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[xonotic/netradiant.git] / radiant / camwindow.cpp
index 09edb418d486ddcbf97e2f87bb6396c891702102..4e3b8c0b5452e095e5f4d37b9baeb4a47643fc21 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-*/\r
-\r
-//\r
-// Camera Window\r
-//\r
-// Leonardo Zide (leo@lokigames.com)\r
-//\r
-\r
-#include "stdafx.h"\r
-#include <gtk/gtk.h>\r
-#include <GL/gl.h>\r
-\r
-extern void DrawPathLines();\r
-extern void Select_ShiftTexture(int x, int y);\r
-extern void Select_RotateTexture(int amt);\r
-extern void DrawAlternatePoint(vec3_t v, float scale);\r
-//extern void Select_ScaleTexture(int x, int y);\r
-\r
-extern int g_nPatchClickedView;\r
-\r
-brush_t* g_pSplitList = NULL;\r
-\r
-// =============================================================================\r
-// CamWnd class\r
-\r
-CamWnd::CamWnd ()\r
-  : GLWindow (TRUE), m_XORRectangle(m_pWidget)\r
-{\r
-  m_nNumTransBrushes = 0;\r
-  memset(&m_Camera, 0, sizeof(camera_t));\r
-  m_pSide_select = NULL;\r
-  m_bClipMode = false;\r
-  m_bFreeMove = false;\r
-  Cam_Init();\r
-}\r
-\r
-CamWnd::~CamWnd ()\r
-{\r
-}\r
-\r
-void CamWnd::OnCreate ()\r
-{\r
-  if (!MakeCurrent ())\r
-    Error ("glMakeCurrent failed");\r
-\r
-  gtk_glwidget_create_font (m_pWidget);\r
-\r
-  // report OpenGL information\r
-  Sys_Printf ("GL_VENDOR: %s\n", qglGetString (GL_VENDOR));\r
-  Sys_Printf ("GL_RENDERER: %s\n", qglGetString (GL_RENDERER));\r
-  Sys_Printf ("GL_VERSION: %s\n", qglGetString (GL_VERSION));\r
-  Sys_Printf ("GL_EXTENSIONS: %s\n", qglGetString (GL_EXTENSIONS));\r
-\r
-  // Set off texture compression supported\r
-  g_qeglobals.bTextureCompressionSupported = 0;\r
-\r
-  // finalize OpenGL init\r
-  // NOTE\r
-  // why is this here? well .. the Gtk objects get constructed when you enter gtk_main\r
-  // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)\r
-  // RIANT\r
-  // I Split this up so as to add support for extension and user-friendly\r
-  // compression format selection.\r
-  // ADD new globals for your new format so as to minimise\r
-  // calls to Sys_QGL_ExtensionSupported \r
-  // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like\r
-  //   a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported\r
-  ///////////////////////////////////////////\r
-  // Check for default OpenGL \r
-  if (Sys_QGL_ExtensionSupported ("GL_ARB_texture_compression"))\r
-  {\r
-    g_qeglobals.bTextureCompressionSupported = 1;\r
-    g_qeglobals.m_bOpenGLCompressionSupported = 1;\r
-  }\r
-\r
-  // INSERT PROPRIETARY EXTENSIONS HERE\r
-  // Check for S3 extensions\r
-  // create a bool global for extension supported\r
-  if (Sys_QGL_ExtensionSupported ("GL_EXT_texture_compression_s3tc"))\r
-  {\r
-    g_qeglobals.bTextureCompressionSupported = 1;\r
-    g_qeglobals.m_bS3CompressionSupported = 1;\r
-  }\r
-  \r
-  g_qeglobals.m_bOpenGLReady = true;\r
-  \r
-  g_PrefsDlg.UpdateTextureCompression();\r
-\r
-#ifdef ATIHACK_812\r
-  g_PrefsDlg.UpdateATIHack();\r
-#endif\r
-\r
-  g_qeglobals_gui.d_camera = m_pWidget;\r
-}\r
-\r
-void CamWnd::Cam_Init ()\r
-{\r
-  m_Camera.timing = false;\r
-  m_Camera.origin[0] = 0.f;\r
-  m_Camera.origin[1] = 20.f;\r
-  m_Camera.origin[2] = 46.f;\r
-  m_Camera.color[0] = 0.3f;\r
-  m_Camera.color[1] = 0.3f;\r
-  m_Camera.color[2] = 0.3f;\r
-  m_nCambuttonstate = 0;\r
-}\r
-\r
-void CamWnd::OnSize(int cx, int cy) \r
-{\r
-  m_Camera.width = cx;\r
-  m_Camera.height = cy;\r
-  gtk_widget_queue_draw(m_pWidget);\r
-}\r
-\r
-rectangle_t rectangle_from_area_cam()\r
-{\r
-  const float left = MIN(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);\r
-  const float top = MAX(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);\r
-  const float right = MAX(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);\r
-  const float bottom = MIN(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);\r
-  return rectangle_t(left, bottom, right - left, top - bottom);\r
-}\r
-\r
-void update_xor_rectangle(XORRectangle& xor_rectangle)\r
-{\r
-  rectangle_t rectangle;\r
-       if ((g_qeglobals.d_select_mode == sel_area))\r
-    rectangle = rectangle_from_area_cam();\r
-  xor_rectangle.set(rectangle);\r
-}\r
-\r
-void CamWnd::OnMouseMove(guint32 flags, int pointx, int pointy) \r
-{\r
-  int height = m_pWidget->allocation.height;\r
-  // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature\r
-  // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down\r
-  // but the scaling/rotating (unless done with the steps set in the surface inspector\r
-  // dialog) is way too sensitive to be of any use\r
-  if (HasCapture () && Sys_AltDown () &&\r
-      !((flags & MK_SHIFT) || (flags & MK_CONTROL)))\r
-  {\r
-    if (flags & MK_CONTROL)\r
-      Select_RotateTexture(pointy - m_ptLastCursorY);\r
-    else\r
-    if (flags & MK_SHIFT)\r
-      Select_ScaleTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);\r
-    else\r
-      Select_ShiftTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);\r
-  }\r
-  else\r
-  {\r
-    Cam_MouseMoved(pointx, height - 1 - pointy, flags);\r
-  }\r
-  m_ptLastCursorX = pointx;\r
-  m_ptLastCursorY = pointy;\r
-\r
-  update_xor_rectangle(m_XORRectangle);\r
-}\r
-\r
-void CamWnd::OnMouseWheel(bool bUp)\r
-{\r
-  if (bUp)\r
-    VectorMA (m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-  else\r
-    VectorMA (m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-\r
-  int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-  Sys_UpdateWindows (nUpdate);\r
-  g_pParentWnd->OnTimer ();\r
-}\r
-\r
-void CamWnd::OnLButtonDown(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  m_ptLastCursorX = pointx;\r
-  m_ptLastCursorY = pointy;\r
-  OriginalMouseDown(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnLButtonUp(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseUp(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnMButtonDown(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseDown(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnMButtonUp(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseUp(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnRButtonDown(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseDown(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnRButtonUp(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseUp(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OriginalMouseUp(guint32 nFlags, int pointx, int pointy)\r
-{\r
-  int height = m_pWidget->allocation.height;\r
-\r
-  if(g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)\r
-  {\r
-    g_qeglobals.d_select_mode = sel_brush;\r
-  }\r
-\r
-  Cam_MouseUp(pointx, height - 1 - pointy, nFlags);\r
-  ReleaseCapture ();\r
-\r
-  update_xor_rectangle(m_XORRectangle);\r
-}\r
-\r
-void CamWnd::OriginalMouseDown(guint32 nFlags, int pointx, int pointy)\r
-{\r
-  int height = m_pWidget->allocation.height;\r
-\r
-  SetFocus();\r
-  SetCapture();\r
-  Cam_MouseDown (pointx, height - 1 - pointy, nFlags);\r
-\r
-  update_xor_rectangle(m_XORRectangle);\r
-}\r
-\r
-void CamWnd::Cam_BuildMatrix()\r
-{\r
-  float        ya;\r
-  float        matrix[4][4];\r
-  int          i;\r
-\r
-  if (!m_bFreeMove)\r
-  {\r
-    ya = m_Camera.angles[1]/180*Q_PI;\r
-\r
-    // the movement matrix is kept 2d\r
-    m_Camera.forward[0] = cos(ya);\r
-    m_Camera.forward[1] = sin(ya);\r
-    m_Camera.forward[2] = 0;\r
-    m_Camera.right[0] = m_Camera.forward[1];\r
-    m_Camera.right[1] = -m_Camera.forward[0];\r
-  }\r
-  else\r
-  {\r
-    AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );\r
-    m_Camera.forward[2] = -m_Camera.forward[2];\r
-  }\r
-\r
-  memcpy(matrix, m_Camera.projection, sizeof(m4x4_t));\r
-  m4x4_multiply_by_m4x4(&matrix[0][0], &m_Camera.modelview[0][0]);\r
-\r
-  //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-  {\r
-    m_Camera.vright[i] = matrix[i][0];\r
-    m_Camera.vup[i] = matrix[i][1];\r
-    m_Camera.vpn[i] = matrix[i][2];\r
-  }\r
-\r
-  VectorNormalize (m_Camera.vright, m_Camera.vright);\r
-  VectorNormalize (m_Camera.vup, m_Camera.vup);\r
-  VectorNormalize (m_Camera.vpn, m_Camera.vpn);\r
-}\r
-\r
-void CamWnd::Cam_ChangeFloor (qboolean up)\r
-{\r
-  brush_t      *b;\r
-  float        d, bestd, current;\r
-  vec3_t       start, dir;\r
-\r
-  start[0] = m_Camera.origin[0];\r
-  start[1] = m_Camera.origin[1];\r
-  start[2] = g_MaxWorldCoord;\r
-  dir[0] = dir[1] = 0;\r
-  dir[2] = -1;\r
-\r
-  current = g_MaxWorldCoord - (m_Camera.origin[2] - 48);\r
-  if (up)\r
-    bestd = 0;\r
-  else\r
-    bestd = 2*g_MaxWorldCoord;\r
-\r
-  for (b=active_brushes.next ; b != &active_brushes ; b=b->next)\r
-  {\r
-    if (!Brush_Ray (start, dir, b, &d))\r
-      continue;\r
-    if (up && d < current && d > bestd)\r
-      bestd = d;\r
-    if (!up && d > current && d < bestd)\r
-      bestd = d;\r
-  }\r
-\r
-  if (bestd == 0 || bestd == 2*g_MaxWorldCoord)\r
-    return;\r
-\r
-  m_Camera.origin[2] += current - bestd;\r
-  Sys_UpdateWindows (W_CAMERA|W_Z_OVERLAY);\r
-}\r
-\r
-void CamWnd::Cam_PositionDrag()\r
-{\r
-  int x, y;\r
-\r
-  Sys_GetCursorPos (&x, &y);\r
-  if (x != m_ptCursorX || y != m_ptCursorY)\r
-  {\r
-    x -= m_ptCursorX;\r
-    VectorMA (m_Camera.origin, x, m_Camera.vright, m_Camera.origin);\r
-    y -= m_ptCursorY;\r
-    m_Camera.origin[2] -= y;\r
-    Sys_SetCursorPos(m_ptCursorX, m_ptCursorY);\r
-    Sys_UpdateWindows (W_CAMERA | W_XY_OVERLAY);\r
-  }\r
-}\r
-\r
-void CamWnd::Cam_MouseControl (float dtime)\r
-{\r
-  Cam_KeyControl (dtime);\r
-\r
-  if( g_PrefsDlg.m_bCamFreeLook )\r
-  {\r
-    int dx, dy;\r
-    gint x, y;\r
-\r
-    if( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL )\r
-      return;\r
-\r
-    // Update angles\r
-    Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);\r
-\r
-    dx = m_ptLastCamCursorX - m_ptCursorX;\r
-    dy = m_ptLastCamCursorY - m_ptCursorY;\r
-\r
-    gdk_window_get_origin( m_pWidget->window, &x, &y);\r
-\r
-    m_ptLastCamCursorX = x + (m_Camera.width / 2);\r
-    m_ptLastCamCursorY = y + (m_Camera.height / 2);\r
-\r
-    Sys_SetCursorPos(m_ptLastCamCursorX, m_ptLastCamCursorY);\r
-\r
-    // Don't use pitch \r
-    if(!g_PrefsDlg.m_bCamFreeLookStrafe) {\r
-      if (g_PrefsDlg.m_bCamInverseMouse)\r
-            m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;\r
-      else\r
-            m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;\r
-    } else {\r
-      VectorMA (m_Camera.origin, dy * (float) (g_PrefsDlg.m_nMoveSpeed / 6.0f), m_Camera.forward, m_Camera.origin);\r
-    }\r
-\r
-    m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;\r
-\r
-    if (m_Camera.angles[PITCH] > 90)\r
-      m_Camera.angles[PITCH] = 90;\r
-    else if (m_Camera.angles[PITCH] < -90)\r
-      m_Camera.angles[PITCH] = -90;\r
-\r
-    if (m_Camera.angles[YAW] >= 360)\r
-      m_Camera.angles[YAW] = 0;\r
-    else if (m_Camera.angles[YAW] <= -360)\r
-      m_Camera.angles[YAW] = 0;\r
-\r
-    if( dx || dy || m_Camera.movementflags )\r
-    {\r
-      int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-      Sys_UpdateWindows (nUpdate);\r
-      g_pParentWnd->OnTimer ();\r
-    }\r
-  }\r
-  else\r
-  {\r
-    int   xl, xh;\r
-    int        yl, yh;\r
-    float      xf, yf;\r
-\r
-    if (g_PrefsDlg.m_nMouseButtons == 2)\r
-    {\r
-      if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT))\r
-        return;\r
-    }\r
-    else\r
-    {\r
-      if (m_nCambuttonstate != MK_RBUTTON)\r
-        return;\r
-    }\r
-\r
-    xf = (float)(m_ptButtonX - m_Camera.width/2) / (m_Camera.width/2);\r
-    yf = (float)(m_ptButtonY - m_Camera.height/2) / (m_Camera.height/2);\r
-\r
-    xl = m_Camera.width/3;\r
-    xh = xl*2;\r
-    yl = m_Camera.height/3;\r
-    yh = yl*2;\r
-  \r
-    xf *= 1.0 - fabs(yf);\r
-    if (xf < 0)\r
-    {\r
-      xf += 0.1f;\r
-      if (xf > 0)\r
-        xf = 0;\r
-    }\r
-    else\r
-    {\r
-      xf -= 0.1f;\r
-      if (xf < 0)\r
-        xf = 0;\r
-    }\r
-  \r
-    VectorMA (m_Camera.origin, yf*dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-    m_Camera.angles[YAW] += xf*-dtime*g_PrefsDlg.m_nAngleSpeed;\r
-  \r
-    int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-    Sys_UpdateWindows (nUpdate);\r
-    g_pParentWnd->OnTimer ();\r
-  }\r
-}\r
-\r
-void CamWnd::Cam_KeyControl (float dtime) {\r
-\r
-  // Update angles\r
-  if (m_Camera.movementflags & MOVE_ROTLEFT)\r
-    m_Camera.angles[YAW] += 15*dtime*g_PrefsDlg.m_nAngleSpeed;\r
-  if (m_Camera.movementflags & MOVE_ROTRIGHT)\r
-    m_Camera.angles[YAW] -= 15*dtime*g_PrefsDlg.m_nAngleSpeed;\r
-\r
-  // Update position\r
-  if (m_Camera.movementflags & MOVE_FORWARD)\r
-    VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-  if (m_Camera.movementflags & MOVE_BACK)\r
-    VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-  if (m_Camera.movementflags & MOVE_STRAFELEFT)\r
-    VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);\r
-  if (m_Camera.movementflags & MOVE_STRAFERIGHT)\r
-    VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);\r
-\r
-  // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)\r
-  if( !m_bFreeMove && m_Camera.movementflags )\r
-  {\r
-     int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-     Sys_UpdateWindows (nUpdate);\r
-     g_pParentWnd->OnTimer ();\r
-  }\r
-}\r
-\r
-// NOTE TTimo if there's an OS-level focus out of the application\r
-//   then we can release the camera cursor grab\r
-static gint camwindow_focusout(GtkWidget* widget, GdkEventKey* event, gpointer data)\r
-{\r
-  g_pParentWnd->GetCamWnd ()->ToggleFreeMove();\r
-  return FALSE;\r
-}\r
-\r
-void CamWnd::ToggleFreeMove()\r
-{\r
-  GdkWindow *window;\r
-  GtkWidget *widget;\r
-\r
-  m_bFreeMove = !m_bFreeMove;\r
-  Camera()->movementflags = 0;\r
-  m_ptLastCamCursorX = m_ptCursorX;\r
-  m_ptLastCamCursorY = m_ptCursorY;\r
-\r
-  if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)\r
-  {\r
-    widget = g_pParentWnd->GetCamWnd ()->m_pParent;\r
-    window = widget->window;\r
-  }\r
-  else\r
-  {\r
-    widget = g_pParentWnd->m_pWidget;\r
-    window = widget->window;\r
-  }\r
-  \r
-  if (m_bFreeMove)\r
-  {\r
-\r
-    SetFocus();\r
-    SetCapture();\r
-\r
-    {\r
-      GdkPixmap *pixmap;\r
-      GdkBitmap *mask;\r
-      char buffer [(32 * 32)/8];\r
-      memset (buffer, 0, (32 * 32)/8);\r
-      GdkColor white = {0, 0xffff, 0xffff, 0xffff};\r
-      GdkColor black = {0, 0x0000, 0x0000, 0x0000};\r
-      pixmap = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);\r
-      mask   = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);\r
-      GdkCursor *cursor = gdk_cursor_new_from_pixmap (pixmap, mask, &white, &black, 1, 1);\r
-  \r
-      gdk_window_set_cursor (window, cursor);\r
-      gdk_cursor_unref (cursor);\r
-      gdk_drawable_unref (pixmap);\r
-      gdk_drawable_unref (mask);\r
-    }\r
-\r
-    // RR2DO2: FIXME why does this only work the 2nd and\r
-    // further times the event is called? (floating windows\r
-    // mode seems to work fine though...)\r
-    m_FocusOutHandler_id = gtk_signal_connect (GTK_OBJECT (widget), "focus_out_event",\r
-                      GTK_SIGNAL_FUNC (camwindow_focusout), g_pParentWnd);\r
-    \r
-    {\r
-      GdkEventMask mask = (GdkEventMask)(GDK_POINTER_MOTION_MASK\r
-      | GDK_POINTER_MOTION_HINT_MASK\r
-      | GDK_BUTTON_MOTION_MASK\r
-      | GDK_BUTTON1_MOTION_MASK\r
-      | GDK_BUTTON2_MOTION_MASK\r
-      | GDK_BUTTON3_MOTION_MASK\r
-      | GDK_BUTTON_PRESS_MASK\r
-      | GDK_BUTTON_RELEASE_MASK);\r
-  \r
-      gdk_pointer_grab(widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME);\r
-    }\r
-  }\r
-  else\r
-  {\r
-    gdk_pointer_ungrab(GDK_CURRENT_TIME);\r
-\r
-    gtk_signal_disconnect (GTK_OBJECT (widget), m_FocusOutHandler_id);\r
-\r
-    GdkCursor *cursor = gdk_cursor_new (GDK_LEFT_PTR);\r
-    gdk_window_set_cursor (window, cursor);\r
-    gdk_cursor_unref (cursor);\r
-\r
-    ReleaseCapture();\r
-  }\r
-\r
-  int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-  Sys_UpdateWindows (nUpdate);\r
-  g_pParentWnd->OnTimer ();\r
-}\r
-\r
-void CamWnd::Cam_MouseDown(int x, int y, int buttons)\r
-{\r
-  vec3_t  dir;\r
-  float          f, r, u;\r
-  int     i;\r
-\r
-\r
-  //\r
-  // calc ray direction\r
-  //\r
-  u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );\r
-  r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );\r
-  f = 1;\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-    dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;\r
-  VectorNormalize (dir, dir);\r
-\r
-  Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);\r
-\r
-  m_nCambuttonstate = buttons;\r
-  m_ptButtonX = x;\r
-  m_ptButtonY = y;\r
-\r
-  // LBUTTON = manipulate selection\r
-  // shift-LBUTTON = select\r
-  // middle button = grab texture\r
-  // ctrl-middle button = set entire brush to texture\r
-  // ctrl-shift-middle button = set single face to texture\r
-  int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;\r
-  if ((buttons == MK_LBUTTON)\r
-      || (buttons == (MK_LBUTTON | MK_SHIFT))\r
-      || (buttons == (MK_LBUTTON | MK_CONTROL))\r
-      || (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT))\r
-      || (buttons == nMouseButton)\r
-      || (buttons == (nMouseButton|MK_SHIFT))\r
-      || (buttons == (nMouseButton|MK_CONTROL))\r
-      || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)))\r
-  {\r
-    if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT)))\r
-    {\r
-      if (g_PrefsDlg.m_bCamFreeLook)\r
-        ToggleFreeMove();\r
-      else\r
-        Cam_MouseControl (0.1f);\r
-    }\r
-    else\r
-    {\r
-      // something global needs to track which window is responsible for stuff\r
-      Patch_SetView(W_CAMERA);\r
-      Drag_Begin (x, y, buttons, m_Camera.vright, m_Camera.vup,        m_Camera.origin, dir, true);\r
-    }\r
-    return;\r
-  }\r
-\r
-  if (buttons == MK_RBUTTON)\r
-  {\r
-    if (g_PrefsDlg.m_bCamFreeLook)\r
-      ToggleFreeMove();\r
-    else\r
-      Cam_MouseControl (0.1f);\r
-    return;\r
-  }\r
-}\r
-\r
-void CamWnd::Cam_MouseUp (int x, int y, int buttons)\r
-{\r
-  m_nCambuttonstate = 0;\r
-  Drag_MouseUp (buttons);\r
-}\r
-\r
-void CamWnd::Cam_MouseMoved (int x, int y, int buttons)\r
-{\r
-  m_nCambuttonstate = buttons;\r
-  if (!buttons)\r
-    return;\r
-\r
-  if( g_PrefsDlg.m_nCamDragMultiSelect )\r
-  {\r
-    if (g_qeglobals.d_select_mode == sel_brush_on  || g_qeglobals.d_select_mode == sel_brush_off)\r
-    {\r
-      bool bDoDragMultiSelect = FALSE;\r
-\r
-      if( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == (MK_LBUTTON|MK_SHIFT) )\r
-        bDoDragMultiSelect = TRUE;\r
-      else if( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == (MK_LBUTTON|MK_CONTROL) && Sys_AltDown() )\r
-        bDoDragMultiSelect = TRUE;\r
-\r
-      if( bDoDragMultiSelect )\r
-      {\r
-        vec3_t  dir;\r
-        float   f, r, u;\r
-        int     i;\r
-\r
-        //\r
-        // calc ray direction\r
-        //\r
-        u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );\r
-        r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );\r
-        f = 1;\r
-\r
-        for (i=0 ; i<3 ; i++)\r
-          dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;\r
-        VectorNormalize (dir,dir);\r
-\r
-        switch( g_qeglobals.d_select_mode )\r
-        {\r
-        case sel_brush_on:\r
-          Select_Ray( m_Camera.origin, dir, (SF_DRAG_ON|SF_CAMERA) );\r
-          break;\r
-        \r
-        case sel_brush_off:\r
-          Select_Ray( m_Camera.origin, dir, (SF_DRAG_OFF|SF_CAMERA) );\r
-          break;\r
-\r
-        default:\r
-          break;\r
-        }\r
-        return;\r
-      }\r
-    }\r
-    else if (g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)\r
-    {\r
-      if( buttons == (MK_LBUTTON|MK_CONTROL|MK_SHIFT) )\r
-      {\r
-        vec3_t dir;\r
-        float          f, r, u;\r
-        int                    i;\r
-\r
-        //\r
-        // calc ray direction\r
-        //\r
-        u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );\r
-        r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );\r
-        f = 1;\r
-\r
-        for (i=0 ; i<3 ; i++)\r
-          dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;\r
-        VectorNormalize (dir,dir);\r
-\r
-        switch( g_qeglobals.d_select_mode )\r
-        {\r
-        case sel_facets_on:\r
-          Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_ON|SF_CAMERA) );\r
-          break;\r
-\r
-        case sel_facets_off:\r
-          Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_OFF|SF_CAMERA) );\r
-          break;\r
-\r
-        default:\r
-          break;\r
-        }\r
-        return;\r
-      }\r
-    }\r
-  }\r
-\r
-  m_ptButtonX = x;\r
-  m_ptButtonY = y;\r
-\r
-  if ( (m_bFreeMove && (buttons & MK_CONTROL) && !(buttons & MK_SHIFT)) || (!m_bFreeMove && (buttons == (MK_RBUTTON|MK_CONTROL))) )\r
-  {\r
-    Cam_PositionDrag ();\r
-    Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);\r
-    return;\r
-  }\r
-\r
-  Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);\r
-\r
-  if (buttons & (MK_LBUTTON | MK_MBUTTON) )\r
-  {\r
-    Drag_MouseMoved (x, y, buttons);\r
-    if(g_qeglobals.d_select_mode != sel_area)\r
-      Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);\r
-  }\r
-}\r
-\r
-void CamWnd::InitCull()\r
-{\r
-  int i;\r
-\r
-  VectorSubtract (m_Camera.vpn, m_Camera.vright, m_vCull1);\r
-  VectorAdd (m_Camera.vpn, m_Camera.vright, m_vCull2);\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-  {\r
-    if (m_vCull1[i] > 0)\r
-      m_nCullv1[i] = 3+i;\r
-    else\r
-      m_nCullv1[i] = i;\r
-    if (m_vCull2[i] > 0)\r
-      m_nCullv2[i] = 3+i;\r
-    else\r
-      m_nCullv2[i] = i;\r
-  }\r
-}\r
-\r
-qboolean CamWnd::CullBrush (brush_t *b)\r
-{\r
-  int   i;\r
-  vec3_t point;\r
-  float         d;\r
-\r
-  if (g_PrefsDlg.m_bCubicClipping)\r
-  {\r
-    float fLevel = g_PrefsDlg.m_nCubicScale * 64;\r
-\r
-    point[0] = m_Camera.origin[0] - fLevel;\r
-    point[1] = m_Camera.origin[1] - fLevel;\r
-    point[2] = m_Camera.origin[2] - fLevel;\r
-\r
-    for (i=0; i<3; i++)\r
-      if (b->mins[i] < point[i] && b->maxs[i] < point[i])\r
-       return true;\r
-\r
-    point[0] = m_Camera.origin[0] + fLevel;\r
-    point[1] = m_Camera.origin[1] + fLevel;\r
-    point[2] = m_Camera.origin[2] + fLevel;\r
-\r
-    for (i=0; i<3; i++)\r
-      if (b->mins[i] > point[i] && b->maxs[i] > point[i])\r
-       return true;\r
-  }\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-    point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];\r
-\r
-  d = DotProduct (point, m_vCull1);\r
-  if (d < -1)\r
-    return true;\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-    point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];\r
-\r
-  d = DotProduct (point, m_vCull2);\r
-  if (d < -1)\r
-    return true;\r
-\r
-  return false;\r
-}\r
-\r
-// project a 3D point onto the camera space\r
-// we use the GL viewing matrixes\r
-// this is the implementation of a glu function (I realized that afterwards): gluProject\r
-void CamWnd::ProjectCamera(const vec3_t A, vec_t B[2])\r
-{\r
-\r
-  vec_t P1[4],P2[4],P3[4];\r
-  VectorCopy(A,P1); P1[3] = 1;\r
-\r
-  GLMatMul(m_Camera.modelview , P1, P2);\r
-  GLMatMul(m_Camera.projection, P2, P3);\r
-\r
-  // we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)\r
-  B[0] = (float)m_Camera.width  * ( P3[0] + 1.0 ) / 2.0;\r
-  B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;\r
-\r
-}\r
-\r
-// vec defines a direction in geometric space and P an origin point\r
-// the user is interacting from the camera view\r
-// (for example with texture adjustment shortcuts)\r
-// and intuitively if he hits left / right / up / down \r
-//   what happens in geometric space should match the left/right/up/down move in camera space\r
-// axis = 0: vec is along left/right\r
-// axis = 1: vec is along up/down\r
-// sgn = +1: same directions\r
-// sgn = -1: opposite directions\r
-// Implementation:\r
-//   typical use case is giving a face center and a normalized vector\r
-//   1) compute start and endpoint, project them in camera view, get the direction\r
-//     depending on the situation, we might bump into precision issues with that\r
-//   2) possible to compute the projected direction independently?\r
-//     this solution would be better but right now I don't see how to do it..\r
-void CamWnd::MatchViewAxes(const vec3_t P, const vec3_t vec, int &axis, float &sgn)\r
-{\r
-\r
-  vec_t A[2],B[2],V[2];\r
-  ProjectCamera(P,A);\r
-  vec3_t Q;\r
-  VectorAdd(P,vec,Q);\r
-  ProjectCamera(Q,B);\r
-  // V is the vector projected in camera space\r
-  V[0] = B[0] - A[0];\r
-  V[1] = B[1] - A[1];\r
-  if (fabs(V[0])>fabs(V[1]))\r
-  {\r
-    // best match is against right\r
-    axis = 0;\r
-    if (V[0]>0)\r
-      sgn = +1;\r
-    else\r
-      sgn = -1;\r
-  }\r
-  else\r
-  {\r
-    // best match is against up\r
-    axis = 1;\r
-    if (V[1]>0)\r
-      sgn = +1;\r
-    else\r
-      sgn = -1;\r
-  }\r
-}\r
-\r
-#if 0\r
-void CamWnd::DrawLightRadius(brush_t* pBrush)\r
-{\r
-  // if lighting\r
-  int nRadius = Brush_LightRadius(pBrush);\r
-  if (nRadius > 0)\r
-  {\r
-    Brush_SetLightColor(pBrush);\r
-         qglEnable (GL_BLEND);\r
-         qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-         qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-         qglDisable (GL_TEXTURE_2D);\r
-\r
-    qglEnable(GL_TEXTURE_2D);\r
-    qglDisable(GL_BLEND);\r
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);\r
-  }\r
-}\r
-#endif\r
-\r
-extern void DrawPatchMesh(patchMesh_t *pm);\r
-extern void DrawPatchControls(patchMesh_t *pm);\r
-extern void Brush_DrawFacingAngle (brush_t *b, entity_t *e);\r
-extern void Brush_DrawModel(brush_t *b, bool bTextured = false);\r
-extern void DrawModelOrigin(brush_t *b);\r
-extern void DrawModelBBox(brush_t *b);\r
-\r
-void CamWnd::Cam_DrawBrush(brush_t *b, int mode)\r
-{\r
-  int nGLState = m_Camera.draw_glstate;\r
-  int nDrawMode = m_Camera.draw_mode;\r
-  int nModelMode = g_PrefsDlg.m_nEntityShowState;\r
-\r
-       GLfloat material[4], identity[4];\r
-       VectorSet(identity, 0.8f, 0.8f, 0.8f);\r
-       IShader *pShader;\r
-\r
-  // lights\r
-  if (b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw)\r
-  {\r
-               switch (mode)\r
-               {\r
-               case DRAW_SOLID:\r
-                 VectorCopy(b->owner->color, material);\r
-                       VectorScale(material, 0.8f, material);\r
-      material[3] = 1.0f;\r
-\r
-      qglColor4fv(material);\r
-                               \r
-      if (g_PrefsDlg.m_bNewLightDraw)\r
-        DrawLight(b->owner, nGLState, (IsBrushSelected(b)) ? g_PrefsDlg.m_nLightRadiuses : 0, 0);\r
-\r
-                       break;\r
-               }\r
-  }\r
-\r
-  // models\r
-  else if(b->owner->eclass->fixedsize && b->owner->model.pRender\r
-    && !(!IsBrushSelected(b) && (nModelMode & ENTITY_SELECTED_ONLY)))\r
-  {\r
-    switch (mode)\r
-               {\r
-               case DRAW_TEXTURED:\r
-                       if (!(nModelMode & ENTITY_WIREFRAME) && nModelMode != ENTITY_BOX)\r
-                       {\r
-                               VectorCopy(b->owner->eclass->color, material);\r
-                               material[3] = identity[3] = 1.0f;\r
-\r
-                               qglEnable(GL_CULL_FACE);\r
-\r
-                               if(!(nGLState & DRAW_GL_TEXTURE_2D)) qglColor4fv(material);\r
-        else qglColor4fv(identity);\r
-                               if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);\r
-                               \r
-                               b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);\r
-                       }\r
-                       break;\r
-               case DRAW_WIRE:\r
-      VectorCopy(b->owner->eclass->color, material);\r
-                 material[3] = 1.0f;\r
-                 qglColor4fv(material);\r
-\r
-                       // model view mode "wireframe" or "selected wire"\r
-                       if(nModelMode & ENTITY_WIREFRAME)\r
-                               b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);\r
-\r
-                       // model view mode "skinned and boxed"\r
-      if(!(b->owner->eclass->nShowFlags & ECLASS_MISCMODEL) )\r
-      {\r
-                   qglColor4fv(material);\r
-        aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);\r
-      }\r
-      else if(nModelMode & ENTITY_BOXED)\r
-      {\r
-                               aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);\r
-      }\r
-/*\r
-      if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)\r
-                         DrawModelOrigin(b);\r
-*/\r
-               }\r
-  }\r
-\r
-  // patches\r
-  else if (b->patchBrush)\r
-  {\r
-               bool bTrans = (b->pPatch->pShader->getTrans() < 1.0f);\r
-               switch(mode)\r
-               {\r
-               case DRAW_TEXTURED:\r
-                       if (!g_bPatchWireFrame && ((nGLState & DRAW_GL_BLEND && bTrans) || (!(nGLState & DRAW_GL_BLEND) && !bTrans)))\r
-                       {\r
-                               qglDisable(GL_CULL_FACE);\r
-\r
-                               pShader = b->pPatch->pShader;\r
-        VectorCopy(pShader->getTexture()->color, material);\r
-                               material[3] = identity[3] = pShader->getTrans();\r
-\r
-        if(nGLState & DRAW_GL_TEXTURE_2D) {\r
-          qglColor4fv(identity);\r
-                                       qglBindTexture(GL_TEXTURE_2D, pShader->getTexture()->texture_number);\r
-        }\r
-                               else\r
-                                       qglColor4fv(material);\r
-                               if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);\r
-\r
-                               DrawPatchMesh(b->pPatch);\r
-                       }\r
-                       break;\r
-               case DRAW_WIRE:\r
-      if (g_bPatchWireFrame)\r
-      {\r
-        VectorCopy(b->pPatch->pShader->getTexture()->color, material);\r
-                               material[3] = 1.0;\r
-        qglColor4fv(material);\r
-        DrawPatchMesh(b->pPatch);\r
-      }\r
-      if ( b->pPatch->bSelected && (g_qeglobals.d_select_mode == sel_curvepoint\r
-        || g_qeglobals.d_select_mode == sel_area\r
-        || g_bPatchBendMode))\r
-        DrawPatchControls(b->pPatch);\r
-    }\r
-  }\r
-\r
-  // brushes\r
-  else if(b->owner->eclass->fixedsize)\r
-  {\r
-               switch(mode)\r
-               {\r
-    case DRAW_SOLID:\r
-                       VectorCopy(b->owner->eclass->color, material);\r
-                       VectorScale(material, 0.8f, material);\r
-      material[3] = 1.0f;\r
-      qglColor4fv(material);\r
-\r
-                       qglEnable(GL_CULL_FACE);\r
-                       qglShadeModel(GL_FLAT);\r
-      Brush_Draw(b);\r
-      break;\r
-    case DRAW_WIRE:\r
-                       if((g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES)\r
-      && (b->owner->eclass->nShowFlags & ECLASS_ANGLE))\r
-                               Brush_DrawFacingAngle(b, b->owner);\r
-    }\r
-  } \r
-\r
-  // brushes\r
-  else\r
-  {\r
-               switch(mode)\r
-               {\r
-               case DRAW_TEXTURED:\r
-                       qglEnable(GL_CULL_FACE);\r
-                       qglShadeModel(GL_FLAT);\r
-      Brush_Draw(b);\r
-    }\r
-  } \r
-}\r
-\r
-void CamWnd::Cam_DrawBrushes(int mode)\r
-{\r
-  brush_t *b;\r
-  brush_t *pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;\r
-  \r
-  for(b = active_brushes.next; b != &active_brushes; b=b->next)\r
-    if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);\r
-  for(b = pList->next; b != pList; b=b->next)\r
-    if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);\r
-}\r
-\r
-void CamWnd::Cam_DrawStuff()\r
-{\r
-       GLfloat identity[4];\r
-       VectorSet(identity, 0.8f, 0.8f, 0.8f);\r
-       brush_t *b;\r
-\r
-  for(b = active_brushes.next; b != &active_brushes; b=b->next)\r
-    b->bCamCulled = CullBrush(b);\r
-\r
-       for(b = selected_brushes.next; b != &selected_brushes; b=b->next)\r
-    b->bCamCulled = CullBrush(b);\r
-\r
-       switch (m_Camera.draw_mode)\r
-  {\r
-  case cd_wire:\r
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-    qglDisable(GL_TEXTURE_2D);\r
-    qglDisable(GL_TEXTURE_1D);\r
-    qglDisable(GL_BLEND);\r
-    qglEnable(GL_DEPTH_TEST);\r
-               qglEnableClientState(GL_VERTEX_ARRAY);\r
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-               qglShadeModel(GL_FLAT);\r
-               if(g_PrefsDlg.m_bGLLighting) {\r
-      qglDisable(GL_LIGHTING);\r
-                 qglDisable(GL_COLOR_MATERIAL);\r
-               qglDisableClientState(GL_NORMAL_ARRAY);\r
-    }\r
-               m_Camera.draw_glstate = DRAW_GL_WIRE;\r
-    break;\r
-\r
-  case cd_solid:\r
-    qglCullFace(GL_FRONT);\r
-    qglEnable(GL_CULL_FACE);\r
-    qglShadeModel (GL_FLAT);\r
-    qglPolygonMode (GL_FRONT, GL_LINE);\r
-    qglPolygonMode (GL_BACK, GL_FILL);\r
-    qglDisable(GL_TEXTURE_2D);\r
-    qglDisable(GL_BLEND);\r
-    qglEnable(GL_DEPTH_TEST);\r
-               qglEnableClientState(GL_VERTEX_ARRAY);\r
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-               qglPolygonOffset(-1.0, 2);\r
-               if(g_PrefsDlg.m_bGLLighting) {\r
-      qglEnable(GL_LIGHTING);\r
-                 qglEnable(GL_COLOR_MATERIAL);\r
-//    qglEnable(GL_RESCALE_NORMAL);\r
-                 qglEnableClientState(GL_NORMAL_ARRAY);\r
-    }\r
-               m_Camera.draw_glstate = DRAW_GL_SOLID;\r
-    break;\r
-\r
-  case cd_texture:\r
-    qglCullFace(GL_FRONT);\r
-    qglEnable(GL_CULL_FACE);\r
-    qglShadeModel (GL_FLAT);\r
-    qglPolygonMode (GL_FRONT, GL_LINE);\r
-    qglPolygonMode (GL_BACK, GL_FILL);\r
-    qglEnable(GL_TEXTURE_2D);\r
-    qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);\r
-    qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
-    qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
-    qglDisable(GL_BLEND);\r
-    qglEnable(GL_DEPTH_TEST);\r
-               qglEnableClientState(GL_VERTEX_ARRAY);\r
-               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-               if(g_PrefsDlg.m_bGLLighting) {\r
-      qglEnable(GL_LIGHTING);\r
-                 qglDisable(GL_COLOR_MATERIAL);\r
-                 qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);\r
-                 qglEnableClientState(GL_NORMAL_ARRAY);\r
-//    qglEnable(GL_RESCALE_NORMAL);\r
-    }\r
-               qglPolygonOffset(-1.0, 2);\r
-               m_Camera.draw_glstate = DRAW_GL_TEXTURED;\r
-    break;\r
-\r
-       default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-  }\r
-\r
-  Cam_DrawBrushes(DRAW_TEXTURED);\r
-\r
-       // setup for solid stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-                       qglDisable(GL_TEXTURE_2D);\r
-                       m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;\r
-                 if(g_PrefsDlg.m_bGLLighting)\r
-                         qglEnable(GL_COLOR_MATERIAL);\r
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-                       break;\r
-               case cd_solid:\r
-                       break;\r
-               case cd_wire:\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }\r
-\r
-       qglEnable(GL_CULL_FACE);\r
-       qglShadeModel(GL_FLAT);\r
-       Cam_DrawBrushes(DRAW_SOLID);\r
-\r
-       // setup for wireframe stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglDisable(GL_LIGHTING);\r
-        qglDisable(GL_COLOR_MATERIAL);\r
-                         qglDisableClientState(GL_NORMAL_ARRAY);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
-                       break;\r
-               case cd_solid:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-        qglDisable(GL_LIGHTING);\r
-                         qglDisable(GL_COLOR_MATERIAL);\r
-                         qglDisableClientState(GL_NORMAL_ARRAY);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
-                       break;\r
-               case cd_wire:\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }\r
-       \r
-  qglDisable(GL_CULL_FACE);\r
-  Cam_DrawBrushes(DRAW_WIRE);\r
-\r
-       // setup for transparent texture stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-                       qglPolygonMode (GL_FRONT, GL_LINE);\r
-                       qglPolygonMode (GL_BACK, GL_FILL);\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglEnable(GL_COLOR_MATERIAL);\r
-                         qglEnableClientState(GL_NORMAL_ARRAY);\r
-                         qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);\r
-      }\r
-                       qglEnable(GL_TEXTURE_2D);\r
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-                       m_Camera.draw_glstate = DRAW_GL_TEXTURED;\r
-                       break;\r
-               case cd_solid:\r
-                       qglPolygonMode (GL_FRONT, GL_LINE);\r
-                       qglPolygonMode (GL_BACK, GL_FILL);\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglEnable(GL_LIGHTING);\r
-                         qglEnable(GL_COLOR_MATERIAL);\r
-                         qglEnableClientState(GL_NORMAL_ARRAY);\r
-//      qglEnable(GL_RESCALE_NORMAL);\r
-      }\r
-                       m_Camera.draw_glstate = DRAW_GL_SOLID;\r
-                       break;\r
-               case cd_wire:\r
-                       m_Camera.draw_glstate = DRAW_GL_WIRE;\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }       \r
-\r
-\r
-       qglEnable(GL_BLEND);\r
-       m_Camera.draw_glstate |= DRAW_GL_BLEND;\r
-  qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-  // FIXME: some .TGA are buggy, have a completely empty alpha channel\r
-  // if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE\r
-  // so I decided using GL_DECAL instead\r
-  // if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.\r
-  // this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome\r
-  // Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)\r
-//  qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);\r
-\r
-       Cam_DrawBrushes(DRAW_TEXTURED);\r
-\r
-//  qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);\r
-  qglDisable(GL_BLEND);\r
-\r
-       // setup for wireframe stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglDisable(GL_COLOR_MATERIAL);\r
-        qglDisable(GL_LIGHTING);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       break;\r
-               case cd_solid:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglDisable(GL_COLOR_MATERIAL);\r
-        qglDisable(GL_LIGHTING);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       break;\r
-               case cd_wire:\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }\r
-\r
-}\r
-\r
-/*\r
-==============\r
-Cam_Draw\r
-==============\r
-*/\r
-\r
-void QueueClear ();\r
-void QueueDraw ();\r
-\r
-void CamWnd::Cam_Draw()\r
-{\r
-  brush_t      *brush;\r
-  face_t       *face;\r
-  float        screenaspect;\r
-  float        yfov;\r
-  double       start, end;\r
-  int          i;\r
-\r
-  if (!active_brushes.next)\r
-    return;    // not valid yet\r
-\r
-  if (m_Camera.timing)\r
-    start = Sys_DoubleTime ();\r
-\r
-  //\r
-  // clear\r
-  //\r
-  QE_CheckOpenGLForErrors();\r
-\r
-  qglViewport(0, 0, m_Camera.width, m_Camera.height);\r
-  qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],\r
-                g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],\r
-                g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);\r
-  qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
-\r
-  //\r
-  // set up viewpoint\r
-  //\r
-  \r
-\r
-  qglMatrixMode(GL_PROJECTION);\r
-  qglLoadIdentity ();\r
-\r
-  screenaspect = (float)m_Camera.width / m_Camera.height;\r
-  yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;\r
-  qgluPerspective (yfov,  screenaspect,  8,  32768);\r
-\r
-  // we're too lazy to calc projection matrix ourselves!!!\r
-  qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);\r
-\r
-  vec3_t vec;\r
-\r
-  m4x4_identity(&m_Camera.modelview[0][0]);\r
-  VectorSet(vec, -90, 0, 0);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, 0, 0, 90);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, 0, m_Camera.angles[0], 0);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, 0, 0, -m_Camera.angles[1]);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, -m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2]);\r
-  m4x4_translate_by_vec3(&m_Camera.modelview[0][0], vec);\r
-\r
-  Cam_BuildMatrix ();\r
-\r
-  qglMatrixMode(GL_MODELVIEW);\r
-  qglLoadIdentity();\r
-\r
-  qglMultMatrixf(&m_Camera.modelview[0][0]);\r
-       \r
-  // grab the GL_PROJECTION and GL_MODELVIEW matrixes\r
-  //   used in GetRelativeAxes\r
-  //qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);\r
-  //qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);\r
-\r
-#if 0\r
-  // TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)\r
-  GLint viewprt[4];\r
-  qglGetIntegerv (GL_VIEWPORT, viewprt);\r
-#endif\r
-\r
-  if (g_PrefsDlg.m_bGLLighting)\r
-  {\r
-    GLfloat inverse_cam_dir[4], ambient[4], diffuse[4];//, material[4];\r
-\r
-    ambient[0] = ambient[1] = ambient[2] = 0.6f;\r
-    ambient[3] = 1.0f;\r
-    diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;\r
-    diffuse[3] = 1.0f;\r
-    //material[0] = material[1] = material[2] = 0.8f;\r
-    //material[3] = 1.0f;\r
-    \r
-    vec3_t vCam, vRotate;\r
-    VectorSet(vCam, -1, 0, 0); //default cam pos\r
-    VectorSet(vRotate, 0, -m_Camera.angles[0], 0);\r
-    VectorRotate(vCam, vRotate, vCam);\r
-    VectorSet(vRotate, 0, 0, m_Camera.angles[1]);\r
-    VectorRotate(vCam, vRotate, vCam);\r
-    \r
-    inverse_cam_dir[0] = vCam[0];\r
-    inverse_cam_dir[1] = vCam[1];\r
-    inverse_cam_dir[2] = vCam[2];\r
-    inverse_cam_dir[3] = 0;\r
-\r
-    qglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);\r
-\r
-    qglLightfv(GL_LIGHT0, GL_POSITION, inverse_cam_dir);\r
-\r
-    qglLightfv(GL_LIGHT0, GL_AMBIENT, ambient);\r
-    qglLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);\r
-\r
-    qglEnable(GL_LIGHT0);\r
-  }\r
-\r
-  InitCull ();\r
-\r
-  //\r
-  // draw stuff\r
-  //\r
-\r
-       Cam_DrawStuff();\r
-  \r
-       qglEnableClientState(GL_VERTEX_ARRAY);\r
-       qglDisableClientState(GL_NORMAL_ARRAY);\r
-       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-       qglDisable (GL_TEXTURE_2D);\r
-       qglDisable (GL_LIGHTING);\r
-       qglDisable (GL_COLOR_MATERIAL);\r
-\r
-  qglEnable (GL_CULL_FACE);\r
-\r
-  brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;\r
-\r
-  if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL)\r
-  {\r
-    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);\r
-    qglEnable (GL_BLEND);\r
-    qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-    qglDepthFunc (GL_LEQUAL);\r
-    for (brush = pList->next ; brush != pList ; brush=brush->next)\r
-    {\r
-      if (brush->bCamCulled) // draw selected faces of filtered brushes to remind that there is a selection\r
-        continue;\r
-\r
-      if (brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area))\r
-        continue;\r
-\r
-      if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)\r
-      {\r
-        DrawPatchMesh(brush->pPatch);\r
-      }\r
-      else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)\r
-      {\r
-        brush->owner->model.pRender->Draw(DRAW_GL_FLAT, (DRAW_RF_SEL_OUTLINE|DRAW_RF_CAM));\r
-      }\r
-      else\r
-      {\r
-        for (face=brush->brush_faces ; face ; face=face->next)\r
-          Brush_FaceDraw(face, DRAW_GL_FLAT);\r
-      }\r
-    }\r
-    \r
-\r
-    int nCount = g_ptrSelectedFaces.GetSize();\r
-    if (nCount > 0)\r
-    {\r
-      for (int i = 0; i < nCount; i++)\r
-      {\r
-        face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));\r
-        Brush_FaceDraw(selFace, DRAW_GL_FLAT);\r
-      }\r
-    }\r
-\r
-    qglDisableClientState(GL_NORMAL_ARRAY);\r
-         qglDepthFunc (GL_LESS);\r
-  }\r
-  \r
-  if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF)\r
-  {\r
-    // non-zbuffered outline\r
-    qglDisable (GL_BLEND);\r
-    qglDisable (GL_DEPTH_TEST);\r
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-    qglColor3f (1, 1, 1);\r
-    for (brush = pList->next ; brush != pList ; brush=brush->next)\r
-    {\r
-      if ((brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area)))\r
-        continue;\r
-\r
-      if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)\r
-      {\r
-        DrawPatchMesh(brush->pPatch);\r
-      }\r
-      else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)\r
-      {\r
-        brush->owner->model.pRender->Draw(DRAW_GL_WIRE, (DRAW_RF_SEL_FILL|DRAW_RF_CAM));\r
-\r
-        // Hydra : always draw bbox outline!\r
-        aabb_draw(brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);\r
-      }\r
-      else\r
-      {\r
-        for (face=brush->brush_faces ; face ; face=face->next)\r
-          Brush_FaceDraw(face, DRAW_GL_WIRE);\r
-      }\r
-    }\r
-  }\r
-\r
-  // edge / vertex flags\r
-  if (g_qeglobals.d_select_mode == sel_vertex)\r
-  {\r
-    // GL_POINTS on Kyro Workaround\r
-    if(!g_PrefsDlg.m_bGlPtWorkaround) \r
-    {\r
-      // brush verts\r
-      qglPointSize (4);\r
-               qglColor3f (0,1,0);\r
-      qglBegin (GL_POINTS);\r
-        for (i=0 ; i<g_qeglobals.d_numpoints ; i++)\r
-          qglVertex3fv (g_qeglobals.d_points[i]);\r
-      qglEnd ();\r
-     \r
-      if(g_qeglobals.d_num_move_points)\r
-      {\r
-        // selected brush verts\r
-        qglPointSize (5);\r
-        qglColor3f (0,0,1);\r
-        qglBegin (GL_POINTS);\r
-          for(i = 0; i < g_qeglobals.d_num_move_points; i++)\r
-            qglVertex3fv (g_qeglobals.d_move_points[i]);\r
-        qglEnd();\r
-      }\r
-        \r
-      qglPointSize (1);\r
-    }\r
-    else\r
-    {\r
-      // brush verts\r
-      qglColor3f (0,1,0);\r
-      qglLineWidth(2.0);\r
-      qglBegin (GL_LINES);\r
-        for (i=0; i < g_qeglobals.d_numpoints; i++)\r
-          DrawAlternatePoint(g_qeglobals.d_points[i], 1.5);\r
-      qglEnd();\r
-      \r
-      if(g_qeglobals.d_num_move_points)\r
-      {\r
-        // selected brush verts\r
-        qglColor3f (0,0,1);\r
-        qglLineWidth (3.0);\r
-        qglBegin (GL_LINES);\r
-          for(i = 0; i < g_qeglobals.d_num_move_points; i++)\r
-            qglVertex3fv (g_qeglobals.d_move_points[i]);\r
-        qglEnd();\r
-      }\r
-      qglLineWidth(1.0);\r
-    }\r
-  }\r
-  else if (g_qeglobals.d_select_mode == sel_edge)\r
-  {\r
-    float      *v1, *v2;\r
-    // GL_POINTS on Kyro Workaround\r
-    if(!g_PrefsDlg.m_bGlPtWorkaround) \r
-    {\r
-      qglPointSize (4);\r
-      qglColor3f (0,0,1);\r
-      qglBegin (GL_POINTS);\r
-      for (i=0 ; i<g_qeglobals.d_numedges ; i++)\r
-      {\r
-        v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];\r
-        v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];\r
-        qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);\r
-      }\r
-      qglEnd ();\r
-      qglPointSize (1);\r
-    }\r
-    else {\r
-      qglColor3f (0,0,1);\r
-      qglLineWidth(2.0);\r
-      qglBegin (GL_LINES);\r
-      for (i=0; i < g_qeglobals.d_numedges; i++)\r
-      {\r
-        v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];\r
-        v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];\r
-        vec3_t v3;\r
-        v3[0] = (v1[0]+v2[0])*0.5;\r
-        v3[1] = (v1[1]+v2[1])*0.5;\r
-        v3[2] = (v1[2]+v2[2])*0.5;\r
-        DrawAlternatePoint(v3, 1.5);\r
-      }\r
-      qglEnd();\r
-      qglLineWidth(1.0);\r
-    }\r
-  }\r
-\r
-  //\r
-  // draw pointfile\r
-  //\r
-  qglEnable(GL_DEPTH_TEST);\r
-  DrawPathLines();\r
-\r
-  if (g_qeglobals.d_pointfile_display_list)\r
-  {\r
-    Pointfile_Draw();\r
-  }\r
-\r
-  // call the drawing routine of plugin entities\r
-  //++timo FIXME: we might need to hook in other places as well for transparency etc.\r
-  //++timo FIXME: also needs a way to get some parameters about the view\r
-  //++timo FIXME: maybe provide some culling API on Radiant side?\r
-  Draw3DPluginEntities();\r
-\r
-  // draw the crosshair\r
-  if (m_bFreeMove)\r
-  {\r
-    // setup orthographic projection mode\r
-    qglMatrixMode(GL_PROJECTION);\r
-    //qglPushMatrix();\r
-    qglLoadIdentity();\r
-    qglDisable(GL_DEPTH_TEST);\r
-    qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);\r
-    qglScalef(1, -1, 1);\r
-         qglTranslatef(0, -(float)m_Camera.height, 0);\r
-         qglMatrixMode(GL_MODELVIEW);\r
-\r
-    // draw crosshair\r
-    //qglPushMatrix();\r
-         qglLoadIdentity();\r
-    qglColor3f( 1.f, 1.f, 1.f );\r
-    qglBegin( GL_LINES );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );\r
-    qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );\r
-    qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );\r
-    qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );\r
-    qglEnd();\r
-    //qglPopMatrix();\r
-\r
-    // reset perspective projection\r
-         //qglMatrixMode(GL_PROJECTION);\r
-         //qglPopMatrix();\r
-         //qglMatrixMode(GL_MODELVIEW);\r
-  }\r
-\r
-#if 0\r
-       if ((g_qeglobals.d_select_mode == sel_area) && (g_nPatchClickedView == W_CAMERA))\r
-       {\r
-               // setup orthographic projection mode\r
-               qglMatrixMode(GL_PROJECTION);\r
-               //qglPushMatrix();\r
-               qglLoadIdentity();\r
-               qglDisable(GL_DEPTH_TEST);\r
-               qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);\r
-               //qglScalef(1, -1, 1);\r
-               //qglTranslatef(0, -(float)m_Camera.height, 0);\r
-               qglMatrixMode(GL_MODELVIEW);\r
-\r
-       // area selection hack\r
-               qglLoadIdentity();\r
-               qglDisable(GL_CULL_FACE);\r
-               qglEnable (GL_BLEND);\r
-               qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);\r
-               qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-               qglColor4f(0.0, 0.0, 1.0, 0.25);\r
-               qglRectf(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1]);\r
-               qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-               qglDisable (GL_BLEND);\r
-               qglEnable (GL_CULL_FACE);\r
-       }\r
-#endif\r
-\r
-  // bind back to the default texture so that we don't have problems\r
-  // elsewhere using/modifying texture maps between contexts\r
-  qglBindTexture( GL_TEXTURE_2D, 0 );\r
-\r
-  qglFinish();\r
-  QE_CheckOpenGLForErrors();\r
-  //   Sys_EndWait();\r
-  if (m_Camera.timing)\r
-  {\r
-    end = Sys_DoubleTime ();\r
-    Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));\r
-  }\r
-\r
-  for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)\r
-    brush->bCamCulled = false;\r
-\r
-  for (brush = pList->next ; brush != pList ; brush=brush->next)\r
-    brush->bCamCulled = false;\r
-}\r
-\r
-void CamWnd::OnExpose () \r
-{\r
-  if (!MakeCurrent ())\r
-  {\r
-    Sys_Printf("ERROR: glXMakeCurrent failed..\n ");\r
-    Sys_Printf("Please restart Radiant if the camera view is not working\n");\r
-  }\r
-  else\r
-  {\r
-    QE_CheckOpenGLForErrors();\r
-    g_pSplitList = NULL;\r
-    if (g_bClipMode)\r
-    {\r
-      if (g_Clip1.Set() && g_Clip2.Set())\r
-      {\r
-        g_pSplitList = (g_bSwitch) ? \r
-         &g_brBackSplits : &g_brFrontSplits;\r
-      }\r
-    }\r
-\r
-    Patch_LODMatchAll(); // spog  \r
-\r
-    Cam_Draw ();\r
-    QE_CheckOpenGLForErrors ();\r
-\r
-    m_XORRectangle.set(rectangle_t());\r
-    SwapBuffers ();\r
-  }\r
-}\r
-\r
-void CamWnd::BenchMark()\r
-{\r
-  if (!MakeCurrent ())\r
-    Error ("glXMakeCurrent failed in Benchmark");\r
-  \r
-  qglDrawBuffer (GL_FRONT);\r
-  double dStart = Sys_DoubleTime ();\r
-  for (int i=0 ; i < 100 ; i++)\r
-  {\r
-    m_Camera.angles[YAW] = i*4;\r
-    Cam_Draw();\r
-  }\r
-  SwapBuffers ();\r
-  qglDrawBuffer (GL_BACK);\r
-  double dEnd = Sys_DoubleTime ();\r
-  Sys_Printf ("%5.2f seconds\n", dEnd - dStart);\r
-}\r
+/*
+   Copyright (C) 1999-2007 id Software, Inc. and contributors.
+   For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+   This file is part of GtkRadiant.
+
+   GtkRadiant 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.
+
+   GtkRadiant 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 GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+ */
+
+//
+// Camera Window
+//
+// Leonardo Zide (leo@lokigames.com)
+//
+
+#include "stdafx.h"
+#include <gtk/gtk.h>
+#include <GL/gl.h>
+
+extern void DrawPathLines();
+extern void Select_ShiftTexture( int x, int y );
+extern void Select_RotateTexture( int amt );
+extern void DrawAlternatePoint( vec3_t v, float scale );
+//extern void Select_ScaleTexture(int x, int y);
+
+extern int g_nPatchClickedView;
+
+brush_t* g_pSplitList = NULL;
+
+// =============================================================================
+// CamWnd class
+
+CamWnd::CamWnd ()
+       : GLWindow( TRUE ), m_XORRectangle( m_pWidget ){
+       m_nNumTransBrushes = 0;
+       memset( &m_Camera, 0, sizeof( camera_t ) );
+       m_pSide_select = NULL;
+       m_bClipMode = false;
+       m_bFreeMove = false;
+       Cam_Init();
+}
+
+CamWnd::~CamWnd (){
+}
+
+void CamWnd::OnCreate(){
+       if ( !MakeCurrent() ) {
+               Error( "glMakeCurrent failed" );
+       }
+
+       // report OpenGL information
+       Sys_Printf( "GL_VENDOR: %s\n", qglGetString( GL_VENDOR ) );
+       Sys_Printf( "GL_RENDERER: %s\n", qglGetString( GL_RENDERER ) );
+       Sys_Printf( "GL_VERSION: %s\n", qglGetString( GL_VERSION ) );
+       Sys_Printf( "GL_EXTENSIONS: %s\n", qglGetString( GL_EXTENSIONS ) );
+
+       // Set off texture compression supported
+       g_qeglobals.bTextureCompressionSupported = 0;
+
+       // finalize OpenGL init
+       // NOTE
+       // why is this here? well .. the Gtk objects get constructed when you enter gtk_main
+       // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
+       // RIANT
+       // I Split this up so as to add support for extension and user-friendly
+       // compression format selection.
+       // ADD new globals for your new format so as to minimise
+       // calls to Sys_QGL_ExtensionSupported
+       // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
+       //   a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
+       ///////////////////////////////////////////
+       // Check for default OpenGL
+       if ( Sys_QGL_ExtensionSupported( "GL_ARB_texture_compression" ) ) {
+               g_qeglobals.bTextureCompressionSupported = 1;
+               g_qeglobals.m_bOpenGLCompressionSupported = 1;
+       }
+
+       // INSERT PROPRIETARY EXTENSIONS HERE
+       // Check for S3 extensions
+       // create a bool global for extension supported
+       if ( Sys_QGL_ExtensionSupported( "GL_EXT_texture_compression_s3tc" ) ) {
+               g_qeglobals.bTextureCompressionSupported = 1;
+               g_qeglobals.m_bS3CompressionSupported = 1;
+       }
+
+       g_qeglobals.m_bOpenGLReady = true;
+
+       g_PrefsDlg.UpdateTextureCompression();
+
+#ifdef ATIHACK_812
+       g_PrefsDlg.UpdateATIHack();
+#endif
+
+       g_qeglobals_gui.d_camera = m_pWidget;
+}
+
+void CamWnd::Cam_Init(){
+       m_Camera.timing = false;
+       m_Camera.origin[0] = 0.f;
+       m_Camera.origin[1] = 20.f;
+       m_Camera.origin[2] = 46.f;
+       m_Camera.color[0] = 0.3f;
+       m_Camera.color[1] = 0.3f;
+       m_Camera.color[2] = 0.3f;
+       m_nCambuttonstate = 0;
+}
+
+void CamWnd::OnSize( int cx, int cy ){
+       m_Camera.width = cx;
+       m_Camera.height = cy;
+       gtk_widget_queue_draw( m_pWidget );
+}
+
+rectangle_t rectangle_from_area_cam(){
+       const float left = MIN( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
+       const float top = MAX( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
+       const float right = MAX( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
+       const float bottom = MIN( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
+       return rectangle_t( left, bottom, right - left, top - bottom );
+}
+
+void update_xor_rectangle( XORRectangle& xor_rectangle ){
+       rectangle_t rectangle;
+       if ( ( g_qeglobals.d_select_mode == sel_area ) ) {
+               rectangle = rectangle_from_area_cam();
+       }
+       xor_rectangle.set( rectangle );
+}
+
+void CamWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
+       int height = m_pWidget->allocation.height;
+       // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
+       // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
+       // but the scaling/rotating (unless done with the steps set in the surface inspector
+       // dialog) is way too sensitive to be of any use
+       if ( HasCapture() && Sys_AltDown() &&
+                !( ( flags & MK_SHIFT ) || ( flags & MK_CONTROL ) ) ) {
+               if ( flags & MK_CONTROL ) {
+                       Select_RotateTexture( pointy - m_ptLastCursorY );
+               }
+               else
+               if ( flags & MK_SHIFT ) {
+                       Select_ScaleTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
+               }
+               else{
+                       Select_ShiftTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
+               }
+       }
+       else
+       {
+               Cam_MouseMoved( pointx, height - 1 - pointy, flags );
+       }
+       m_ptLastCursorX = pointx;
+       m_ptLastCursorY = pointy;
+
+       update_xor_rectangle( m_XORRectangle );
+}
+
+void CamWnd::OnMouseWheel( bool bUp ){
+       if ( bUp ) {
+               VectorMA( m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+       else{
+               VectorMA( m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+
+       int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+       Sys_UpdateWindows( nUpdate );
+       g_pParentWnd->OnTimer();
+}
+
+void CamWnd::OnLButtonDown( guint32 nFlags, int pointx, int pointy ){
+       m_ptLastCursorX = pointx;
+       m_ptLastCursorY = pointy;
+       OriginalMouseDown( nFlags, pointx, pointy );
+}
+
+void CamWnd::OnLButtonUp( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseUp( nFlags, pointx, pointy );
+}
+
+void CamWnd::OnMButtonDown( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseDown( nFlags, pointx, pointy );
+}
+
+void CamWnd::OnMButtonUp( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseUp( nFlags, pointx, pointy );
+}
+
+void CamWnd::OnRButtonDown( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseDown( nFlags, pointx, pointy );
+}
+
+void CamWnd::OnRButtonUp( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseUp( nFlags, pointx, pointy );
+}
+
+void CamWnd::OriginalMouseUp( guint32 nFlags, int pointx, int pointy ){
+       int height = m_pWidget->allocation.height;
+
+       if ( g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off ) {
+               g_qeglobals.d_select_mode = sel_brush;
+       }
+
+       Cam_MouseUp( pointx, height - 1 - pointy, nFlags );
+       ReleaseCapture();
+
+       update_xor_rectangle( m_XORRectangle );
+}
+
+void CamWnd::OriginalMouseDown( guint32 nFlags, int pointx, int pointy ){
+       int height = m_pWidget->allocation.height;
+
+       SetFocus();
+       SetCapture();
+       Cam_MouseDown( pointx, height - 1 - pointy, nFlags );
+
+       update_xor_rectangle( m_XORRectangle );
+}
+
+void CamWnd::Cam_BuildMatrix(){
+       float ya;
+       float matrix[4][4];
+       int i;
+
+       if ( !m_bFreeMove ) {
+               ya = m_Camera.angles[1] / 180 * Q_PI;
+
+               // the movement matrix is kept 2d
+               m_Camera.forward[0] = cos( ya );
+               m_Camera.forward[1] = sin( ya );
+               m_Camera.forward[2] = 0;
+               m_Camera.right[0] = m_Camera.forward[1];
+               m_Camera.right[1] = -m_Camera.forward[0];
+       }
+       else
+       {
+               AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
+               m_Camera.forward[2] = -m_Camera.forward[2];
+       }
+
+       memcpy( matrix, m_Camera.projection, sizeof( m4x4_t ) );
+       m4x4_multiply_by_m4x4( &matrix[0][0], &m_Camera.modelview[0][0] );
+
+       //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
+
+       for ( i = 0 ; i < 3 ; i++ )
+       {
+               m_Camera.vright[i] = matrix[i][0];
+               m_Camera.vup[i] = matrix[i][1];
+               m_Camera.vpn[i] = matrix[i][2];
+       }
+
+       VectorNormalize( m_Camera.vright, m_Camera.vright );
+       VectorNormalize( m_Camera.vup, m_Camera.vup );
+       VectorNormalize( m_Camera.vpn, m_Camera.vpn );
+}
+
+void CamWnd::Cam_ChangeFloor( qboolean up ){
+       brush_t   *b;
+       float d, bestd, current;
+       vec3_t start, dir;
+
+       start[0] = m_Camera.origin[0];
+       start[1] = m_Camera.origin[1];
+       start[2] = g_MaxWorldCoord;
+       dir[0] = dir[1] = 0;
+       dir[2] = -1;
+
+       current = g_MaxWorldCoord - ( m_Camera.origin[2] - 48 );
+       if ( up ) {
+               bestd = 0;
+       }
+       else{
+               bestd = 2 * g_MaxWorldCoord;
+       }
+
+       for ( b = active_brushes.next ; b != &active_brushes ; b = b->next )
+       {
+               if ( !Brush_Ray( start, dir, b, &d ) ) {
+                       continue;
+               }
+               if ( up && d < current && d > bestd ) {
+                       bestd = d;
+               }
+               if ( !up && d > current && d < bestd ) {
+                       bestd = d;
+               }
+       }
+
+       if ( bestd == 0 || bestd == 2 * g_MaxWorldCoord ) {
+               return;
+       }
+
+       m_Camera.origin[2] += current - bestd;
+       Sys_UpdateWindows( W_CAMERA | W_Z_OVERLAY );
+}
+
+void CamWnd::Cam_PositionDrag(){
+       int x, y;
+
+       Sys_GetCursorPos( &x, &y );
+       if ( x != m_ptCursorX || y != m_ptCursorY ) {
+               x -= m_ptCursorX;
+               VectorMA( m_Camera.origin, x, m_Camera.vright, m_Camera.origin );
+               y -= m_ptCursorY;
+               m_Camera.origin[2] -= y;
+               Sys_SetCursorPos( m_ptCursorX, m_ptCursorY );
+               Sys_UpdateWindows( W_CAMERA | W_XY_OVERLAY );
+       }
+}
+
+void CamWnd::Cam_MouseControl( float dtime ){
+       Cam_KeyControl( dtime );
+
+       if ( g_PrefsDlg.m_bCamFreeLook ) {
+               int dx, dy;
+               gint x, y;
+
+               if ( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL ) {
+                       return;
+               }
+
+               // Update angles
+               Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
+
+               dx = m_ptLastCamCursorX - m_ptCursorX;
+               dy = m_ptLastCamCursorY - m_ptCursorY;
+
+               gdk_window_get_origin( m_pWidget->window, &x, &y );
+
+               m_ptLastCamCursorX = x + ( m_Camera.width / 2 );
+               m_ptLastCamCursorY = y + ( m_Camera.height / 2 );
+
+               Sys_SetCursorPos( m_ptLastCamCursorX, m_ptLastCamCursorY );
+
+               // Don't use pitch
+               if ( !g_PrefsDlg.m_bCamFreeLookStrafe ) {
+                       if ( g_PrefsDlg.m_bCamInverseMouse ) {
+                               m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
+                       }
+                       else{
+                               m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
+                       }
+               }
+               else {
+                       VectorMA( m_Camera.origin, dy * (float) ( g_PrefsDlg.m_nMoveSpeed / 6.0f ), m_Camera.forward, m_Camera.origin );
+               }
+
+               m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
+
+               if ( m_Camera.angles[PITCH] > 90 ) {
+                       m_Camera.angles[PITCH] = 90;
+               }
+               else if ( m_Camera.angles[PITCH] < -90 ) {
+                       m_Camera.angles[PITCH] = -90;
+               }
+
+               if ( m_Camera.angles[YAW] >= 360 ) {
+                       m_Camera.angles[YAW] = 0;
+               }
+               else if ( m_Camera.angles[YAW] <= -360 ) {
+                       m_Camera.angles[YAW] = 0;
+               }
+
+               if ( dx || dy || m_Camera.movementflags ) {
+                       int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+                       Sys_UpdateWindows( nUpdate );
+                       g_pParentWnd->OnTimer();
+               }
+       }
+       else
+       {
+               int xl, xh;
+               int yl, yh;
+               float xf, yf;
+
+               if ( g_PrefsDlg.m_nMouseButtons == 2 ) {
+                       if ( m_nCambuttonstate != ( MK_RBUTTON | MK_SHIFT ) ) {
+                               return;
+                       }
+               }
+               else
+               {
+                       if ( m_nCambuttonstate != MK_RBUTTON ) {
+                               return;
+                       }
+               }
+
+               xf = (float)( m_ptButtonX - m_Camera.width / 2 ) / ( m_Camera.width / 2 );
+               yf = (float)( m_ptButtonY - m_Camera.height / 2 ) / ( m_Camera.height / 2 );
+
+               xl = m_Camera.width / 3;
+               xh = xl * 2;
+               yl = m_Camera.height / 3;
+               yh = yl * 2;
+
+               xf *= 1.0 - fabs( yf );
+               if ( xf < 0 ) {
+                       xf += 0.1f;
+                       if ( xf > 0 ) {
+                               xf = 0;
+                       }
+               }
+               else
+               {
+                       xf -= 0.1f;
+                       if ( xf < 0 ) {
+                               xf = 0;
+                       }
+               }
+
+               VectorMA( m_Camera.origin, yf * dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+               m_Camera.angles[YAW] += xf * -dtime * g_PrefsDlg.m_nAngleSpeed;
+
+               int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+               Sys_UpdateWindows( nUpdate );
+               g_pParentWnd->OnTimer();
+       }
+}
+
+void CamWnd::Cam_KeyControl( float dtime ) {
+
+       // Update angles
+       if ( m_Camera.movementflags & MOVE_ROTLEFT ) {
+               m_Camera.angles[YAW] += 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
+       }
+       if ( m_Camera.movementflags & MOVE_ROTRIGHT ) {
+               m_Camera.angles[YAW] -= 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
+       }
+
+       // Update position
+       if ( m_Camera.movementflags & MOVE_FORWARD ) {
+               VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+       if ( m_Camera.movementflags & MOVE_BACK ) {
+               VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+       if ( m_Camera.movementflags & MOVE_STRAFELEFT ) {
+               VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
+       }
+       if ( m_Camera.movementflags & MOVE_STRAFERIGHT ) {
+               VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
+       }
+
+       // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
+       if ( !m_bFreeMove && m_Camera.movementflags ) {
+               int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+               Sys_UpdateWindows( nUpdate );
+               g_pParentWnd->OnTimer();
+       }
+}
+
+// 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 );
+}