mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
424 lines
13 KiB
C++
424 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "VectorCtl.h"
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#include <math.h>
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BEGIN_MESSAGE_MAP(CVectorCtl, CButton)
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//{{AFX_MSG_MAP(idGLWidget)
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ON_WM_LBUTTONDOWN()
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ON_WM_LBUTTONUP()
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ON_WM_MOUSEMOVE()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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CVectorCtl::CVectorCtl () :
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m_bBmpCreated (FALSE),
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m_bImageChange (TRUE),
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m_bBackgroundBitmapUsed (FALSE),
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m_clrDiffuse (DEFAULT_DIFFUSE),
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m_clrAmbient (DEFAULT_AMBIENT),
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m_clrLight (DEFAULT_LIGHT),
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m_clrBackgroundStart (DEFAULT_START_BACKGROUND_COLOR),
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m_clrBackgroundEnd (DEFAULT_END_BACKGROUND_COLOR),
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m_dSpecularExponent (DEFAULT_SPEC_EXP),
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m_bHasFocus (FALSE),
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m_bSelected (FALSE),
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m_bFrontVector (FALSE),
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m_dSensitivity (20.0),
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m_procVectorChanging (NULL),
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m_procVectorChanged (NULL)
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{
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double DefaultVec[3] = DEFAULT_VEC;
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for (int i=0; i<3; i++) {
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m_dVec[i] = DefaultVec[i];
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pCtl[i] = NULL;
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}
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rotationQuat.Set( 0.0f, 0.0f, 0.0f, 1.0f );
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lastPress.Zero();
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radius = 0.6f;
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}
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CVectorCtl::~CVectorCtl ()
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{
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if (m_bBmpCreated)
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m_dcMem.SelectObject (m_pOldBitmap);
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ClearBackgroundBitmap ();
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}
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// Owner-drawn control service function:
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void CVectorCtl::DrawItem( LPDRAWITEMSTRUCT lpDrawItemStruct )
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{
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CDC *pDC = CDC::FromHandle (lpDrawItemStruct->hDC); // Get CDC to draw
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if (!m_bSelected && lpDrawItemStruct->itemState & ODS_SELECTED) {
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// Just got re-selected (user starts a new mouse dragging session)
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} else if (m_bSelected && // Last state was selected
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!(lpDrawItemStruct->itemState & ODS_SELECTED) && // New state is NOT selected
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(lpDrawItemStruct->itemState & ODS_FOCUS) && // New state is still in focus
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m_procVectorChanged) // User asked for a callback
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// User has left the track-ball and asked for a callback.
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m_procVectorChanged ( rotationQuat );
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m_bHasFocus = lpDrawItemStruct->itemState & ODS_FOCUS; // Update focus status
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m_bSelected = lpDrawItemStruct->itemState & ODS_SELECTED; // Update selection status
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if (!m_bBmpCreated) // 1st time
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InitBitmap (lpDrawItemStruct, pDC);
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if (m_bImageChange) { // Image has changes - recalc it!
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if (m_procVectorChanging) // User has specified a callback
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m_procVectorChanging ( rotationQuat ); // Call it!
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BuildImage (lpDrawItemStruct);
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m_bImageChange = FALSE;
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}
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pDC->BitBlt (0,0,m_iWidth, m_iHeight, &m_dcMem, 0, 0, SRCCOPY); // Update screen
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}
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// Mouse was dragged
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void CVectorCtl::OnMouseDrag (int ixMove, int iyMove)
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{
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RotateByXandY (double(-iyMove) / m_dSensitivity,
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double(ixMove) / m_dSensitivity);
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}
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// Recalc ball image
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void CVectorCtl::BuildImage (LPDRAWITEMSTRUCT lpDrawItemStruct)
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{
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int xf, yf;
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for (int x=0; x<m_iWidth; x++) // Scan all columns
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for (int y=0; y<m_iHeight; y++) { // Scan all rows
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xf = x-m_iXCenter; // Find distance from center
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yf = y-m_iYCenter;
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if (xf*xf + yf*yf <= m_iSqrRadius) { // Point on ball surface
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double vx = double(xf) / double(m_iRadius),
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vy = double(yf) / double(m_iRadius),
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vz = sqrt (1.0 - vx*vx - vy*vy); // Find ball's normal
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m_dcMem.SetPixelV (x,y, CalcLight (vx,vy,vz));
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}
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}
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}
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// Normalize a vector to unit size
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BOOL CVectorCtl::Normalize ()
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{
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double Norm = m_dVec[0] * m_dVec[0] + m_dVec[1] * m_dVec[1] + m_dVec[2] * m_dVec[2];
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if (Norm > EPS) {
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Norm = sqrt (Norm);
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m_dVec[0] /= Norm;
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m_dVec[1] /= Norm;
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m_dVec[2] /= Norm;
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return TRUE;
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} else { // Reset to defualt vector
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double DefaultVec[3] = DEFAULT_VEC;
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for (int i=0; i<3; i++)
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m_dVec[i] = DefaultVec[i];
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return FALSE;
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}
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}
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// Calculate lightning effect for specific pixel on ball's surface
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COLORREF CVectorCtl::CalcLight (double dx, double dy, double dz)
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{
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double NL = dx * m_dVec[0] + dy * m_dVec[1] + dz * m_dVec[2],
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RV = 2.0 * NL,
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rx = m_dVec[0] - (dx * RV),
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ry = m_dVec[1] - (dy * RV),
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rz = m_dVec[2] - (dz * RV);
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if (NL < 0.0) // Diffuse coefficient
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NL = 0.0;
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RV = max (0.0, -rz);
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RV = double(pow (RV, m_dSpecularExponent));
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int r = int ( double(GetRValue(m_clrDiffuse)) * NL + // Diffuse
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double(GetRValue(m_clrLight)) * RV + // Specular
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double(GetRValue(m_clrAmbient))), // Ambient
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g = int ( double(GetGValue(m_clrDiffuse)) * NL + // Diffuse
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double(GetGValue(m_clrLight)) * RV + // Specular
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double(GetGValue(m_clrAmbient))), // Ambient
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b = int ( double(GetBValue(m_clrDiffuse)) * NL + // Diffuse
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double(GetBValue(m_clrLight)) * RV + // Specular
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double(GetBValue(m_clrAmbient))); // Ambient
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r = min (255, r); // Cutoff highlight
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g = min (255, g);
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b = min (255, b);
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return RGB(BYTE(r),BYTE(g),BYTE(b));
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}
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// Start memory buffer bitmap and measure it
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void CVectorCtl::InitBitmap (LPDRAWITEMSTRUCT lpDrawItemStruct, CDC *pDC)
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{
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m_iWidth = lpDrawItemStruct->rcItem.right - lpDrawItemStruct->rcItem.left;
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m_iHeight = lpDrawItemStruct->rcItem.bottom - lpDrawItemStruct->rcItem.top;
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m_bmpBuffer.CreateCompatibleBitmap (pDC, m_iWidth, m_iHeight);
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m_bBmpCreated = TRUE;
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m_dcMem.CreateCompatibleDC (pDC);
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m_pOldBitmap = m_dcMem.SelectObject (&m_bmpBuffer);
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SetRadius (max (min (m_iWidth, m_iHeight) - 2, 0) / 2);
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SetCenter (m_iWidth / 2, m_iHeight / 2);
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CreateBackground ();
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}
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// Set new specular intensity
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BOOL CVectorCtl::SetSpecularExponent (double dExp)
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{
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if (dExp < 1.0 || dExp > 200.0)
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return FALSE;
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m_dSpecularExponent = dExp;
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Redraw ();
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return TRUE;
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}
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// Rotate our vector around the X and Y axis
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void CVectorCtl::RotateByXandY (double XRot, double YRot)
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{ // Angles are in radians
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if (XRot == 0.0 && YRot == 0.0) {
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return;
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}
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double cx = cos(XRot),
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sx = sin(XRot),
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cy = cos(YRot),
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sy = sin(YRot),
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dx = m_dVec[0] * cy + m_dVec[1] * sx * sy + m_dVec[2] * cx * sy,
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dy = m_dVec[1] * cx - m_dVec[2] * sx,
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dz = -m_dVec[0] * sy + m_dVec[1] * sx * cy + m_dVec[2] * cx * cy;
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if (!m_bFrontVector || dz >= 0.0) { // Vector is bounds free
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m_dVec[0] = dx;
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m_dVec[1] = dy;
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m_dVec[2] = dz;
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} else { // Otherwise, do not allow Z to be negative (light shines from behind)
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m_dVec[2] = 0.0;
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m_dVec[0] = dx;
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m_dVec[1] = dy;
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Normalize ();
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}
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Redraw ();
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}
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void CVectorCtl::UpdateAxisControls ()
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{
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CString cs;
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for (int i=0; i<3; i++)
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if (pCtl[i]) {
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cs.Format ("%+1.5f",m_dVec[i]);
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pCtl[i]->SetWindowText (cs);
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}
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}
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void CVectorCtl::SetAxisControl (int nXCtl, int nYCtl, int nZCtl)
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{
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pCtl[0] = GetParent()->GetDlgItem(nXCtl);
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pCtl[1] = GetParent()->GetDlgItem(nYCtl);
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pCtl[2] = GetParent()->GetDlgItem(nZCtl);
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}
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void CVectorCtl::SetRadius (UINT uRadius)
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{
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m_iRadius = uRadius;
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m_iSqrRadius = m_iRadius * m_iRadius;
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CreateBackground ();
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Redraw (TRUE);
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}
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void CVectorCtl::SetCenter (UINT uHorizPos, UINT uVertPos)
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{
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m_iXCenter = uHorizPos;
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m_iYCenter = uVertPos;
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CreateBackground ();
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Redraw (TRUE);
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}
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void CVectorCtl::SetAxis (double d, int nAxis)
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{
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if (fabs(d)>=1.0) {
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m_dVec[nAxis]=d > 1.0 ? 1.0 : -1.0;
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m_dVec[(nAxis+1) %3]=m_dVec[(nAxis+2) %3]=0.0;
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Redraw ();
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return;
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}
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m_dVec[nAxis] = d;
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Normalize ();
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Redraw ();
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}
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void CVectorCtl::SetVector (double dx, double dy, double dz)
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{
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m_dVec[0] = dx;
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m_dVec[1] = dy;
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m_dVec[2] = dz;
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Normalize ();
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Redraw ();
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}
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void CVectorCtl::SetBackgroundColor (COLORREF clrStart, COLORREF clrEnd)
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{
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ClearBackgroundBitmap ();
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m_clrBackgroundStart = clrStart;
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m_clrBackgroundEnd = clrEnd;
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CreateBackground ();
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}
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BOOL CVectorCtl::SetBackgroundImage (UINT uBackgroundBitmapID)
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{
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if (m_bBackgroundBitmapUsed) {
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ClearBackgroundBitmap ();
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CreateBackground ();
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}
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if (!m_bmpBack.LoadBitmap (uBackgroundBitmapID))
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return FALSE;
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m_bBackgroundBitmapUsed = TRUE;
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CreateBackground ();
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return TRUE;
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}
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void CVectorCtl::CreateBackground ()
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{
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if (!m_bBmpCreated)
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return; // No image yet
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if (!m_bBackgroundBitmapUsed) { // No background used - fill with gradient color
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double r = GetRValue (m_clrBackgroundStart),
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g = GetGValue (m_clrBackgroundStart),
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b = GetBValue (m_clrBackgroundStart),
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rd = double (GetRValue (m_clrBackgroundEnd) - r) / double (m_iHeight),
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gd = double (GetGValue (m_clrBackgroundEnd) - g) / double (m_iHeight),
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bd = double (GetBValue (m_clrBackgroundEnd) - b) / double (m_iHeight);
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for (int j=0; j<m_iHeight; j++) {
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for (int i=0; i<m_iWidth; i++)
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m_dcMem.SetPixelV (i,j, RGB (BYTE(r),BYTE(g),BYTE(b)));
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r+=rd; g+=gd; b+=bd;
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}
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Redraw (TRUE);
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return;
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}
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// Bitmap used : tile it in back
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CDC DCtmp;
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BITMAP tmpBitmap;
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m_bmpBack.GetBitmap (&tmpBitmap);
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int iTmpWidth = tmpBitmap.bmWidth,
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iTmpHeight = tmpBitmap.bmHeight;
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DCtmp.CreateCompatibleDC (&m_dcMem);
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m_pOldBitmap = DCtmp.SelectObject (&m_bmpBack);
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for (int i=0; i<m_iWidth; i++)
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for (int j=0; j<m_iHeight; j++)
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m_dcMem.SetPixelV (i,j, DCtmp.GetPixel (i % iTmpWidth, j % iTmpHeight));
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DCtmp.SelectObject (m_pOldBitmap);
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Redraw (TRUE);
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}
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void CVectorCtl::ClearBackgroundBitmap ()
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{
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if (!m_bBackgroundBitmapUsed)
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return;
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m_bmpBack.DeleteObject ();
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m_bBackgroundBitmapUsed = FALSE;
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}
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BOOL CVectorCtl::SetSensitivity (UINT uSens)
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{
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if (uSens == 0)
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return FALSE;
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m_dSensitivity = double(uSens);
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return TRUE;
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}
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void CVectorCtl::Redraw (BOOL bErase) {
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m_bImageChange = TRUE;
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UpdateAxisControls();
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Invalidate (bErase);
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}
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void CVectorCtl::OnMouseMove(UINT nFlags, CPoint point) {
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if ( CWnd::GetCapture() != this ) {
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return;
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}
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float curX = ( float )( 2 * point.x - 64 ) / 64;
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float curY = ( float )( 2 * point.y - 64 ) / 64;
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idVec3 to( -curX, -curY, 0.0f );
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to.ProjectSelfOntoSphere( radius );
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lastPress.ProjectSelfOntoSphere( radius );
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idVec3 axis;
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axis.Cross( to, lastPress );
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float len = ( lastPress - to ).Length() / ( 2.0f * radius );
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len = idMath::ClampFloat( -1.0f, 1.0f, len );
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float phi = 2.0f * asin ( len ) ;
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axis.Normalize();
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axis *= sin( phi / 2.0f );
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idQuat rot( axis.z, axis.y, axis.x, cos( phi / 2.0f ) );
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rot.Normalize();
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rotationQuat *= rot;
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rotationQuat.Normalize();
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lastPress = to;
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lastPress.z = 0.0f;
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m_dVec = rotationQuat.ToMat3()[2];
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m_dVec.Normalize();
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Redraw();
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}
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void CVectorCtl::OnLButtonDown(UINT nFlags, CPoint point) {
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float curX = ( float )( 2 * point.x - 64 ) / 64;
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float curY = ( float )( 2 * point.y - 64 ) / 64;
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lastPress.Set( -curX, -curY, 0.0f );
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SetCapture();
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}
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void CVectorCtl::OnLButtonUp(UINT nFlags, CPoint point) {
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ReleaseCapture();
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}
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