mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
492 lines
13 KiB
C++
492 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 "qe3.h"
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#define PAGEFLIPS 2
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z_t z;
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/*
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=======================================================================================================================
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Z_Init
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=======================================================================================================================
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*/
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void Z_Init(void) {
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z.origin[0] = 0;
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z.origin[1] = 20;
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z.origin[2] = 46;
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z.scale = 1;
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}
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/* MOUSE ACTIONS */
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static int cursorx, cursory;
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/*
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=======================================================================================================================
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Z_MouseDown
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=======================================================================================================================
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*/
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void Z_MouseDown(int x, int y, int buttons) {
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idVec3 org, dir, vup, vright;
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brush_t *b;
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Sys_GetCursorPos(&cursorx, &cursory);
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vup[0] = 0;
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vup[1] = 0;
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vup[2] = 1 / z.scale;
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VectorCopy(z.origin, org);
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org[2] += (y - (z.height / 2)) / z.scale;
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org[1] = MIN_WORLD_COORD;
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b = selected_brushes.next;
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if (b != &selected_brushes) {
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org[0] = (b->mins[0] + b->maxs[0]) / 2;
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}
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dir[0] = 0;
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dir[1] = 1;
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dir[2] = 0;
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vright[0] = 0;
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vright[1] = 0;
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vright[2] = 0;
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// new mouse code for ZClip, I'll do this stuff before falling through into the standard ZWindow mouse code...
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//
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if (g_pParentWnd->GetZWnd()->m_pZClip) // should always be the case I think, but this is safer
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{
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bool bToggle = false;
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bool bSetTop = false;
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bool bSetBot = false;
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bool bReset = false;
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if (g_PrefsDlg.m_nMouseButtons == 2)
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{
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// 2 button mice...
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//
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bToggle = (GetKeyState(VK_F1) & 0x8000) != 0;
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bSetTop = (GetKeyState(VK_F2) & 0x8000) != 0;
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bSetBot = (GetKeyState(VK_F3) & 0x8000) != 0;
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bReset = (GetKeyState(VK_F4) & 0x8000) != 0;
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}
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else
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{
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// 3 button mice...
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//
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bToggle = (buttons == (MK_RBUTTON|MK_SHIFT|MK_CONTROL));
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bSetTop = (buttons == (MK_RBUTTON|MK_SHIFT));
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bSetBot = (buttons == (MK_RBUTTON|MK_CONTROL));
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bReset = (GetKeyState(VK_F4) & 0x8000) != 0;
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}
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if (bToggle)
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{
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g_pParentWnd->GetZWnd()->m_pZClip->Enable(!(g_pParentWnd->GetZWnd()->m_pZClip->IsEnabled()));
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Sys_UpdateWindows (W_ALL);
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return;
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}
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if (bSetTop)
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{
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g_pParentWnd->GetZWnd()->m_pZClip->SetTop(org[2]);
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Sys_UpdateWindows (W_ALL);
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return;
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}
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if (bSetBot)
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{
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g_pParentWnd->GetZWnd()->m_pZClip->SetBottom(org[2]);
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Sys_UpdateWindows (W_ALL);
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return;
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}
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if (bReset)
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{
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g_pParentWnd->GetZWnd()->m_pZClip->Reset();
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Sys_UpdateWindows (W_ALL);
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return;
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}
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}
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//
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// LBUTTON = manipulate selection shift-LBUTTON = select middle button = grab
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// texture ctrl-middle button = set entire brush to texture ctrl-shift-middle
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// button = set single face to texture
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//
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// see code above for these next 3, I just commented them here as well for clarity...
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//
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// ctrl-shift-RIGHT button = toggle ZClip on/off
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// shift-RIGHT button = set ZClip top marker
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// ctrl-RIGHT button = set ZClip bottom marker
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int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
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if
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(
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(buttons == MK_LBUTTON) ||
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(buttons == (MK_LBUTTON | MK_SHIFT)) ||
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(buttons == MK_MBUTTON) // || (buttons == (MK_MBUTTON|MK_CONTROL))
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(buttons == (nMouseButton | MK_SHIFT | MK_CONTROL))
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) {
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Drag_Begin(x, y, buttons, vright, vup, org, dir);
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return;
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}
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// control mbutton = move camera
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if ((buttons == (MK_CONTROL | nMouseButton)) || (buttons == (MK_CONTROL | MK_LBUTTON))) {
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g_pParentWnd->GetCamera()->Camera().origin[2] = org[2];
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Sys_UpdateWindows(W_CAMERA | W_XY_OVERLAY | W_Z);
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}
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}
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/*
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=======================================================================================================================
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Z_MouseUp
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=======================================================================================================================
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*/
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void Z_MouseUp(int x, int y, int buttons) {
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Drag_MouseUp();
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}
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/*
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=======================================================================================================================
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Z_MouseMoved
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=======================================================================================================================
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*/
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void Z_MouseMoved(int x, int y, int buttons) {
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if (!buttons) {
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return;
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}
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if (buttons == MK_LBUTTON) {
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Drag_MouseMoved(x, y, buttons);
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Sys_UpdateWindows(W_Z | W_CAMERA_IFON | W_XY);
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return;
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}
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// rbutton = drag z origin
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if (buttons == MK_RBUTTON) {
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Sys_GetCursorPos(&x, &y);
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if (y != cursory) {
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z.origin[2] += y - cursory;
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Sys_SetCursorPos(cursorx, cursory);
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Sys_UpdateWindows(W_Z);
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}
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return;
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}
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// control mbutton = move camera
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int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
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if ((buttons == (MK_CONTROL | nMouseButton)) || (buttons == (MK_CONTROL | MK_LBUTTON))) {
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g_pParentWnd->GetCamera()->Camera().origin[2] = z.origin[2] + (y - (z.height / 2)) / z.scale;
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Sys_UpdateWindows(W_CAMERA | W_XY_OVERLAY | W_Z);
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}
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}
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/*
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=======================================================================================================================
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DRAWING <20>
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Z_DrawGrid
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=======================================================================================================================
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*/
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void Z_DrawGrid(void) {
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float zz, zb, ze;
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int w, h;
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char text[32];
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w = z.width / 2 / z.scale;
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h = z.height / 2 / z.scale;
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zb = z.origin[2] - h;
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if (zb < region_mins[2]) {
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zb = region_mins[2];
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}
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zb = 64 * floor(zb / 64);
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ze = z.origin[2] + h;
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if (ze > region_maxs[2]) {
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ze = region_maxs[2];
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}
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ze = 64 * ceil(ze / 64);
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// draw major blocks
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qglColor3fv( g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR].ToFloatPtr() );
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qglBegin(GL_LINES);
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qglVertex2f(0, zb);
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qglVertex2f(0, ze);
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for (zz = zb; zz < ze; zz += 64) {
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qglVertex2f(-w, zz);
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qglVertex2f(w, zz);
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}
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qglEnd();
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// draw minor blocks
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if ( g_qeglobals.d_showgrid &&
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g_qeglobals.d_gridsize * z.scale >= 4 &&
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!g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR].Compare( g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK] ) ) {
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qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR].ToFloatPtr());
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qglBegin(GL_LINES);
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for (zz = zb; zz < ze; zz += g_qeglobals.d_gridsize) {
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if (!((int)zz & 63)) {
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continue;
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}
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qglVertex2f(-w, zz);
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qglVertex2f(w, zz);
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}
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qglEnd();
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}
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// draw coordinate text if needed
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qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDTEXT].ToFloatPtr());
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for (zz = zb; zz < ze; zz += 64) {
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qglRasterPos2f(-w + 1, zz);
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sprintf(text, "%i", (int)zz);
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qglCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
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}
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}
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#define CAM_HEIGHT 48 // height of main part
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#define CAM_GIZMO 8 // height of the gizmo
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void ZDrawCameraIcon(void) {
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float x, y;
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int xCam = z.width / 4;
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x = 0;
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y = g_pParentWnd->GetCamera()->Camera().origin[2];
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qglColor3f(0.0, 0.0, 1.0);
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qglBegin(GL_LINE_STRIP);
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qglVertex3f(x - xCam, y, 0);
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qglVertex3f(x, y + CAM_GIZMO, 0);
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qglVertex3f(x + xCam, y, 0);
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qglVertex3f(x, y - CAM_GIZMO, 0);
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qglVertex3f(x - xCam, y, 0);
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qglVertex3f(x + xCam, y, 0);
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qglVertex3f(x + xCam, y - CAM_HEIGHT, 0);
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qglVertex3f(x - xCam, y - CAM_HEIGHT, 0);
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qglVertex3f(x - xCam, y, 0);
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qglEnd();
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}
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void ZDrawZClip()
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{
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float x,y;
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x = 0;
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y = g_pParentWnd->GetCamera()->Camera().origin[2];
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if (g_pParentWnd->GetZWnd()->m_pZClip) // should always be the case I think
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g_pParentWnd->GetZWnd()->m_pZClip->Paint();
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}
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GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; // HACK
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/*
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=======================================================================================================================
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Z_Draw
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=======================================================================================================================
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*/
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void Z_Draw(void) {
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brush_t *brush;
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float w, h;
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float top, bottom;
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idVec3 org_top, org_bottom, dir_up, dir_down;
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int xCam = z.width / 3;
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if (!active_brushes.next) {
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return; // not valid yet
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}
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// clear
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qglViewport(0, 0, z.width, z.height);
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qglScissor(0, 0, z.width, z.height);
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qglClearColor
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(
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g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
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g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
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g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
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0
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);
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/*
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* GL Bug <20>
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* When not using hw acceleration, gl will fault if we clear the depth buffer bit
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* on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT only after
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* Z_Draw() has been called once. Yeah, right. <20>
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* qglClear(glbitClear);
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*/
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qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//
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// glbitClear |= GL_DEPTH_BUFFER_BIT;
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// qglClear(GL_DEPTH_BUFFER_BIT);
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//
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qglMatrixMode(GL_PROJECTION);
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qglLoadIdentity();
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w = z.width / 2 / z.scale;
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h = z.height / 2 / z.scale;
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qglOrtho(-w, w, z.origin[2] - h, z.origin[2] + h, -8, 8);
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globalImages->BindNull();
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qglDisable(GL_DEPTH_TEST);
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qglDisable(GL_BLEND);
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// now draw the grid
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Z_DrawGrid();
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// draw stuff
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qglDisable(GL_CULL_FACE);
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qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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globalImages->BindNull();
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// draw filled interiors and edges
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dir_up[0] = 0;
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dir_up[1] = 0;
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dir_up[2] = 1;
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dir_down[0] = 0;
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dir_down[1] = 0;
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dir_down[2] = -1;
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VectorCopy(z.origin, org_top);
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org_top[2] = 4096;
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VectorCopy(z.origin, org_bottom);
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org_bottom[2] = -4096;
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for (brush = active_brushes.next; brush != &active_brushes; brush = brush->next) {
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if
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(
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brush->mins[0] >= z.origin[0] ||
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brush->maxs[0] <= z.origin[0] ||
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brush->mins[1] >= z.origin[1] ||
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brush->maxs[1] <= z.origin[1]
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) {
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continue;
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}
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if (!Brush_Ray(org_top, dir_down, brush, &top)) {
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continue;
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}
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top = org_top[2] - top;
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if (!Brush_Ray(org_bottom, dir_up, brush, &bottom)) {
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continue;
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}
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bottom = org_bottom[2] + bottom;
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//q = declManager->FindMaterial(brush->brush_faces->texdef.name);
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qglColor3f(brush->owner->eclass->color.x, brush->owner->eclass->color.y, brush->owner->eclass->color.z);
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qglBegin(GL_QUADS);
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qglVertex2f(-xCam, bottom);
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qglVertex2f(xCam, bottom);
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qglVertex2f(xCam, top);
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qglVertex2f(-xCam, top);
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qglEnd();
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qglColor3f(1, 1, 1);
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qglBegin(GL_LINE_LOOP);
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qglVertex2f(-xCam, bottom);
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qglVertex2f(xCam, bottom);
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qglVertex2f(xCam, top);
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qglVertex2f(-xCam, top);
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qglEnd();
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}
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// now draw selected brushes
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for (brush = selected_brushes.next; brush != &selected_brushes; brush = brush->next) {
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if
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(
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!(
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brush->mins[0] >= z.origin[0] ||
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brush->maxs[0] <= z.origin[0] ||
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brush->mins[1] >= z.origin[1] ||
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brush->maxs[1] <= z.origin[1]
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)
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) {
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if (Brush_Ray(org_top, dir_down, brush, &top)) {
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top = org_top[2] - top;
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if (Brush_Ray(org_bottom, dir_up, brush, &bottom)) {
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bottom = org_bottom[2] + bottom;
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//q = declManager->FindMaterial(brush->brush_faces->texdef.name);
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qglColor3f(brush->owner->eclass->color.x, brush->owner->eclass->color.y, brush->owner->eclass->color.z);
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qglBegin(GL_QUADS);
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qglVertex2f(-xCam, bottom);
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qglVertex2f(xCam, bottom);
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qglVertex2f(xCam, top);
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qglVertex2f(-xCam, top);
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qglEnd();
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}
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}
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}
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qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES].ToFloatPtr());
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qglBegin(GL_LINE_LOOP);
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qglVertex2f(-xCam, brush->mins[2]);
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qglVertex2f(xCam, brush->mins[2]);
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qglVertex2f(xCam, brush->maxs[2]);
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qglVertex2f(-xCam, brush->maxs[2]);
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qglEnd();
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}
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ZDrawCameraIcon();
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ZDrawZClip();
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qglFinish();
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QE_CheckOpenGLForErrors();
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}
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