407 lines
8.2 KiB
C
407 lines
8.2 KiB
C
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#include "qe3.h"
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#define PAGEFLIPS 2
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z_t z;
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/*
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============
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Z_Init
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============
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*/
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void Z_Init (void)
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{
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z.origin[0] = 0;
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z.origin[1] = 20;
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z.origin[2] = 46;
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z.scale = 1;
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}
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/*
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============================================================================
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MOUSE ACTIONS
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============================================================================
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*/
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static int cursorx, cursory;
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/*
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==============
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Z_MouseDown
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==============
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*/
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void Drag_Reset(void);
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void Z_MouseDown (int x, int y, int buttons)
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{
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vec3_t org, dir, vup, vright;
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brush_t *b;
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Drag_Reset();
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Sys_GetCursorPos (&cursorx, &cursory);
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vup[0] = 0; vup[1] = 0; vup[2] = 1/z.scale;
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VectorCopy (z.origin, org);
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org[2] += (y - (z.height/2))/z.scale;
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org[1] = -8192;
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b = selected_brushes.next;
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if (b != &selected_brushes)
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{
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org[0] = (b->mins[0] + b->maxs[0])/2;
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}
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dir[0] = 0; dir[1] = 1; dir[2] = 0;
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vright[0] = 0; vright[1] = 0; vright[2] = 0;
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// LBUTTON = manipulate selection
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// shift-LBUTTON = select
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// middle button = grab texture
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// ctrl-middle button = set entire brush to texture
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// ctrl-shift-middle button = set single face to texture
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if ( (buttons == MK_LBUTTON)
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|| (buttons == (MK_LBUTTON | MK_SHIFT))
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|| (buttons == MK_MBUTTON)
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// || (buttons == (MK_MBUTTON|MK_CONTROL))
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|| (buttons == (MK_MBUTTON|MK_SHIFT|MK_CONTROL)) )
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{
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Drag_Begin (x, y, buttons,
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vright, vup,
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org, dir);
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return;
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}
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// control mbutton = move camera
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if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
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{
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camera.origin[2] = org[2] ;
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Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
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}
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}
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/*
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==============
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Z_MouseUp
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==============
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*/
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void Z_MouseUp (int x, int y, int buttons)
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{
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Drag_MouseUp ();
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}
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/*
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==============
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Z_MouseMoved
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==============
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*/
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void Z_MouseMoved (int x, int y, int buttons)
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{
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if (!buttons)
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return;
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if (buttons == MK_LBUTTON)
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{
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Drag_MouseMoved (x, y, buttons);
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Sys_UpdateWindows (W_Z|W_CAMERA);
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return;
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}
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// rbutton = drag z origin
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if (buttons == MK_RBUTTON)
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{
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Sys_GetCursorPos (&x, &y);
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if ( y != cursory)
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{
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z.origin[2] += y-cursory;
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Sys_SetCursorPos (cursorx, cursory);
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Sys_UpdateWindows (W_Z);
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}
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return;
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}
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// control mbutton = move camera
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if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
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{
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camera.origin[2] = (y - (z.height/2))/z.scale;
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Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
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}
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}
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/*
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============================================================================
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DRAWING
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============================================================================
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*/
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/*
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==============
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Z_DrawGrid
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==============
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*/
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void Z_DrawGrid (void)
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{
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float zz, zb, ze;
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int w, h;
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char text[32];
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w = z.width/2 / z.scale;
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h = z.height/2 / z.scale;
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zb = z.origin[2] - h;
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if (zb < region_mins[2])
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zb = region_mins[2];
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zb = 64 * floor (zb/64);
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ze = z.origin[2] + h;
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if (ze > region_maxs[2])
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ze = region_maxs[2];
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ze = 64 * ceil (ze/64);
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// draw major blocks
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glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]);
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glBegin (GL_LINES);
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glVertex2f (0, zb);
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glVertex2f (0, ze);
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for (zz=zb ; zz<ze ; zz+=64)
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{
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glVertex2f (-w, zz);
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glVertex2f (w, zz);
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}
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glEnd ();
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// draw minor blocks
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if (g_qeglobals.d_showgrid && g_qeglobals.d_gridsize*z.scale >= 4)
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{
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glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]);
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glBegin (GL_LINES);
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for (zz=zb ; zz<ze ; zz+=g_qeglobals.d_gridsize)
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{
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if ( ! ((int)zz & 63) )
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continue;
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glVertex2f (-w, zz);
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glVertex2f (w, zz);
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}
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glEnd ();
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}
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// draw coordinate text if needed
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glColor4f(0, 0, 0, 0);
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for (zz=zb ; zz<ze ; zz+=64)
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{
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glRasterPos2f (-w+1, zz);
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sprintf (text, "%i",(int)zz);
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glCallLists (strlen(text), GL_UNSIGNED_BYTE, text);
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}
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}
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#define CAM_HEIGHT 48 // height of main part
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#define CAM_GIZMO 8 // height of the gizmo
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void ZDrawCameraIcon (void)
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{
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float x, y;
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int xCam = z.width/4;
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x = 0;
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y = camera.origin[2];
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glColor3f (0.0, 0.0, 1.0);
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glBegin(GL_LINE_STRIP);
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glVertex3f (x-xCam,y,0);
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glVertex3f (x,y+CAM_GIZMO,0);
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glVertex3f (x+xCam,y,0);
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glVertex3f (x,y-CAM_GIZMO,0);
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glVertex3f (x-xCam,y,0);
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glVertex3f (x+xCam,y,0);
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glVertex3f (x+xCam,y-CAM_HEIGHT,0);
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glVertex3f (x-xCam,y-CAM_HEIGHT,0);
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glVertex3f (x-xCam,y,0);
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glEnd ();
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}
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GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; //HACK
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/*
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==============
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Z_Draw
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==============
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*/
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void Z_Draw (void)
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{
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brush_t *brush;
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float w, h;
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double start, end;
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qtexture_t *q;
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float top, bottom;
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vec3_t org_top, org_bottom, dir_up, dir_down;
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int xCam = z.width/3;
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if (!active_brushes.next)
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return; // not valid yet
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if (z.timing)
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start = Sys_DoubleTime ();
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//
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// clear
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//
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glViewport(0, 0, z.width, z.height);
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glClearColor (
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g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
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g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
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g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
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0);
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/* GL Bug */
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/* When not using hw acceleration, gl will fault if we clear the depth
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buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT
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only after Z_Draw() has been called once. Yeah, right. */
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glClear(glbitClear);
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glbitClear |= GL_DEPTH_BUFFER_BIT;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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w = z.width/2 / z.scale;
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h = z.height/2 / z.scale;
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glOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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//
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// now draw the grid
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//
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Z_DrawGrid ();
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//
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// draw stuff
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//
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glDisable(GL_CULL_FACE);
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glShadeModel (GL_FLAT);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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// draw filled interiors and edges
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dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;
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dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;
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VectorCopy (z.origin, org_top);
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org_top[2] = 4096;
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VectorCopy (z.origin, org_bottom);
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org_bottom[2] = -4096;
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for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
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{
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if (brush->mins[0] >= z.origin[0]
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|| brush->maxs[0] <= z.origin[0]
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|| brush->mins[1] >= z.origin[1]
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|| brush->maxs[1] <= z.origin[1])
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continue;
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if (!Brush_Ray (org_top, dir_down, brush, &top))
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continue;
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top = org_top[2] - top;
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if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))
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continue;
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bottom = org_bottom[2] + bottom;
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q = Texture_ForName (brush->brush_faces->texdef.name);
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glColor3f (q->color[0], q->color[1], q->color[2]);
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glBegin (GL_QUADS);
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glVertex2f (-xCam, bottom);
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glVertex2f (xCam, bottom);
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glVertex2f (xCam, top);
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glVertex2f (-xCam, top);
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glEnd ();
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glColor3f (1,1,1);
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glBegin (GL_LINE_LOOP);
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glVertex2f (-xCam, bottom);
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glVertex2f (xCam, bottom);
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glVertex2f (xCam, top);
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glVertex2f (-xCam, top);
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glEnd ();
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}
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//
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// now draw selected brushes
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//
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for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
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{
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if ( !(brush->mins[0] >= z.origin[0]
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|| brush->maxs[0] <= z.origin[0]
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|| brush->mins[1] >= z.origin[1]
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|| brush->maxs[1] <= z.origin[1]) )
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{
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if (Brush_Ray (org_top, dir_down, brush, &top))
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{
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top = org_top[2] - top;
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if (Brush_Ray (org_bottom, dir_up, brush, &bottom))
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{
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bottom = org_bottom[2] + bottom;
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q = Texture_ForName (brush->brush_faces->texdef.name);
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glColor3f (q->color[0], q->color[1], q->color[2]);
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glBegin (GL_QUADS);
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glVertex2f (-xCam, bottom);
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glVertex2f (xCam, bottom);
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glVertex2f (xCam, top);
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glVertex2f (-xCam, top);
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glEnd ();
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}
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}
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}
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glColor3f (1,0,0);
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glBegin (GL_LINE_LOOP);
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glVertex2f (-xCam, brush->mins[2]);
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glVertex2f (xCam, brush->mins[2]);
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glVertex2f (xCam, brush->maxs[2]);
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glVertex2f (-xCam, brush->maxs[2]);
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glEnd ();
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}
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ZDrawCameraIcon ();
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glFinish();
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QE_CheckOpenGLForErrors();
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if (z.timing)
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{
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end = Sys_DoubleTime ();
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Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));
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}
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}
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