quadrilateralcowboy/tools/radiant/CamWnd.cpp

2169 lines
58 KiB
C++

/*
===========================================================================
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 "XYWnd.h"
#include "CamWnd.h"
#include "splines.h"
#include <GL/glu.h>
#include "../../renderer/tr_local.h"
#include "../../renderer/model_local.h" // for idRenderModelMD5
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
extern void DrawPathLines();
int g_axialAnchor = -1;
int g_axialDest = -1;
bool g_bAxialMode = false;
void ValidateAxialPoints() {
int faceCount = g_ptrSelectedFaces.GetSize();
if (faceCount > 0) {
face_t *selFace = reinterpret_cast < face_t * > (g_ptrSelectedFaces.GetAt(0));
if (g_axialAnchor >= selFace->face_winding->GetNumPoints()) {
g_axialAnchor = 0;
}
if (g_axialDest >= selFace->face_winding->GetNumPoints()) {
g_axialDest = 0;
}
} else {
g_axialDest = 0;
g_axialAnchor = 0;
}
}
// CCamWnd
IMPLEMENT_DYNCREATE(CCamWnd, CWnd);
/*
=======================================================================================================================
=======================================================================================================================
*/
CCamWnd::CCamWnd() {
m_pXYFriend = NULL;
memset(&m_Camera, 0, sizeof(camera_t));
m_pSide_select = NULL;
m_bClipMode = false;
worldDirty = true;
worldModel = NULL;
renderMode = false;
rebuildMode = false;
entityMode = false;
animationMode = false;
selectMode = false;
soundMode = false;
saveValid = false;
Cam_Init();
}
/*
=======================================================================================================================
=======================================================================================================================
*/
CCamWnd::~CCamWnd() {
}
BEGIN_MESSAGE_MAP(CCamWnd, CWnd)
//{{AFX_MSG_MAP(CCamWnd)
ON_WM_KEYDOWN()
ON_WM_PAINT()
ON_WM_DESTROY()
ON_WM_CLOSE()
ON_WM_MOUSEMOVE()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MBUTTONDOWN()
ON_WM_MBUTTONUP()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_KEYUP()
ON_WM_NCCALCSIZE()
ON_WM_KILLFOCUS()
ON_WM_SETFOCUS()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/*
=======================================================================================================================
=======================================================================================================================
*/
LONG WINAPI CamWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
RECT rect;
GetClientRect(hWnd, &rect);
switch (uMsg)
{
case WM_KILLFOCUS:
case WM_SETFOCUS:
SendMessage(hWnd, WM_NCACTIVATE, uMsg == WM_SETFOCUS, 0);
return 0;
case WM_NCCALCSIZE: // don't let windows copy pixels
DefWindowProc(hWnd, uMsg, wParam, lParam);
return WVR_REDRAW;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
//
// =======================================================================================================================
// CCamWnd message handlers
// =======================================================================================================================
//
BOOL CCamWnd::PreCreateWindow(CREATESTRUCT &cs) {
WNDCLASS wc;
HINSTANCE hInstance = AfxGetInstanceHandle();
if (::GetClassInfo(hInstance, CAMERA_WINDOW_CLASS, &wc) == FALSE) {
// Register a new class
memset(&wc, 0, sizeof(wc));
// wc.style = CS_NOCLOSE | CS_OWNDC;
wc.style = CS_NOCLOSE;
wc.lpszClassName = CAMERA_WINDOW_CLASS;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpfnWndProc = CamWndProc;
if (AfxRegisterClass(&wc) == FALSE) {
Error("CCamWnd RegisterClass: failed");
}
}
cs.lpszClass = CAMERA_WINDOW_CLASS;
cs.lpszName = "CAM";
if (cs.style != QE3_CHILDSTYLE) {
cs.style = QE3_SPLITTER_STYLE;
}
BOOL bResult = CWnd::PreCreateWindow(cs);
//
// See if the class already exists and if not then we need to register our new
// window class.
//
return bResult;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) {
g_pParentWnd->HandleKey(nChar, nRepCnt, nFlags);
}
brush_t *g_pSplitList = NULL;
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnPaint() {
CPaintDC dc(this); // device context for painting
bool bPaint = true;
if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC)) {
common->Printf("ERROR: wglMakeCurrent failed..\n ");
common->Printf("Please restart " EDITOR_WINDOWTEXT " if the camera view is not working\n");
}
else {
QE_CheckOpenGLForErrors();
g_pSplitList = NULL;
if (g_bClipMode) {
if (g_Clip1.Set() && g_Clip2.Set()) {
g_pSplitList = ((g_pParentWnd->ActiveXY()->GetViewType() == XZ) ? !g_bSwitch : g_bSwitch) ? &g_brBackSplits : &g_brFrontSplits;
}
}
Cam_Draw();
QE_CheckOpenGLForErrors();
qwglSwapBuffers(dc.m_hDC);
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::SetXYFriend(CXYWnd *pWnd) {
m_pXYFriend = pWnd;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnDestroy() {
CWnd::OnDestroy();
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnClose() {
CWnd::OnClose();
}
extern void Select_RotateTexture(float amt, bool absolute);
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnMouseMove(UINT nFlags, CPoint point) {
CRect r;
GetClientRect(r);
if (GetCapture() == this && (GetAsyncKeyState(VK_MENU) & 0x8000) && !((GetAsyncKeyState(VK_SHIFT) & 0x8000) || (GetAsyncKeyState(VK_CONTROL) & 0x8000))) {
if (GetAsyncKeyState(VK_CONTROL) & 0x8000) {
Select_RotateTexture((float)point.y - m_ptLastCursor.y);
}
else if (GetAsyncKeyState(VK_SHIFT) & 0x8000) {
Select_ScaleTexture((float)point.x - m_ptLastCursor.x, (float)m_ptLastCursor.y - point.y);
}
else {
Select_ShiftTexture((float)point.x - m_ptLastCursor.x, (float)m_ptLastCursor.y - point.y);
}
}
else {
Cam_MouseMoved(point.x, r.bottom - 1 - point.y, nFlags);
}
m_ptLastCursor = point;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnLButtonDown(UINT nFlags, CPoint point) {
m_ptLastCursor = point;
OriginalMouseDown(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnLButtonUp(UINT nFlags, CPoint point) {
OriginalMouseUp(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnMButtonDown(UINT nFlags, CPoint point) {
OriginalMouseDown(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnMButtonUp(UINT nFlags, CPoint point) {
OriginalMouseUp(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnRButtonDown(UINT nFlags, CPoint point) {
OriginalMouseDown(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnRButtonUp(UINT nFlags, CPoint point) {
OriginalMouseUp(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
int CCamWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) {
if (CWnd::OnCreate(lpCreateStruct) == -1) {
return -1;
}
CDC *pDC = GetDC();
HDC hDC = pDC->GetSafeHdc();
QEW_SetupPixelFormat(hDC, true);
HFONT hfont = CreateFont(
12, // logical height of font
0, // logical average character width
0, // angle of escapement
0, // base-line orientation angle
0, // font weight
0, // italic attribute flag
0, // underline attribute flag
0, // strikeout attribute flag
0, // character set identifier
0, // output precision
0, // clipping precision
0, // output quality
FIXED_PITCH | FF_MODERN, // pitch and family
"Lucida Console" // pointer to typeface name string
);
if (!hfont) {
Error("couldn't create font");
}
HFONT hOldFont = (HFONT)SelectObject(hDC, hfont);
wglMakeCurrent (hDC, win32.hGLRC);
if ((g_qeglobals.d_font_list = qglGenLists(256)) == 0) {
common->Warning( "couldn't create font dlists" );
}
// create the bitmap display lists we're making images of glyphs 0 thru 255
if ( !qwglUseFontBitmaps(hDC, 0, 255, g_qeglobals.d_font_list) ) {
common->Warning( "wglUseFontBitmaps failed (%d). Trying again.", GetLastError() );
// FIXME: This is really wacky, sometimes the first call fails, but calling it again makes it work
// This probably indicates there's something wrong somewhere else in the code, but I'm not sure what
if ( !qwglUseFontBitmaps(hDC, 0, 255, g_qeglobals.d_font_list) ) {
common->Warning( "wglUseFontBitmaps failed again (%d). Trying outlines.", GetLastError() );
if (!qwglUseFontOutlines(hDC, 0, 255, g_qeglobals.d_font_list, 0.0f, 0.1f, WGL_FONT_LINES, NULL)) {
common->Warning( "wglUseFontOutlines also failed (%d), no coordinate text will be visible.", GetLastError() );
}
}
}
SelectObject(hDC, hOldFont);
ReleaseDC(pDC);
// indicate start of glyph display lists
qglListBase(g_qeglobals.d_font_list);
// report OpenGL information
common->Printf("GL_VENDOR: %s\n", qglGetString(GL_VENDOR));
common->Printf("GL_RENDERER: %s\n", qglGetString(GL_RENDERER));
common->Printf("GL_VERSION: %s\n", qglGetString(GL_VERSION));
common->Printf("GL_EXTENSIONS: %s\n", qglGetString(GL_EXTENSIONS));
return 0;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OriginalMouseUp(UINT nFlags, CPoint point) {
CRect r;
GetClientRect(r);
Cam_MouseUp(point.x, r.bottom - 1 - point.y, nFlags);
if (!(nFlags & (MK_LBUTTON | MK_RBUTTON | MK_MBUTTON))) {
ReleaseCapture();
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OriginalMouseDown(UINT nFlags, CPoint point) {
// if (GetTopWindow()->GetSafeHwnd() != GetSafeHwnd()) BringWindowToTop();
CRect r;
GetClientRect(r);
SetFocus();
SetCapture();
// if (!(GetAsyncKeyState(VK_MENU) & 0x8000))
Cam_MouseDown(point.x, r.bottom - 1 - point.y, nFlags);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_Init() {
// m_Camera.draw_mode = cd_texture;
m_Camera.origin[0] = 0.0f;
m_Camera.origin[1] = 20.0f;
m_Camera.origin[2] = 72.0f;
m_Camera.color[0] = 0.3f;
m_Camera.color[1] = 0.3f;
m_Camera.color[2] = 0.3f;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_BuildMatrix() {
float xa, ya;
float matrix[4][4];
int i;
xa = ((renderMode) ? -m_Camera.angles[PITCH] : m_Camera.angles[PITCH]) * idMath::M_DEG2RAD;
ya = m_Camera.angles[YAW] * idMath::M_DEG2RAD;
// the movement matrix is kept 2d
m_Camera.forward[0] = cos(ya);
m_Camera.forward[1] = sin(ya);
m_Camera.right[0] = m_Camera.forward[1];
m_Camera.right[1] = -m_Camera.forward[0];
qglGetFloatv(GL_PROJECTION_MATRIX, &matrix[0][0]);
for (i = 0; i < 3; i++) {
m_Camera.vright[i] = matrix[i][0];
m_Camera.vup[i] = matrix[i][1];
m_Camera.vpn[i] = matrix[i][2];
}
m_Camera.vright.Normalize();
m_Camera.vup.Normalize();
m_Camera.vpn.Normalize();
InitCull();
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_ChangeFloor(bool up) {
brush_t *b;
float d, bestd, current;
idVec3 start, dir;
start[0] = m_Camera.origin[0];
start[1] = m_Camera.origin[1];
start[2] = HUGE_DISTANCE;
dir[0] = dir[1] = 0;
dir[2] = -1;
current = HUGE_DISTANCE - (m_Camera.origin[2] - 72);
if (up) {
bestd = 0;
}
else {
bestd = HUGE_DISTANCE*2;
}
for (b = active_brushes.next; b != &active_brushes; b = b->next) {
if (!Brush_Ray(start, dir, b, &d)) {
continue;
}
if (up && d < current && d > bestd) {
bestd = d;
}
if (!up && d > current && d < bestd) {
bestd = d;
}
}
if (bestd == 0 || bestd == HUGE_DISTANCE*2) {
return;
}
m_Camera.origin[2] += current - bestd;
Sys_UpdateWindows(W_CAMERA | W_Z_OVERLAY);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_PositionDrag() {
int x, y;
Sys_GetCursorPos(&x, &y);
if (x != m_ptCursor.x || y != m_ptCursor.y) {
x -= m_ptCursor.x;
VectorMA(m_Camera.origin, x, m_Camera.vright, m_Camera.origin);
y -= m_ptCursor.y;
m_Camera.origin[2] -= y;
SetCursorPos(m_ptCursor.x, m_ptCursor.y);
Sys_UpdateWindows(W_CAMERA | W_XY_OVERLAY);
}
}
void CCamWnd::Cam_MouseLook() {
CPoint current;
GetCursorPos(&current);
if (current.x != m_ptCursor.x || current.y != m_ptCursor.y) {
current.x -= m_ptCursor.x;
current.y -= m_ptCursor.y;
m_Camera.angles[PITCH] -= (float)((float)current.y * 0.25f);
m_Camera.angles[YAW] -= (float)((float)current.x * 0.25f);
SetCursorPos(m_ptCursor.x, m_ptCursor.y);
Cam_BuildMatrix();
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseControl(float dtime) {
int xl, xh;
int yl, yh;
float xf, yf;
if (g_PrefsDlg.m_nMouseButtons == 2) {
if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT)) {
return;
}
}
else {
if (m_nCambuttonstate != MK_RBUTTON) {
return;
}
}
xf = (float)(m_ptButton.x - m_Camera.width / 2) / (m_Camera.width / 2);
yf = (float)(m_ptButton.y - m_Camera.height / 2) / (m_Camera.height / 2);
xl = m_Camera.width / 3;
xh = xl * 2;
yl = m_Camera.height / 3;
yh = yl * 2;
// common->Printf("xf-%f yf-%f xl-%i xh-i% yl-i% yh-i%\n",xf,yf,xl,xh,yl,yh);
#if 0
// strafe
if (buttony < yl && (buttonx < xl || buttonx > xh)) {
VectorMA(camera.origin, xf * dtime * g_nMoveSpeed, camera.right, camera.origin);
}
else
#endif
{
xf *= 1.0f - idMath::Fabs(yf);
if ( xf < 0.0f ) {
xf += 0.1f;
if ( xf > 0.0f ) {
xf = 0.0f;
}
}
else {
xf -= 0.1f;
if ( xf < 0.0f ) {
xf = 0.0f;
}
}
VectorMA(m_Camera.origin, yf * dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
m_Camera.angles[YAW] += xf * -dtime * g_PrefsDlg.m_nAngleSpeed;
}
Cam_BuildMatrix();
int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
Sys_UpdateWindows(nUpdate);
g_pParentWnd->PostMessage(WM_TIMER, 0, 0);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseDown(int x, int y, int buttons) {
idVec3 dir;
float f, r, u;
int i;
// calc ray direction
u = (float)(y - m_Camera.height / 2) / (m_Camera.width / 2);
r = (float)(x - m_Camera.width / 2) / (m_Camera.width / 2);
f = 1;
for (i = 0; i < 3; i++) {
dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
}
dir.Normalize();
GetCursorPos(&m_ptCursor);
m_nCambuttonstate = buttons;
m_ptButton.x = x;
m_ptButton.y = y;
//
// LBUTTON = manipulate selection shift-LBUTTON = select middle button = grab
// texture ctrl-middle button = set entire brush to texture ctrl-shift-middle
// button = set single face to texture
//
int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
if
(
(buttons == MK_LBUTTON) ||
(buttons == (MK_LBUTTON | MK_SHIFT)) ||
(buttons == (MK_LBUTTON | MK_CONTROL)) ||
(buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT)) ||
(buttons == nMouseButton) ||
(buttons == (nMouseButton | MK_SHIFT)) ||
(buttons == (nMouseButton | MK_CONTROL)) ||
(buttons == (nMouseButton | MK_SHIFT | MK_CONTROL))
) {
if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT))) {
Cam_MouseControl( 0.1f );
}
else {
// something global needs to track which window is responsible for stuff
Patch_SetView(W_CAMERA);
Drag_Begin(x, y, buttons, m_Camera.vright, m_Camera.vup, m_Camera.origin, dir);
}
return;
}
if ( buttons == MK_RBUTTON ) {
Cam_MouseControl( 0.1f );
return;
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseUp(int x, int y, int buttons) {
m_nCambuttonstate = 0;
Drag_MouseUp(buttons);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseMoved(int x, int y, int buttons) {
m_nCambuttonstate = buttons;
if (!buttons) {
return;
}
m_ptButton.x = x;
m_ptButton.y = y;
if (buttons == (MK_RBUTTON | MK_CONTROL)) {
Cam_PositionDrag();
Sys_UpdateWindows(W_XY | W_CAMERA | W_Z);
return;
}
else if ( buttons == (MK_RBUTTON | MK_CONTROL | MK_SHIFT) ) {
Cam_MouseLook();
Sys_UpdateWindows(W_XY | W_CAMERA | W_Z);
return;
}
GetCursorPos(&m_ptCursor);
if (buttons & (MK_LBUTTON | MK_MBUTTON)) {
Drag_MouseMoved(x, y, buttons);
Sys_UpdateWindows(W_XY | W_CAMERA | W_Z);
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::InitCull() {
int i;
VectorSubtract(m_Camera.vpn, m_Camera.vright, m_vCull1);
VectorAdd(m_Camera.vpn, m_Camera.vright, m_vCull2);
for (i = 0; i < 3; i++) {
if (m_vCull1[i] > 0) {
m_nCullv1[i] = 3 + i;
}
else {
m_nCullv1[i] = i;
}
if (m_vCull2[i] > 0) {
m_nCullv2[i] = 3 + i;
}
else {
m_nCullv2[i] = i;
}
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
bool CCamWnd::CullBrush(brush_t *b, bool cubicOnly) {
int i;
idVec3 point;
float d;
if ( b->forceVisibile ) {
return false;
}
if (g_PrefsDlg.m_bCubicClipping) {
float distance = g_PrefsDlg.m_nCubicScale * 64;
idVec3 mid;
for (int i = 0; i < 3; i++) {
mid[i] = (b->mins[i] + ((b->maxs[i] - b->mins[i]) / 2));
}
point = mid - m_Camera.origin;
if (point.Length() > distance) {
return true;
}
}
if (cubicOnly) {
return false;
}
for (i = 0; i < 3; i++) {
point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];
}
d = DotProduct(point, m_vCull1);
if (d < -1) {
return true;
}
for (i = 0; i < 3; i++) {
point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];
}
d = DotProduct(point, m_vCull2);
if (d < -1) {
return true;
}
return false;
}
#if 0
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::DrawLightRadius(brush_t *pBrush) {
// if lighting
int nRadius = Brush_LightRadius(pBrush);
if (nRadius > 0) {
Brush_SetLightColor(pBrush);
qglEnable(GL_BLEND);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_BLEND);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
#endif
/*
=======================================================================================================================
=======================================================================================================================
*/
void setGLMode(int mode) {
switch (mode)
{
case cd_wire:
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
globalImages->BindNull();
qglDisable(GL_BLEND);
qglDisable(GL_DEPTH_TEST);
qglColor3f( 1.0f, 1.0f, 1.0f );
break;
case cd_solid:
qglCullFace(GL_FRONT);
qglEnable(GL_CULL_FACE);
qglShadeModel(GL_FLAT);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
globalImages->BindNull();
qglDisable(GL_BLEND);
qglEnable(GL_DEPTH_TEST);
qglDepthFunc(GL_LEQUAL);
break;
case cd_texture:
qglCullFace(GL_FRONT);
qglEnable(GL_CULL_FACE);
qglShadeModel(GL_FLAT);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglDisable(GL_BLEND);
qglEnable(GL_DEPTH_TEST);
qglDepthFunc(GL_LEQUAL);
break;
case cd_blend:
qglCullFace(GL_FRONT);
qglEnable(GL_CULL_FACE);
qglShadeModel(GL_FLAT);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglDisable(GL_DEPTH_TEST);
qglEnable(GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
}
extern void glLabeledPoint(idVec4 &color, idVec3 &point, float size, const char *label);
void DrawAxial(face_t *selFace) {
if (g_bAxialMode) {
idVec3 points[4];
for (int j = 0; j < selFace->face_winding->GetNumPoints(); j++) {
glLabeledPoint(idVec4(1, 1, 1, 1), (*selFace->face_winding)[j].ToVec3(), 3, va("%i", j));
}
ValidateAxialPoints();
points[0] = (*selFace->face_winding)[g_axialAnchor].ToVec3();
VectorMA (points[0], 1, selFace->plane, points[0]);
VectorMA (points[0], 4, selFace->plane, points[1]);
points[3] = (*selFace->face_winding)[g_axialDest].ToVec3();
VectorMA (points[3], 1, selFace->plane, points[3]);
VectorMA (points[3], 4, selFace->plane, points[2]);
glLabeledPoint(idVec4(1, 0, 0, 1), points[1], 3, "Anchor");
glLabeledPoint(idVec4(1, 1, 0, 1), points[2], 3, "Dest");
qglBegin (GL_LINE_STRIP);
qglVertex3fv( points[0].ToFloatPtr() );
qglVertex3fv( points[1].ToFloatPtr() );
qglVertex3fv( points[2].ToFloatPtr() );
qglVertex3fv( points[3].ToFloatPtr() );
qglEnd();
}
}
/*
=======================================================================================================================
Cam_Draw
=======================================================================================================================
*/
void CCamWnd::SetProjectionMatrix() {
float xfov = 90;
float yfov = 2 * atan((float)m_Camera.height / m_Camera.width) * idMath::M_RAD2DEG;
#if 0
float screenaspect = (float)m_Camera.width / m_Camera.height;
qglLoadIdentity();
gluPerspective(yfov, screenaspect, 2, 8192);
#else
float xmin, xmax, ymin, ymax;
float width, height;
float zNear;
float projectionMatrix[16];
//
// set up projection matrix
//
zNear = r_znear.GetFloat();
ymax = zNear * tan( yfov * idMath::PI / 360.0f );
ymin = -ymax;
xmax = zNear * tan( xfov * idMath::PI / 360.0f );
xmin = -xmax;
width = xmax - xmin;
height = ymax - ymin;
projectionMatrix[0] = 2 * zNear / width;
projectionMatrix[4] = 0;
projectionMatrix[8] = ( xmax + xmin ) / width; // normally 0
projectionMatrix[12] = 0;
projectionMatrix[1] = 0;
projectionMatrix[5] = 2 * zNear / height;
projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
projectionMatrix[13] = 0;
// this is the far-plane-at-infinity formulation
projectionMatrix[2] = 0;
projectionMatrix[6] = 0;
projectionMatrix[10] = -1;
projectionMatrix[14] = -2 * zNear;
projectionMatrix[3] = 0;
projectionMatrix[7] = 0;
projectionMatrix[11] = -1;
projectionMatrix[15] = 0;
qglLoadMatrixf( projectionMatrix );
#endif
}
void CCamWnd::Cam_Draw() {
brush_t *brush;
face_t *face;
// float yfov;
int i;
if (!active_brushes.next) {
return; // not valid yet
}
// set the sound origin for both simple draw and rendered mode
// the editor uses opposite pitch convention
idMat3 axis = idAngles( -m_Camera.angles.pitch, m_Camera.angles.yaw, m_Camera.angles.roll ).ToMat3();
g_qeglobals.sw->PlaceListener( m_Camera.origin, axis, 0, Sys_Milliseconds(), "Undefined" );
if (renderMode) {
Cam_Render();
}
qglViewport(0, 0, m_Camera.width, m_Camera.height);
qglScissor(0, 0, m_Camera.width, m_Camera.height);
qglClearColor(g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0], g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1], g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);
if (!renderMode) {
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
qglDisable(GL_LIGHTING);
qglMatrixMode(GL_PROJECTION);
SetProjectionMatrix();
qglRotatef(-90, 1, 0, 0); // put Z going up
qglRotatef(90, 0, 0, 1); // put Z going up
qglRotatef(m_Camera.angles[0], 0, 1, 0);
qglRotatef(-m_Camera.angles[1], 0, 0, 1);
qglTranslatef(-m_Camera.origin[0], -m_Camera.origin[1], -m_Camera.origin[2]);
Cam_BuildMatrix();
for (brush = active_brushes.next; brush != &active_brushes; brush = brush->next) {
if ( CullBrush(brush, false) ) {
continue;
}
if ( FilterBrush(brush) ) {
continue;
}
if (renderMode) {
if (!(entityMode && brush->owner->eclass->fixedsize)) {
continue;
}
}
setGLMode(m_Camera.draw_mode);
Brush_Draw(brush);
}
//qglDepthMask ( 1 ); // Ok, write now
qglMatrixMode(GL_PROJECTION);
qglTranslatef(g_qeglobals.d_select_translate[0],g_qeglobals.d_select_translate[1],g_qeglobals.d_select_translate[2]);
brush_t *pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
if (!renderMode) {
// draw normally
for (brush = pList->next; brush != pList; brush = brush->next) {
if (brush->pPatch) {
continue;
}
setGLMode(m_Camera.draw_mode);
Brush_Draw(brush, true);
}
}
// blend on top
setGLMode(m_Camera.draw_mode);
qglDisable(GL_LIGHTING);
qglColor4f( g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES][0],g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES][1],g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES][2], 0.25f );
qglEnable(GL_BLEND);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
globalImages->BindNull();
for (brush = pList->next; brush != pList; brush = brush->next) {
if (brush->pPatch || brush->modelHandle > 0) {
Brush_Draw(brush, true);
// DHM - Nerve:: patch display lists/models mess with the state
qglEnable(GL_BLEND);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglColor4f( g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES][0],g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES][1],g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES][2], 0.25f );
globalImages->BindNull();
continue;
}
if ( brush->owner->eclass->entityModel ) {
continue;
}
for (face = brush->brush_faces; face; face = face->next) {
Face_Draw(face);
}
}
int nCount = g_ptrSelectedFaces.GetSize();
if (!renderMode) {
for (int i = 0; i < nCount; i++) {
face_t *selFace = reinterpret_cast < face_t * > (g_ptrSelectedFaces.GetAt(i));
Face_Draw(selFace);
DrawAxial(selFace);
}
}
// non-zbuffered outline
qglDisable(GL_BLEND);
qglDisable(GL_DEPTH_TEST);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (renderMode) {
qglColor3f(1, 0, 0);
for (int i = 0; i < nCount; i++) {
face_t *selFace = reinterpret_cast < face_t * > (g_ptrSelectedFaces.GetAt(i));
Face_Draw(selFace);
}
}
qglColor3f(1, 1, 1);
for (brush = pList->next; brush != pList; brush = brush->next) {
if (brush->pPatch || brush->modelHandle > 0) {
continue;
}
for (face = brush->brush_faces; face; face = face->next) {
Face_Draw(face);
}
}
// edge / vertex flags
if (g_qeglobals.d_select_mode == sel_vertex) {
qglPointSize(4);
qglColor3f(0, 1, 0);
qglBegin(GL_POINTS);
for (i = 0; i < g_qeglobals.d_numpoints; i++) {
qglVertex3fv( g_qeglobals.d_points[i].ToFloatPtr() );
}
qglEnd();
qglPointSize(1);
}
else if (g_qeglobals.d_select_mode == sel_edge) {
float *v1, *v2;
qglPointSize(4);
qglColor3f(0, 0, 1);
qglBegin(GL_POINTS);
for (i = 0; i < g_qeglobals.d_numedges; i++) {
v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1].ToFloatPtr();
v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2].ToFloatPtr();
qglVertex3f( (v1[0] + v2[0]) * 0.5f, (v1[1] + v2[1]) * 0.5f, (v1[2] + v2[2]) * 0.5f );
}
qglEnd();
qglPointSize(1);
}
g_splineList->draw (static_cast<bool>(g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint));
if ( g_qeglobals.selectObject && (g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint) ) {
g_qeglobals.selectObject->drawSelection();
}
// draw pointfile
qglEnable(GL_DEPTH_TEST);
DrawPathLines();
if (g_qeglobals.d_pointfile_display_list) {
Pointfile_Draw();
}
//
// bind back to the default texture so that we don't have problems elsewhere
// using/modifying texture maps between contexts
//
globalImages->BindNull();
qglFinish();
QE_CheckOpenGLForErrors();
if (!renderMode) {
// clean up any deffered tri's
R_ToggleSmpFrame();
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnSize(UINT nType, int cx, int cy) {
CWnd::OnSize(nType, cx, cy);
CRect rect;
GetClientRect(rect);
m_Camera.width = rect.right;
m_Camera.height = rect.bottom;
InvalidateRect(NULL, false);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags) {
g_pParentWnd->HandleKey(nChar, nRepCnt, nFlags, false);
}
//
// =======================================================================================================================
// Timo brush primitive texture shifting, using camera view to select translations::
// =======================================================================================================================
//
void CCamWnd::ShiftTexture_BrushPrimit(face_t *f, int x, int y) {
/*
idVec3 texS, texT;
idVec3 viewX, viewY;
int XS, XT, YS, YT;
int outS, outT;
#ifdef _DEBUG
if (!g_qeglobals.m_bBrushPrimitMode) {
common->Printf("Warning : unexpected call to CCamWnd::ShiftTexture_BrushPrimit with brush primitive mode disbaled\n");
return;
}
#endif
// compute face axis base
//ComputeAxisBase(f->plane.Normal(), texS, texT);
// compute camera view vectors
VectorCopy(m_Camera.vup, viewY);
VectorCopy(m_Camera.vright, viewX);
// compute best vectors
//ComputeBest2DVector(viewX, texS, texT, XS, XT);
//ComputeBest2DVector(viewY, texS, texT, YS, YT);
// check this is not a degenerate case
if ((XS == YS) && (XT == YT))
{
#ifdef _DEBUG
common->Printf("Warning : degenerate best vectors axis base in CCamWnd::ShiftTexture_BrushPrimit\n");
#endif
// forget it
Select_ShiftTexture_BrushPrimit(f, x, y, false);
return;
}
// compute best fitted translation in face axis base
outS = XS * x + YS * y;
outT = XT * x + YT * y;
// call actual texture shifting code
Select_ShiftTexture_BrushPrimit(f, outS, outT, false);
*/
}
bool IsBModel(brush_t *b) {
const char *v = ValueForKey( b->owner, "model" );
if (v && *v) {
const char *n = ValueForKey( b->owner, "name");
return (stricmp( n, v ) == 0);
}
return false;
}
/*
================
BuildEntityRenderState
Creates or updates modelDef and lightDef for an entity
================
*/
int Brush_ToTris(brush_t *brush, idTriList *tris, idMatList *mats, bool models, bool bmodel);
void CCamWnd::BuildEntityRenderState( entity_t *ent, bool update) {
const char *v;
idDict spawnArgs;
const char *name = NULL;
Entity_UpdateSoundEmitter( ent );
// delete the existing def if we aren't creating a brand new world
if ( !update ) {
if ( ent->lightDef >= 0 ) {
g_qeglobals.rw->FreeLightDef( ent->lightDef );
ent->lightDef = -1;
}
if ( ent->modelDef >= 0 ) {
g_qeglobals.rw->FreeEntityDef( ent->modelDef );
ent->modelDef = -1;
}
}
// if an entity doesn't have any brushes at all, don't do anything
if ( ent->brushes.onext == &ent->brushes ) {
return;
}
// if the brush isn't displayed (filtered or culled), don't do anything
if (FilterBrush(ent->brushes.onext)) {
return;
}
spawnArgs = ent->epairs;
if (ent->eclass->defArgs.FindKey("model")) {
spawnArgs.Set("model", ent->eclass->defArgs.GetString("model"));
}
// any entity can have a model
name = ValueForKey( ent, "name" );
v = spawnArgs.GetString("model");
if ( v && *v ) {
renderEntity_t refent;
refent.referenceSound = ent->soundEmitter;
if ( !stricmp( name, v ) ) {
// build the model from brushes
idTriList tris(1024);
idMatList mats(1024);
for (brush_t *b = ent->brushes.onext; b != &ent->brushes; b = b->onext) {
Brush_ToTris( b, &tris, &mats, false, true);
}
if ( ent->modelDef >= 0 ) {
g_qeglobals.rw->FreeEntityDef( ent->modelDef );
ent->modelDef = -1;
}
idRenderModel *bmodel = renderModelManager->FindModel( name );
if ( bmodel ) {
renderModelManager->RemoveModel( bmodel );
renderModelManager->FreeModel( bmodel );
}
bmodel = renderModelManager->AllocModel();
bmodel->InitEmpty( name );
// add the surfaces to the renderModel
modelSurface_t surf;
for ( int i = 0 ; i < tris.Num() ; i++ ) {
surf.geometry = tris[i];
surf.shader = mats[i];
bmodel->AddSurface( surf );
}
bmodel->FinishSurfaces();
renderModelManager->AddModel( bmodel );
// FIXME: brush entities
gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &refent );
ent->modelDef = g_qeglobals.rw->AddEntityDef( &refent );
} else {
// use the game's epair parsing code so
// we can use the same renderEntity generation
gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &refent );
idRenderModelMD5 *md5 = dynamic_cast<idRenderModelMD5 *>( refent.hModel );
if (md5) {
idStr str;
spawnArgs.GetString("anim", "idle", str);
refent.numJoints = md5->NumJoints();
if ( update && refent.joints ) {
Mem_Free16( refent.joints );
}
refent.joints = ( idJointMat * )Mem_Alloc16( refent.numJoints * sizeof( *refent.joints ) );
const idMD5Anim *anim = gameEdit->ANIM_GetAnimFromEntityDef(spawnArgs.GetString("classname"), str);
int frame = spawnArgs.GetInt("frame") + 1;
if ( frame < 1 ) {
frame = 1;
}
const idVec3 &offset = gameEdit->ANIM_GetModelOffsetFromEntityDef( spawnArgs.GetString("classname") );
gameEdit->ANIM_CreateAnimFrame( md5, anim, refent.numJoints, refent.joints, ( frame * 1000 ) / 24, offset, false );
}
if (ent->modelDef >= 0) {
g_qeglobals.rw->FreeEntityDef( ent->modelDef );
}
ent->modelDef = g_qeglobals.rw->AddEntityDef( &refent );
}
}
// check for lightdefs
if (!(ent->eclass->nShowFlags & ECLASS_LIGHT)) {
return;
}
if ( spawnArgs.GetBool( "start_off" ) ) {
return;
}
// use the game's epair parsing code so
// we can use the same renderLight generation
renderLight_t lightParms;
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &lightParms );
lightParms.referenceSound = ent->soundEmitter;
if (update && ent->lightDef >= 0) {
g_qeglobals.rw->UpdateLightDef( ent->lightDef, &lightParms );
} else {
if (ent->lightDef >= 0) {
g_qeglobals.rw->FreeLightDef(ent->lightDef);
}
ent->lightDef = g_qeglobals.rw->AddLightDef( &lightParms );
}
}
void Tris_ToOBJ(const char *outFile, idTriList *tris, idMatList *mats) {
idFile *f = fileSystem->OpenExplicitFileWrite( outFile );
if ( f ) {
char out[1024];
strcpy(out, outFile);
StripExtension(out);
idList<idStr*> matNames;
int i, j, k;
int indexBase = 1;
idStr lastMaterial("");
int matCount = 0;
//idStr basePath = cvarSystem->GetCVarString( "fs_savepath" );
f->Printf( "mtllib %s.mtl\n", out );
for (i = 0; i < tris->Num(); i++) {
srfTriangles_t *tri = (*tris)[i];
for (j = 0; j < tri->numVerts; j++) {
f->Printf( "v %f %f %f\n", tri->verts[j].xyz.x, tri->verts[j].xyz.z, -tri->verts[j].xyz.y );
}
for (j = 0; j < tri->numVerts; j++) {
f->Printf( "vt %f %f\n", tri->verts[j].st.x, 1.0f - tri->verts[j].st.y );
}
for (j = 0; j < tri->numVerts; j++) {
f->Printf( "vn %f %f %f\n", tri->verts[j].normal.x, tri->verts[j].normal.y, tri->verts[j].normal.z );
}
if (stricmp( (*mats)[i]->GetName(), lastMaterial)) {
lastMaterial = (*mats)[i]->GetName();
bool found = false;
for (k = 0; k < matNames.Num(); k++) {
if ( idStr::Icmp(matNames[k]->c_str(), lastMaterial.c_str()) == 0 ) {
found = true;
// f->Printf( "usemtl m%i\n", k );
f->Printf( "usemtl %s\n", lastMaterial.c_str() );
break;
}
}
if (!found) {
// f->Printf( "usemtl m%i\n", matCount++ );
f->Printf( "usemtl %s\n", lastMaterial.c_str() );
matNames.Append(new idStr(lastMaterial));
}
}
for (int j = 0; j < tri->numIndexes; j += 3) {
int i1, i2, i3;
i1 = tri->indexes[j+2] + indexBase;
i2 = tri->indexes[j+1] + indexBase;
i3 = tri->indexes[j] + indexBase;
f->Printf( "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i1,i1,i1, i2,i2,i2, i3,i3,i3 );
}
indexBase += tri->numVerts;
}
fileSystem->CloseFile( f );
strcat(out, ".mtl");
f = fileSystem->OpenExplicitFileWrite( out );
if (f) {
for (k = 0; k < matNames.Num(); k++) {
// This presumes the diffuse tga name matches the material name
f->Printf( "newmtl %s\n\tNs 0\n\td 1\n\tillum 2\n\tKd 0 0 0 \n\tKs 0.22 0.22 0.22 \n\tKa 0 0 0 \n\tmap_Kd %s/base/%s.tga\n\n\n", matNames[k]->c_str(), "z:/d3xp", matNames[k]->c_str() );
}
fileSystem->CloseFile( f );
}
}
}
int Brush_TransformModel(brush_t *brush, idTriList *tris, idMatList *mats) {
int ret = 0;
if (brush->modelHandle > 0 ) {
idRenderModel *model = brush->modelHandle;
if (model) {
float a = FloatForKey(brush->owner, "angle");
float s, c;
//FIXME: support full rotation matrix
bool matrix = false;
if (a) {
s = sin( DEG2RAD(a) );
c = cos( DEG2RAD(a) );
}
idMat3 mat;
if (GetMatrixForKey(brush->owner, "rotation", mat)) {
matrix = true;
}
for (int i = 0; i < model->NumSurfaces() ; i++) {
const modelSurface_t *surf = model->Surface( i );
srfTriangles_t *tri = surf->geometry;
srfTriangles_t *tri2 = R_CopyStaticTriSurf(tri);
for (int j = 0; j < tri2->numVerts; j++) {
idVec3 v;
if (matrix) {
v = tri2->verts[j].xyz * brush->owner->rotation + brush->owner->origin;
} else {
v = tri2->verts[j].xyz;
VectorAdd(v, brush->owner->origin, v);
float x = v[0];
float y = v[1];
if (a) {
float x2 = (((x - brush->owner->origin[0]) * c) - ((y - brush->owner->origin[1]) * s)) + brush->owner->origin[0];
float y2 = (((x - brush->owner->origin[0]) * s) + ((y - brush->owner->origin[1]) * c)) + brush->owner->origin[1];
x = x2;
y = y2;
}
v[0] = x;
v[1] = y;
}
tri2->verts[j].xyz = v;
}
tris->Append(tri2);
mats->Append( surf->shader );
}
return model->NumSurfaces();
}
}
return ret;
}
#define MAX_TRI_SURFACES 16384
int Brush_ToTris(brush_t *brush, idTriList *tris, idMatList *mats, bool models, bool bmodel) {
int i, j;
srfTriangles_t *tri;
//
// patches
//
if (brush->modelHandle > 0 ) {
if (!models) {
return 0;
} else {
return Brush_TransformModel(brush, tris, mats);
}
}
int numSurfaces = 0;
if ( brush->owner->eclass->fixedsize && !brush->entityModel) {
return NULL;
}
if ( brush->pPatch ) {
patchMesh_t *pm;
int width, height;
pm = brush->pPatch;
// build a patch mesh
idSurface_Patch *cp = new idSurface_Patch( pm->width * 6, pm->height * 6 );
cp->SetSize( pm->width, pm->height );
for ( i = 0; i < pm->width; i++ ) {
for ( j = 0; j < pm->height; j++ ) {
(*cp)[j*cp->GetWidth()+i].xyz = pm->ctrl(i, j).xyz;
(*cp)[j*cp->GetWidth()+i].st = pm->ctrl(i, j).st;
}
}
// subdivide it
if ( pm->explicitSubdivisions ) {
cp->SubdivideExplicit( pm->horzSubdivisions, pm->vertSubdivisions, true );
} else {
cp->Subdivide( DEFAULT_CURVE_MAX_ERROR, DEFAULT_CURVE_MAX_ERROR, DEFAULT_CURVE_MAX_LENGTH, true );
}
width = cp->GetWidth();
height = cp->GetHeight();
// convert to srfTriangles
tri = R_AllocStaticTriSurf();
tri->numVerts = width * height;
tri->numIndexes = 6 * ( width - 1 ) * ( height - 1 );
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( i = 0 ; i < tri->numVerts ; i++ ) {
tri->verts[i] = (*cp)[i];
if (bmodel) {
tri->verts[i].xyz -= brush->owner->origin;
}
}
tri->numIndexes = 0;
for ( i = 1 ; i < width ; i++ ) {
for ( j = 1 ; j < height ; j++ ) {
tri->indexes[tri->numIndexes++] = ( j - 1 ) * width + i;
tri->indexes[tri->numIndexes++] = ( j - 1 ) * width + i - 1;
tri->indexes[tri->numIndexes++] = j * width + i - 1;
tri->indexes[tri->numIndexes++] = j * width + i;
tri->indexes[tri->numIndexes++] = ( j - 1 ) * width + i;
tri->indexes[tri->numIndexes++] = j * width + i - 1;
}
}
delete cp;
tris->Append(tri);
mats->Append(pm->d_texture);
//surfaces[numSurfaces] = tri;
//materials[numSurfaces] = pm->d_texture;
return 1;
}
//
// normal brush
//
for ( face_t *face = brush->brush_faces ; face; face = face->next ) {
idWinding *w;
w = face->face_winding;
if (!w) {
continue; // freed or degenerate face
}
tri = R_AllocStaticTriSurf();
tri->numVerts = w->GetNumPoints();
tri->numIndexes = ( w->GetNumPoints() - 2 ) * 3;
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( i = 0 ; i < tri->numVerts ; i++ ) {
tri->verts[i].Clear();
tri->verts[i].xyz[0] = (*w)[i][0];
tri->verts[i].xyz[1] = (*w)[i][1];
tri->verts[i].xyz[2] = (*w)[i][2];
if ( bmodel ) {
tri->verts[i].xyz -= brush->owner->origin;
}
tri->verts[i].st[0] = (*w)[i][3];
tri->verts[i].st[1] = (*w)[i][4];
tri->verts[i].normal = face->plane.Normal();
}
tri->numIndexes = 0;
for ( i = 2 ; i < w->GetNumPoints() ; i++ ) {
tri->indexes[tri->numIndexes++] = 0;
tri->indexes[tri->numIndexes++] = i-1;
tri->indexes[tri->numIndexes++] = i;
}
tris->Append(tri);
mats->Append(face->d_texture);
numSurfaces++;
}
return numSurfaces;
}
void Select_ToOBJ() {
int i;
CFileDialog dlgFile(FALSE, "obj", NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "Wavefront object files (*.obj)|*.obj||", g_pParentWnd);
if (dlgFile.DoModal() == IDOK) {
idTriList tris(1024);
idMatList mats(1024);
for (brush_t *b = selected_brushes.next; b != &selected_brushes; b = b->next) {
if ( b->hiddenBrush ) {
continue;
}
if (FilterBrush(b)) {
continue;
}
Brush_ToTris(b, &tris, &mats, true, false);
}
Tris_ToOBJ(dlgFile.GetPathName().GetBuffer(0), &tris, &mats);
for( i = 0; i < tris.Num(); i++ ) {
R_FreeStaticTriSurf( tris[i] );
}
tris.Clear();
}
}
void Select_ToCM() {
CFileDialog dlgFile( FALSE, "lwo, ase", NULL, 0, "(*.lwo)|*.lwo|(*.ase)|*.ase|(*.ma)|*.ma||", g_pParentWnd );
if ( dlgFile.DoModal() == IDOK ) {
idMapEntity *mapEnt;
idMapPrimitive *p;
idStr name;
name = fileSystem->OSPathToRelativePath( dlgFile.GetPathName() );
name.BackSlashesToSlashes();
mapEnt = new idMapEntity();
mapEnt->epairs.Set( "name", name.c_str() );
for ( brush_t *b = selected_brushes.next; b != &selected_brushes; b = b->next ) {
if ( b->hiddenBrush ) {
continue;
}
if ( FilterBrush( b ) ) {
continue;
}
p = BrushToMapPrimitive( b, b->owner->origin );
if ( p ) {
mapEnt->AddPrimitive( p );
}
}
collisionModelManager->WriteCollisionModelForMapEntity( mapEnt, name.c_str() );
delete mapEnt;
}
}
/*
=================
BuildRendererState
Builds models, lightdefs, and modeldefs for the current editor data
so it can be rendered by the game renderSystem
=================
*/
void CCamWnd::BuildRendererState() {
renderEntity_t worldEntity;
entity_t *ent;
brush_t *brush;
FreeRendererState();
// the renderWorld holds all the references and defs
g_qeglobals.rw->InitFromMap( NULL );
// create the raw model for all the brushes
int numBrushes = 0;
int numSurfaces = 0;
// the renderModel for the world holds all the geometry that isn't in an entity
worldModel = renderModelManager->AllocModel();
worldModel->InitEmpty( "EditorWorldModel" );
for ( brush_t *brushList = &active_brushes ; brushList ;
brushList = (brushList == &active_brushes) ? &selected_brushes : NULL ) {
for (brush = brushList->next; brush != brushList; brush = brush->next) {
if ( brush->hiddenBrush ) {
continue;
}
if (FilterBrush(brush)) {
continue;
}
if (CullBrush(brush, true)) {
continue;
}
idTriList tris(1024);
idMatList mats(1024);
if (!IsBModel(brush)) {
numSurfaces += Brush_ToTris( brush, &tris, &mats, false, false );
}
// add the surfaces to the renderModel
modelSurface_t surf;
for ( int i = 0 ; i < tris.Num() ; i++ ) {
surf.geometry = tris[i];
surf.shader = mats[i];
worldModel->AddSurface( surf );
}
numBrushes++;
}
}
// bound and clean the triangles
worldModel->FinishSurfaces();
// the worldEntity just has the handle for the worldModel
memset( &worldEntity, 0, sizeof( worldEntity ) );
worldEntity.hModel = worldModel;
worldEntity.axis = mat3_default;
worldEntity.shaderParms[0] = 1;
worldEntity.shaderParms[1] = 1;
worldEntity.shaderParms[2] = 1;
worldEntity.shaderParms[3] = 1;
worldModelDef = g_qeglobals.rw->AddEntityDef( &worldEntity );
// create the light and model entities exactly the way the game code would
for ( ent = entities.next ; ent != &entities ; ent = ent->next ) {
if ( ent->brushes.onext == &ent->brushes ) {
continue;
}
if (CullBrush(ent->brushes.onext, true)) {
continue;
}
if (Map_IsBrushFiltered(ent->brushes.onext)) {
continue;
}
BuildEntityRenderState( ent, false );
}
//common->Printf("Render data used %d brushes\n", numBrushes);
worldDirty = false;
UpdateCaption();
}
/*
===============================
CCamWnd::UpdateRenderEntities
Creates a new entity state list
returns true if a repaint is needed
===============================
*/
bool CCamWnd::UpdateRenderEntities() {
if (rebuildMode) {
return false;
}
bool ret = false;
for ( entity_t *ent = entities.next ; ent != &entities ; ent = ent->next ) {
BuildEntityRenderState( ent, (ent->lightDef != -1 || ent->modelDef != -1 || ent->soundEmitter ) ? true : false );
if (ret == false && ent->modelDef || ent->lightDef) {
ret = true;
}
}
return ret;
}
/*
============================
CCamWnd::FreeRendererState
Frees the render state data
============================
*/
void CCamWnd::FreeRendererState() {
for ( entity_t *ent = entities.next ; ent != &entities ; ent = ent->next ) {
if (ent->lightDef >= 0) {
g_qeglobals.rw->FreeLightDef( ent->lightDef );
ent->lightDef = -1;
}
if (ent->modelDef >= 0) {
renderEntity_t *refent = const_cast<renderEntity_t *>(g_qeglobals.rw->GetRenderEntity( ent->modelDef ));
if ( refent ) {
if ( refent->callbackData ) {
Mem_Free( refent->callbackData );
refent->callbackData = NULL;
}
if ( refent->joints ) {
Mem_Free16(refent->joints);
refent->joints = NULL;
}
}
g_qeglobals.rw->FreeEntityDef( ent->modelDef );
ent->modelDef = -1;
}
}
if ( worldModel ) {
renderModelManager->FreeModel( worldModel );
worldModel = NULL;
}
}
/*
========================
CCamWnd::UpdateCaption
updates the caption based on rendermode and whether the render mode needs updated
========================
*/
void CCamWnd::UpdateCaption() {
idStr strCaption;
if (worldDirty) {
strCaption = "*";
}
// FIXME:
strCaption += (renderMode) ? "RENDER" : "CAM";
if (renderMode) {
strCaption += (rebuildMode) ? " (Realtime)" : "";
strCaption += (entityMode) ? " +lights" : "";
strCaption += (selectMode) ? " +selected" : "";
strCaption += (animationMode) ? " +anim" : "";
}
strCaption += (soundMode) ? " +snd" : "";
SetWindowText(strCaption);
}
/*
===========================
CCamWnd::ToggleRenderMode
Toggles the render mode
===========================
*/
void CCamWnd::ToggleRenderMode() {
renderMode ^= 1;
UpdateCaption();
}
/*
===========================
CCamWnd::ToggleRebuildMode
Toggles the rebuild mode
===========================
*/
void CCamWnd::ToggleRebuildMode() {
rebuildMode ^= 1;
UpdateCaption();
}
/*
===========================
CCamWnd::ToggleEntityMode
Toggles the entity mode
===========================
*/
void CCamWnd::ToggleEntityMode() {
entityMode ^= 1;
UpdateCaption();
}
/*
===========================
CCamWnd::ToggleRenderMode
Toggles the render mode
===========================
*/
void CCamWnd::ToggleAnimationMode() {
animationMode ^= 1;
if (animationMode) {
SetTimer(0, 10, NULL);
} else {
KillTimer(0);
}
UpdateCaption();
}
/*
===========================
CCamWnd::ToggleSoundMode
Toggles the sound mode
===========================
*/
void CCamWnd::ToggleSoundMode() {
soundMode ^= 1;
UpdateCaption();
for ( entity_t *ent = entities.next ; ent != &entities ; ent = ent->next ) {
Entity_UpdateSoundEmitter( ent );
}
}
/*
===========================
CCamWnd::ToggleRenderMode
Toggles the render mode
===========================
*/
void CCamWnd::ToggleSelectMode() {
selectMode ^= 1;
UpdateCaption();
}
/*
=========================
CCamWnd::MarkWorldDirty
marks the render world as dirty
=========================
*/
void CCamWnd::MarkWorldDirty() {
worldDirty = true;
UpdateCaption();
}
/*
=========================
CCamWnd::DrawEntityData
Draws entity data ( experimental )
=========================
*/
extern void glBox(idVec4 &color, idVec3 &point, float size);
void CCamWnd::DrawEntityData() {
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity();
SetProjectionMatrix();
qglRotatef(-90, 1, 0, 0); // put Z going up
qglRotatef(90, 0, 0, 1); // put Z going up
qglRotatef(m_Camera.angles[0], 0, 1, 0);
qglRotatef(-m_Camera.angles[1], 0, 0, 1);
qglTranslatef(-m_Camera.origin[0], -m_Camera.origin[1], -m_Camera.origin[2]);
Cam_BuildMatrix();
if (!(entityMode || selectMode)) {
return;
}
qglDisable(GL_BLEND);
qglDisable(GL_DEPTH_TEST);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
globalImages->BindNull();
idVec3 color(0, 1, 0);
qglColor3fv( color.ToFloatPtr() );
brush_t *brushList = &active_brushes;
int pass = 0;
while (brushList) {
for (brush_t *brush = brushList->next; brush != brushList; brush = brush->next) {
if (CullBrush(brush, true)) {
continue;
}
if (FilterBrush(brush)) {
continue;
}
if ((pass == 1 && selectMode) || (entityMode && pass == 0 && brush->owner->lightDef >= 0)) {
Brush_DrawXY(brush, 0, true, true);
}
}
brushList = (brushList == &active_brushes) ? &selected_brushes : NULL;
color.x = 1;
color.y = 0;
pass++;
qglColor3fv( color.ToFloatPtr() );
}
}
/*
=======================================================================================================================
Cam_Render
This used the renderSystem to draw a fully lit view of the world
=======================================================================================================================
*/
void CCamWnd::Cam_Render() {
renderView_t refdef;
CPaintDC dc(this); // device context for painting
if (!active_brushes.next) {
return; // not valid yet
}
if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC)) {
common->Printf("ERROR: wglMakeCurrent failed..\n ");
common->Printf("Please restart " EDITOR_WINDOWTEXT " if the camera view is not working\n");
return;
}
// save the editor state
//qglPushAttrib( GL_ALL_ATTRIB_BITS );
qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
qglScissor( 0, 0, m_Camera.width, m_Camera.height );
qglClear( GL_COLOR_BUFFER_BIT );
// qwglSwapBuffers(dc.m_hDC);
// create the model, using explicit normals
if ( rebuildMode && worldDirty ) {
BuildRendererState();
}
// render it
renderSystem->BeginFrame( m_Camera.width, m_Camera.height );
memset( &refdef, 0, sizeof( refdef ) );
refdef.vieworg = m_Camera.origin;
// the editor uses opposite pitch convention
refdef.viewaxis = idAngles( -m_Camera.angles.pitch, m_Camera.angles.yaw, m_Camera.angles.roll ).ToMat3();
refdef.width = SCREEN_WIDTH;
refdef.height = SCREEN_HEIGHT;
refdef.fov_x = 90;
refdef.fov_y = 2 * atan((float)m_Camera.height / m_Camera.width) * idMath::M_RAD2DEG;
// only set in animation mode to give a consistent look
if (animationMode) {
refdef.time = eventLoop->Milliseconds();
}
g_qeglobals.rw->RenderScene( &refdef );
int frontEnd, backEnd;
renderSystem->EndFrame( &frontEnd, &backEnd );
//common->Printf( "front:%i back:%i\n", frontEnd, backEnd );
//qglPopAttrib();
//DrawEntityData();
//qwglSwapBuffers(dc.m_hDC);
// get back to the editor state
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
Cam_BuildMatrix();
}
void CCamWnd::OnTimer(UINT nIDEvent)
{
if (animationMode || nIDEvent == 1) {
Sys_UpdateWindows(W_CAMERA);
}
if (nIDEvent == 1) {
KillTimer(1);
}
if (!animationMode ) {
KillTimer(0);
}
}
void CCamWnd::UpdateCameraView() {
if (QE_SingleBrush(true, true)) {
brush_t *b = selected_brushes.next;
if (b->owner->eclass->nShowFlags & ECLASS_CAMERAVIEW) {
// find the entity that targets this
const char *name = ValueForKey(b->owner, "name");
entity_t *ent = FindEntity("target", name);
if (ent) {
if (!saveValid) {
saveOrg = m_Camera.origin;
saveAng = m_Camera.angles;
saveValid = true;
}
idVec3 v = b->owner->origin - ent->origin;
v.Normalize();
idAngles ang = v.ToMat3().ToAngles();
ang.pitch = -ang.pitch;
ang.roll = 0.0f;
SetView( ent->origin, ang );
Cam_BuildMatrix();
Sys_UpdateWindows( W_CAMERA );
return;
}
}
}
if (saveValid) {
SetView(saveOrg, saveAng);
Cam_BuildMatrix();
Sys_UpdateWindows(W_CAMERA);
saveValid = false;
}
}