dhewm3/neo/tools/radiant/CamWnd.cpp
Daniel Gibson b054261a0e Make MFC Tools work with MSAA enabled
The problem was that the editors called ChoosePixelFormat() instead of
wglChoosePixelFormatARB() - and the normal ChoosePixelFormat() has no
attribute for MSAA, so if MSAA is enabled (by SDL2 which calls the wgl
variant), ChoosePixelFormat() will return an incomaptible format and
the editors don't get a working OpenGL context.
So I wrote a wrapper around ChoosePixelFormat() that calls the wgl variant
if available, and all the necessary plumbing around that.

While at it, removed the unused qwgl*PixelFormat function pointers and
supressed the "inconsistent dll linkage" warnings for the gl stubs
2021-05-11 00:39:00 +02:00

2180 lines
58 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "tools/edit_gui_common.h"
#include "qe3.h"
#include "Radiant.h"
#include "XYWnd.h"
#include "CamWnd.h"
#include "splines.h"
#include <GL/glu.h>
#include "../../renderer/tr_local.h"
#include "../../renderer/model_local.h" // for idRenderModelMD5
// TODO: DG: could merge SteelStorm2 "new 3D view navigation" improvements
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
extern void DrawPathLines();
int g_axialAnchor = -1;
int g_axialDest = -1;
bool g_bAxialMode = false;
void ValidateAxialPoints() {
int faceCount = g_ptrSelectedFaces.GetSize();
if (faceCount > 0) {
face_t *selFace = reinterpret_cast < face_t * > (g_ptrSelectedFaces.GetAt(0));
if (g_axialAnchor >= selFace->face_winding->GetNumPoints()) {
g_axialAnchor = 0;
}
if (g_axialDest >= selFace->face_winding->GetNumPoints()) {
g_axialDest = 0;
}
} else {
g_axialDest = 0;
g_axialAnchor = 0;
}
}
// CCamWnd
IMPLEMENT_DYNCREATE(CCamWnd, CWnd);
/*
=======================================================================================================================
=======================================================================================================================
*/
CCamWnd::CCamWnd() {
m_pXYFriend = NULL;
memset(&m_Camera, 0, sizeof(camera_t));
m_pSide_select = NULL;
m_bClipMode = false;
worldDirty = true;
worldModel = NULL;
renderMode = false;
rebuildMode = false;
entityMode = false;
animationMode = false;
selectMode = false;
soundMode = false;
saveValid = false;
Cam_Init();
}
/*
=======================================================================================================================
=======================================================================================================================
*/
CCamWnd::~CCamWnd() {
}
BEGIN_MESSAGE_MAP(CCamWnd, CWnd)
//{{AFX_MSG_MAP(CCamWnd)
ON_WM_KEYDOWN()
ON_WM_PAINT()
ON_WM_DESTROY()
ON_WM_CLOSE()
ON_WM_MOUSEMOVE()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MBUTTONDOWN()
ON_WM_MBUTTONUP()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_KEYUP()
ON_WM_NCCALCSIZE()
ON_WM_KILLFOCUS()
ON_WM_SETFOCUS()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/*
=======================================================================================================================
=======================================================================================================================
*/
LONG_PTR WINAPI CamWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
RECT rect;
GetClientRect(hWnd, &rect);
switch (uMsg)
{
case WM_KILLFOCUS:
case WM_SETFOCUS:
SendMessage(hWnd, WM_NCACTIVATE, uMsg == WM_SETFOCUS, 0);
return 0;
case WM_NCCALCSIZE: // don't let windows copy pixels
DefWindowProc(hWnd, uMsg, wParam, lParam);
return WVR_REDRAW;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
//
// =======================================================================================================================
// CCamWnd message handlers
// =======================================================================================================================
//
BOOL CCamWnd::PreCreateWindow(CREATESTRUCT &cs) {
WNDCLASS wc;
HINSTANCE hInstance = AfxGetInstanceHandle();
if (::GetClassInfo(hInstance, CAMERA_WINDOW_CLASS, &wc) == FALSE) {
// Register a new class
memset(&wc, 0, sizeof(wc));
// wc.style = CS_NOCLOSE | CS_OWNDC;
wc.style = CS_NOCLOSE;
wc.lpszClassName = CAMERA_WINDOW_CLASS;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpfnWndProc = CamWndProc;
if (AfxRegisterClass(&wc) == FALSE) {
Error("CCamWnd RegisterClass: failed");
}
}
cs.lpszClass = CAMERA_WINDOW_CLASS;
cs.lpszName = "CAM";
if (cs.style != QE3_CHILDSTYLE) {
cs.style = QE3_SPLITTER_STYLE;
}
BOOL bResult = CWnd::PreCreateWindow(cs);
//
// See if the class already exists and if not then we need to register our new
// window class.
//
return bResult;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) {
g_pParentWnd->HandleKey(nChar, nRepCnt, nFlags);
}
brush_t *g_pSplitList = NULL;
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnPaint() {
CPaintDC dc(this); // device context for painting
if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC)) {
common->Printf("ERROR: wglMakeCurrent failed..\n ");
common->Printf("Please restart " EDITOR_WINDOWTEXT " if the camera view is not working\n");
}
else {
QE_CheckOpenGLForErrors();
g_pSplitList = NULL;
if (g_bClipMode) {
if (g_Clip1.Set() && g_Clip2.Set()) {
g_pSplitList = ((g_pParentWnd->ActiveXY()->GetViewType() == XZ) ? !g_bSwitch : g_bSwitch) ? &g_brBackSplits : &g_brFrontSplits;
}
}
Cam_Draw();
QE_CheckOpenGLForErrors();
qwglSwapBuffers(dc.m_hDC);
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::SetXYFriend(CXYWnd *pWnd) {
m_pXYFriend = pWnd;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnDestroy() {
CWnd::OnDestroy();
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnClose() {
CWnd::OnClose();
}
extern void Select_RotateTexture(float amt, bool absolute);
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnMouseMove(UINT nFlags, CPoint point) {
CRect r;
GetClientRect(r);
if (GetCapture() == this && (GetAsyncKeyState(VK_MENU) & 0x8000) && !((GetAsyncKeyState(VK_SHIFT) & 0x8000) || (GetAsyncKeyState(VK_CONTROL) & 0x8000))) {
if (GetAsyncKeyState(VK_CONTROL) & 0x8000) {
Select_RotateTexture((float)point.y - m_ptLastCursor.y);
}
else if (GetAsyncKeyState(VK_SHIFT) & 0x8000) {
Select_ScaleTexture((float)point.x - m_ptLastCursor.x, (float)m_ptLastCursor.y - point.y);
}
else {
Select_ShiftTexture((float)point.x - m_ptLastCursor.x, (float)m_ptLastCursor.y - point.y);
}
}
else {
Cam_MouseMoved(point.x, r.bottom - 1 - point.y, nFlags);
}
m_ptLastCursor = point;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnLButtonDown(UINT nFlags, CPoint point) {
m_ptLastCursor = point;
OriginalMouseDown(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnLButtonUp(UINT nFlags, CPoint point) {
OriginalMouseUp(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnMButtonDown(UINT nFlags, CPoint point) {
OriginalMouseDown(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnMButtonUp(UINT nFlags, CPoint point) {
OriginalMouseUp(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnRButtonDown(UINT nFlags, CPoint point) {
OriginalMouseDown(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OnRButtonUp(UINT nFlags, CPoint point) {
OriginalMouseUp(nFlags, point);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
int CCamWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) {
if (CWnd::OnCreate(lpCreateStruct) == -1) {
return -1;
}
CDC *pDC = GetDC();
HDC hDC = pDC->GetSafeHdc();
QEW_SetupPixelFormat(hDC, true);
HFONT hfont = CreateFont(
12, // logical height of font
0, // logical average character width
0, // angle of escapement
0, // base-line orientation angle
0, // font weight
0, // italic attribute flag
0, // underline attribute flag
0, // strikeout attribute flag
0, // character set identifier
0, // output precision
0, // clipping precision
0, // output quality
FIXED_PITCH | FF_MODERN, // pitch and family
"Lucida Console" // pointer to typeface name string
);
if (!hfont) {
Error("couldn't create font");
}
HFONT hOldFont = (HFONT)SelectObject(hDC, hfont);
//qwglMakeCurrent (hDC, win32.hGLRC);
if( qwglMakeCurrent ( hDC, win32.hGLRC ) == FALSE ) {
common->Warning("wglMakeCurrent failed: %d", ::GetLastError());
if ( r_multiSamples.GetInteger() > 0 ) {
common->Warning("\n!!! Try setting r_multiSamples 0 when using the editor !!!\n");
}
}
if ((g_qeglobals.d_font_list = qglGenLists(256)) == 0) {
common->Warning( "couldn't create font dlists" );
}
// create the bitmap display lists we're making images of glyphs 0 thru 255
if ( !qwglUseFontBitmaps(hDC, 0, 255, g_qeglobals.d_font_list) ) {
common->Warning( "wglUseFontBitmaps failed (%d). Trying again.", GetLastError() );
// FIXME: This is really wacky, sometimes the first call fails, but calling it again makes it work
// This probably indicates there's something wrong somewhere else in the code, but I'm not sure what
if ( !qwglUseFontBitmaps(hDC, 0, 255, g_qeglobals.d_font_list) ) {
common->Warning( "wglUseFontBitmaps failed again (%d). Trying outlines.", GetLastError() );
if (!qwglUseFontOutlines(hDC, 0, 255, g_qeglobals.d_font_list, 0.0f, 0.1f, WGL_FONT_LINES, NULL)) {
common->Warning( "wglUseFontOutlines also failed (%d), no coordinate text will be visible.", GetLastError() );
}
}
}
SelectObject(hDC, hOldFont);
ReleaseDC(pDC);
// indicate start of glyph display lists
qglListBase(g_qeglobals.d_font_list);
// report OpenGL information
common->Printf("GL_VENDOR: %s\n", qglGetString(GL_VENDOR));
common->Printf("GL_RENDERER: %s\n", qglGetString(GL_RENDERER));
common->Printf("GL_VERSION: %s\n", qglGetString(GL_VERSION));
common->Printf("GL_EXTENSIONS: %s\n", qglGetString(GL_EXTENSIONS));
return 0;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OriginalMouseUp(UINT nFlags, CPoint point) {
CRect r;
GetClientRect(r);
Cam_MouseUp(point.x, r.bottom - 1 - point.y, nFlags);
if (!(nFlags & (MK_LBUTTON | MK_RBUTTON | MK_MBUTTON))) {
ReleaseCapture();
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::OriginalMouseDown(UINT nFlags, CPoint point) {
// if (GetTopWindow()->GetSafeHwnd() != GetSafeHwnd()) BringWindowToTop();
CRect r;
GetClientRect(r);
SetFocus();
SetCapture();
// if (!(GetAsyncKeyState(VK_MENU) & 0x8000))
Cam_MouseDown(point.x, r.bottom - 1 - point.y, nFlags);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_Init() {
// m_Camera.draw_mode = cd_texture;
m_Camera.origin[0] = 0.0f;
m_Camera.origin[1] = 20.0f;
m_Camera.origin[2] = 72.0f;
m_Camera.color[0] = 0.3f;
m_Camera.color[1] = 0.3f;
m_Camera.color[2] = 0.3f;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_BuildMatrix() {
float xa, ya;
float matrix[4][4];
int i;
xa = ((renderMode) ? -m_Camera.angles[PITCH] : m_Camera.angles[PITCH]) * idMath::M_DEG2RAD;
ya = m_Camera.angles[YAW] * idMath::M_DEG2RAD;
// the movement matrix is kept 2d
m_Camera.forward[0] = cos(ya);
m_Camera.forward[1] = sin(ya);
m_Camera.right[0] = m_Camera.forward[1];
m_Camera.right[1] = -m_Camera.forward[0];
qglGetFloatv(GL_PROJECTION_MATRIX, &matrix[0][0]);
for (i = 0; i < 3; i++) {
m_Camera.vright[i] = matrix[i][0];
m_Camera.vup[i] = matrix[i][1];
m_Camera.vpn[i] = matrix[i][2];
}
m_Camera.vright.Normalize();
m_Camera.vup.Normalize();
m_Camera.vpn.Normalize();
InitCull();
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_ChangeFloor(bool up) {
brush_t *b;
float d, bestd, current;
idVec3 start, dir;
start[0] = m_Camera.origin[0];
start[1] = m_Camera.origin[1];
start[2] = HUGE_DISTANCE;
dir[0] = dir[1] = 0;
dir[2] = -1;
current = HUGE_DISTANCE - (m_Camera.origin[2] - 72);
if (up) {
bestd = 0;
}
else {
bestd = HUGE_DISTANCE*2;
}
for (b = active_brushes.next; b != &active_brushes; b = b->next) {
if (!Brush_Ray(start, dir, b, &d)) {
continue;
}
if (up && d < current && d > bestd) {
bestd = d;
}
if (!up && d > current && d < bestd) {
bestd = d;
}
}
if (bestd == 0 || bestd == HUGE_DISTANCE*2) {
return;
}
m_Camera.origin[2] += current - bestd;
Sys_UpdateWindows(W_CAMERA | W_Z_OVERLAY);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_PositionDrag() {
int x, y;
Sys_GetCursorPos(&x, &y);
if (x != m_ptCursor.x || y != m_ptCursor.y) {
x -= m_ptCursor.x;
VectorMA(m_Camera.origin, x, m_Camera.vright, m_Camera.origin);
y -= m_ptCursor.y;
m_Camera.origin[2] -= y;
SetCursorPos(m_ptCursor.x, m_ptCursor.y);
Sys_UpdateWindows(W_CAMERA | W_XY_OVERLAY);
}
}
void CCamWnd::Cam_MouseLook() {
CPoint current;
GetCursorPos(&current);
if (current.x != m_ptCursor.x || current.y != m_ptCursor.y) {
current.x -= m_ptCursor.x;
current.y -= m_ptCursor.y;
m_Camera.angles[PITCH] -= (float)((float)current.y * 0.25f);
m_Camera.angles[YAW] -= (float)((float)current.x * 0.25f);
SetCursorPos(m_ptCursor.x, m_ptCursor.y);
Cam_BuildMatrix();
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseControl(float dtime) {
int xl, xh;
int yl, yh;
float xf, yf;
if (g_PrefsDlg.m_nMouseButtons == 2) {
if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT)) {
return;
}
}
else {
if (m_nCambuttonstate != MK_RBUTTON) {
return;
}
}
xf = (float)(m_ptButton.x - m_Camera.width / 2) / (m_Camera.width / 2);
yf = (float)(m_ptButton.y - m_Camera.height / 2) / (m_Camera.height / 2);
xl = m_Camera.width / 3;
xh = xl * 2;
yl = m_Camera.height / 3;
yh = yl * 2;
// common->Printf("xf-%f yf-%f xl-%i xh-i% yl-i% yh-i%\n",xf,yf,xl,xh,yl,yh);
#if 0
// strafe
if (buttony < yl && (buttonx < xl || buttonx > xh)) {
VectorMA(camera.origin, xf * dtime * g_nMoveSpeed, camera.right, camera.origin);
}
else
#endif
{
xf *= 1.0f - idMath::Fabs(yf);
if ( xf < 0.0f ) {
xf += 0.1f;
if ( xf > 0.0f ) {
xf = 0.0f;
}
}
else {
xf -= 0.1f;
if ( xf < 0.0f ) {
xf = 0.0f;
}
}
VectorMA(m_Camera.origin, yf * dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
m_Camera.angles[YAW] += xf * -dtime * g_PrefsDlg.m_nAngleSpeed;
}
Cam_BuildMatrix();
int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
Sys_UpdateWindows(nUpdate);
g_pParentWnd->PostMessage(WM_TIMER, 0, 0);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseDown(int x, int y, int buttons) {
idVec3 dir;
float f, r, u;
int i;
// calc ray direction
u = (float)(y - m_Camera.height / 2) / (m_Camera.width / 2);
r = (float)(x - m_Camera.width / 2) / (m_Camera.width / 2);
f = 1;
for (i = 0; i < 3; i++) {
dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
}
dir.Normalize();
GetCursorPos(&m_ptCursor);
m_nCambuttonstate = buttons;
m_ptButton.x = x;
m_ptButton.y = y;
//
// LBUTTON = manipulate selection shift-LBUTTON = select middle button = grab
// texture ctrl-middle button = set entire brush to texture ctrl-shift-middle
// button = set single face to texture
//
int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
if
(
(buttons == MK_LBUTTON) ||
(buttons == (MK_LBUTTON | MK_SHIFT)) ||
(buttons == (MK_LBUTTON | MK_CONTROL)) ||
(buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT)) ||
(buttons == nMouseButton) ||
(buttons == (nMouseButton | MK_SHIFT)) ||
(buttons == (nMouseButton | MK_CONTROL)) ||
(buttons == (nMouseButton | MK_SHIFT | MK_CONTROL))
) {
if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT))) {
Cam_MouseControl( 0.1f );
}
else {
// something global needs to track which window is responsible for stuff
Patch_SetView(W_CAMERA);
Drag_Begin(x, y, buttons, m_Camera.vright, m_Camera.vup, m_Camera.origin, dir);
}
return;
}
if ( buttons == MK_RBUTTON ) {
Cam_MouseControl( 0.1f );
return;
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseUp(int x, int y, int buttons) {
m_nCambuttonstate = 0;
Drag_MouseUp(buttons);
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::Cam_MouseMoved(int x, int y, int buttons) {
m_nCambuttonstate = buttons;
if (!buttons) {
return;
}
m_ptButton.x = x;
m_ptButton.y = y;
if (buttons == (MK_RBUTTON | MK_CONTROL)) {
Cam_PositionDrag();
Sys_UpdateWindows(W_XY | W_CAMERA | W_Z);
return;
}
else if ( buttons == (MK_RBUTTON | MK_CONTROL | MK_SHIFT) ) {
Cam_MouseLook();
Sys_UpdateWindows(W_XY | W_CAMERA | W_Z);
return;
}
GetCursorPos(&m_ptCursor);
if (buttons & (MK_LBUTTON | MK_MBUTTON)) {
Drag_MouseMoved(x, y, buttons);
Sys_UpdateWindows(W_XY | W_CAMERA | W_Z);
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
void CCamWnd::InitCull() {
int i;
VectorSubtract(m_Camera.vpn, m_Camera.vright, m_vCull1);
VectorAdd(m_Camera.vpn, m_Camera.vright, m_vCull2);
for (i = 0; i < 3; i++) {
if (m_vCull1[i] > 0) {
m_nCullv1[i] = 3 + i;
}
else {
m_nCullv1[i] = i;
}
if (m_vCull2[i] > 0) {
m_nCullv2[i] = 3 + i;
}
else {
m_nCullv2[i] = i;
}
}
}
/*
=======================================================================================================================
=======================================================================================================================
*/
bool CCamWnd::CullBrush(brush_t *b, bool cubicOnly) {
int i;
idVec3 point;
float d;
if ( b->forceVisibile ) {
return false;
}
if (g_PrefsDlg.m_bCubicClipping) {
float distance = g_PrefsDlg.m_nCubicScale * 64;
idVec3 mid;
for (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 (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 (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("");
//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 (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 = 0.0f, c = 0.0f;
//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() {
#if USE_COLLADA
CFileDialog dlgFile( FALSE, "lwo, ase, dae", NULL, 0, "(*.lwo)|*.lwo|(*.ase)|*.ase|(*.ma)|*.ma|(*.dae)|*.dae||", g_pParentWnd );
#else
CFileDialog dlgFile(FALSE, "lwo, ase", NULL, 0, "(*.lwo)|*.lwo|(*.ase)|*.ase|(*.ma)|*.ma||", g_pParentWnd);
#endif
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();
}
// render it
renderSystem->BeginFrame( m_Camera.width, m_Camera.height );
memset( &refdef, 0, sizeof( refdef ) );
refdef.vieworg = m_Camera.origin;
// the editor uses opposite pitch convention
refdef.viewaxis = idAngles( -m_Camera.angles.pitch, m_Camera.angles.yaw, m_Camera.angles.roll ).ToMat3();
refdef.width = SCREEN_WIDTH;
refdef.height = SCREEN_HEIGHT;
refdef.fov_x = 90;
refdef.fov_y = 2 * atan((float)m_Camera.height / m_Camera.width) * idMath::M_RAD2DEG;
// only set in animation mode to give a consistent look
if (animationMode) {
refdef.time = eventLoop->Milliseconds();
}
g_qeglobals.rw->RenderScene( &refdef );
int frontEnd, backEnd;
renderSystem->EndFrame( &frontEnd, &backEnd );
//common->Printf( "front:%i back:%i\n", frontEnd, backEnd );
//qglPopAttrib();
//DrawEntityData();
//qwglSwapBuffers(dc.m_hDC);
// get back to the editor state
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
Cam_BuildMatrix();
}
void CCamWnd::OnTimer(UINT_PTR 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;
}
}