mirror of
https://github.com/leozide/leocad
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121 lines
2.6 KiB
C++
121 lines
2.6 KiB
C++
#pragma once
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#include "lc_mesh.h"
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enum class lcRenderMeshState : int
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{
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Default,
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Selected,
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Focused,
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Faded,
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Highlighted
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};
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struct lcRenderMesh
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{
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lcMatrix44 WorldMatrix;
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lcMesh* Mesh;
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int ColorIndex;
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int LodIndex;
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lcRenderMeshState State;
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};
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struct lcTranslucentMeshInstance
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{
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const lcMeshSection* Section;
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int RenderMeshIndex;
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float Distance;
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};
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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 SetActiveSubmodelInstance(lcPiece* ActiveSubmodelInstance, const lcMatrix44& ActiveSubmodelTransform)
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{
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mActiveSubmodelInstance = ActiveSubmodelInstance;
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mActiveSubmodelTransform = ActiveSubmodelTransform;
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}
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lcPiece* GetActiveSubmodelInstance() const
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{
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return mActiveSubmodelInstance;
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}
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const lcMatrix44& GetViewMatrix() const
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{
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return mViewMatrix;
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}
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void SetDrawInterface(bool DrawInterface)
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{
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mDrawInterface = DrawInterface;
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}
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bool GetDrawInterface() const
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{
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return mDrawInterface;
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}
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void SetShadingMode(lcShadingMode ShadingMode)
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{
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mShadingMode = ShadingMode;
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}
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void SetAllowLOD(bool AllowLOD)
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{
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mAllowLOD = AllowLOD;
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}
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void SetLODDistance(float Distance)
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{
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mMeshLODDistance = Distance;
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}
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void SetPreTranslucentCallback(std::function<void()> Callback)
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{
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mPreTranslucentCallback = Callback;
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}
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lcMatrix44 ApplyActiveSubmodelTransform(const lcMatrix44& WorldMatrix) const
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{
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return !mActiveSubmodelInstance ? WorldMatrix : lcMul(WorldMatrix, mActiveSubmodelTransform);
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}
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void Begin(const lcMatrix44& ViewMatrix);
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void End();
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void AddMesh(lcMesh* Mesh, const lcMatrix44& WorldMatrix, int ColorIndex, lcRenderMeshState State);
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void AddInterfaceObject(const lcObject* Object)
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{
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mInterfaceObjects.emplace_back(Object);
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}
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void Draw(lcContext* Context) const;
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void DrawInterfaceObjects(lcContext* Context) const;
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protected:
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void DrawOpaqueMeshes(lcContext* Context, bool DrawLit, int PrimitiveTypes, bool DrawFaded, bool DrawNonFaded) const;
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void DrawTranslucentMeshes(lcContext* Context, bool DrawLit, bool DrawFadePrepass, bool DrawFaded, bool DrawNonFaded) const;
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void DrawDebugNormals(lcContext* Context, const lcMesh* Mesh) const;
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lcMatrix44 mViewMatrix;
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lcMatrix44 mActiveSubmodelTransform;
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lcPiece* mActiveSubmodelInstance;
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lcShadingMode mShadingMode;
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bool mDrawInterface;
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bool mAllowLOD;
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float mMeshLODDistance;
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lcVector4 mFadeColor;
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lcVector4 mHighlightColor;
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bool mHasFadedParts;
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bool mTranslucentFade;
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std::function<void()> mPreTranslucentCallback;
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std::vector<lcRenderMesh> mRenderMeshes;
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std::vector<int> mOpaqueMeshes;
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std::vector<lcTranslucentMeshInstance> mTranslucentMeshes;
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std::vector<const lcObject*> mInterfaceObjects;
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};
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