mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-14 00:11:09 +00:00
e4b1c1a55c
* add support for translating radiant (just marked three strings, more to come) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@264 8a3a26a2-13c4-0310-b231-cf6edde360e5
1700 lines
46 KiB
C++
1700 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 <glib/gi18n.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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{
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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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}
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void CamWnd::OnCreate ()
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{
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if (!MakeCurrent ())
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Error ("glMakeCurrent failed");
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gtk_glwidget_create_font (m_pWidget);
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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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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{
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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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{
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if (flags & MK_CONTROL)
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Select_RotateTexture(pointy - m_ptLastCursorY);
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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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else
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Select_ShiftTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
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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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{
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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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else
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VectorMA (m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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else
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bestd = 2*g_MaxWorldCoord;
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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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if (up && d < current && d > bestd)
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bestd = d;
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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 (bestd == 0 || bestd == 2*g_MaxWorldCoord)
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return;
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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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{
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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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{
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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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{
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Cam_KeyControl (dtime);
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if( g_PrefsDlg.m_bCamFreeLook )
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{
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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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// 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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else
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m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
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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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else if (m_Camera.angles[PITCH] < -90)
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m_Camera.angles[PITCH] = -90;
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if (m_Camera.angles[YAW] >= 360)
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m_Camera.angles[YAW] = 0;
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else if (m_Camera.angles[YAW] <= -360)
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m_Camera.angles[YAW] = 0;
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if( dx || dy || m_Camera.movementflags )
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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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}
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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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{
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if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT))
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return;
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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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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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{
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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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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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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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if (m_Camera.movementflags & MOVE_ROTRIGHT)
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m_Camera.angles[YAW] -= 15*dtime*g_PrefsDlg.m_nAngleSpeed;
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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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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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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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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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// 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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{
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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
|
|
// 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);
|
|
}
|