123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- // The debug render modes are only built in a debug build,
- // partially because a release build should not need them
- // and partially because using aglMacro.h or cglMacro.h would prevent us from
- // playing this little function-pointer-hijacking trick
- #if defined(TORQUE_DEBUG)
- #define NO_REDEFINE_GL_FUNCS
- #include "platformEmscriptenplatformGL.h"
- #include "console/console.h"
- bool gOutlineEnabled = false;
- void (* glDrawElementsProcPtr) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) = glDrawElements;
- void (* glDrawArraysProcPtr) (GLenum mode, GLint first, GLsizei count) = glDrawArrays;
- void (* glNormDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) = glDrawElements;
- void (* glNormDrawArrays) (GLenum mode, GLint first, GLsizei count) = glDrawArrays;
- /// A utility for the outline drawing routines
- static U32 getIndex(GLenum type, const void *indices, U32 i)
- {
- if(type == GL_UNSIGNED_BYTE)
- return ((U8 *) indices)[i];
- else if(type == GL_UNSIGNED_SHORT)
- return ((U16 *) indices)[i];
- else
- return ((U32 *) indices)[i];
- }
- void glOutlineDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
- {
- if(mode == GL_POLYGON)
- mode = GL_LINE_LOOP;
- if(mode == GL_POINTS || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP || mode == GL_LINES)
- glDrawElements( mode, count, type, indices );
- else
- {
- glBegin(GL_LINES);
- if(mode == GL_TRIANGLE_STRIP)
- {
- U32 i;
- for(i = 0; i < count - 1; i++)
- {
- glArrayElement(getIndex(type, indices, i));
- glArrayElement(getIndex(type, indices, i + 1));
- if(i + 2 != count)
- {
- glArrayElement(getIndex(type, indices, i));
- glArrayElement(getIndex(type, indices, i + 2));
- }
- }
- }
- else if(mode == GL_TRIANGLE_FAN)
- {
- for(U32 i = 1; i < count; i ++)
- {
- glArrayElement(getIndex(type, indices, 0));
- glArrayElement(getIndex(type, indices, i));
- if(i != count - 1)
- {
- glArrayElement(getIndex(type, indices, i));
- glArrayElement(getIndex(type, indices, i + 1));
- }
- }
- }
- else if(mode == GL_TRIANGLES)
- {
- for(U32 i = 3; i <= count; i += 3)
- {
- glArrayElement(getIndex(type, indices, i - 3));
- glArrayElement(getIndex(type, indices, i - 2));
- glArrayElement(getIndex(type, indices, i - 2));
- glArrayElement(getIndex(type, indices, i - 1));
- glArrayElement(getIndex(type, indices, i - 3));
- glArrayElement(getIndex(type, indices, i - 1));
- }
- }
- else if(mode == GL_QUADS)
- {
- for(U32 i = 4; i <= count; i += 4)
- {
- glArrayElement(getIndex(type, indices, i - 4));
- glArrayElement(getIndex(type, indices, i - 3));
- glArrayElement(getIndex(type, indices, i - 3));
- glArrayElement(getIndex(type, indices, i - 2));
- glArrayElement(getIndex(type, indices, i - 2));
- glArrayElement(getIndex(type, indices, i - 1));
- glArrayElement(getIndex(type, indices, i - 4));
- glArrayElement(getIndex(type, indices, i - 1));
- }
- }
- else if(mode == GL_QUAD_STRIP)
- {
- if(count < 4)
- return;
- glArrayElement(getIndex(type, indices, 0));
- glArrayElement(getIndex(type, indices, 1));
- for(U32 i = 4; i <= count; i += 2)
- {
- glArrayElement(getIndex(type, indices, i - 4));
- glArrayElement(getIndex(type, indices, i - 2));
- glArrayElement(getIndex(type, indices, i - 3));
- glArrayElement(getIndex(type, indices, i - 1));
- glArrayElement(getIndex(type, indices, i - 2));
- glArrayElement(getIndex(type, indices, i - 1));
- }
- }
- glEnd();
- }
- }
- void glOutlineDrawArrays(GLenum mode, GLint first, GLsizei count)
- {
- if(mode == GL_POLYGON)
- mode = GL_LINE_LOOP;
- if(mode == GL_POINTS || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP || mode == GL_LINES)
- glDrawArrays( mode, first, count );
- else
- {
- glBegin(GL_LINES);
- if(mode == GL_TRIANGLE_STRIP)
- {
- U32 i;
- for(i = 0; i < count - 1; i++)
- {
- glArrayElement(first + i);
- glArrayElement(first + i + 1);
- if(i + 2 != count)
- {
- glArrayElement(first + i);
- glArrayElement(first + i + 2);
- }
- }
- }
- else if(mode == GL_TRIANGLE_FAN)
- {
- for(U32 i = 1; i < count; i ++)
- {
- glArrayElement(first);
- glArrayElement(first + i);
- if(i != count - 1)
- {
- glArrayElement(first + i);
- glArrayElement(first + i + 1);
- }
- }
- }
- else if(mode == GL_TRIANGLES)
- {
- for(U32 i = 3; i <= count; i += 3)
- {
- glArrayElement(first + i - 3);
- glArrayElement(first + i - 2);
- glArrayElement(first + i - 2);
- glArrayElement(first + i - 1);
- glArrayElement(first + i - 3);
- glArrayElement(first + i - 1);
- }
- }
- else if(mode == GL_QUADS)
- {
- for(U32 i = 4; i <= count; i += 4)
- {
- glArrayElement(first + i - 4);
- glArrayElement(first + i - 3);
- glArrayElement(first + i - 3);
- glArrayElement(first + i - 2);
- glArrayElement(first + i - 2);
- glArrayElement(first + i - 1);
- glArrayElement(first + i - 4);
- glArrayElement(first + i - 1);
- }
- }
- else if(mode == GL_QUAD_STRIP)
- {
- if(count < 4)
- return;
- glArrayElement(first + 0);
- glArrayElement(first + 1);
- for(U32 i = 4; i <= count; i += 2)
- {
- glArrayElement(first + i - 4);
- glArrayElement(first + i - 2);
- glArrayElement(first + i - 3);
- glArrayElement(first + i - 1);
- glArrayElement(first + i - 2);
- glArrayElement(first + i - 1);
- }
- }
- glEnd();
- }
- }
- ConsoleFunction(GLEnableOutline,void,2,2,"GLEnableOutline( true | false ) - sets whether to render wireframe")
- {
- gOutlineEnabled = dAtob(argv[1]);
- if(gOutlineEnabled)
- {
- glDrawElementsProcPtr = glOutlineDrawElements;
- glDrawArraysProcPtr = glOutlineDrawArrays;
- Con::printf("swapped to outline mode funcs");
- } else {
- glDrawElementsProcPtr = glDrawElements;
- glDrawArraysProcPtr = glDrawArrays;
- Con::printf("swapped to normal funcs");
- }
- }
- #endif
|