mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-23 21:02:11 +00:00
d1b0073582
SDL has a bug (at least on Windows) where SDL_CreateWindow() with SDL_WINDOW_FULLSCREEN doesn't use the configured resolution (if it's higher than the current desktop resolution). Try to work around that - based on Yamagi Quake II code. Also, if GLimp_Init() fails, the "safe mode" fallback is now in windowed mode instead of fullscreen mode.
2178 lines
58 KiB
C++
2178 lines
58 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 "tools/edit_gui_common.h"
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#include "qe3.h"
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#include "Radiant.h"
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#include "XYWnd.h"
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#include "CamWnd.h"
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#include "splines.h"
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#include <GL/glu.h>
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#include "../../renderer/tr_local.h"
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#include "../../renderer/model_local.h" // for idRenderModelMD5
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// TODO: DG: could merge SteelStorm2 "new 3D view navigation" improvements
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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extern void DrawPathLines();
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int g_axialAnchor = -1;
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int g_axialDest = -1;
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bool g_bAxialMode = false;
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void ValidateAxialPoints() {
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int faceCount = g_ptrSelectedFaces.GetSize();
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if (faceCount > 0) {
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face_t *selFace = reinterpret_cast < face_t * > (g_ptrSelectedFaces.GetAt(0));
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if (g_axialAnchor >= selFace->face_winding->GetNumPoints()) {
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g_axialAnchor = 0;
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}
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if (g_axialDest >= selFace->face_winding->GetNumPoints()) {
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g_axialDest = 0;
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}
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} else {
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g_axialDest = 0;
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g_axialAnchor = 0;
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}
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}
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// CCamWnd
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IMPLEMENT_DYNCREATE(CCamWnd, CWnd);
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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CCamWnd::CCamWnd() {
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m_pXYFriend = NULL;
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memset(&m_Camera, 0, sizeof(camera_t));
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m_pSide_select = NULL;
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m_bClipMode = false;
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worldDirty = true;
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worldModel = NULL;
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renderMode = false;
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rebuildMode = false;
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entityMode = false;
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animationMode = false;
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selectMode = false;
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soundMode = false;
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saveValid = false;
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Cam_Init();
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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CCamWnd::~CCamWnd() {
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}
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BEGIN_MESSAGE_MAP(CCamWnd, CWnd)
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//{{AFX_MSG_MAP(CCamWnd)
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ON_WM_KEYDOWN()
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ON_WM_PAINT()
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ON_WM_DESTROY()
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ON_WM_CLOSE()
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ON_WM_MOUSEMOVE()
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ON_WM_LBUTTONDOWN()
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ON_WM_LBUTTONUP()
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ON_WM_MBUTTONDOWN()
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ON_WM_MBUTTONUP()
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ON_WM_RBUTTONDOWN()
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ON_WM_RBUTTONUP()
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ON_WM_CREATE()
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ON_WM_SIZE()
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ON_WM_KEYUP()
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ON_WM_NCCALCSIZE()
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ON_WM_KILLFOCUS()
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ON_WM_SETFOCUS()
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ON_WM_TIMER()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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LONG WINAPI CamWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
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RECT rect;
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GetClientRect(hWnd, &rect);
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switch (uMsg)
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{
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case WM_KILLFOCUS:
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case WM_SETFOCUS:
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SendMessage(hWnd, WM_NCACTIVATE, uMsg == WM_SETFOCUS, 0);
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return 0;
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case WM_NCCALCSIZE: // don't let windows copy pixels
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DefWindowProc(hWnd, uMsg, wParam, lParam);
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return WVR_REDRAW;
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}
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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//
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// =======================================================================================================================
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// CCamWnd message handlers
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// =======================================================================================================================
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//
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BOOL CCamWnd::PreCreateWindow(CREATESTRUCT &cs) {
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WNDCLASS wc;
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HINSTANCE hInstance = AfxGetInstanceHandle();
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if (::GetClassInfo(hInstance, CAMERA_WINDOW_CLASS, &wc) == FALSE) {
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// Register a new class
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memset(&wc, 0, sizeof(wc));
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// wc.style = CS_NOCLOSE | CS_OWNDC;
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wc.style = CS_NOCLOSE;
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wc.lpszClassName = CAMERA_WINDOW_CLASS;
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.lpfnWndProc = CamWndProc;
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if (AfxRegisterClass(&wc) == FALSE) {
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Error("CCamWnd RegisterClass: failed");
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}
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}
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cs.lpszClass = CAMERA_WINDOW_CLASS;
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cs.lpszName = "CAM";
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if (cs.style != QE3_CHILDSTYLE) {
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cs.style = QE3_SPLITTER_STYLE;
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}
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BOOL bResult = CWnd::PreCreateWindow(cs);
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//
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// See if the class already exists and if not then we need to register our new
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// window class.
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//
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return bResult;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) {
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g_pParentWnd->HandleKey(nChar, nRepCnt, nFlags);
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}
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brush_t *g_pSplitList = NULL;
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnPaint() {
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CPaintDC dc(this); // device context for painting
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bool bPaint = true;
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if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC)) {
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common->Printf("ERROR: wglMakeCurrent failed..\n ");
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common->Printf("Please restart " EDITOR_WINDOWTEXT " if the camera view is not working\n");
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}
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else {
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QE_CheckOpenGLForErrors();
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g_pSplitList = NULL;
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if (g_bClipMode) {
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if (g_Clip1.Set() && g_Clip2.Set()) {
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g_pSplitList = ((g_pParentWnd->ActiveXY()->GetViewType() == XZ) ? !g_bSwitch : g_bSwitch) ? &g_brBackSplits : &g_brFrontSplits;
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}
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}
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Cam_Draw();
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QE_CheckOpenGLForErrors();
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qwglSwapBuffers(dc.m_hDC);
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}
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::SetXYFriend(CXYWnd *pWnd) {
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m_pXYFriend = pWnd;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnDestroy() {
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CWnd::OnDestroy();
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnClose() {
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CWnd::OnClose();
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}
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extern void Select_RotateTexture(float amt, bool absolute);
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnMouseMove(UINT nFlags, CPoint point) {
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CRect r;
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GetClientRect(r);
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if (GetCapture() == this && (GetAsyncKeyState(VK_MENU) & 0x8000) && !((GetAsyncKeyState(VK_SHIFT) & 0x8000) || (GetAsyncKeyState(VK_CONTROL) & 0x8000))) {
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if (GetAsyncKeyState(VK_CONTROL) & 0x8000) {
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Select_RotateTexture((float)point.y - m_ptLastCursor.y);
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}
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else if (GetAsyncKeyState(VK_SHIFT) & 0x8000) {
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Select_ScaleTexture((float)point.x - m_ptLastCursor.x, (float)m_ptLastCursor.y - point.y);
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}
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else {
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Select_ShiftTexture((float)point.x - m_ptLastCursor.x, (float)m_ptLastCursor.y - point.y);
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}
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}
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else {
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Cam_MouseMoved(point.x, r.bottom - 1 - point.y, nFlags);
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}
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m_ptLastCursor = point;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnLButtonDown(UINT nFlags, CPoint point) {
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m_ptLastCursor = point;
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OriginalMouseDown(nFlags, point);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnLButtonUp(UINT nFlags, CPoint point) {
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OriginalMouseUp(nFlags, point);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnMButtonDown(UINT nFlags, CPoint point) {
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OriginalMouseDown(nFlags, point);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnMButtonUp(UINT nFlags, CPoint point) {
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OriginalMouseUp(nFlags, point);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnRButtonDown(UINT nFlags, CPoint point) {
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OriginalMouseDown(nFlags, point);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OnRButtonUp(UINT nFlags, CPoint point) {
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OriginalMouseUp(nFlags, point);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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int CCamWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) {
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if (CWnd::OnCreate(lpCreateStruct) == -1) {
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return -1;
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}
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CDC *pDC = GetDC();
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HDC hDC = pDC->GetSafeHdc();
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QEW_SetupPixelFormat(hDC, true);
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HFONT hfont = CreateFont(
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12, // logical height of font
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0, // logical average character width
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0, // angle of escapement
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0, // base-line orientation angle
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0, // font weight
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0, // italic attribute flag
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0, // underline attribute flag
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0, // strikeout attribute flag
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0, // character set identifier
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0, // output precision
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0, // clipping precision
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0, // output quality
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FIXED_PITCH | FF_MODERN, // pitch and family
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"Lucida Console" // pointer to typeface name string
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);
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if (!hfont) {
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Error("couldn't create font");
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}
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HFONT hOldFont = (HFONT)SelectObject(hDC, hfont);
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//qwglMakeCurrent (hDC, win32.hGLRC);
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if( qwglMakeCurrent ( hDC, win32.hGLRC ) == FALSE ) {
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common->Warning("wglMakeCurrent failed: %d", ::GetLastError());
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if ( r_multiSamples.GetInteger() > 0 ) {
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common->Warning("\n!!! Remember to set r_multiSamples 0 when using the editor !!!\n");
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}
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}
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if ((g_qeglobals.d_font_list = qglGenLists(256)) == 0) {
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common->Warning( "couldn't create font dlists" );
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}
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// create the bitmap display lists we're making images of glyphs 0 thru 255
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if ( !qwglUseFontBitmaps(hDC, 0, 255, g_qeglobals.d_font_list) ) {
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common->Warning( "wglUseFontBitmaps failed (%d). Trying again.", GetLastError() );
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// FIXME: This is really wacky, sometimes the first call fails, but calling it again makes it work
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// This probably indicates there's something wrong somewhere else in the code, but I'm not sure what
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if ( !qwglUseFontBitmaps(hDC, 0, 255, g_qeglobals.d_font_list) ) {
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common->Warning( "wglUseFontBitmaps failed again (%d). Trying outlines.", GetLastError() );
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if (!qwglUseFontOutlines(hDC, 0, 255, g_qeglobals.d_font_list, 0.0f, 0.1f, WGL_FONT_LINES, NULL)) {
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common->Warning( "wglUseFontOutlines also failed (%d), no coordinate text will be visible.", GetLastError() );
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}
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}
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}
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SelectObject(hDC, hOldFont);
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ReleaseDC(pDC);
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// indicate start of glyph display lists
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qglListBase(g_qeglobals.d_font_list);
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// report OpenGL information
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common->Printf("GL_VENDOR: %s\n", qglGetString(GL_VENDOR));
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common->Printf("GL_RENDERER: %s\n", qglGetString(GL_RENDERER));
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common->Printf("GL_VERSION: %s\n", qglGetString(GL_VERSION));
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common->Printf("GL_EXTENSIONS: %s\n", qglGetString(GL_EXTENSIONS));
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return 0;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OriginalMouseUp(UINT nFlags, CPoint point) {
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CRect r;
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GetClientRect(r);
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Cam_MouseUp(point.x, r.bottom - 1 - point.y, nFlags);
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if (!(nFlags & (MK_LBUTTON | MK_RBUTTON | MK_MBUTTON))) {
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ReleaseCapture();
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}
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::OriginalMouseDown(UINT nFlags, CPoint point) {
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// if (GetTopWindow()->GetSafeHwnd() != GetSafeHwnd()) BringWindowToTop();
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CRect r;
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GetClientRect(r);
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SetFocus();
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SetCapture();
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// if (!(GetAsyncKeyState(VK_MENU) & 0x8000))
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Cam_MouseDown(point.x, r.bottom - 1 - point.y, nFlags);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::Cam_Init() {
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// m_Camera.draw_mode = cd_texture;
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m_Camera.origin[0] = 0.0f;
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m_Camera.origin[1] = 20.0f;
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m_Camera.origin[2] = 72.0f;
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m_Camera.color[0] = 0.3f;
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m_Camera.color[1] = 0.3f;
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m_Camera.color[2] = 0.3f;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::Cam_BuildMatrix() {
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float xa, ya;
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float matrix[4][4];
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int i;
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xa = ((renderMode) ? -m_Camera.angles[PITCH] : m_Camera.angles[PITCH]) * idMath::M_DEG2RAD;
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ya = m_Camera.angles[YAW] * idMath::M_DEG2RAD;
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// the movement matrix is kept 2d
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m_Camera.forward[0] = cos(ya);
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m_Camera.forward[1] = sin(ya);
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m_Camera.right[0] = m_Camera.forward[1];
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m_Camera.right[1] = -m_Camera.forward[0];
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qglGetFloatv(GL_PROJECTION_MATRIX, &matrix[0][0]);
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for (i = 0; i < 3; i++) {
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m_Camera.vright[i] = matrix[i][0];
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m_Camera.vup[i] = matrix[i][1];
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m_Camera.vpn[i] = matrix[i][2];
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}
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m_Camera.vright.Normalize();
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m_Camera.vup.Normalize();
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m_Camera.vpn.Normalize();
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InitCull();
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void CCamWnd::Cam_ChangeFloor(bool up) {
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brush_t *b;
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float d, bestd, current;
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idVec3 start, dir;
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start[0] = m_Camera.origin[0];
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start[1] = m_Camera.origin[1];
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start[2] = HUGE_DISTANCE;
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dir[0] = dir[1] = 0;
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dir[2] = -1;
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current = HUGE_DISTANCE - (m_Camera.origin[2] - 72);
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if (up) {
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bestd = 0;
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}
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else {
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bestd = HUGE_DISTANCE*2;
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}
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for (b = active_brushes.next; b != &active_brushes; b = b->next) {
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if (!Brush_Ray(start, dir, b, &d)) {
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continue;
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}
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if (up && d < current && d > bestd) {
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bestd = d;
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}
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if (!up && d > current && d < bestd) {
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bestd = d;
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}
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}
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if (bestd == 0 || bestd == HUGE_DISTANCE*2) {
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return;
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}
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m_Camera.origin[2] += current - bestd;
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Sys_UpdateWindows(W_CAMERA | W_Z_OVERLAY);
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
|
|
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(¤t);
|
|
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
|
|
}
|
|
|
|
// DG: from SteelStorm2
|
|
// Jmarshal23 recommended to disable this to fix lighting render in the Cam window
|
|
/* 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();
|
|
}
|
|
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// render it
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renderSystem->BeginFrame( m_Camera.width, m_Camera.height );
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|
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memset( &refdef, 0, sizeof( refdef ) );
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refdef.vieworg = m_Camera.origin;
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|
|
|
// the editor uses opposite pitch convention
|
|
refdef.viewaxis = idAngles( -m_Camera.angles.pitch, m_Camera.angles.yaw, m_Camera.angles.roll ).ToMat3();
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|
|
|
refdef.width = SCREEN_WIDTH;
|
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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 );
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|
|
|
//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;
|
|
}
|
|
}
|