gtkradiant/tools/quake2/extra/qe4/z.c
2012-04-07 18:53:01 -05:00

426 lines
8.7 KiB
C

/*
===========================================================================
Copyright (C) 1997-2006 Id Software, Inc.
This file is part of Quake 2 Tools source code.
Quake 2 Tools source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake 2 Tools source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake 2 Tools source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "qe3.h"
#define PAGEFLIPS 2
z_t z;
/*
============
Z_Init
============
*/
void Z_Init (void)
{
z.origin[0] = 0;
z.origin[1] = 20;
z.origin[2] = 46;
z.scale = 1;
}
/*
============================================================================
MOUSE ACTIONS
============================================================================
*/
static int cursorx, cursory;
/*
==============
Z_MouseDown
==============
*/
void Z_MouseDown (int x, int y, int buttons)
{
vec3_t org, dir, vup, vright;
brush_t *b;
Sys_GetCursorPos (&cursorx, &cursory);
vup[0] = 0; vup[1] = 0; vup[2] = 1/z.scale;
VectorCopy (z.origin, org);
org[2] += (y - (z.height/2))/z.scale;
org[1] = -8192;
b = selected_brushes.next;
if (b != &selected_brushes)
{
org[0] = (b->mins[0] + b->maxs[0])/2;
}
dir[0] = 0; dir[1] = 1; dir[2] = 0;
vright[0] = 0; vright[1] = 0; vright[2] = 0;
// 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
if ( (buttons == MK_LBUTTON)
|| (buttons == (MK_LBUTTON | MK_SHIFT))
|| (buttons == MK_MBUTTON)
// || (buttons == (MK_MBUTTON|MK_CONTROL))
|| (buttons == (MK_MBUTTON|MK_SHIFT|MK_CONTROL)) )
{
Drag_Begin (x, y, buttons,
vright, vup,
org, dir);
return;
}
// control mbutton = move camera
if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
{
camera.origin[2] = org[2] ;
Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
}
}
/*
==============
Z_MouseUp
==============
*/
void Z_MouseUp (int x, int y, int buttons)
{
Drag_MouseUp ();
}
/*
==============
Z_MouseMoved
==============
*/
void Z_MouseMoved (int x, int y, int buttons)
{
if (!buttons)
return;
if (buttons == MK_LBUTTON)
{
Drag_MouseMoved (x, y, buttons);
Sys_UpdateWindows (W_Z|W_CAMERA);
return;
}
// rbutton = drag z origin
if (buttons == MK_RBUTTON)
{
Sys_GetCursorPos (&x, &y);
if ( y != cursory)
{
z.origin[2] += y-cursory;
Sys_SetCursorPos (cursorx, cursory);
Sys_UpdateWindows (W_Z);
}
return;
}
// control mbutton = move camera
if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
{
camera.origin[2] = (y - (z.height/2))/z.scale;
Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
}
}
/*
============================================================================
DRAWING
============================================================================
*/
/*
==============
Z_DrawGrid
==============
*/
void Z_DrawGrid (void)
{
float zz, zb, ze;
int w, h;
char text[32];
w = z.width/2 / z.scale;
h = z.height/2 / z.scale;
zb = z.origin[2] - h;
if (zb < region_mins[2])
zb = region_mins[2];
zb = 64 * floor (zb/64);
ze = z.origin[2] + h;
if (ze > region_maxs[2])
ze = region_maxs[2];
ze = 64 * ceil (ze/64);
// draw major blocks
glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]);
glBegin (GL_LINES);
glVertex2f (0, zb);
glVertex2f (0, ze);
for (zz=zb ; zz<ze ; zz+=64)
{
glVertex2f (-w, zz);
glVertex2f (w, zz);
}
glEnd ();
// draw minor blocks
if (g_qeglobals.d_showgrid && g_qeglobals.d_gridsize*z.scale >= 4)
{
glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]);
glBegin (GL_LINES);
for (zz=zb ; zz<ze ; zz+=g_qeglobals.d_gridsize)
{
if ( ! ((int)zz & 63) )
continue;
glVertex2f (-w, zz);
glVertex2f (w, zz);
}
glEnd ();
}
// draw coordinate text if needed
glColor4f(0, 0, 0, 0);
for (zz=zb ; zz<ze ; zz+=64)
{
glRasterPos2f (-w+1, zz);
sprintf (text, "%i",(int)zz);
glCallLists (strlen(text), GL_UNSIGNED_BYTE, text);
}
}
#define CAM_HEIGHT 48 // height of main part
#define CAM_GIZMO 8 // height of the gizmo
void ZDrawCameraIcon (void)
{
float x, y;
int xCam = z.width/4;
x = 0;
y = camera.origin[2];
glColor3f (0.0, 0.0, 1.0);
glBegin(GL_LINE_STRIP);
glVertex3f (x-xCam,y,0);
glVertex3f (x,y+CAM_GIZMO,0);
glVertex3f (x+xCam,y,0);
glVertex3f (x,y-CAM_GIZMO,0);
glVertex3f (x-xCam,y,0);
glVertex3f (x+xCam,y,0);
glVertex3f (x+xCam,y-CAM_HEIGHT,0);
glVertex3f (x-xCam,y-CAM_HEIGHT,0);
glVertex3f (x-xCam,y,0);
glEnd ();
}
GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; //HACK
/*
==============
Z_Draw
==============
*/
void Z_Draw (void)
{
brush_t *brush;
float w, h;
double start, end;
qtexture_t *q;
float top, bottom;
vec3_t org_top, org_bottom, dir_up, dir_down;
int xCam = z.width/3;
if (!active_brushes.next)
return; // not valid yet
if (z.timing)
start = Sys_DoubleTime ();
//
// clear
//
glViewport(0, 0, z.width, z.height);
glClearColor (
g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
0);
/* GL Bug */
/* When not using hw acceleration, gl will fault if we clear the depth
buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT
only after Z_Draw() has been called once. Yeah, right. */
glClear(glbitClear);
glbitClear |= GL_DEPTH_BUFFER_BIT;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
w = z.width/2 / z.scale;
h = z.height/2 / z.scale;
glOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_1D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//
// now draw the grid
//
Z_DrawGrid ();
//
// draw stuff
//
glDisable(GL_CULL_FACE);
glShadeModel (GL_FLAT);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
// draw filled interiors and edges
dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;
dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;
VectorCopy (z.origin, org_top);
org_top[2] = 4096;
VectorCopy (z.origin, org_bottom);
org_bottom[2] = -4096;
for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
{
if (brush->mins[0] >= z.origin[0]
|| brush->maxs[0] <= z.origin[0]
|| brush->mins[1] >= z.origin[1]
|| brush->maxs[1] <= z.origin[1])
continue;
if (!Brush_Ray (org_top, dir_down, brush, &top))
continue;
top = org_top[2] - top;
if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))
continue;
bottom = org_bottom[2] + bottom;
q = Texture_ForName (brush->brush_faces->texdef.name);
glColor3f (q->color[0], q->color[1], q->color[2]);
glBegin (GL_QUADS);
glVertex2f (-xCam, bottom);
glVertex2f (xCam, bottom);
glVertex2f (xCam, top);
glVertex2f (-xCam, top);
glEnd ();
glColor3f (1,1,1);
glBegin (GL_LINE_LOOP);
glVertex2f (-xCam, bottom);
glVertex2f (xCam, bottom);
glVertex2f (xCam, top);
glVertex2f (-xCam, top);
glEnd ();
}
//
// now draw selected brushes
//
for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
{
if ( !(brush->mins[0] >= z.origin[0]
|| brush->maxs[0] <= z.origin[0]
|| brush->mins[1] >= z.origin[1]
|| brush->maxs[1] <= z.origin[1]) )
{
if (Brush_Ray (org_top, dir_down, brush, &top))
{
top = org_top[2] - top;
if (Brush_Ray (org_bottom, dir_up, brush, &bottom))
{
bottom = org_bottom[2] + bottom;
q = Texture_ForName (brush->brush_faces->texdef.name);
glColor3f (q->color[0], q->color[1], q->color[2]);
glBegin (GL_QUADS);
glVertex2f (-xCam, bottom);
glVertex2f (xCam, bottom);
glVertex2f (xCam, top);
glVertex2f (-xCam, top);
glEnd ();
}
}
}
glColor3f (1,0,0);
glBegin (GL_LINE_LOOP);
glVertex2f (-xCam, brush->mins[2]);
glVertex2f (xCam, brush->mins[2]);
glVertex2f (xCam, brush->maxs[2]);
glVertex2f (-xCam, brush->maxs[2]);
glEnd ();
}
ZDrawCameraIcon ();
glFinish();
QE_CheckOpenGLForErrors();
if (z.timing)
{
end = Sys_DoubleTime ();
Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));
}
}