-/*\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 );
+}