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");
gtk_glwidget_create_font (m_pWidget);
// 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);
}
void CamWnd::OnMouseWheel(bool bUp)
{
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_Printf("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);
}