mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-26 13:51:38 +00:00
594 lines
12 KiB
C
594 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2006 Id Software, Inc.
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This file is part of Quake 2 Tools source code.
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Quake 2 Tools source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 Tools source code is distributed in the hope that it will be
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useful, 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 Quake 2 Tools source code; 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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#include "qe3.h"
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#define PAGEFLIPS 2
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void DrawPathLines (void);
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camera_t camera;
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/*
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============
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Cam_Init
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============
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*/
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void Cam_Init (void)
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{
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// camera.draw_mode = cd_texture;
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// camera.draw_mode = cd_solid;
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// camera.draw_mode = cd_wire;
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camera.timing = false;
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camera.origin[0] = 0;
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camera.origin[1] = 20;
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camera.origin[2] = 46;
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camera.color[0] = 0.3;
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camera.color[1] = 0.3;
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camera.color[2] = 0.3;
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}
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//============================================================================
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void Cam_BuildMatrix (void)
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{
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float xa, ya;
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float matrix[4][4];
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int i;
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xa = camera.angles[0]/180*Q_PI;
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ya = camera.angles[1]/180*Q_PI;
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// the movement matrix is kept 2d
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camera.forward[0] = cos(ya);
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camera.forward[1] = sin(ya);
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camera.right[0] = camera.forward[1];
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camera.right[1] = -camera.forward[0];
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glGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
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for (i=0 ; i<3 ; i++)
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{
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camera.vright[i] = matrix[i][0];
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camera.vup[i] = matrix[i][1];
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camera.vpn[i] = matrix[i][2];
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}
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VectorNormalize (camera.vright);
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VectorNormalize (camera.vup);
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VectorNormalize (camera.vpn);
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}
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//===============================================
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/*
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===============
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Cam_ChangeFloor
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===============
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*/
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void 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] = camera.origin[0];
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start[1] = camera.origin[1];
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start[2] = 8192;
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dir[0] = dir[1] = 0;
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dir[2] = -1;
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current = 8192 - (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 = 16384;
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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 == 16384)
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return;
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camera.origin[2] += current - bestd;
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Sys_UpdateWindows (W_CAMERA|W_Z_OVERLAY);
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}
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//===============================================
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int cambuttonstate;
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static int buttonx, buttony;
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static int cursorx, cursory;
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face_t *side_select;
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#define ANGLE_SPEED 300
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#define MOVE_SPEED 400
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/*
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================
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Cam_PositionDrag
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================
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*/
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void Cam_PositionDrag (void)
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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 != cursorx || y != cursory)
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{
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x -= cursorx;
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VectorMA (camera.origin, x, camera.vright, camera.origin);
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y -= cursory;
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camera.origin[2] -= y;
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Sys_SetCursorPos (cursorx, cursory);
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Sys_UpdateWindows (W_CAMERA | W_XY_OVERLAY);
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}
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}
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/*
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===============
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Cam_MouseControl
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===============
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*/
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void Cam_MouseControl (float dtime)
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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 (cambuttonstate != MK_RBUTTON)
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return;
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xf = (float)(buttonx - camera.width/2) / (camera.width/2);
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yf = (float)(buttony - camera.height/2) / (camera.height/2);
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xl = camera.width/3;
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xh = xl*2;
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yl = camera.height/3;
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yh = yl*2;
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#if 0
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// strafe
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if (buttony < yl && (buttonx < xl || buttonx > xh))
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VectorMA (camera.origin, xf*dtime*MOVE_SPEED, camera.right, camera.origin);
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else
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#endif
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{
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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 += 0.1;
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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 -= 0.1;
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if (xf < 0)
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xf = 0;
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}
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VectorMA (camera.origin, yf*dtime*MOVE_SPEED, camera.forward, camera.origin);
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camera.angles[YAW] += xf*-dtime*ANGLE_SPEED;
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}
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Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY);
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}
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/*
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==============
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Cam_MouseDown
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==============
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*/
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void Cam_MouseDown (int x, int y, int buttons)
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{
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vec3_t dir;
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float f, r, u;
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int i;
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//
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// calc ray direction
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//
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u = (float)(y - camera.height/2) / (camera.width/2);
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r = (float)(x - camera.width/2) / (camera.width/2);
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f = 1;
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for (i=0 ; i<3 ; i++)
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dir[i] = camera.vpn[i] * f + camera.vright[i] * r + camera.vup[i] * u;
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VectorNormalize (dir);
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Sys_GetCursorPos (&cursorx, &cursory);
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cambuttonstate = buttons;
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buttonx = x;
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buttony = y;
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// LBUTTON = manipulate selection
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// shift-LBUTTON = select
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// middle button = grab texture
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// ctrl-middle button = set entire brush to texture
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// ctrl-shift-middle button = set single face to texture
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if ( (buttons == MK_LBUTTON)
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|| (buttons == (MK_LBUTTON | MK_SHIFT))
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|| (buttons == (MK_LBUTTON | MK_CONTROL))
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|| (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT))
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|| (buttons == MK_MBUTTON)
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|| (buttons == (MK_MBUTTON|MK_CONTROL))
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|| (buttons == (MK_MBUTTON|MK_SHIFT|MK_CONTROL)) )
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{
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Drag_Begin (x, y, buttons,
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camera.vright, camera.vup,
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camera.origin, dir);
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return;
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}
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if (buttons == MK_RBUTTON)
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{
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Cam_MouseControl (0.1);
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return;
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}
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}
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/*
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==============
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Cam_MouseUp
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==============
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*/
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void Cam_MouseUp (int x, int y, int buttons)
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{
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cambuttonstate = 0;
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Drag_MouseUp ();
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}
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/*
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==============
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Cam_MouseMoved
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==============
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*/
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void Cam_MouseMoved (int x, int y, int buttons)
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{
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cambuttonstate = buttons;
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if (!buttons)
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return;
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buttonx = x;
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buttony = y;
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if (buttons == (MK_RBUTTON|MK_CONTROL) )
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{
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Cam_PositionDrag ();
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Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
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return;
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}
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Sys_GetCursorPos (&cursorx, &cursory);
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if (buttons & (MK_LBUTTON | MK_MBUTTON) )
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{
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Drag_MouseMoved (x, y, buttons);
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Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
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}
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}
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vec3_t cull1, cull2;
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int cullv1[3], cullv2[3];
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void InitCull (void)
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{
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int i;
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VectorSubtract (camera.vpn, camera.vright, cull1);
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VectorAdd (camera.vpn, camera.vright, cull2);
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for (i=0 ; i<3 ; i++)
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{
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if (cull1[i] > 0)
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cullv1[i] = 3+i;
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else
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cullv1[i] = i;
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if (cull2[i] > 0)
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cullv2[i] = 3+i;
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else
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cullv2[i] = i;
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}
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}
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qboolean CullBrush (brush_t *b)
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{
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int i;
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vec3_t point;
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float d;
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for (i=0 ; i<3 ; i++)
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point[i] = b->mins[cullv1[i]] - camera.origin[i];
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d = DotProduct (point, cull1);
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if (d < -1)
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return true;
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for (i=0 ; i<3 ; i++)
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point[i] = b->mins[cullv2[i]] - camera.origin[i];
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d = DotProduct (point, cull2);
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if (d < -1)
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return true;
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return false;
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}
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/*
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==============
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Cam_Draw
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==============
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*/
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void Cam_Draw (void)
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{
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brush_t *brush;
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face_t *face;
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float screenaspect;
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float yfov;
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double start, end;
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int i;
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if (!active_brushes.next)
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return; // not valid yet
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if (camera.timing)
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start = Sys_DoubleTime ();
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//
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// clear
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//
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QE_CheckOpenGLForErrors();
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glViewport(0, 0, camera.width, camera.height);
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glScissor(0, 0, camera.width, camera.height);
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glClearColor (
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g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
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g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
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g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2],
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0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//
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// set up viewpoint
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//
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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screenaspect = (float)camera.width/camera.height;
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yfov = 2*atan((float)camera.height/camera.width)*180/Q_PI;
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gluPerspective (yfov, screenaspect, 2, 8192);
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (camera.angles[0], 0, 1, 0);
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glRotatef (-camera.angles[1], 0, 0, 1);
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glTranslatef (-camera.origin[0], -camera.origin[1], -camera.origin[2]);
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Cam_BuildMatrix ();
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InitCull ();
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//
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// draw stuff
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//
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switch (camera.draw_mode)
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{
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case cd_wire:
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glColor3f(1.0, 1.0, 1.0);
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// glEnable (GL_LINE_SMOOTH);
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break;
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case cd_solid:
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glShadeModel (GL_FLAT);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc (GL_LEQUAL);
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break;
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case cd_texture:
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glShadeModel (GL_FLAT);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc (GL_LEQUAL);
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#if 0
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{
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GLfloat fogColor[4] = {0.0, 1.0, 0.0, 0.25};
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glFogi (GL_FOG_MODE, GL_LINEAR);
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glHint (GL_FOG_HINT, GL_NICEST); /* per pixel */
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glFogf (GL_FOG_START, -8192);
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glFogf (GL_FOG_END, 65536);
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glFogfv (GL_FOG_COLOR, fogColor);
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}
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#endif
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break;
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case cd_blend:
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glShadeModel (GL_FLAT);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glDisable(GL_DEPTH_TEST);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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}
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glMatrixMode(GL_TEXTURE);
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for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
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{
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if (CullBrush (brush))
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continue;
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if (FilterBrush (brush))
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continue;
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Brush_Draw( brush );
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}
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glMatrixMode(GL_PROJECTION);
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//
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// now draw selected brushes
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//
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glTranslatef (g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]);
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glMatrixMode(GL_TEXTURE);
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// draw normally
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for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
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{
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Brush_Draw( brush );
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}
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// blend on top
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glMatrixMode(GL_PROJECTION);
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glColor4f(1.0, 0.0, 0.0, 0.3);
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glEnable (GL_BLEND);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_TEXTURE_2D);
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for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
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for (face=brush->brush_faces ; face ; face=face->next)
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Face_Draw( face );
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if (selected_face)
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Face_Draw(selected_face);
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// non-zbuffered outline
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glDisable (GL_BLEND);
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glDisable (GL_DEPTH_TEST);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glColor3f (1, 1, 1);
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for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
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for (face=brush->brush_faces ; face ; face=face->next)
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Face_Draw( face );
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// edge / vertex flags
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if (g_qeglobals.d_select_mode == sel_vertex)
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{
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glPointSize (4);
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glColor3f (0,1,0);
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glBegin (GL_POINTS);
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for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
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glVertex3fv (g_qeglobals.d_points[i]);
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glEnd ();
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glPointSize (1);
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}
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else if (g_qeglobals.d_select_mode == sel_edge)
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{
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float *v1, *v2;
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glPointSize (4);
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glColor3f (0,0,1);
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glBegin (GL_POINTS);
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for (i=0 ; i<g_qeglobals.d_numedges ; i++)
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{
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v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
|
|
v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
|
|
glVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
|
|
}
|
|
glEnd ();
|
|
glPointSize (1);
|
|
}
|
|
|
|
//
|
|
// draw pointfile
|
|
//
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
DrawPathLines ();
|
|
|
|
if (g_qeglobals.d_pointfile_display_list)
|
|
{
|
|
Pointfile_Draw();
|
|
// glCallList (g_qeglobals.d_pointfile_display_list);
|
|
}
|
|
|
|
// bind back to the default texture so that we don't have problems
|
|
// elsewhere using/modifying texture maps between contexts
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
|
|
glFinish();
|
|
QE_CheckOpenGLForErrors();
|
|
// Sys_EndWait();
|
|
if (camera.timing)
|
|
{
|
|
end = Sys_DoubleTime ();
|
|
Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
|
|
}
|
|
}
|
|
|