quake3/q3radiant/CamWnd.cpp

1166 lines
28 KiB
C++
Executable File

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// CamWnd.cpp : implementation file
//
#include "stdafx.h"
#include "Radiant.h"
#include "XYWnd.h"
#include "CamWnd.h"
#include "qe3.h"
#include "splines/splines.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
extern void DrawPathLines();
int g_nAngleSpeed = 300;
int g_nMoveSpeed = 400;
/////////////////////////////////////////////////////////////////////////////
// CCamWnd
IMPLEMENT_DYNCREATE(CCamWnd, CWnd);
CCamWnd::CCamWnd()
{
m_pXYFriend = NULL;
m_nNumTransBrushes = 0;
memset(&m_Camera, 0, sizeof(camera_t));
m_pSide_select = NULL;
m_bClipMode = 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_NCCALCSIZE()
ON_WM_KILLFOCUS()
ON_WM_SETFOCUS()
ON_WM_KEYUP()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
LONG WINAPI CamWndProc (
HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
RECT rect;
GetClientRect(hWnd, &rect);
switch (uMsg)
{
case WM_KILLFOCUS:
case WM_SETFOCUS:
SendMessage( hWnd, WM_NCACTIVATE, uMsg == WM_SETFOCUS, 0 );
return 0;
case WM_NCCALCSIZE:// don't let windows copy pixels
DefWindowProc (hWnd, uMsg, wParam, lParam);
return WVR_REDRAW;
}
return DefWindowProc( hWnd, uMsg, wParam, lParam );
}
/////////////////////////////////////////////////////////////////////////////
// CCamWnd message handlers
BOOL CCamWnd::PreCreateWindow(CREATESTRUCT& cs)
{
WNDCLASS wc;
HINSTANCE hInstance = AfxGetInstanceHandle();
if (::GetClassInfo(hInstance, CAMERA_WINDOW_CLASS, &wc) == FALSE)
{
// Register a new class
memset (&wc, 0, sizeof(wc));
wc.style = CS_NOCLOSE | CS_OWNDC;
wc.lpszClassName = CAMERA_WINDOW_CLASS;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.lpfnWndProc = CamWndProc;
if (AfxRegisterClass(&wc) == FALSE)
Error ("CCamWnd RegisterClass: failed");
}
cs.lpszClass = CAMERA_WINDOW_CLASS;
cs.lpszName = "CAM";
if (cs.style != QE3_CHILDSTYLE)
cs.style = QE3_SPLITTER_STYLE;
BOOL bResult = CWnd::PreCreateWindow(cs);
// See if the class already exists and if not then we need
// to register our new window class.
return bResult;
}
void CCamWnd::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
g_pParentWnd->HandleKey(nChar, nRepCnt, nFlags);
}
brush_t* g_pSplitList = NULL;
void CCamWnd::OnPaint()
{
CPaintDC dc(this); // device context for painting
bool bPaint = true;
if (!qwglMakeCurrent( dc.m_hDC, g_qeglobals.d_hglrcBase ))
{
Sys_Printf("ERROR: wglMakeCurrent failed..\n ");
Sys_Printf("Please restart Q3Radiant 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()
{
QEW_StopGL(GetSafeHwnd(), g_qeglobals.d_hglrcBase, g_qeglobals.d_hdcBase );
CWnd::OnDestroy();
}
void CCamWnd::OnClose()
{
CWnd::OnClose();
}
extern void Select_ShiftTexture(int x, int y);
extern void Select_RotateTexture(int amt);
extern void Select_ScaleTexture(int x, int y);
void CCamWnd::OnMouseMove(UINT nFlags, CPoint point)
{
CRect r;
GetClientRect(r);
if (GetCapture() == this && (GetKeyState(VK_MENU) & 0x8000) && !((GetKeyState(VK_SHIFT) & 0x8000) || (GetKeyState(VK_CONTROL) & 0x8000)))
{
if (GetKeyState(VK_CONTROL) & 0x8000)
Select_RotateTexture(point.y - m_ptLastCursor.y);
else
if (GetKeyState(VK_SHIFT) & 0x8000)
Select_ScaleTexture(point.x - m_ptLastCursor.x, m_ptLastCursor.y - point.y);
else
Select_ShiftTexture(point.x - m_ptLastCursor.x, 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;
g_qeglobals.d_hdcBase = GetDC()->m_hDC;
QEW_SetupPixelFormat(g_qeglobals.d_hdcBase, true);
if ((g_qeglobals.d_hglrcBase = qwglCreateContext(g_qeglobals.d_hdcBase)) == 0)
Error("wglCreateContext failed");
if (!qwglMakeCurrent(g_qeglobals.d_hdcBase, g_qeglobals.d_hglrcBase))
Error ("wglMakeCurrent failed");
//
// create GL font
//
HFONT hfont = ::CreateFont(
12, // logical height of font
6, // 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
0, // pitch and family
"system font" // pointer to typeface name string
);
if (!hfont)
Error( "couldn't create font" );
::SelectObject(g_qeglobals.d_hdcBase, hfont);
if ((g_qeglobals.d_font_list = qglGenLists (256)) == 0)
Error( "couldn't create font dlists" );
// create the bitmap display lists
// we're making images of glyphs 0 thru 255
if (g_PrefsDlg.m_bBuggyICD)
{
if ( !qwglUseFontBitmaps (g_qeglobals.d_hdcBase, 1, 255, g_qeglobals.d_font_list-1) )
Error( "wglUseFontBitmaps faileD" );
}
else
{
if ( !qwglUseFontBitmaps (g_qeglobals.d_hdcBase, 1, 255, g_qeglobals.d_font_list) )
Error( "wglUseFontBitmaps faileD" );
}
// indicate start of glyph display lists
qglListBase (g_qeglobals.d_font_list);
// report OpenGL information
Sys_Printf ("GL_VENDOR: %s\n", qglGetString (GL_VENDOR));
Sys_Printf ("GL_RENDERER: %s\n", qglGetString (GL_RENDERER));
Sys_Printf ("GL_VERSION: %s\n", qglGetString (GL_VERSION));
Sys_Printf ("GL_EXTENSIONS: %s\n", qglGetString (GL_EXTENSIONS));
g_qeglobals.d_hwndCamera = GetSafeHwnd();
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 (!(GetKeyState(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.timing = false;
m_Camera.origin[0] = 0;
m_Camera.origin[1] = 20;
m_Camera.origin[2] = 46;
m_Camera.color[0] = 0.3;
m_Camera.color[1] = 0.3;
m_Camera.color[2] = 0.3;
}
void CCamWnd::Cam_BuildMatrix()
{
float xa, ya;
float matrix[4][4];
int i;
xa = m_Camera.angles[0]/180*Q_PI;
ya = m_Camera.angles[1]/180*Q_PI;
// 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];
}
VectorNormalize (m_Camera.vright);
VectorNormalize (m_Camera.vup);
VectorNormalize (m_Camera.vpn);
}
void CCamWnd::Cam_ChangeFloor (qboolean up)
{
brush_t *b;
float d, bestd, current;
vec3_t start, dir;
start[0] = m_Camera.origin[0];
start[1] = m_Camera.origin[1];
start[2] = 8192;
dir[0] = dir[1] = 0;
dir[2] = -1;
current = 8192 - (m_Camera.origin[2] - 48);
if (up)
bestd = 0;
else
bestd = 16384;
for (b=active_brushes.next ; b != &active_brushes ; b=b->next)
{
if ( b->pTerrain && !Terrain_Ray( start, dir, b, &d ) )
continue;
if ( !b->pTerrain && !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 == 16384)
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_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;
//Sys_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 *= 1.0 - fabs(yf);
if (xf < 0)
{
xf += 0.1;
if (xf > 0)
xf = 0;
}
else
{
xf -= 0.1;
if (xf < 0)
xf = 0;
}
VectorMA (m_Camera.origin, yf*dtime*g_nMoveSpeed, m_Camera.forward, m_Camera.origin);
m_Camera.angles[YAW] += xf*-dtime*g_nAngleSpeed;
}
#if 0
if (g_PrefsDlg.m_bQE4Painting)
{
MSG msg;
if (::PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
#endif
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)
{
vec3_t 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;
VectorNormalize (dir);
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 (0.1);
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 (0.1);
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) {
if ( ( g_qeglobals.d_select_mode == sel_terrainpoint ) || ( g_qeglobals.d_select_mode == sel_terraintexture ) ) {
vec3_t 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;
VectorNormalize (dir);
m_ptButton.x = x;
m_ptButton.y = y;
Terrain_SelectPointByRay( m_Camera.origin, dir, buttons );
Sys_UpdateWindows(W_CAMERA);
}
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;
}
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;
}
}
qboolean CCamWnd::CullBrush (brush_t *b)
{
int i;
vec3_t point;
float d;
if (g_PrefsDlg.m_bCubicClipping)
{
float fLevel = g_PrefsDlg.m_nCubicScale * 64;
point[0] = m_Camera.origin[0] - fLevel;
point[1] = m_Camera.origin[1] - fLevel;
point[2] = m_Camera.origin[2] - fLevel;
for (i=0; i<3; i++)
if (b->mins[i] < point[i] && b->maxs[i] < point[i])
return true;
point[0] = m_Camera.origin[0] + fLevel;
point[1] = m_Camera.origin[1] + fLevel;
point[2] = m_Camera.origin[2] + fLevel;
for (i=0; i<3; i++)
if (b->mins[i] > point[i] && b->maxs[i] > point[i])
return true;
}
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_TEXTURE_2D);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_BLEND);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
}
}
#endif
/*
==============
Cam_Draw
==============
*/
void CCamWnd::Cam_Draw()
{
brush_t *brush;
face_t *face;
float screenaspect;
float yfov;
double start, end;
int i;
/*
FILE *f = fopen("g:/nardo/raduffy/editorhack.dat", "w");
if (f != NULL) {
fwrite(&m_Camera.origin[0], sizeof(float), 1, f);
fwrite(&m_Camera.origin[1], sizeof(float), 1, f);
fwrite(&m_Camera.origin[2], sizeof(float), 1, f);
fwrite(&m_Camera.angles[PITCH], sizeof(float), 1, f);
fwrite(&m_Camera.angles[YAW], sizeof(float), 1, f);
fclose(f);
}
*/
if (!active_brushes.next)
return; // not valid yet
if (m_Camera.timing)
start = Sys_DoubleTime ();
//
// clear
//
QE_CheckOpenGLForErrors();
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);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// set up viewpoint
//
vec5_t lightPos;
if (g_PrefsDlg.m_bGLLighting)
{
qglEnable(GL_LIGHTING);
//qglEnable(GL_LIGHT0);
lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
lightPos[3] = 1.0;
qglLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightPos);
//qglLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
//lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
//qglLightfv(GL_LIGHT0, GL_AMBIENT, lightPos);
}
else
{
qglDisable(GL_LIGHTING);
}
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
screenaspect = (float)m_Camera.width / m_Camera.height;
yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;
qgluPerspective (yfov, screenaspect, 2, 8192);
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 (m_Camera.draw_mode == cd_light)
//{
// if (g_PrefsDlg.m_bGLLighting)
// {
// VectorCopy(m_Camera.origin, lightPos);
// lightPos[3] = 1;
// qglLightfv(GL_LIGHT0, GL_POSITION, lightPos);
// }
//}
InitCull ();
//
// draw stuff
//
GLfloat lAmbient[] = {1.0, 1.0, 1.0, 1.0};
switch (m_Camera.draw_mode)
{
case cd_wire:
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
qglDisable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_1D);
qglDisable(GL_BLEND);
qglDisable(GL_DEPTH_TEST);
qglColor3f(1.0, 1.0, 1.0);
// qglEnable (GL_LINE_SMOOTH);
break;
case cd_solid:
qglCullFace(GL_FRONT);
qglEnable(GL_CULL_FACE);
qglShadeModel (GL_FLAT);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDisable(GL_TEXTURE_2D);
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);
qglEnable(GL_TEXTURE_2D);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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);
qglEnable(GL_TEXTURE_2D);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglDisable(GL_DEPTH_TEST);
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
qglMatrixMode(GL_TEXTURE);
m_nNumTransBrushes = 0;
for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
{
//DrawLightRadius(brush);
if (CullBrush (brush))
continue;
if (FilterBrush (brush))
continue;
if ((brush->brush_faces->texdef.flags & (SURF_TRANS33 | SURF_TRANS66)) || (brush->brush_faces->d_texture->bFromShader && brush->brush_faces->d_texture->fTrans != 1.0))
{
m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
}
else
{
//-- if (brush->patchBrush)
//-- m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
//-- else
Brush_Draw(brush);
}
}
if (g_PrefsDlg.m_bGLLighting)
{
qglDisable (GL_LIGHTING);
}
//
//qglDepthMask ( 0 ); // Don't write to depth buffer
qglEnable ( GL_BLEND );
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for ( i = 0; i < m_nNumTransBrushes; i++ )
Brush_Draw (m_TransBrushes[i]);
//qglDepthMask ( 1 ); // Ok, write now
qglMatrixMode(GL_PROJECTION);
//
// now draw selected brushes
//
if (g_PrefsDlg.m_bGLLighting)
{
qglEnable (GL_LIGHTING);
}
qglTranslatef (g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]);
qglMatrixMode(GL_TEXTURE);
brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
// draw normally
for (brush = pList->next ; brush != pList ; brush=brush->next)
{
//DrawLightRadius(brush);
//if (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint)
// continue;
Brush_Draw(brush);
}
// blend on top
qglMatrixMode(GL_PROJECTION);
qglDisable (GL_LIGHTING);
qglColor4f(1.0, 0.0, 0.0, 0.3);
qglEnable (GL_BLEND);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable (GL_TEXTURE_2D);
for (brush = pList->next ; brush != pList ; brush=brush->next)
{
if ( (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) ||
(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint) )
continue;
for (face=brush->brush_faces ; face ; face=face->next)
Face_Draw( face );
}
int nCount = g_ptrSelectedFaces.GetSize();
if (nCount > 0)
{
for (int i = 0; i < nCount; i++)
{
face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));
Face_Draw(selFace);
}
}
// non-zbuffered outline
qglDisable (GL_BLEND);
qglDisable (GL_DEPTH_TEST);
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
qglColor3f (1, 1, 1);
for (brush = pList->next ; brush != pList ; brush=brush->next)
{
if (g_qeglobals.dontDrawSelectedOutlines || (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) ||
(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint))
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]);
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];
v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
}
qglEnd ();
qglPointSize (1);
}
g_splineList->draw(static_cast<qboolean>(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();
// glCallList (g_qeglobals.d_pointfile_display_list);
}
// bind back to the default texture so that we don't have problems
// elsewhere using/modifying texture maps between contexts
qglBindTexture( GL_TEXTURE_2D, 0 );
#if 0
// area selection hack
if (g_qeglobals.d_select_mode == sel_area)
{
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglColor4f(0.0, 0.0, 1.0, 0.25);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglRectfv(g_qeglobals.d_vAreaTL, g_qeglobals.d_vAreaBR);
qglDisable (GL_BLEND);
}
#endif
qglFinish();
QE_CheckOpenGLForErrors();
// Sys_EndWait();
if (m_Camera.timing)
{
end = Sys_DoubleTime ();
Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
}
}
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::BenchMark()
{
PAINTSTRUCT ps;
CRect rct;
GetWindowRect(rct);
long lStyle = ::GetWindowLong(GetSafeHwnd(), GWL_STYLE);
::SetWindowLong(GetSafeHwnd(), GWL_STYLE, QE3_CHILDSTYLE);
CWnd* pParent = GetParent();
SetParent(g_pParentWnd);
MoveWindow(CRect(30, 30, 400, 400), TRUE);
BeginPaint(&ps);
if (!qwglMakeCurrent(ps.hdc, g_qeglobals.d_hglrcBase))
Error ("wglMakeCurrent failed in Benchmark");
qglDrawBuffer (GL_FRONT);
double dStart = Sys_DoubleTime ();
for (int i=0 ; i < 100 ; i++)
{
m_Camera.angles[YAW] = i*4;
Cam_Draw();
}
qwglSwapBuffers(ps.hdc);
qglDrawBuffer (GL_BACK);
double dEnd = Sys_DoubleTime ();
EndPaint(&ps);
Sys_Printf ("%5.2f seconds\n", dEnd - dStart);
::SetWindowLong(GetSafeHwnd(), GWL_STYLE, lStyle);
SetParent(pParent);
MoveWindow(rct, TRUE);
}
void CCamWnd::ReInitGL()
{
qwglMakeCurrent(0,0);
QEW_SetupPixelFormat(GetDC()->m_hDC, true);
if (!qwglMakeCurrent(g_qeglobals.d_hdcBase, g_qeglobals.d_hglrcBase))
Error ("wglMakeCurrent failed");
return;
long lStyle = ::GetWindowLong(GetSafeHwnd(), GWL_STYLE);
int nID = ::GetWindowLong(GetSafeHwnd(), GWL_ID);
CWnd* pParent = GetParent();
CRect rctClient;
GetClientRect(rctClient);
DestroyWindow();
Create(CAMERA_WINDOW_CLASS, "", lStyle, rctClient, pParent, nID);
}
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)
{
vec3_t texS,texT;
vec3_t viewX,viewY;
int XS,XT,YS,YT;
int outS,outT;
#ifdef _DEBUG
if (!g_qeglobals.m_bBrushPrimitMode)
{
Sys_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
Sys_Printf("Warning : degenerate best vectors axis base in CCamWnd::ShiftTexture_BrushPrimit\n");
#endif
// forget it
Select_ShiftTexture_BrushPrimit( f, x, y );
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 );
}