quadrilateralcowboy/tools/radiant/GLWidget.cpp

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "qe3.h"
#include "Radiant.h"
#include "GLWidget.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// idGLWidget
class idMiniDrawVert {
public:
idVec3 xyz;
idVec2 st;
idMiniDrawVert(float x, float y, float z, float s, float t) : xyz(x,y,z), st(s, t) {
};
};
static idMiniDrawVert cubeData[] = {
idMiniDrawVert(-1.0, -1.0, +1.0, 0.0, 0.0),
idMiniDrawVert(+1.0, -1.0, +1.0, 1.0, 0.0),
idMiniDrawVert(+1.0, +1.0, +1.0, 1.0, 1.0),
idMiniDrawVert(-1.0, +1.0, +1.0, 0.0, 1.0),
idMiniDrawVert(-1.0, -1.0, -1.0, 1.0, 0.0),
idMiniDrawVert(-1.0, +1.0, +1.0, 1.0, 1.0),
idMiniDrawVert(+1.0, +1.0, -1.0, 0.0, 1.0),
idMiniDrawVert(+1.0, -1.0, -1.0, 0.0, 0.0),
idMiniDrawVert(-1.0, +1.0, -1.0, 0.0, 1.0),
idMiniDrawVert(-1.0, +1.0, +1.0, 0.0, 0.0),
idMiniDrawVert(+1.0, +1.0, +1.0, 1.0, 0.0),
idMiniDrawVert(+1.0, +1.0, -1.0, 1.0, 1.0),
idMiniDrawVert(-1.0, -1.0, -1.0, 1.0, 1.0),
idMiniDrawVert(+1.0, -1.0, -1.0, 0.0, 1.0),
idMiniDrawVert(+1.0, -1.0, +1.0, 0.0, 0.0),
idMiniDrawVert(-1.0, -1.0, +1.0, 1.0, 0.0),
idMiniDrawVert(+1.0, -1.0, -1.0, 1.0, 0.0),
idMiniDrawVert(+1.0, +1.0, -1.0, 1.0, 1.0),
idMiniDrawVert(+1.0, +1.0, +1.0, 0.0, 1.0),
idMiniDrawVert(+1.0, -1.0, +1.0, 0.0, 0.0),
idMiniDrawVert(-1.0, -1.0, -1.0, 0.0, 0.0),
idMiniDrawVert(-1.0, -1.0, +1.0, 1.0, 0.0),
idMiniDrawVert(-1.0, +1.0, +1.0, 1.0, 1.0),
idMiniDrawVert(-1.0, +1.0, -1.0, 0.0, 1.0)
};
static int cubeSides = sizeof(cubeData) / sizeof(idMiniDrawVert);
static int numQuads = cubeSides / 4;
void glTexturedBox(idVec3 &point, float size, const idMaterial *mat) {
qglTranslatef(point.x, point.y, point.z);
for (int i = 0; i < numQuads; i++) {
qglBegin(GL_QUADS);
for (int j = 0; j < 4; j++) {
idVec3 v = cubeData[i * 4 + j].xyz;
v *= size;
qglTexCoord2fv(cubeData[i * 4 + j].st.ToFloatPtr());
qglVertex3fv(v.ToFloatPtr());
}
qglEnd();
}
}
idGLWidget::idGLWidget()
{
initialized = false;
drawable = NULL;
}
idGLWidget::~idGLWidget()
{
}
BEGIN_MESSAGE_MAP(idGLWidget, CWnd)
//{{AFX_MSG_MAP(idGLWidget)
ON_WM_PAINT()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MBUTTONDOWN()
ON_WM_MBUTTONUP()
ON_WM_MOUSEMOVE()
ON_WM_MOUSEWHEEL()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
ON_WM_TIMER()
ON_WM_ERASEBKGND()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// idGLWidget message handlers
BOOL idGLWidget::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Add your specialized code here and/or call the base class
return CWnd::PreCreateWindow(cs);
}
BOOL idGLWidget::Create(LPCTSTR lpszClassName, LPCTSTR lpszWindowName, DWORD dwStyle, const RECT& rect, CWnd* pParentWnd, UINT nID, CCreateContext* pContext)
{
if (CWnd::Create(lpszClassName, lpszWindowName, dwStyle, rect, pParentWnd, nID, pContext) == -1) {
return FALSE;
}
CDC *dc = GetDC();
QEW_SetupPixelFormat(dc->m_hDC, false);
ReleaseDC(dc);
return TRUE;
}
void idGLWidget::OnPaint()
{
if (!initialized) {
CDC *dc = GetDC();
QEW_SetupPixelFormat(dc->m_hDC, false);
ReleaseDC(dc);
initialized = true;
}
CPaintDC dc(this); // device context for painting
CRect rect;
GetClientRect(rect);
if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC)) {
}
qglViewport(0, 0, rect.Width(), rect.Height());
qglScissor(0, 0, rect.Width(), rect.Height());
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_BLEND);
qglOrtho(0, rect.Width(), 0, rect.Height(), -256, 256);
if (drawable) {
drawable->draw(1, 1, rect.Width()-1, rect.Height()-1);
} else {
qglViewport(0, 0, rect.Width(), rect.Height());
qglScissor(0, 0, rect.Width(), rect.Height());
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
qwglSwapBuffers(dc);
qglFlush();
qwglMakeCurrent(win32.hDC, win32.hGLRC);
}
extern bool Sys_KeyDown(int key);
void idGLDrawable::buttonDown(int _button, float x, float y) {
pressX = x;
pressY = y;
button = _button;
if (button == MK_RBUTTON) {
handleMove = true;
}
}
void idGLDrawable::buttonUp(int button, float x, float y) {
handleMove = false;
}
extern float fDiff(float f1, float f2);
void idGLDrawable::mouseMove(float x, float y) {
if (handleMove) {
Update();
if (Sys_KeyDown(VK_MENU)) {
// scale
float *px = &x;
float *px2 = &pressX;
if (fDiff(y, pressY) > fDiff(x, pressX)) {
px = &y;
px2 = &pressY;
}
if (*px > *px2) {
// zoom in
scale += 0.1f;
if ( scale > 10.0f ) {
scale = 10.0f;
}
} else if (*px < *px2) {
// zoom out
scale -= 0.1f;
if ( scale <= 0.001f ) {
scale = 0.001f;
}
}
*px2 = *px;
::SetCursorPos(pressX, pressY);
} else if (Sys_KeyDown(VK_SHIFT)) {
// rotate
} else {
// origin
if (x != pressX) {
xOffset += (x - pressX);
pressX = x;
}
if (y != pressY) {
yOffset -= (y - pressY);
pressY = y;
}
//::SetCursorPos(pressX, pressY);
}
}
}
void idGLDrawable::draw(int x, int y, int w, int h) {
GL_State( GLS_DEFAULT );
qglViewport(x, y, w, h);
qglScissor(x, y, w, h);
qglMatrixMode(GL_PROJECTION);
qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
qglClear(GL_COLOR_BUFFER_BIT);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglLineWidth(0.5);
qglColor3f(1, 1, 1);
globalImages->BindNull();
qglBegin(GL_LINE_LOOP);
qglColor3f(1, 0, 0);
qglVertex2f(x + 3, y + 3);
qglColor3f(0, 1, 0);
qglVertex2f(x + 3, h - 3);
qglColor3f(0, 0, 1);
qglVertex2f(w - 3, h - 3);
qglColor3f(1, 1, 1);
qglVertex2f(w - 3, y + 3);
qglEnd();
}
static int viewAngle = -98;
void idGLDrawableMaterial::buttonDown(int button, float x, float y) {
idGLDrawable::buttonDown(button, x, y);
//viewAngle += (button == MK_LBUTTON) ? 15 : -15;
}
void idGLDrawableMaterial::mouseMove(float x, float y) {
if (handleMove) {
Update();
bool doScale = Sys_KeyDown(VK_MENU);
bool doLight = Sys_KeyDown(VK_SHIFT);
if (doScale || doLight) {
// scale
float *px = &x;
float *px2 = &pressX;
if (fDiff(y, pressY) > fDiff(x, pressX)) {
px = &y;
px2 = &pressY;
}
if (*px > *px2) {
// zoom in
if (doScale) {
scale += 0.1f;
if ( scale > 10.0f ) {
scale = 10.0f;
}
} else {
light += 0.05f;
if ( light > 2.0f ) {
light = 2.0f;
}
}
} else if (*px < *px2) {
// zoom out
if (doScale) {
scale -= 0.1f;
if ( scale <= 0.001f ) {
scale = 0.001f;
}
} else {
light -= 0.05f;
if ( light < 0.0f ) {
light = 0.0f;
}
}
}
*px2 = *px;
::SetCursorPos(pressX, pressY);
} else {
// origin
if (x != pressX) {
xOffset += (x - pressX);
pressX = x;
}
if (y != pressY) {
yOffset -= (y - pressY);
pressY = y;
}
//::SetCursorPos(pressX, pressY);
}
}
}
void idGLDrawableMaterial::draw(int x, int y, int w, int h) {
const idMaterial *mat = material;
if (mat) {
qglViewport(x, y, w, h);
qglScissor(x, y, w, h);
qglMatrixMode(GL_PROJECTION);
qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
qglClear(GL_COLOR_BUFFER_BIT);
if (worldDirty) {
InitWorld();
renderLight_t parms;
idDict spawnArgs;
spawnArgs.Set("classname", "light");
spawnArgs.Set("name", "light_1");
spawnArgs.Set("origin", "0 0 0");
idStr str;
sprintf(str, "%f %f %f", light, light, light);
spawnArgs.Set("_color", str);
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &parms );
lightDef = world->AddLightDef( &parms );
idImage *img = (mat->GetNumStages() > 0) ? mat->GetStage(0)->texture.image : mat->GetEditorImage();
if (img == NULL) {
common->Warning("Unable to load image for preview for %s", mat->GetName());
return;
}
int width = img->uploadWidth;
int height = img->uploadHeight;
width *= scale;
height *= scale;
srfTriangles_t *tris = worldModel->AllocSurfaceTriangles( 4, 6 );
tris->numVerts = 4;
tris->numIndexes = 6;
tris->indexes[0] = 0;
tris->indexes[1] = 1;
tris->indexes[2] = 2;
tris->indexes[3] = 3;
tris->indexes[4] = 1;
tris->indexes[5] = 0;
tris->verts[0].xyz.x = 64;
tris->verts[0].xyz.y = -xOffset + 0 - width / 2;
tris->verts[0].xyz.z = yOffset + 0 - height / 2;
tris->verts[0].st.x = 1;
tris->verts[0].st.y = 1;
tris->verts[1].xyz.x = 64;
tris->verts[1].xyz.y = -xOffset + width / 2;
tris->verts[1].xyz.z = yOffset + height / 2;
tris->verts[1].st.x = 0;
tris->verts[1].st.y = 0;
tris->verts[2].xyz.x = 64;
tris->verts[2].xyz.y = -xOffset + 0 - width / 2;
tris->verts[2].xyz.z = yOffset + height / 2;
tris->verts[2].st.x = 1;
tris->verts[2].st.y = 0;
tris->verts[3].xyz.x = 64;
tris->verts[3].xyz.y = -xOffset + width / 2;
tris->verts[3].xyz.z = yOffset + 0 - height / 2;
tris->verts[3].st.x = 0;
tris->verts[3].st.y = 1;
tris->verts[0].normal = tris->verts[1].xyz.Cross(tris->verts[3].xyz);
tris->verts[1].normal = tris->verts[2].normal = tris->verts[3].normal = tris->verts[0].normal;
AddTris(tris, mat);
worldModel->FinishSurfaces();
renderEntity_t worldEntity;
memset( &worldEntity, 0, sizeof( worldEntity ) );
if ( mat->HasGui() ) {
worldEntity.gui[ 0 ] = mat->GlobalGui();
}
worldEntity.hModel = worldModel;
worldEntity.axis = mat3_default;
worldEntity.shaderParms[0] = 1;
worldEntity.shaderParms[1] = 1;
worldEntity.shaderParms[2] = 1;
worldEntity.shaderParms[3] = 1;
modelDef = world->AddEntityDef( &worldEntity );
worldDirty = false;
}
renderView_t refdef;
// render it
renderSystem->BeginFrame(w, h);
memset( &refdef, 0, sizeof( refdef ) );
refdef.vieworg.Set(viewAngle, 0, 0);
refdef.viewaxis = idAngles(0,0,0).ToMat3();
refdef.shaderParms[0] = 1;
refdef.shaderParms[1] = 1;
refdef.shaderParms[2] = 1;
refdef.shaderParms[3] = 1;
refdef.width = SCREEN_WIDTH;
refdef.height = SCREEN_HEIGHT;
refdef.fov_x = 90;
refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;
refdef.time = eventLoop->Milliseconds();
world->RenderScene( &refdef );
int frontEnd, backEnd;
renderSystem->EndFrame( &frontEnd, &backEnd );
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
}
}
void idGLDrawableMaterial::setMedia(const char *name) {
idImage *img = NULL;
if (name && *name) {
material = declManager->FindMaterial(name);
if (material) {
const shaderStage_t *stage = (material->GetNumStages() > 0) ? material->GetStage(0) : NULL;
if (stage) {
img = stage->texture.image;
} else {
img = material->GetEditorImage();
}
}
} else {
material = NULL;
}
// set scale to get a good fit
if (material && img) {
float size = (img->uploadWidth > img->uploadHeight) ? img->uploadWidth : img->uploadHeight;
// use 128 as base scale of 1.0
scale = 128.0 / size;
} else {
scale = 1.0;
}
xOffset = 0.0;
yOffset = 0.0;
worldDirty = true;
}
idGLDrawableModel::idGLDrawableModel(const char *name) {
worldModel = renderModelManager->FindModel( name );
light = 1.0;
worldDirty = true;
}
idGLDrawableModel::idGLDrawableModel() {
worldModel = renderModelManager->DefaultModel();
light = 1.0;
}
void idGLDrawableModel::setMedia(const char *name) {
worldModel = renderModelManager->FindModel(name);
worldDirty = true;
xOffset = 0.0;
yOffset = 0.0;
zOffset = -128;
rotation.Set( 0.0f, 0.0f, 0.0f, 1.0f );
radius = 2.6f;
lastPress.Zero();
}
void idGLDrawableModel::SetSkin( const char *skin ) {
skinStr = skin;
}
void idGLDrawableModel::buttonDown(int _button, float x, float y) {
pressX = x;
pressY = y;
lastPress.y = -( float )( 2 * x - rect.z ) / rect.z;
lastPress.x = -( float )( 2 * y - rect.w ) / rect.w;
lastPress.z = 0.0f;
button = _button;
if (button == MK_RBUTTON || button == MK_LBUTTON) {
handleMove = true;
}
}
void idGLDrawableModel::mouseMove(float x, float y) {
if (handleMove) {
Update();
if (button == MK_LBUTTON) {
float cury = ( float )( 2 * x - rect.z ) / rect.z;
float curx = ( float )( 2 * y - rect.w ) / rect.w;
idVec3 to( -curx, -cury, 0.0f );
to.ProjectSelfOntoSphere( radius );
lastPress.ProjectSelfOntoSphere( radius );
idVec3 axis;
axis.Cross( to, lastPress );
float len = ( lastPress - to ).Length() / ( 2.0f * radius );
len = idMath::ClampFloat( -1.0f, 1.0f, len );
float phi = 2.0f * asin ( len ) ;
axis.Normalize();
axis *= sin( phi / 2.0f );
idQuat rot( axis.z, axis.y, axis.x, cos( phi / 2.0f ) );
rot.Normalize();
rotation *= rot;
rotation.Normalize();
lastPress = to;
lastPress.z = 0.0f;
} else {
bool doScale = Sys_KeyDown(VK_MENU);
bool doLight = Sys_KeyDown(VK_SHIFT);
if (doLight) {
// scale
float *px = &x;
float *px2 = &pressX;
if (fDiff(y, pressY) > fDiff(x, pressX)) {
px = &y;
px2 = &pressY;
}
if (*px > *px2) {
light += 0.05f;
if ( light > 2.0f ) {
light = 2.0f;
}
} else if (*px < *px2) {
light -= 0.05f;
if ( light < 0.0f ) {
light = 0.0f;
}
}
*px2 = *px;
::SetCursorPos(pressX, pressY);
} else {
// origin
if (x != pressX) {
if (doScale) {
zOffset += (x - pressX);
} else {
xOffset += (x - pressX);
}
pressX = x;
}
if (y != pressY) {
if (doScale) {
zOffset -= (y - pressY);
} else {
yOffset -= (y - pressY);
}
pressY = y;
}
//::SetCursorPos(pressX, pressY);
}
}
}
}
void idGLDrawableModel::draw(int x, int y, int w, int h) {
if ( !worldModel ) {
return;
}
if ( worldModel->IsDynamicModel() != DM_STATIC ) {
//return;
}
rect.Set( x, y, w, h );
qglViewport(x, y, w, h);
qglScissor(x, y, w, h);
qglMatrixMode(GL_PROJECTION);
qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
qglClear(GL_COLOR_BUFFER_BIT);
if (worldDirty) {
//InitWorld();
world->InitFromMap( NULL );
renderLight_t parms;
idDict spawnArgs;
spawnArgs.Set("classname", "light");
spawnArgs.Set("name", "light_1");
spawnArgs.Set("origin", "-128 0 0");
idStr str;
sprintf(str, "%f %f %f", light, light, light);
spawnArgs.Set("_color", str);
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &parms );
lightDef = world->AddLightDef( &parms );
renderEntity_t worldEntity;
memset( &worldEntity, 0, sizeof( worldEntity ) );
spawnArgs.Clear();
spawnArgs.Set("classname", "func_static");
spawnArgs.Set("name", spawnArgs.GetString("model"));
spawnArgs.Set("origin", "0 0 0");
if ( skinStr.Length() ) {
spawnArgs.Set( "skin", skinStr );
}
gameEdit->ParseSpawnArgsToRenderEntity(&spawnArgs, &worldEntity);
worldEntity.hModel = worldModel;
worldEntity.axis = rotation.ToMat3();
worldEntity.shaderParms[0] = 1;
worldEntity.shaderParms[1] = 1;
worldEntity.shaderParms[2] = 1;
worldEntity.shaderParms[3] = 1;
modelDef = world->AddEntityDef( &worldEntity );
worldDirty = false;
}
renderView_t refdef;
// render it
renderSystem->BeginFrame(w, h);
memset( &refdef, 0, sizeof( refdef ) );
refdef.vieworg.Set(zOffset, xOffset, -yOffset);
refdef.viewaxis = idAngles(0,0,0).ToMat3();
refdef.shaderParms[0] = 1;
refdef.shaderParms[1] = 1;
refdef.shaderParms[2] = 1;
refdef.shaderParms[3] = 1;
refdef.width = SCREEN_WIDTH;
refdef.height = SCREEN_HEIGHT;
refdef.fov_x = 90;
refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;
refdef.time = eventLoop->Milliseconds();
world->RenderScene( &refdef );
int frontEnd, backEnd;
renderSystem->EndFrame( &frontEnd, &backEnd );
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
}
void idGLWidget::OnLButtonDown(UINT nFlags, CPoint point)
{
SetCapture();
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->buttonDown(MK_LBUTTON, point.x, point.y);
}
}
void idGLWidget::OnLButtonUp(UINT nFlags, CPoint point)
{
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->buttonUp(MK_LBUTTON, point.x, point.y);
}
ReleaseCapture();
}
void idGLWidget::OnMButtonDown(UINT nFlags, CPoint point)
{
SetCapture();
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->buttonDown(MK_MBUTTON, point.x, point.y);
}
}
void idGLWidget::OnMButtonUp(UINT nFlags, CPoint point)
{
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->buttonUp(MK_MBUTTON, point.x, point.y);
}
ReleaseCapture();
}
void idGLWidget::OnMouseMove(UINT nFlags, CPoint point)
{
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->mouseMove(point.x, point.y);
RedrawWindow();
}
}
BOOL idGLWidget::OnMouseWheel(UINT nFlags, short zDelta, CPoint pt)
{
if (drawable) {
float f = drawable->getScale();
if ( zDelta > 0.0f ) {
f += 0.1f;
} else {
f -= 0.1f;
}
if ( f <= 0.0f ) {
f = 0.1f;
}
if ( f > 5.0f ) {
f = 5.0f;
}
drawable->setScale(f);
}
return TRUE;
}
void idGLWidget::OnRButtonDown(UINT nFlags, CPoint point)
{
SetCapture();
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->buttonDown(MK_RBUTTON, point.x, point.y);
}
}
void idGLWidget::OnRButtonUp(UINT nFlags, CPoint point)
{
if (drawable) {
if ( drawable->ScreenCoords() ) {
ClientToScreen(&point);
}
drawable->buttonUp(MK_RBUTTON, point.x, point.y);
}
ReleaseCapture();
}
void idGLWidget::setDrawable(idGLDrawable *d) {
drawable = d;
if (d->getRealTime()) {
SetTimer(1, d->getRealTime(), NULL);
}
}
void idGLWidget::OnTimer(UINT nIDEvent) {
if (drawable && drawable->getRealTime()) {
Invalidate(FALSE);
} else {
KillTimer(1);
}
}
idGLDrawable::idGLDrawable() {
scale = 1.0;
xOffset = 0.0;
yOffset = 0.0;
handleMove = false;
realTime = 0;
}
void idGLDrawableConsole::draw(int x, int y, int w, int h) {
qglPushAttrib( GL_ALL_ATTRIB_BITS );
qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
qglScissor( 0, 0, w, h );
qglClear( GL_COLOR_BUFFER_BIT );
renderSystem->BeginFrame( w, h );
console->Draw( true );
renderSystem->EndFrame( NULL, NULL );
qglPopAttrib();
}
void idGLConsoleWidget::init() {
setDrawable(&console);
}
void idGLConsoleWidget::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
sysEvent_t ev;
memset( &ev, 0, sizeof( ev ) );
ev.evType = SE_KEY;
ev.evValue2 = 1;
ev.evValue = nChar;
::console->ProcessEvent( &ev, true );
}
BEGIN_MESSAGE_MAP(idGLConsoleWidget, idGLWidget)
//{{AFX_MSG_MAP(idGLConsoleWidget)
ON_WM_PAINT()
ON_WM_KEYDOWN()
ON_WM_KEYUP()
ON_WM_CHAR()
ON_WM_LBUTTONDOWN()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
void idGLConsoleWidget::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
{
sysEvent_t ev;
memset( &ev, 0, sizeof( ev ) );
ev.evType = SE_KEY;
ev.evValue2 = 0;
ev.evValue = nChar;
::console->ProcessEvent( &ev, true );
}
void idGLConsoleWidget::OnPaint() {
idGLWidget::OnPaint();
}
void idGLConsoleWidget::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
{
sysEvent_t ev;
memset( &ev, 0, sizeof( ev ) );
ev.evType = SE_CHAR;
ev.evValue = nChar;
::console->ProcessEvent( &ev, true );
}
void idGLConsoleWidget::OnLButtonDown(UINT nFlags, CPoint point) {
SetFocus();
}
BOOL idGLWidget::OnEraseBkgnd(CDC* pDC)
{
return FALSE;
//return CWnd::OnEraseBkgnd(pDC);
}
idGLDrawableWorld::idGLDrawableWorld() {
world = NULL;
worldModel = NULL;
InitWorld();
}
idGLDrawableWorld::~idGLDrawableWorld() {
delete world;
}
void idGLDrawableWorld::AddTris(srfTriangles_t *tris, const idMaterial *mat) {
modelSurface_t surf;
surf.geometry = tris;
surf.shader = mat;
worldModel->AddSurface( surf );
}
void idGLDrawableWorld::draw(int x, int y, int w, int h) {
}
void idGLDrawableWorld::InitWorld() {
if ( world == NULL ) {
world = renderSystem->AllocRenderWorld();
}
if ( worldModel == NULL ) {
worldModel = renderModelManager->AllocModel();
}
world->InitFromMap( NULL );
worldModel->InitEmpty( va( "GLWorldModel_%i", Sys_Milliseconds() ) );
}