gtkradiant/radiant/camwindow.cpp

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
//
// Camera Window
//
// Leonardo Zide (leo@lokigames.com)
//
#include "stdafx.h"
#include <gtk/gtk.h>
#include <GL/gl.h>
extern void DrawPathLines();
extern void Select_ShiftTexture( int x, int y );
extern void Select_RotateTexture( int amt );
extern void DrawAlternatePoint( vec3_t v, float scale );
//extern void Select_ScaleTexture(int x, int y);
extern int g_nPatchClickedView;
brush_t* g_pSplitList = NULL;
// =============================================================================
// CamWnd class
CamWnd::CamWnd ()
: GLWindow( TRUE ), m_XORRectangle( m_pWidget ){
m_nNumTransBrushes = 0;
memset( &m_Camera, 0, sizeof( camera_t ) );
m_pSide_select = NULL;
m_bClipMode = false;
m_bFreeMove = false;
Cam_Init();
}
CamWnd::~CamWnd (){
}
void CamWnd::OnCreate(){
if ( !MakeCurrent() ) {
Error( "glMakeCurrent failed" );
}
// 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 ) );
// Set off texture compression supported
g_qeglobals.bTextureCompressionSupported = 0;
// finalize OpenGL init
// NOTE
// why is this here? well .. the Gtk objects get constructed when you enter gtk_main
// and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
// RIANT
// I Split this up so as to add support for extension and user-friendly
// compression format selection.
// ADD new globals for your new format so as to minimise
// calls to Sys_QGL_ExtensionSupported
// NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
// a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
///////////////////////////////////////////
// Check for default OpenGL
if ( Sys_QGL_ExtensionSupported( "GL_ARB_texture_compression" ) ) {
g_qeglobals.bTextureCompressionSupported = 1;
g_qeglobals.m_bOpenGLCompressionSupported = 1;
}
// INSERT PROPRIETARY EXTENSIONS HERE
// Check for S3 extensions
// create a bool global for extension supported
if ( Sys_QGL_ExtensionSupported( "GL_EXT_texture_compression_s3tc" ) ) {
g_qeglobals.bTextureCompressionSupported = 1;
g_qeglobals.m_bS3CompressionSupported = 1;
}
g_qeglobals.m_bOpenGLReady = true;
g_PrefsDlg.UpdateTextureCompression();
#ifdef ATIHACK_812
g_PrefsDlg.UpdateATIHack();
#endif
g_qeglobals_gui.d_camera = m_pWidget;
}
void CamWnd::Cam_Init(){
m_Camera.timing = false;
m_Camera.origin[0] = 0.f;
m_Camera.origin[1] = 20.f;
m_Camera.origin[2] = 46.f;
m_Camera.color[0] = 0.3f;
m_Camera.color[1] = 0.3f;
m_Camera.color[2] = 0.3f;
m_nCambuttonstate = 0;
}
void CamWnd::OnSize( int cx, int cy ){
m_Camera.width = cx;
m_Camera.height = cy;
gtk_widget_queue_draw( m_pWidget );
}
rectangle_t rectangle_from_area_cam(){
const float left = MIN( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
const float top = MAX( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
const float right = MAX( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
const float bottom = MIN( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
return rectangle_t( left, bottom, right - left, top - bottom );
}
void update_xor_rectangle( XORRectangle& xor_rectangle ){
rectangle_t rectangle;
if ( ( g_qeglobals.d_select_mode == sel_area ) ) {
rectangle = rectangle_from_area_cam();
}
xor_rectangle.set( rectangle );
}
void CamWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
int height = m_pWidget->allocation.height;
// NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
// that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
// but the scaling/rotating (unless done with the steps set in the surface inspector
// dialog) is way too sensitive to be of any use
if ( HasCapture() && Sys_AltDown() &&
!( ( flags & MK_SHIFT ) || ( flags & MK_CONTROL ) ) ) {
if ( flags & MK_CONTROL ) {
Select_RotateTexture( pointy - m_ptLastCursorY );
}
else
if ( flags & MK_SHIFT ) {
Select_ScaleTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
}
else{
Select_ShiftTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
}
}
else
{
Cam_MouseMoved( pointx, height - 1 - pointy, flags );
}
m_ptLastCursorX = pointx;
m_ptLastCursorY = pointy;
update_xor_rectangle( m_XORRectangle );
}
2014-03-24 02:57:46 +00:00
void CamWnd::OnMouseWheel( bool bUp, int pointx, int pointy ){
if ( bUp ) {
VectorMA( m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
}
else{
VectorMA( m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
}
int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
Sys_UpdateWindows( nUpdate );
g_pParentWnd->OnTimer();
}
void CamWnd::OnLButtonDown( guint32 nFlags, int pointx, int pointy ){
m_ptLastCursorX = pointx;
m_ptLastCursorY = pointy;
OriginalMouseDown( nFlags, pointx, pointy );
}
void CamWnd::OnLButtonUp( guint32 nFlags, int pointx, int pointy ){
OriginalMouseUp( nFlags, pointx, pointy );
}
void CamWnd::OnMButtonDown( guint32 nFlags, int pointx, int pointy ){
OriginalMouseDown( nFlags, pointx, pointy );
}
void CamWnd::OnMButtonUp( guint32 nFlags, int pointx, int pointy ){
OriginalMouseUp( nFlags, pointx, pointy );
}
void CamWnd::OnRButtonDown( guint32 nFlags, int pointx, int pointy ){
OriginalMouseDown( nFlags, pointx, pointy );
}
void CamWnd::OnRButtonUp( guint32 nFlags, int pointx, int pointy ){
OriginalMouseUp( nFlags, pointx, pointy );
}
void CamWnd::OriginalMouseUp( guint32 nFlags, int pointx, int pointy ){
int height = m_pWidget->allocation.height;
if ( g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off ) {
g_qeglobals.d_select_mode = sel_brush;
}
Cam_MouseUp( pointx, height - 1 - pointy, nFlags );
ReleaseCapture();
update_xor_rectangle( m_XORRectangle );
}
void CamWnd::OriginalMouseDown( guint32 nFlags, int pointx, int pointy ){
int height = m_pWidget->allocation.height;
SetFocus();
SetCapture();
Cam_MouseDown( pointx, height - 1 - pointy, nFlags );
update_xor_rectangle( m_XORRectangle );
}
void CamWnd::Cam_BuildMatrix(){
float ya;
float matrix[4][4];
int i;
if ( !m_bFreeMove ) {
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.forward[2] = 0;
m_Camera.right[0] = m_Camera.forward[1];
m_Camera.right[1] = -m_Camera.forward[0];
}
else
{
AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
m_Camera.forward[2] = -m_Camera.forward[2];
}
memcpy( matrix, m_Camera.projection, sizeof( m4x4_t ) );
m4x4_multiply_by_m4x4( &matrix[0][0], &m_Camera.modelview[0][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, m_Camera.vright );
VectorNormalize( m_Camera.vup, m_Camera.vup );
VectorNormalize( m_Camera.vpn, m_Camera.vpn );
}
void CamWnd::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] = g_MaxWorldCoord;
dir[0] = dir[1] = 0;
dir[2] = -1;
current = g_MaxWorldCoord - ( m_Camera.origin[2] - 48 );
if ( up ) {
bestd = 0;
}
else{
bestd = 2 * g_MaxWorldCoord;
}
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 == 2 * g_MaxWorldCoord ) {
return;
}
m_Camera.origin[2] += current - bestd;
Sys_UpdateWindows( W_CAMERA | W_Z_OVERLAY );
}
void CamWnd::Cam_PositionDrag(){
int x, y;
Sys_GetCursorPos( &x, &y );
if ( x != m_ptCursorX || y != m_ptCursorY ) {
x -= m_ptCursorX;
VectorMA( m_Camera.origin, x, m_Camera.vright, m_Camera.origin );
y -= m_ptCursorY;
m_Camera.origin[2] -= y;
Sys_SetCursorPos( m_ptCursorX, m_ptCursorY );
Sys_UpdateWindows( W_CAMERA | W_XY_OVERLAY );
}
}
void CamWnd::Cam_MouseControl( float dtime ){
Cam_KeyControl( dtime );
if ( g_PrefsDlg.m_bCamFreeLook ) {
int dx, dy;
gint x, y;
if ( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL ) {
return;
}
// Update angles
Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
dx = m_ptLastCamCursorX - m_ptCursorX;
dy = m_ptLastCamCursorY - m_ptCursorY;
gdk_window_get_origin( m_pWidget->window, &x, &y );
m_ptLastCamCursorX = x + ( m_Camera.width / 2 );
m_ptLastCamCursorY = y + ( m_Camera.height / 2 );
Sys_SetCursorPos( m_ptLastCamCursorX, m_ptLastCamCursorY );
// Don't use pitch
if ( !g_PrefsDlg.m_bCamFreeLookStrafe ) {
if ( g_PrefsDlg.m_bCamInverseMouse ) {
m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
}
else{
m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
}
}
else {
VectorMA( m_Camera.origin, dy * (float) ( g_PrefsDlg.m_nMoveSpeed / 6.0f ), m_Camera.forward, m_Camera.origin );
}
m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
if ( m_Camera.angles[PITCH] > 90 ) {
m_Camera.angles[PITCH] = 90;
}
else if ( m_Camera.angles[PITCH] < -90 ) {
m_Camera.angles[PITCH] = -90;
}
if ( m_Camera.angles[YAW] >= 360 ) {
m_Camera.angles[YAW] = 0;
}
else if ( m_Camera.angles[YAW] <= -360 ) {
m_Camera.angles[YAW] = 0;
}
if ( dx || dy || m_Camera.movementflags ) {
int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
Sys_UpdateWindows( nUpdate );
g_pParentWnd->OnTimer();
}
}
else
{
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_ptButtonX - m_Camera.width / 2 ) / ( m_Camera.width / 2 );
yf = (float)( m_ptButtonY - m_Camera.height / 2 ) / ( m_Camera.height / 2 );
xl = m_Camera.width / 3;
xh = xl * 2;
yl = m_Camera.height / 3;
yh = yl * 2;
xf *= 1.0 - fabs( yf );
if ( xf < 0 ) {
xf += 0.1f;
if ( xf > 0 ) {
xf = 0;
}
}
else
{
xf -= 0.1f;
if ( xf < 0 ) {
xf = 0;
}
}
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;
int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
Sys_UpdateWindows( nUpdate );
g_pParentWnd->OnTimer();
}
}
void CamWnd::Cam_KeyControl( float dtime ) {
// Update angles
if ( m_Camera.movementflags & MOVE_ROTLEFT ) {
m_Camera.angles[YAW] += 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
}
if ( m_Camera.movementflags & MOVE_ROTRIGHT ) {
m_Camera.angles[YAW] -= 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
}
// Update position
if ( m_Camera.movementflags & MOVE_FORWARD ) {
VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
}
if ( m_Camera.movementflags & MOVE_BACK ) {
VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
}
if ( m_Camera.movementflags & MOVE_STRAFELEFT ) {
VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
}
if ( m_Camera.movementflags & MOVE_STRAFERIGHT ) {
VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
}
// Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
if ( !m_bFreeMove && m_Camera.movementflags ) {
int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
Sys_UpdateWindows( nUpdate );
g_pParentWnd->OnTimer();
}
}
// NOTE TTimo if there's an OS-level focus out of the application
// then we can release the camera cursor grab
static gint camwindow_focusout( GtkWidget* widget, GdkEventKey* event, gpointer data ){
g_pParentWnd->GetCamWnd()->ToggleFreeMove();
return FALSE;
}
void CamWnd::ToggleFreeMove(){
GdkWindow *window;
GtkWidget *widget;
m_bFreeMove = !m_bFreeMove;
Camera()->movementflags = 0;
m_ptLastCamCursorX = m_ptCursorX;
m_ptLastCamCursorY = m_ptCursorY;
if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
widget = g_pParentWnd->GetCamWnd()->m_pParent;
window = widget->window;
}
else
{
widget = g_pParentWnd->m_pWidget;
window = widget->window;
}
if ( m_bFreeMove ) {
SetFocus();
SetCapture();
{
GdkPixmap *pixmap;
GdkBitmap *mask;
char buffer [( 32 * 32 ) / 8];
memset( buffer, 0, ( 32 * 32 ) / 8 );
GdkColor white = {0, 0xffff, 0xffff, 0xffff};
GdkColor black = {0, 0x0000, 0x0000, 0x0000};
pixmap = gdk_bitmap_create_from_data( NULL, buffer, 32, 32 );
mask = gdk_bitmap_create_from_data( NULL, buffer, 32, 32 );
GdkCursor *cursor = gdk_cursor_new_from_pixmap( pixmap, mask, &white, &black, 1, 1 );
gdk_window_set_cursor( window, cursor );
gdk_cursor_unref( cursor );
gdk_drawable_unref( pixmap );
gdk_drawable_unref( mask );
}
// RR2DO2: FIXME why does this only work the 2nd and
// further times the event is called? (floating windows
// mode seems to work fine though...)
m_FocusOutHandler_id = gtk_signal_connect( GTK_OBJECT( widget ), "focus_out_event",
GTK_SIGNAL_FUNC( camwindow_focusout ), g_pParentWnd );
{
GdkEventMask mask = (GdkEventMask)( GDK_POINTER_MOTION_MASK
| GDK_POINTER_MOTION_HINT_MASK
| GDK_BUTTON_MOTION_MASK
| GDK_BUTTON1_MOTION_MASK
| GDK_BUTTON2_MOTION_MASK
| GDK_BUTTON3_MOTION_MASK
| GDK_BUTTON_PRESS_MASK
| GDK_BUTTON_RELEASE_MASK );
gdk_pointer_grab( widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME );
}
}
else
{
gdk_pointer_ungrab( GDK_CURRENT_TIME );
gtk_signal_disconnect( GTK_OBJECT( widget ), m_FocusOutHandler_id );
GdkCursor *cursor = gdk_cursor_new( GDK_LEFT_PTR );
gdk_window_set_cursor( window, cursor );
gdk_cursor_unref( cursor );
ReleaseCapture();
}
int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
Sys_UpdateWindows( nUpdate );
g_pParentWnd->OnTimer();
}
void CamWnd::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 * .5f ) ) / ( m_Camera.width * .5f );
r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
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, dir );
Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
m_nCambuttonstate = buttons;
m_ptButtonX = x;
m_ptButtonY = 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 ) ) ) {
if ( g_PrefsDlg.m_bCamFreeLook ) {
ToggleFreeMove();
}
else{
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, true );
}
return;
}
if ( buttons == MK_RBUTTON ) {
if ( g_PrefsDlg.m_bCamFreeLook ) {
ToggleFreeMove();
}
else{
Cam_MouseControl( 0.1f );
}
return;
}
}
void CamWnd::Cam_MouseUp( int x, int y, int buttons ){
m_nCambuttonstate = 0;
Drag_MouseUp( buttons );
}
void CamWnd::Cam_MouseMoved( int x, int y, int buttons ){
m_nCambuttonstate = buttons;
if ( !buttons ) {
return;
}
if ( g_PrefsDlg.m_nCamDragMultiSelect ) {
if ( g_qeglobals.d_select_mode == sel_brush_on || g_qeglobals.d_select_mode == sel_brush_off ) {
bool bDoDragMultiSelect = FALSE;
if ( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == ( MK_LBUTTON | MK_SHIFT ) ) {
bDoDragMultiSelect = TRUE;
}
else if ( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == ( MK_LBUTTON | MK_CONTROL ) && Sys_AltDown() ) {
bDoDragMultiSelect = TRUE;
}
if ( bDoDragMultiSelect ) {
vec3_t dir;
float f, r, u;
int i;
//
// calc ray direction
//
u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
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,dir );
switch ( g_qeglobals.d_select_mode )
{
case sel_brush_on:
Select_Ray( m_Camera.origin, dir, ( SF_DRAG_ON | SF_CAMERA ) );
break;
case sel_brush_off:
Select_Ray( m_Camera.origin, dir, ( SF_DRAG_OFF | SF_CAMERA ) );
break;
default:
break;
}
return;
}
}
else if ( g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off ) {
if ( buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) ) {
vec3_t dir;
float f, r, u;
int i;
//
// calc ray direction
//
u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
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,dir );
switch ( g_qeglobals.d_select_mode )
{
case sel_facets_on:
Select_Ray( m_Camera.origin, dir, ( SF_SINGLEFACE | SF_DRAG_ON | SF_CAMERA ) );
break;
case sel_facets_off:
Select_Ray( m_Camera.origin, dir, ( SF_SINGLEFACE | SF_DRAG_OFF | SF_CAMERA ) );
break;
default:
break;
}
return;
}
}
}
m_ptButtonX = x;
m_ptButtonY = y;
if ( ( m_bFreeMove && ( buttons & MK_CONTROL ) && !( buttons & MK_SHIFT ) ) || ( !m_bFreeMove && ( buttons == ( MK_RBUTTON | MK_CONTROL ) ) ) ) {
Cam_PositionDrag();
Sys_UpdateWindows( W_XY | W_CAMERA | W_Z );
return;
}
Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
if ( buttons & ( MK_LBUTTON | MK_MBUTTON ) ) {
Drag_MouseMoved( x, y, buttons );
if ( g_qeglobals.d_select_mode != sel_area ) {
Sys_UpdateWindows( W_XY | W_CAMERA | W_Z );
}
}
}
void CamWnd::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 CamWnd::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;
}
// project a 3D point onto the camera space
// we use the GL viewing matrixes
// this is the implementation of a glu function (I realized that afterwards): gluProject
void CamWnd::ProjectCamera( const vec3_t A, vec_t B[2] ){
vec_t P1[4],P2[4],P3[4];
VectorCopy( A,P1 ); P1[3] = 1;
GLMatMul( m_Camera.modelview, P1, P2 );
GLMatMul( m_Camera.projection, P2, P3 );
// we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)
B[0] = (float)m_Camera.width * ( P3[0] + 1.0 ) / 2.0;
B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;
}
// vec defines a direction in geometric space and P an origin point
// the user is interacting from the camera view
// (for example with texture adjustment shortcuts)
// and intuitively if he hits left / right / up / down
// what happens in geometric space should match the left/right/up/down move in camera space
// axis = 0: vec is along left/right
// axis = 1: vec is along up/down
// sgn = +1: same directions
// sgn = -1: opposite directions
// Implementation:
// typical use case is giving a face center and a normalized vector
// 1) compute start and endpoint, project them in camera view, get the direction
// depending on the situation, we might bump into precision issues with that
// 2) possible to compute the projected direction independently?
// this solution would be better but right now I don't see how to do it..
void CamWnd::MatchViewAxes( const vec3_t P, const vec3_t vec, int &axis, float &sgn ){
vec_t A[2],B[2],V[2];
ProjectCamera( P,A );
vec3_t Q;
VectorAdd( P,vec,Q );
ProjectCamera( Q,B );
// V is the vector projected in camera space
V[0] = B[0] - A[0];
V[1] = B[1] - A[1];
if ( fabs( V[0] ) > fabs( V[1] ) ) {
// best match is against right
axis = 0;
if ( V[0] > 0 ) {
sgn = +1;
}
else{
sgn = -1;
}
}
else
{
// best match is against up
axis = 1;
if ( V[1] > 0 ) {
sgn = +1;
}
else{
sgn = -1;
}
}
}
#if 0
void CamWnd::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
extern void DrawPatchMesh( patchMesh_t *pm );
extern void DrawPatchControls( patchMesh_t *pm );
extern void Brush_DrawFacingAngle( brush_t *b, entity_t *e );
extern void Brush_DrawModel( brush_t *b, bool bTextured = false );
extern void DrawModelOrigin( brush_t *b );
extern void DrawModelBBox( brush_t *b );
void CamWnd::Cam_DrawBrush( brush_t *b, int mode ){
int nGLState = m_Camera.draw_glstate;
int nModelMode = g_PrefsDlg.m_nEntityShowState;
GLfloat material[4], identity[4];
VectorSet( identity, 0.8f, 0.8f, 0.8f );
IShader *pShader;
// lights
if ( b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw ) {
switch ( mode )
{
case DRAW_SOLID:
VectorCopy( b->owner->color, material );
VectorScale( material, 0.8f, material );
material[3] = 1.0f;
qglColor4fv( material );
if ( g_PrefsDlg.m_bNewLightDraw ) {
DrawLight( b->owner, nGLState, ( IsBrushSelected( b ) ) ? g_PrefsDlg.m_nLightRadiuses : 0, 0 );
}
break;
}
}
// models
else if ( b->owner->eclass->fixedsize && b->owner->model.pRender
&& !( !IsBrushSelected( b ) && ( nModelMode & ENTITY_SELECTED_ONLY ) ) ) {
switch ( mode )
{
case DRAW_TEXTURED:
if ( !( nModelMode & ENTITY_WIREFRAME ) && nModelMode != ENTITY_BOX ) {
VectorCopy( b->owner->eclass->color, material );
material[3] = identity[3] = 1.0f;
qglEnable( GL_CULL_FACE );
if ( !( nGLState & DRAW_GL_TEXTURE_2D ) ) {
qglColor4fv( material );
}
else{ qglColor4fv( identity ); }
if ( nGLState & DRAW_GL_LIGHTING ) {
qglShadeModel( GL_SMOOTH );
}
b->owner->model.pRender->Draw( nGLState, DRAW_RF_CAM );
}
break;
case DRAW_WIRE:
VectorCopy( b->owner->eclass->color, material );
material[3] = 1.0f;
qglColor4fv( material );
// model view mode "wireframe" or "selected wire"
if ( nModelMode & ENTITY_WIREFRAME ) {
b->owner->model.pRender->Draw( nGLState, DRAW_RF_CAM );
}
// model view mode "skinned and boxed"
if ( !( b->owner->eclass->nShowFlags & ECLASS_MISCMODEL ) ) {
qglColor4fv( material );
aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
}
else if ( nModelMode & ENTITY_BOXED ) {
aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
}
/*
if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)
DrawModelOrigin(b);
*/
}
}
// patches
else if ( b->patchBrush ) {
bool bTrans = ( b->pPatch->pShader->getTrans() < 1.0f );
switch ( mode )
{
case DRAW_TEXTURED:
if ( !g_bPatchWireFrame && ( ( nGLState & DRAW_GL_BLEND && bTrans ) || ( !( nGLState & DRAW_GL_BLEND ) && !bTrans ) ) ) {
qglDisable( GL_CULL_FACE );
pShader = b->pPatch->pShader;
VectorCopy( pShader->getTexture()->color, material );
material[3] = identity[3] = pShader->getTrans();
if ( nGLState & DRAW_GL_TEXTURE_2D ) {
qglColor4fv( identity );
qglBindTexture( GL_TEXTURE_2D, pShader->getTexture()->texture_number );
}
else{
qglColor4fv( material );
}
if ( nGLState & DRAW_GL_LIGHTING ) {
qglShadeModel( GL_SMOOTH );
}
DrawPatchMesh( b->pPatch );
}
break;
case DRAW_WIRE:
if ( g_bPatchWireFrame ) {
VectorCopy( b->pPatch->pShader->getTexture()->color, material );
material[3] = 1.0;
qglColor4fv( material );
DrawPatchMesh( b->pPatch );
}
if ( b->pPatch->bSelected && ( g_qeglobals.d_select_mode == sel_curvepoint
|| g_qeglobals.d_select_mode == sel_area
|| g_bPatchBendMode ) ) {
DrawPatchControls( b->pPatch );
}
}
}
// brushes
else if ( b->owner->eclass->fixedsize ) {
switch ( mode )
{
case DRAW_SOLID:
VectorCopy( b->owner->eclass->color, material );
VectorScale( material, 0.8f, material );
material[3] = 1.0f;
qglColor4fv( material );
qglEnable( GL_CULL_FACE );
qglShadeModel( GL_FLAT );
Brush_Draw( b );
break;
case DRAW_WIRE:
if ( ( g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES )
&& ( b->owner->eclass->nShowFlags & ECLASS_ANGLE ) ) {
Brush_DrawFacingAngle( b, b->owner );
}
}
}
// brushes
else
{
switch ( mode )
{
case DRAW_TEXTURED:
qglEnable( GL_CULL_FACE );
qglShadeModel( GL_FLAT );
Brush_Draw( b );
}
}
}
void CamWnd::Cam_DrawBrushes( int mode ){
brush_t *b;
brush_t *pList = ( g_bClipMode && g_pSplitList ) ? g_pSplitList : &selected_brushes;
for ( b = active_brushes.next; b != &active_brushes; b = b->next )
if ( !b->bFiltered && !b->bCamCulled ) {
Cam_DrawBrush( b, mode );
}
for ( b = pList->next; b != pList; b = b->next )
if ( !b->bFiltered && !b->bCamCulled ) {
Cam_DrawBrush( b, mode );
}
}
void CamWnd::Cam_DrawStuff(){
GLfloat identity[4];
VectorSet( identity, 0.8f, 0.8f, 0.8f );
brush_t *b;
for ( b = active_brushes.next; b != &active_brushes; b = b->next )
b->bCamCulled = CullBrush( b );
for ( b = selected_brushes.next; b != &selected_brushes; b = b->next )
b->bCamCulled = CullBrush( b );
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 );
qglEnable( GL_DEPTH_TEST );
qglEnableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglShadeModel( GL_FLAT );
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_LIGHTING );
qglDisable( GL_COLOR_MATERIAL );
qglDisableClientState( GL_NORMAL_ARRAY );
}
m_Camera.draw_glstate = DRAW_GL_WIRE;
break;
case cd_solid:
qglCullFace( GL_FRONT );
qglEnable( GL_CULL_FACE );
qglShadeModel( GL_FLAT );
qglPolygonMode( GL_FRONT, GL_LINE );
qglPolygonMode( GL_BACK, GL_FILL );
qglDisable( GL_TEXTURE_2D );
qglDisable( GL_BLEND );
qglEnable( GL_DEPTH_TEST );
qglEnableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglPolygonOffset( -1.0, 2 );
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_LIGHTING );
qglEnable( GL_COLOR_MATERIAL );
// qglEnable(GL_RESCALE_NORMAL);
qglEnableClientState( GL_NORMAL_ARRAY );
}
m_Camera.draw_glstate = DRAW_GL_SOLID;
break;
case cd_texture:
qglCullFace( GL_FRONT );
qglEnable( GL_CULL_FACE );
qglShadeModel( GL_FLAT );
qglPolygonMode( GL_FRONT, GL_LINE );
qglPolygonMode( GL_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 );
qglEnableClientState( GL_VERTEX_ARRAY );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_LIGHTING );
qglDisable( GL_COLOR_MATERIAL );
qglMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity );
qglEnableClientState( GL_NORMAL_ARRAY );
// qglEnable(GL_RESCALE_NORMAL);
}
qglPolygonOffset( -1.0, 2 );
m_Camera.draw_glstate = DRAW_GL_TEXTURED;
break;
default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
}
Cam_DrawBrushes( DRAW_TEXTURED );
// setup for solid stuff
switch ( m_Camera.draw_mode )
{
case cd_texture:
qglDisable( GL_TEXTURE_2D );
m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_COLOR_MATERIAL );
}
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
break;
case cd_solid:
break;
case cd_wire:
break;
default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
}
qglEnable( GL_CULL_FACE );
qglShadeModel( GL_FLAT );
Cam_DrawBrushes( DRAW_SOLID );
// setup for wireframe stuff
switch ( m_Camera.draw_mode )
{
case cd_texture:
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_LIGHTING );
qglDisable( GL_COLOR_MATERIAL );
qglDisableClientState( GL_NORMAL_ARRAY );
// qglDisable(GL_RESCALE_NORMAL);
}
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
break;
case cd_solid:
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_LIGHTING );
qglDisable( GL_COLOR_MATERIAL );
qglDisableClientState( GL_NORMAL_ARRAY );
// qglDisable(GL_RESCALE_NORMAL);
}
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
break;
case cd_wire:
break;
default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
}
qglDisable( GL_CULL_FACE );
Cam_DrawBrushes( DRAW_WIRE );
// setup for transparent texture stuff
switch ( m_Camera.draw_mode )
{
case cd_texture:
qglPolygonMode( GL_FRONT, GL_LINE );
qglPolygonMode( GL_BACK, GL_FILL );
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_COLOR_MATERIAL );
qglEnableClientState( GL_NORMAL_ARRAY );
qglMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity );
}
qglEnable( GL_TEXTURE_2D );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
m_Camera.draw_glstate = DRAW_GL_TEXTURED;
break;
case cd_solid:
qglPolygonMode( GL_FRONT, GL_LINE );
qglPolygonMode( GL_BACK, GL_FILL );
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_LIGHTING );
qglEnable( GL_COLOR_MATERIAL );
qglEnableClientState( GL_NORMAL_ARRAY );
// qglEnable(GL_RESCALE_NORMAL);
}
m_Camera.draw_glstate = DRAW_GL_SOLID;
break;
case cd_wire:
m_Camera.draw_glstate = DRAW_GL_WIRE;
break;
default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
}
qglEnable( GL_BLEND );
m_Camera.draw_glstate |= DRAW_GL_BLEND;
qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// FIXME: some .TGA are buggy, have a completely empty alpha channel
// if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
// so I decided using GL_DECAL instead
// if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
// this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
// Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)
// qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
Cam_DrawBrushes( DRAW_TEXTURED );
// qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglDisable( GL_BLEND );
// setup for wireframe stuff
switch ( m_Camera.draw_mode )
{
case cd_texture:
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_COLOR_MATERIAL );
qglDisable( GL_LIGHTING );
// qglDisable(GL_RESCALE_NORMAL);
}
break;
case cd_solid:
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_COLOR_MATERIAL );
qglDisable( GL_LIGHTING );
// qglDisable(GL_RESCALE_NORMAL);
}
break;
case cd_wire:
break;
default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
}
}
/*
==============
Cam_Draw
==============
*/
void QueueClear();
void QueueDraw();
void CamWnd::Cam_Draw(){
brush_t *brush;
face_t *face;
float screenaspect;
float yfov;
double start = 0.0, end;
int i;
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 );
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
//
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, 8, 32768 );
// we're too lazy to calc projection matrix ourselves!!!
qglGetFloatv( GL_PROJECTION_MATRIX, &m_Camera.projection[0][0] );
vec3_t vec;
m4x4_identity( &m_Camera.modelview[0][0] );
VectorSet( vec, -90, 0, 0 );
m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
VectorSet( vec, 0, 0, 90 );
m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
VectorSet( vec, 0, m_Camera.angles[0], 0 );
m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
VectorSet( vec, 0, 0, -m_Camera.angles[1] );
m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
VectorSet( vec, -m_Camera.origin[0], -m_Camera.origin[1], -m_Camera.origin[2] );
m4x4_translate_by_vec3( &m_Camera.modelview[0][0], vec );
Cam_BuildMatrix();
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
qglMultMatrixf( &m_Camera.modelview[0][0] );
// grab the GL_PROJECTION and GL_MODELVIEW matrixes
// used in GetRelativeAxes
//qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
//qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);
#if 0
// TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)
GLint viewprt[4];
qglGetIntegerv( GL_VIEWPORT, viewprt );
#endif
if ( g_PrefsDlg.m_bGLLighting ) {
GLfloat inverse_cam_dir[4], ambient[4], diffuse[4]; //, material[4];
ambient[0] = ambient[1] = ambient[2] = 0.6f;
ambient[3] = 1.0f;
diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;
diffuse[3] = 1.0f;
//material[0] = material[1] = material[2] = 0.8f;
//material[3] = 1.0f;
vec3_t vCam, vRotate;
VectorSet( vCam, -1, 0, 0 ); //default cam pos
VectorSet( vRotate, 0, -m_Camera.angles[0], 0 );
VectorRotate( vCam, vRotate, vCam );
VectorSet( vRotate, 0, 0, m_Camera.angles[1] );
VectorRotate( vCam, vRotate, vCam );
inverse_cam_dir[0] = vCam[0];
inverse_cam_dir[1] = vCam[1];
inverse_cam_dir[2] = vCam[2];
inverse_cam_dir[3] = 0;
qglColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
qglLightfv( GL_LIGHT0, GL_POSITION, inverse_cam_dir );
qglLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
qglLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
qglEnable( GL_LIGHT0 );
}
InitCull();
//
// draw stuff
//
Cam_DrawStuff();
qglEnableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisable( GL_TEXTURE_2D );
qglDisable( GL_LIGHTING );
qglDisable( GL_COLOR_MATERIAL );
qglEnable( GL_CULL_FACE );
brush_t* pList = ( g_bClipMode && g_pSplitList ) ? g_pSplitList : &selected_brushes;
if ( g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL ) {
qglColor4f( g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][0], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][1], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][2], 0.3f );
qglEnable( GL_BLEND );
qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
qglDepthFunc( GL_LEQUAL );
for ( brush = pList->next ; brush != pList ; brush = brush->next )
{
if ( brush->bCamCulled ) { // draw selected faces of filtered brushes to remind that there is a selection
continue;
}
if ( brush->patchBrush && ( g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area ) ) {
continue;
}
if ( !g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush ) {
DrawPatchMesh( brush->pPatch );
}
else if ( brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX ) {
brush->owner->model.pRender->Draw( DRAW_GL_FLAT, ( DRAW_RF_SEL_OUTLINE | DRAW_RF_CAM ) );
}
else
{
for ( face = brush->brush_faces ; face ; face = face->next )
Brush_FaceDraw( face, DRAW_GL_FLAT );
}
}
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 ) );
Brush_FaceDraw( selFace, DRAW_GL_FLAT );
}
}
qglDisableClientState( GL_NORMAL_ARRAY );
qglDepthFunc( GL_LESS );
}
if ( g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF ) {
// 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 ( ( brush->patchBrush && ( g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area ) ) ) {
continue;
}
if ( !g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush ) {
DrawPatchMesh( brush->pPatch );
}
else if ( brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX ) {
brush->owner->model.pRender->Draw( DRAW_GL_WIRE, ( DRAW_RF_SEL_FILL | DRAW_RF_CAM ) );
// Hydra : always draw bbox outline!
aabb_draw( brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
}
else
{
for ( face = brush->brush_faces ; face ; face = face->next )
Brush_FaceDraw( face, DRAW_GL_WIRE );
}
}
}
// edge / vertex flags
if ( g_qeglobals.d_select_mode == sel_vertex ) {
// GL_POINTS on Kyro Workaround
if ( !g_PrefsDlg.m_bGlPtWorkaround ) {
// brush verts
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();
if ( g_qeglobals.d_num_move_points ) {
// selected brush verts
qglPointSize( 5 );
qglColor3f( 0,0,1 );
qglBegin( GL_POINTS );
for ( i = 0; i < g_qeglobals.d_num_move_points; i++ )
qglVertex3fv( g_qeglobals.d_move_points[i] );
qglEnd();
}
qglPointSize( 1 );
}
else
{
// brush verts
qglColor3f( 0,1,0 );
qglLineWidth( 2.0 );
qglBegin( GL_LINES );
for ( i = 0; i < g_qeglobals.d_numpoints; i++ )
DrawAlternatePoint( g_qeglobals.d_points[i], 1.5 );
qglEnd();
if ( g_qeglobals.d_num_move_points ) {
// selected brush verts
qglColor3f( 0,0,1 );
qglLineWidth( 3.0 );
qglBegin( GL_LINES );
for ( i = 0; i < g_qeglobals.d_num_move_points; i++ )
qglVertex3fv( g_qeglobals.d_move_points[i] );
qglEnd();
}
qglLineWidth( 1.0 );
}
}
else if ( g_qeglobals.d_select_mode == sel_edge ) {
float *v1, *v2;
// GL_POINTS on Kyro Workaround
if ( !g_PrefsDlg.m_bGlPtWorkaround ) {
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 );
}
else {
qglColor3f( 0,0,1 );
qglLineWidth( 2.0 );
qglBegin( GL_LINES );
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];
vec3_t v3;
v3[0] = ( v1[0] + v2[0] ) * 0.5;
v3[1] = ( v1[1] + v2[1] ) * 0.5;
v3[2] = ( v1[2] + v2[2] ) * 0.5;
DrawAlternatePoint( v3, 1.5 );
}
qglEnd();
qglLineWidth( 1.0 );
}
}
//
// draw pointfile
//
qglEnable( GL_DEPTH_TEST );
DrawPathLines();
if ( g_qeglobals.d_pointfile_display_list ) {
Pointfile_Draw();
}
// call the drawing routine of plugin entities
//++timo FIXME: we might need to hook in other places as well for transparency etc.
//++timo FIXME: also needs a way to get some parameters about the view
//++timo FIXME: maybe provide some culling API on Radiant side?
Draw3DPluginEntities();
// draw the crosshair
if ( m_bFreeMove ) {
// setup orthographic projection mode
qglMatrixMode( GL_PROJECTION );
//qglPushMatrix();
qglLoadIdentity();
qglDisable( GL_DEPTH_TEST );
qglOrtho( 0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100 );
qglScalef( 1, -1, 1 );
qglTranslatef( 0, -(float)m_Camera.height, 0 );
qglMatrixMode( GL_MODELVIEW );
// draw crosshair
//qglPushMatrix();
qglLoadIdentity();
qglColor3f( 1.f, 1.f, 1.f );
qglBegin( GL_LINES );
qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );
qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );
qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );
qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );
qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );
qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );
qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );
qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );
qglEnd();
//qglPopMatrix();
// reset perspective projection
//qglMatrixMode(GL_PROJECTION);
//qglPopMatrix();
//qglMatrixMode(GL_MODELVIEW);
}
#if 0
if ( ( g_qeglobals.d_select_mode == sel_area ) && ( g_nPatchClickedView == W_CAMERA ) ) {
// setup orthographic projection mode
qglMatrixMode( GL_PROJECTION );
//qglPushMatrix();
qglLoadIdentity();
qglDisable( GL_DEPTH_TEST );
qglOrtho( 0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100 );
//qglScalef(1, -1, 1);
//qglTranslatef(0, -(float)m_Camera.height, 0);
qglMatrixMode( GL_MODELVIEW );
// area selection hack
qglLoadIdentity();
qglDisable( GL_CULL_FACE );
qglEnable( GL_BLEND );
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
qglColor4f( 0.0, 0.0, 1.0, 0.25 );
qglRectf( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1] );
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
qglDisable( GL_BLEND );
qglEnable( GL_CULL_FACE );
}
#endif
// 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 );
qglFinish();
QE_CheckOpenGLForErrors();
// Sys_EndWait();
if ( m_Camera.timing ) {
end = Sys_DoubleTime();
Sys_Printf( "Camera: %i ms\n", (int)( 1000 * ( end - start ) ) );
}
for ( brush = active_brushes.next ; brush != &active_brushes ; brush = brush->next )
brush->bCamCulled = false;
for ( brush = pList->next ; brush != pList ; brush = brush->next )
brush->bCamCulled = false;
}
void CamWnd::OnExpose(){
if ( !MakeCurrent() ) {
Sys_FPrintf( SYS_ERR, "ERROR: glXMakeCurrent failed..\n " );
Sys_Printf( "Please restart Radiant 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_bSwitch ) ?
&g_brBackSplits : &g_brFrontSplits;
}
}
Patch_LODMatchAll(); // spog
Cam_Draw();
QE_CheckOpenGLForErrors();
m_XORRectangle.set( rectangle_t() );
SwapBuffers();
}
}
void CamWnd::BenchMark(){
if ( !MakeCurrent() ) {
Error( "glXMakeCurrent 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();
}
SwapBuffers();
qglDrawBuffer( GL_BACK );
double dEnd = Sys_DoubleTime();
Sys_Printf( "%5.2f seconds\n", dEnd - dStart );
}