, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer);
EnableVertexAttrib(lcProgramAttrib::ControlPoint1);
SetVertexAttribPointer(lcProgramAttrib::ControlPoint2, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 3 * sizeof(float));
EnableVertexAttrib(lcProgramAttrib::ControlPoint2);
SetVertexAttribPointer(lcProgramAttrib::ControlPoint3, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 6 * sizeof(float));
EnableVertexAttrib(lcProgramAttrib::ControlPoint3);
SetVertexAttribPointer(lcProgramAttrib::ControlPoint4, 3, GL_FLOAT, false, VertexSize, VertexBufferPointer + 9 * sizeof(float));
EnableVertexAttrib(lcProgramAttrib::ControlPoint4);
}
}
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;
const char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
if (gSupportsShaderObjects)
{
int Offset = 0;
SetVertexAttribPointer(lcProgramAttrib::Position, PositionSize, GL_FLOAT, false, VertexSize, VertexBufferPointer);
EnableVertexAttrib(lcProgramAttrib::Position);
Offset += PositionSize * sizeof(float);
if (NormalSize && EnableNormals)
{
SetVertexAttribPointer(lcProgramAttrib::Normal, 4, GL_BYTE, true, VertexSize, VertexBufferPointer + Offset);
EnableVertexAttrib(lcProgramAttrib::Normal);
}
else
DisableVertexAttrib(lcProgramAttrib::Normal);
Offset += NormalSize * sizeof(quint32);
if (TexCoordSize)
{
SetVertexAttribPointer(lcProgramAttrib::TexCoord, TexCoordSize, GL_FLOAT, false, VertexSize, VertexBufferPointer + Offset);
EnableVertexAttrib(lcProgramAttrib::TexCoord);
}
else
DisableVertexAttrib(lcProgramAttrib::TexCoord);
Offset += TexCoordSize * sizeof(float);
if (ColorSize)
{
SetVertexAttribPointer(lcProgramAttrib::Color, ColorSize, GL_UNSIGNED_BYTE, true, VertexSize, VertexBufferPointer + Offset);
EnableVertexAttrib(lcProgramAttrib::Color);
}
else
DisableVertexAttrib(lcProgramAttrib::Color);
}
else
{
#if LC_FIXED_FUNCTION
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
{
#if LC_FIXED_FUNCTION
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);
}