mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-29 23:22:23 +00:00
1677 lines
46 KiB
C++
1677 lines
46 KiB
C++
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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//
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// Camera Window
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//
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// Leonardo Zide (leo@lokigames.com)
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//
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#include "stdafx.h"
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#include <gtk/gtk.h>
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#include <GL/gl.h>
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extern void DrawPathLines();
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extern void Select_ShiftTexture( int x, int y );
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extern void Select_RotateTexture( int amt );
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extern void DrawAlternatePoint( vec3_t v, float scale );
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//extern void Select_ScaleTexture(int x, int y);
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extern int g_nPatchClickedView;
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brush_t* g_pSplitList = NULL;
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// =============================================================================
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// CamWnd class
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CamWnd::CamWnd ()
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: GLWindow( TRUE ), m_XORRectangle( m_pWidget ){
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m_nNumTransBrushes = 0;
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memset( &m_Camera, 0, sizeof( camera_t ) );
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m_pSide_select = NULL;
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m_bClipMode = false;
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m_bFreeMove = false;
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Cam_Init();
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}
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CamWnd::~CamWnd (){
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}
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void CamWnd::OnCreate(){
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if ( !MakeCurrent() ) {
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Error( "glMakeCurrent failed" );
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}
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// report OpenGL information
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Sys_Printf( "GL_VENDOR: %s\n", qglGetString( GL_VENDOR ) );
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Sys_Printf( "GL_RENDERER: %s\n", qglGetString( GL_RENDERER ) );
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Sys_Printf( "GL_VERSION: %s\n", qglGetString( GL_VERSION ) );
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Sys_Printf( "GL_EXTENSIONS: %s\n", qglGetString( GL_EXTENSIONS ) );
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// Set off texture compression supported
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g_qeglobals.bTextureCompressionSupported = 0;
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// finalize OpenGL init
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// NOTE
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// why is this here? well .. the Gtk objects get constructed when you enter gtk_main
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// and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
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// RIANT
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// I Split this up so as to add support for extension and user-friendly
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// compression format selection.
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// ADD new globals for your new format so as to minimise
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// calls to Sys_QGL_ExtensionSupported
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// NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
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// a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
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///////////////////////////////////////////
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// Check for default OpenGL
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if ( Sys_QGL_ExtensionSupported( "GL_ARB_texture_compression" ) ) {
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g_qeglobals.bTextureCompressionSupported = 1;
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g_qeglobals.m_bOpenGLCompressionSupported = 1;
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}
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// INSERT PROPRIETARY EXTENSIONS HERE
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// Check for S3 extensions
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// create a bool global for extension supported
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if ( Sys_QGL_ExtensionSupported( "GL_EXT_texture_compression_s3tc" ) ) {
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g_qeglobals.bTextureCompressionSupported = 1;
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g_qeglobals.m_bS3CompressionSupported = 1;
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}
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g_qeglobals.m_bOpenGLReady = true;
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g_PrefsDlg.UpdateTextureCompression();
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#ifdef ATIHACK_812
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g_PrefsDlg.UpdateATIHack();
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#endif
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g_qeglobals_gui.d_camera = m_pWidget;
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}
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void CamWnd::Cam_Init(){
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m_Camera.timing = false;
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m_Camera.origin[0] = 0.f;
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m_Camera.origin[1] = 20.f;
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m_Camera.origin[2] = 46.f;
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m_Camera.color[0] = 0.3f;
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m_Camera.color[1] = 0.3f;
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m_Camera.color[2] = 0.3f;
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m_nCambuttonstate = 0;
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}
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void CamWnd::OnSize( int cx, int cy ){
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m_Camera.width = cx;
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m_Camera.height = cy;
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gtk_widget_queue_draw( m_pWidget );
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}
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rectangle_t rectangle_from_area_cam(){
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const float left = MIN( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
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const float top = MAX( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
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const float right = MAX( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
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const float bottom = MIN( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
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return rectangle_t( left, bottom, right - left, top - bottom );
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}
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void update_xor_rectangle( XORRectangle& xor_rectangle ){
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rectangle_t rectangle;
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if ( ( g_qeglobals.d_select_mode == sel_area ) ) {
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rectangle = rectangle_from_area_cam();
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}
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xor_rectangle.set( rectangle );
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}
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void CamWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
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int height = m_pWidget->allocation.height;
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// NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
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// that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
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// but the scaling/rotating (unless done with the steps set in the surface inspector
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// dialog) is way too sensitive to be of any use
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if ( HasCapture() && Sys_AltDown() &&
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!( ( flags & MK_SHIFT ) || ( flags & MK_CONTROL ) ) ) {
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if ( flags & MK_CONTROL ) {
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Select_RotateTexture( pointy - m_ptLastCursorY );
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}
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else
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if ( flags & MK_SHIFT ) {
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Select_ScaleTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
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}
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else{
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Select_ShiftTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
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}
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}
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else
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{
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Cam_MouseMoved( pointx, height - 1 - pointy, flags );
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}
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m_ptLastCursorX = pointx;
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m_ptLastCursorY = pointy;
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update_xor_rectangle( m_XORRectangle );
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}
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void CamWnd::OnMouseWheel( bool bUp ){
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if ( bUp ) {
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VectorMA( m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
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}
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else{
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VectorMA( m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
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}
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int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
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Sys_UpdateWindows( nUpdate );
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g_pParentWnd->OnTimer();
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}
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void CamWnd::OnLButtonDown( guint32 nFlags, int pointx, int pointy ){
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m_ptLastCursorX = pointx;
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m_ptLastCursorY = pointy;
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OriginalMouseDown( nFlags, pointx, pointy );
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}
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void CamWnd::OnLButtonUp( guint32 nFlags, int pointx, int pointy ){
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OriginalMouseUp( nFlags, pointx, pointy );
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}
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void CamWnd::OnMButtonDown( guint32 nFlags, int pointx, int pointy ){
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OriginalMouseDown( nFlags, pointx, pointy );
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}
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void CamWnd::OnMButtonUp( guint32 nFlags, int pointx, int pointy ){
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OriginalMouseUp( nFlags, pointx, pointy );
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}
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void CamWnd::OnRButtonDown( guint32 nFlags, int pointx, int pointy ){
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OriginalMouseDown( nFlags, pointx, pointy );
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}
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void CamWnd::OnRButtonUp( guint32 nFlags, int pointx, int pointy ){
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OriginalMouseUp( nFlags, pointx, pointy );
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}
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void CamWnd::OriginalMouseUp( guint32 nFlags, int pointx, int pointy ){
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int height = m_pWidget->allocation.height;
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if ( g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off ) {
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g_qeglobals.d_select_mode = sel_brush;
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}
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Cam_MouseUp( pointx, height - 1 - pointy, nFlags );
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ReleaseCapture();
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update_xor_rectangle( m_XORRectangle );
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}
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void CamWnd::OriginalMouseDown( guint32 nFlags, int pointx, int pointy ){
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int height = m_pWidget->allocation.height;
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SetFocus();
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SetCapture();
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Cam_MouseDown( pointx, height - 1 - pointy, nFlags );
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update_xor_rectangle( m_XORRectangle );
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}
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void CamWnd::Cam_BuildMatrix(){
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float ya;
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float matrix[4][4];
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int i;
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if ( !m_bFreeMove ) {
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ya = m_Camera.angles[1] / 180 * Q_PI;
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// the movement matrix is kept 2d
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m_Camera.forward[0] = cos( ya );
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m_Camera.forward[1] = sin( ya );
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m_Camera.forward[2] = 0;
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m_Camera.right[0] = m_Camera.forward[1];
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m_Camera.right[1] = -m_Camera.forward[0];
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}
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else
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{
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AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
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m_Camera.forward[2] = -m_Camera.forward[2];
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}
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memcpy( matrix, m_Camera.projection, sizeof( m4x4_t ) );
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m4x4_multiply_by_m4x4( &matrix[0][0], &m_Camera.modelview[0][0] );
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//qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
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for ( i = 0 ; i < 3 ; i++ )
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{
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m_Camera.vright[i] = matrix[i][0];
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m_Camera.vup[i] = matrix[i][1];
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m_Camera.vpn[i] = matrix[i][2];
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}
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VectorNormalize( m_Camera.vright, m_Camera.vright );
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VectorNormalize( m_Camera.vup, m_Camera.vup );
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VectorNormalize( m_Camera.vpn, m_Camera.vpn );
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}
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void CamWnd::Cam_ChangeFloor( qboolean up ){
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brush_t *b;
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float d, bestd, current;
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vec3_t start, dir;
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start[0] = m_Camera.origin[0];
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start[1] = m_Camera.origin[1];
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start[2] = g_MaxWorldCoord;
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dir[0] = dir[1] = 0;
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dir[2] = -1;
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current = g_MaxWorldCoord - ( m_Camera.origin[2] - 48 );
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if ( up ) {
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bestd = 0;
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}
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else{
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bestd = 2 * g_MaxWorldCoord;
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}
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for ( b = active_brushes.next ; b != &active_brushes ; b = b->next )
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{
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if ( !Brush_Ray( start, dir, b, &d ) ) {
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continue;
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}
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if ( up && d < current && d > bestd ) {
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bestd = d;
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}
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if ( !up && d > current && d < bestd ) {
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bestd = d;
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}
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}
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if ( bestd == 0 || bestd == 2 * g_MaxWorldCoord ) {
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return;
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}
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m_Camera.origin[2] += current - bestd;
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Sys_UpdateWindows( W_CAMERA | W_Z_OVERLAY );
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}
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void CamWnd::Cam_PositionDrag(){
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int x, y;
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Sys_GetCursorPos( &x, &y );
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if ( x != m_ptCursorX || y != m_ptCursorY ) {
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x -= m_ptCursorX;
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VectorMA( m_Camera.origin, x, m_Camera.vright, m_Camera.origin );
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y -= m_ptCursorY;
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m_Camera.origin[2] -= y;
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Sys_SetCursorPos( m_ptCursorX, m_ptCursorY );
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Sys_UpdateWindows( W_CAMERA | W_XY_OVERLAY );
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}
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}
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void CamWnd::Cam_MouseControl( float dtime ){
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Cam_KeyControl( dtime );
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if ( g_PrefsDlg.m_bCamFreeLook ) {
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int dx, dy;
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gint x, y;
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if ( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL ) {
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return;
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}
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// Update angles
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Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
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dx = m_ptLastCamCursorX - m_ptCursorX;
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dy = m_ptLastCamCursorY - m_ptCursorY;
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gdk_window_get_origin( m_pWidget->window, &x, &y );
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m_ptLastCamCursorX = x + ( m_Camera.width / 2 );
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m_ptLastCamCursorY = y + ( m_Camera.height / 2 );
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Sys_SetCursorPos( m_ptLastCamCursorX, m_ptLastCamCursorY );
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// Don't use pitch
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if ( !g_PrefsDlg.m_bCamFreeLookStrafe ) {
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if ( g_PrefsDlg.m_bCamInverseMouse ) {
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m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
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}
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else{
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m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
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}
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}
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else {
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VectorMA( m_Camera.origin, dy * (float) ( g_PrefsDlg.m_nMoveSpeed / 6.0f ), m_Camera.forward, m_Camera.origin );
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}
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m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
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if ( m_Camera.angles[PITCH] > 90 ) {
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m_Camera.angles[PITCH] = 90;
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}
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else if ( m_Camera.angles[PITCH] < -90 ) {
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m_Camera.angles[PITCH] = -90;
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}
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if ( m_Camera.angles[YAW] >= 360 ) {
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m_Camera.angles[YAW] = 0;
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}
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else if ( m_Camera.angles[YAW] <= -360 ) {
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m_Camera.angles[YAW] = 0;
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}
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if ( dx || dy || m_Camera.movementflags ) {
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int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
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Sys_UpdateWindows( nUpdate );
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g_pParentWnd->OnTimer();
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}
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}
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else
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{
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int xl, xh;
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int yl, yh;
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float xf, yf;
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if ( g_PrefsDlg.m_nMouseButtons == 2 ) {
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if ( m_nCambuttonstate != ( MK_RBUTTON | MK_SHIFT ) ) {
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return;
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}
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}
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else
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{
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if ( m_nCambuttonstate != MK_RBUTTON ) {
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return;
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}
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}
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xf = (float)( m_ptButtonX - m_Camera.width / 2 ) / ( m_Camera.width / 2 );
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yf = (float)( m_ptButtonY - m_Camera.height / 2 ) / ( m_Camera.height / 2 );
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xl = m_Camera.width / 3;
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xh = xl * 2;
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yl = m_Camera.height / 3;
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yh = yl * 2;
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xf *= 1.0 - fabs( yf );
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if ( xf < 0 ) {
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xf += 0.1f;
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if ( xf > 0 ) {
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xf = 0;
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}
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}
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else
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{
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xf -= 0.1f;
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if ( xf < 0 ) {
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xf = 0;
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}
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}
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VectorMA( m_Camera.origin, yf * dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
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m_Camera.angles[YAW] += xf * -dtime * g_PrefsDlg.m_nAngleSpeed;
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int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
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Sys_UpdateWindows( nUpdate );
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g_pParentWnd->OnTimer();
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}
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}
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void CamWnd::Cam_KeyControl( float dtime ) {
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// Update angles
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if ( m_Camera.movementflags & MOVE_ROTLEFT ) {
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m_Camera.angles[YAW] += 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
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}
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if ( m_Camera.movementflags & MOVE_ROTRIGHT ) {
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m_Camera.angles[YAW] -= 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
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}
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// Update position
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if ( m_Camera.movementflags & MOVE_FORWARD ) {
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VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
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}
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if ( m_Camera.movementflags & MOVE_BACK ) {
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VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
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}
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if ( m_Camera.movementflags & MOVE_STRAFELEFT ) {
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VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
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}
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if ( m_Camera.movementflags & MOVE_STRAFERIGHT ) {
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VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
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}
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// Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
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if ( !m_bFreeMove && m_Camera.movementflags ) {
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int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
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Sys_UpdateWindows( nUpdate );
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g_pParentWnd->OnTimer();
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}
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}
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// NOTE TTimo if there's an OS-level focus out of the application
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// 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 );
|
|
}
|