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https://github.com/UberGames/GtkRadiant.git
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83 lines
2.3 KiB
C
83 lines
2.3 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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// window system independent camera view code
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typedef enum
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{
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cd_wire,
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cd_solid,
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cd_texture,
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cd_light,
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// cd_blend
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} camera_draw_mode;
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#define DRAW_GL_FILL 0x0001
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#define DRAW_GL_LIGHTING 0x0010
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#define DRAW_GL_TEXTURE_2D 0x0100
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#define DRAW_GL_BLEND 0x1000
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#define DRAW_GL_WIRE 0x0000
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#define DRAW_GL_FLAT 0x0001
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#define DRAW_GL_SOLID 0x0011
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#define DRAW_GL_TEXTURED 0x0111
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#define DRAW_WIRE 0
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#define DRAW_SOLID 1
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#define DRAW_TEXTURED 2
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// TTimo: camera code is a huge mess
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// someone courageous should clean it up
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// this will probably happen when we have new rendering code
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#define MOVE_FORWARD 0x001
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#define MOVE_BACK 0x002
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#define MOVE_ROTRIGHT 0x004
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#define MOVE_ROTLEFT 0x008
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#define MOVE_STRAFERIGHT 0x010
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#define MOVE_STRAFELEFT 0x020
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typedef struct
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{
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int width, height;
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qboolean timing;
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vec3_t origin;
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// TTimo
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// indexes: PITCH = 0 YAW = 1 ROLL = 3
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// AFAIK in Radiant we always have ROLL=0
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vec3_t angles;
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camera_draw_mode draw_mode;
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int draw_glstate;
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vec3_t color; // background
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vec3_t forward, right; // move matrix (TTimo: used to have up but it was not updated)
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vec3_t vup, vpn, vright; // view matrix (taken from the GL_PROJECTION matrix)
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float projection[4][4];
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float modelview[4][4];
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unsigned int movementflags; // movement flags
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} camera_t;
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