2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
\r
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
\r
5 This file is part of GtkRadiant.
\r
7 GtkRadiant is free software; you can redistribute it and/or modify
\r
8 it under the terms of the GNU General Public License as published by
\r
9 the Free Software Foundation; either version 2 of the License, or
\r
10 (at your option) any later version.
\r
12 GtkRadiant is distributed in the hope that it will be useful,
\r
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
\r
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
\r
15 GNU General Public License for more details.
\r
17 You should have received a copy of the GNU General Public License
\r
18 along with GtkRadiant; if not, write to the Free Software
\r
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
\r
25 // Leonardo Zide (leo@lokigames.com)
\r
29 #include <gtk/gtk.h>
\r
32 extern void DrawPathLines();
\r
33 extern void Select_ShiftTexture(int x, int y);
\r
34 extern void Select_RotateTexture(int amt);
\r
35 extern void DrawAlternatePoint(vec3_t v, float scale);
\r
36 //extern void Select_ScaleTexture(int x, int y);
\r
38 extern int g_nPatchClickedView;
\r
40 brush_t* g_pSplitList = NULL;
\r
42 // =============================================================================
\r
46 : GLWindow (TRUE), m_XORRectangle(m_pWidget)
\r
48 m_nNumTransBrushes = 0;
\r
49 memset(&m_Camera, 0, sizeof(camera_t));
\r
50 m_pSide_select = NULL;
\r
51 m_bClipMode = false;
\r
52 m_bFreeMove = false;
\r
60 void CamWnd::OnCreate ()
\r
62 if (!MakeCurrent ())
\r
63 Error ("glMakeCurrent failed");
\r
65 gtk_glwidget_create_font (m_pWidget);
\r
67 // report OpenGL information
\r
68 Sys_Printf ("GL_VENDOR: %s\n", qglGetString (GL_VENDOR));
\r
69 Sys_Printf ("GL_RENDERER: %s\n", qglGetString (GL_RENDERER));
\r
70 Sys_Printf ("GL_VERSION: %s\n", qglGetString (GL_VERSION));
\r
71 Sys_Printf ("GL_EXTENSIONS: %s\n", qglGetString (GL_EXTENSIONS));
\r
73 // Set off texture compression supported
\r
74 g_qeglobals.bTextureCompressionSupported = 0;
\r
76 // finalize OpenGL init
\r
78 // why is this here? well .. the Gtk objects get constructed when you enter gtk_main
\r
79 // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
\r
81 // I Split this up so as to add support for extension and user-friendly
\r
82 // compression format selection.
\r
83 // ADD new globals for your new format so as to minimise
\r
84 // calls to Sys_QGL_ExtensionSupported
\r
85 // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
\r
86 // a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
\r
87 ///////////////////////////////////////////
\r
88 // Check for default OpenGL
\r
89 if (Sys_QGL_ExtensionSupported ("GL_ARB_texture_compression"))
\r
91 g_qeglobals.bTextureCompressionSupported = 1;
\r
92 g_qeglobals.m_bOpenGLCompressionSupported = 1;
\r
95 // INSERT PROPRIETARY EXTENSIONS HERE
\r
96 // Check for S3 extensions
\r
97 // create a bool global for extension supported
\r
98 if (Sys_QGL_ExtensionSupported ("GL_EXT_texture_compression_s3tc"))
\r
100 g_qeglobals.bTextureCompressionSupported = 1;
\r
101 g_qeglobals.m_bS3CompressionSupported = 1;
\r
104 g_qeglobals.m_bOpenGLReady = true;
\r
106 g_PrefsDlg.UpdateTextureCompression();
\r
109 g_PrefsDlg.UpdateATIHack();
\r
112 g_qeglobals_gui.d_camera = m_pWidget;
\r
115 void CamWnd::Cam_Init ()
\r
117 m_Camera.timing = false;
\r
118 m_Camera.origin[0] = 0.f;
\r
119 m_Camera.origin[1] = 20.f;
\r
120 m_Camera.origin[2] = 46.f;
\r
121 m_Camera.color[0] = 0.3f;
\r
122 m_Camera.color[1] = 0.3f;
\r
123 m_Camera.color[2] = 0.3f;
\r
124 m_nCambuttonstate = 0;
\r
127 void CamWnd::OnSize(int cx, int cy)
\r
129 m_Camera.width = cx;
\r
130 m_Camera.height = cy;
\r
131 gtk_widget_queue_draw(m_pWidget);
\r
134 rectangle_t rectangle_from_area_cam()
\r
136 const float left = MIN(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);
\r
137 const float top = MAX(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);
\r
138 const float right = MAX(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);
\r
139 const float bottom = MIN(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);
\r
140 return rectangle_t(left, bottom, right - left, top - bottom);
\r
143 void update_xor_rectangle(XORRectangle& xor_rectangle)
\r
145 rectangle_t rectangle;
\r
146 if ((g_qeglobals.d_select_mode == sel_area))
\r
147 rectangle = rectangle_from_area_cam();
\r
148 xor_rectangle.set(rectangle);
\r
151 void CamWnd::OnMouseMove(guint32 flags, int pointx, int pointy)
\r
153 int height = m_pWidget->allocation.height;
\r
154 // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
\r
155 // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
\r
156 // but the scaling/rotating (unless done with the steps set in the surface inspector
\r
157 // dialog) is way too sensitive to be of any use
\r
158 if (HasCapture () && Sys_AltDown () &&
\r
159 !((flags & MK_SHIFT) || (flags & MK_CONTROL)))
\r
161 if (flags & MK_CONTROL)
\r
162 Select_RotateTexture(pointy - m_ptLastCursorY);
\r
164 if (flags & MK_SHIFT)
\r
165 Select_ScaleTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
\r
167 Select_ShiftTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
\r
171 Cam_MouseMoved(pointx, height - 1 - pointy, flags);
\r
173 m_ptLastCursorX = pointx;
\r
174 m_ptLastCursorY = pointy;
\r
176 update_xor_rectangle(m_XORRectangle);
\r
179 void CamWnd::OnMouseWheel(bool bUp)
\r
182 VectorMA (m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
\r
184 VectorMA (m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
\r
186 int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
\r
187 Sys_UpdateWindows (nUpdate);
\r
188 g_pParentWnd->OnTimer ();
\r
191 void CamWnd::OnLButtonDown(guint32 nFlags, int pointx, int pointy)
\r
193 m_ptLastCursorX = pointx;
\r
194 m_ptLastCursorY = pointy;
\r
195 OriginalMouseDown(nFlags, pointx, pointy);
\r
198 void CamWnd::OnLButtonUp(guint32 nFlags, int pointx, int pointy)
\r
200 OriginalMouseUp(nFlags, pointx, pointy);
\r
203 void CamWnd::OnMButtonDown(guint32 nFlags, int pointx, int pointy)
\r
205 OriginalMouseDown(nFlags, pointx, pointy);
\r
208 void CamWnd::OnMButtonUp(guint32 nFlags, int pointx, int pointy)
\r
210 OriginalMouseUp(nFlags, pointx, pointy);
\r
213 void CamWnd::OnRButtonDown(guint32 nFlags, int pointx, int pointy)
\r
215 OriginalMouseDown(nFlags, pointx, pointy);
\r
218 void CamWnd::OnRButtonUp(guint32 nFlags, int pointx, int pointy)
\r
220 OriginalMouseUp(nFlags, pointx, pointy);
\r
223 void CamWnd::OriginalMouseUp(guint32 nFlags, int pointx, int pointy)
\r
225 int height = m_pWidget->allocation.height;
\r
227 if(g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)
\r
229 g_qeglobals.d_select_mode = sel_brush;
\r
232 Cam_MouseUp(pointx, height - 1 - pointy, nFlags);
\r
235 update_xor_rectangle(m_XORRectangle);
\r
238 void CamWnd::OriginalMouseDown(guint32 nFlags, int pointx, int pointy)
\r
240 int height = m_pWidget->allocation.height;
\r
244 Cam_MouseDown (pointx, height - 1 - pointy, nFlags);
\r
246 update_xor_rectangle(m_XORRectangle);
\r
249 void CamWnd::Cam_BuildMatrix()
\r
252 float matrix[4][4];
\r
257 ya = m_Camera.angles[1]/180*Q_PI;
\r
259 // the movement matrix is kept 2d
\r
260 m_Camera.forward[0] = cos(ya);
\r
261 m_Camera.forward[1] = sin(ya);
\r
262 m_Camera.forward[2] = 0;
\r
263 m_Camera.right[0] = m_Camera.forward[1];
\r
264 m_Camera.right[1] = -m_Camera.forward[0];
\r
268 AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
\r
269 m_Camera.forward[2] = -m_Camera.forward[2];
\r
272 memcpy(matrix, m_Camera.projection, sizeof(m4x4_t));
\r
273 m4x4_multiply_by_m4x4(&matrix[0][0], &m_Camera.modelview[0][0]);
\r
275 //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
\r
277 for (i=0 ; i<3 ; i++)
\r
279 m_Camera.vright[i] = matrix[i][0];
\r
280 m_Camera.vup[i] = matrix[i][1];
\r
281 m_Camera.vpn[i] = matrix[i][2];
\r
284 VectorNormalize (m_Camera.vright, m_Camera.vright);
\r
285 VectorNormalize (m_Camera.vup, m_Camera.vup);
\r
286 VectorNormalize (m_Camera.vpn, m_Camera.vpn);
\r
289 void CamWnd::Cam_ChangeFloor (qboolean up)
\r
292 float d, bestd, current;
\r
295 start[0] = m_Camera.origin[0];
\r
296 start[1] = m_Camera.origin[1];
\r
297 start[2] = g_MaxWorldCoord;
\r
298 dir[0] = dir[1] = 0;
\r
301 current = g_MaxWorldCoord - (m_Camera.origin[2] - 48);
\r
305 bestd = 2*g_MaxWorldCoord;
\r
307 for (b=active_brushes.next ; b != &active_brushes ; b=b->next)
\r
309 if (!Brush_Ray (start, dir, b, &d))
\r
311 if (up && d < current && d > bestd)
\r
313 if (!up && d > current && d < bestd)
\r
317 if (bestd == 0 || bestd == 2*g_MaxWorldCoord)
\r
320 m_Camera.origin[2] += current - bestd;
\r
321 Sys_UpdateWindows (W_CAMERA|W_Z_OVERLAY);
\r
324 void CamWnd::Cam_PositionDrag()
\r
328 Sys_GetCursorPos (&x, &y);
\r
329 if (x != m_ptCursorX || y != m_ptCursorY)
\r
332 VectorMA (m_Camera.origin, x, m_Camera.vright, m_Camera.origin);
\r
334 m_Camera.origin[2] -= y;
\r
335 Sys_SetCursorPos(m_ptCursorX, m_ptCursorY);
\r
336 Sys_UpdateWindows (W_CAMERA | W_XY_OVERLAY);
\r
340 void CamWnd::Cam_MouseControl (float dtime)
\r
342 Cam_KeyControl (dtime);
\r
344 if( g_PrefsDlg.m_bCamFreeLook )
\r
349 if( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL )
\r
353 Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
\r
355 dx = m_ptLastCamCursorX - m_ptCursorX;
\r
356 dy = m_ptLastCamCursorY - m_ptCursorY;
\r
358 gdk_window_get_origin( m_pWidget->window, &x, &y);
\r
360 m_ptLastCamCursorX = x + (m_Camera.width / 2);
\r
361 m_ptLastCamCursorY = y + (m_Camera.height / 2);
\r
363 Sys_SetCursorPos(m_ptLastCamCursorX, m_ptLastCamCursorY);
\r
365 // Don't use pitch
\r
366 if(!g_PrefsDlg.m_bCamFreeLookStrafe) {
\r
367 if (g_PrefsDlg.m_bCamInverseMouse)
\r
368 m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
\r
370 m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
\r
372 VectorMA (m_Camera.origin, dy * (float) (g_PrefsDlg.m_nMoveSpeed / 6.0f), m_Camera.forward, m_Camera.origin);
\r
375 m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
\r
377 if (m_Camera.angles[PITCH] > 90)
\r
378 m_Camera.angles[PITCH] = 90;
\r
379 else if (m_Camera.angles[PITCH] < -90)
\r
380 m_Camera.angles[PITCH] = -90;
\r
382 if (m_Camera.angles[YAW] >= 360)
\r
383 m_Camera.angles[YAW] = 0;
\r
384 else if (m_Camera.angles[YAW] <= -360)
\r
385 m_Camera.angles[YAW] = 0;
\r
387 if( dx || dy || m_Camera.movementflags )
\r
389 int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
\r
390 Sys_UpdateWindows (nUpdate);
\r
391 g_pParentWnd->OnTimer ();
\r
400 if (g_PrefsDlg.m_nMouseButtons == 2)
\r
402 if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT))
\r
407 if (m_nCambuttonstate != MK_RBUTTON)
\r
411 xf = (float)(m_ptButtonX - m_Camera.width/2) / (m_Camera.width/2);
\r
412 yf = (float)(m_ptButtonY - m_Camera.height/2) / (m_Camera.height/2);
\r
414 xl = m_Camera.width/3;
\r
416 yl = m_Camera.height/3;
\r
419 xf *= 1.0 - fabs(yf);
\r
433 VectorMA (m_Camera.origin, yf*dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
\r
434 m_Camera.angles[YAW] += xf*-dtime*g_PrefsDlg.m_nAngleSpeed;
\r
436 int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
\r
437 Sys_UpdateWindows (nUpdate);
\r
438 g_pParentWnd->OnTimer ();
\r
442 void CamWnd::Cam_KeyControl (float dtime) {
\r
445 if (m_Camera.movementflags & MOVE_ROTLEFT)
\r
446 m_Camera.angles[YAW] += 15*dtime*g_PrefsDlg.m_nAngleSpeed;
\r
447 if (m_Camera.movementflags & MOVE_ROTRIGHT)
\r
448 m_Camera.angles[YAW] -= 15*dtime*g_PrefsDlg.m_nAngleSpeed;
\r
451 if (m_Camera.movementflags & MOVE_FORWARD)
\r
452 VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
\r
453 if (m_Camera.movementflags & MOVE_BACK)
\r
454 VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
\r
455 if (m_Camera.movementflags & MOVE_STRAFELEFT)
\r
456 VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);
\r
457 if (m_Camera.movementflags & MOVE_STRAFERIGHT)
\r
458 VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);
\r
460 // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
\r
461 if( !m_bFreeMove && m_Camera.movementflags )
\r
463 int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
\r
464 Sys_UpdateWindows (nUpdate);
\r
465 g_pParentWnd->OnTimer ();
\r
469 // NOTE TTimo if there's an OS-level focus out of the application
\r
470 // then we can release the camera cursor grab
\r
471 static gint camwindow_focusout(GtkWidget* widget, GdkEventKey* event, gpointer data)
\r
473 g_pParentWnd->GetCamWnd ()->ToggleFreeMove();
\r
477 void CamWnd::ToggleFreeMove()
\r
482 m_bFreeMove = !m_bFreeMove;
\r
483 Camera()->movementflags = 0;
\r
484 m_ptLastCamCursorX = m_ptCursorX;
\r
485 m_ptLastCamCursorY = m_ptCursorY;
\r
487 if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
\r
489 widget = g_pParentWnd->GetCamWnd ()->m_pParent;
\r
490 window = widget->window;
\r
494 widget = g_pParentWnd->m_pWidget;
\r
495 window = widget->window;
\r
507 char buffer [(32 * 32)/8];
\r
508 memset (buffer, 0, (32 * 32)/8);
\r
509 GdkColor white = {0, 0xffff, 0xffff, 0xffff};
\r
510 GdkColor black = {0, 0x0000, 0x0000, 0x0000};
\r
511 pixmap = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);
\r
512 mask = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);
\r
513 GdkCursor *cursor = gdk_cursor_new_from_pixmap (pixmap, mask, &white, &black, 1, 1);
\r
515 gdk_window_set_cursor (window, cursor);
\r
516 gdk_cursor_unref (cursor);
\r
517 gdk_drawable_unref (pixmap);
\r
518 gdk_drawable_unref (mask);
\r
521 // RR2DO2: FIXME why does this only work the 2nd and
\r
522 // further times the event is called? (floating windows
\r
523 // mode seems to work fine though...)
\r
524 m_FocusOutHandler_id = gtk_signal_connect (GTK_OBJECT (widget), "focus_out_event",
\r
525 GTK_SIGNAL_FUNC (camwindow_focusout), g_pParentWnd);
\r
528 GdkEventMask mask = (GdkEventMask)(GDK_POINTER_MOTION_MASK
\r
529 | GDK_POINTER_MOTION_HINT_MASK
\r
530 | GDK_BUTTON_MOTION_MASK
\r
531 | GDK_BUTTON1_MOTION_MASK
\r
532 | GDK_BUTTON2_MOTION_MASK
\r
533 | GDK_BUTTON3_MOTION_MASK
\r
534 | GDK_BUTTON_PRESS_MASK
\r
535 | GDK_BUTTON_RELEASE_MASK);
\r
537 gdk_pointer_grab(widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME);
\r
542 gdk_pointer_ungrab(GDK_CURRENT_TIME);
\r
544 gtk_signal_disconnect (GTK_OBJECT (widget), m_FocusOutHandler_id);
\r
546 GdkCursor *cursor = gdk_cursor_new (GDK_LEFT_PTR);
\r
547 gdk_window_set_cursor (window, cursor);
\r
548 gdk_cursor_unref (cursor);
\r
553 int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
\r
554 Sys_UpdateWindows (nUpdate);
\r
555 g_pParentWnd->OnTimer ();
\r
558 void CamWnd::Cam_MouseDown(int x, int y, int buttons)
\r
566 // calc ray direction
\r
568 u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
\r
569 r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
\r
572 for (i=0 ; i<3 ; i++)
\r
573 dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
\r
574 VectorNormalize (dir, dir);
\r
576 Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
\r
578 m_nCambuttonstate = buttons;
\r
582 // LBUTTON = manipulate selection
\r
583 // shift-LBUTTON = select
\r
584 // middle button = grab texture
\r
585 // ctrl-middle button = set entire brush to texture
\r
586 // ctrl-shift-middle button = set single face to texture
\r
587 int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
\r
588 if ((buttons == MK_LBUTTON)
\r
589 || (buttons == (MK_LBUTTON | MK_SHIFT))
\r
590 || (buttons == (MK_LBUTTON | MK_CONTROL))
\r
591 || (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT))
\r
592 || (buttons == nMouseButton)
\r
593 || (buttons == (nMouseButton|MK_SHIFT))
\r
594 || (buttons == (nMouseButton|MK_CONTROL))
\r
595 || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)))
\r
597 if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT)))
\r
599 if (g_PrefsDlg.m_bCamFreeLook)
\r
602 Cam_MouseControl (0.1f);
\r
606 // something global needs to track which window is responsible for stuff
\r
607 Patch_SetView(W_CAMERA);
\r
608 Drag_Begin (x, y, buttons, m_Camera.vright, m_Camera.vup, m_Camera.origin, dir, true);
\r
613 if (buttons == MK_RBUTTON)
\r
615 if (g_PrefsDlg.m_bCamFreeLook)
\r
618 Cam_MouseControl (0.1f);
\r
623 void CamWnd::Cam_MouseUp (int x, int y, int buttons)
\r
625 m_nCambuttonstate = 0;
\r
626 Drag_MouseUp (buttons);
\r
629 void CamWnd::Cam_MouseMoved (int x, int y, int buttons)
\r
631 m_nCambuttonstate = buttons;
\r
635 if( g_PrefsDlg.m_nCamDragMultiSelect )
\r
637 if (g_qeglobals.d_select_mode == sel_brush_on || g_qeglobals.d_select_mode == sel_brush_off)
\r
639 bool bDoDragMultiSelect = FALSE;
\r
641 if( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == (MK_LBUTTON|MK_SHIFT) )
\r
642 bDoDragMultiSelect = TRUE;
\r
643 else if( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == (MK_LBUTTON|MK_CONTROL) && Sys_AltDown() )
\r
644 bDoDragMultiSelect = TRUE;
\r
646 if( bDoDragMultiSelect )
\r
653 // calc ray direction
\r
655 u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
\r
656 r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
\r
659 for (i=0 ; i<3 ; i++)
\r
660 dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
\r
661 VectorNormalize (dir,dir);
\r
663 switch( g_qeglobals.d_select_mode )
\r
666 Select_Ray( m_Camera.origin, dir, (SF_DRAG_ON|SF_CAMERA) );
\r
669 case sel_brush_off:
\r
670 Select_Ray( m_Camera.origin, dir, (SF_DRAG_OFF|SF_CAMERA) );
\r
679 else if (g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)
\r
681 if( buttons == (MK_LBUTTON|MK_CONTROL|MK_SHIFT) )
\r
688 // calc ray direction
\r
690 u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
\r
691 r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
\r
694 for (i=0 ; i<3 ; i++)
\r
695 dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
\r
696 VectorNormalize (dir,dir);
\r
698 switch( g_qeglobals.d_select_mode )
\r
700 case sel_facets_on:
\r
701 Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_ON|SF_CAMERA) );
\r
704 case sel_facets_off:
\r
705 Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_OFF|SF_CAMERA) );
\r
719 if ( (m_bFreeMove && (buttons & MK_CONTROL) && !(buttons & MK_SHIFT)) || (!m_bFreeMove && (buttons == (MK_RBUTTON|MK_CONTROL))) )
\r
721 Cam_PositionDrag ();
\r
722 Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
\r
726 Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
\r
728 if (buttons & (MK_LBUTTON | MK_MBUTTON) )
\r
730 Drag_MouseMoved (x, y, buttons);
\r
731 if(g_qeglobals.d_select_mode != sel_area)
\r
732 Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
\r
736 void CamWnd::InitCull()
\r
740 VectorSubtract (m_Camera.vpn, m_Camera.vright, m_vCull1);
\r
741 VectorAdd (m_Camera.vpn, m_Camera.vright, m_vCull2);
\r
743 for (i=0 ; i<3 ; i++)
\r
745 if (m_vCull1[i] > 0)
\r
746 m_nCullv1[i] = 3+i;
\r
749 if (m_vCull2[i] > 0)
\r
750 m_nCullv2[i] = 3+i;
\r
756 qboolean CamWnd::CullBrush (brush_t *b)
\r
762 if (g_PrefsDlg.m_bCubicClipping)
\r
764 float fLevel = g_PrefsDlg.m_nCubicScale * 64;
\r
766 point[0] = m_Camera.origin[0] - fLevel;
\r
767 point[1] = m_Camera.origin[1] - fLevel;
\r
768 point[2] = m_Camera.origin[2] - fLevel;
\r
770 for (i=0; i<3; i++)
\r
771 if (b->mins[i] < point[i] && b->maxs[i] < point[i])
\r
774 point[0] = m_Camera.origin[0] + fLevel;
\r
775 point[1] = m_Camera.origin[1] + fLevel;
\r
776 point[2] = m_Camera.origin[2] + fLevel;
\r
778 for (i=0; i<3; i++)
\r
779 if (b->mins[i] > point[i] && b->maxs[i] > point[i])
\r
783 for (i=0 ; i<3 ; i++)
\r
784 point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];
\r
786 d = DotProduct (point, m_vCull1);
\r
790 for (i=0 ; i<3 ; i++)
\r
791 point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];
\r
793 d = DotProduct (point, m_vCull2);
\r
800 // project a 3D point onto the camera space
\r
801 // we use the GL viewing matrixes
\r
802 // this is the implementation of a glu function (I realized that afterwards): gluProject
\r
803 void CamWnd::ProjectCamera(const vec3_t A, vec_t B[2])
\r
806 vec_t P1[4],P2[4],P3[4];
\r
807 VectorCopy(A,P1); P1[3] = 1;
\r
809 GLMatMul(m_Camera.modelview , P1, P2);
\r
810 GLMatMul(m_Camera.projection, P2, P3);
\r
812 // we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)
\r
813 B[0] = (float)m_Camera.width * ( P3[0] + 1.0 ) / 2.0;
\r
814 B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;
\r
818 // vec defines a direction in geometric space and P an origin point
\r
819 // the user is interacting from the camera view
\r
820 // (for example with texture adjustment shortcuts)
\r
821 // and intuitively if he hits left / right / up / down
\r
822 // what happens in geometric space should match the left/right/up/down move in camera space
\r
823 // axis = 0: vec is along left/right
\r
824 // axis = 1: vec is along up/down
\r
825 // sgn = +1: same directions
\r
826 // sgn = -1: opposite directions
\r
828 // typical use case is giving a face center and a normalized vector
\r
829 // 1) compute start and endpoint, project them in camera view, get the direction
\r
830 // depending on the situation, we might bump into precision issues with that
\r
831 // 2) possible to compute the projected direction independently?
\r
832 // this solution would be better but right now I don't see how to do it..
\r
833 void CamWnd::MatchViewAxes(const vec3_t P, const vec3_t vec, int &axis, float &sgn)
\r
836 vec_t A[2],B[2],V[2];
\r
837 ProjectCamera(P,A);
\r
839 VectorAdd(P,vec,Q);
\r
840 ProjectCamera(Q,B);
\r
841 // V is the vector projected in camera space
\r
842 V[0] = B[0] - A[0];
\r
843 V[1] = B[1] - A[1];
\r
844 if (fabs(V[0])>fabs(V[1]))
\r
846 // best match is against right
\r
855 // best match is against up
\r
865 void CamWnd::DrawLightRadius(brush_t* pBrush)
\r
868 int nRadius = Brush_LightRadius(pBrush);
\r
871 Brush_SetLightColor(pBrush);
\r
872 qglEnable (GL_BLEND);
\r
873 qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
\r
874 qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
875 qglDisable (GL_TEXTURE_2D);
\r
877 qglEnable(GL_TEXTURE_2D);
\r
878 qglDisable(GL_BLEND);
\r
879 qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
\r
884 extern void DrawPatchMesh(patchMesh_t *pm);
\r
885 extern void DrawPatchControls(patchMesh_t *pm);
\r
886 extern void Brush_DrawFacingAngle (brush_t *b, entity_t *e);
\r
887 extern void Brush_DrawModel(brush_t *b, bool bTextured = false);
\r
888 extern void DrawModelOrigin(brush_t *b);
\r
889 extern void DrawModelBBox(brush_t *b);
\r
891 void CamWnd::Cam_DrawBrush(brush_t *b, int mode)
\r
893 int nGLState = m_Camera.draw_glstate;
\r
894 int nDrawMode = m_Camera.draw_mode;
\r
895 int nModelMode = g_PrefsDlg.m_nEntityShowState;
\r
897 GLfloat material[4], identity[4];
\r
898 VectorSet(identity, 0.8f, 0.8f, 0.8f);
\r
902 if (b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw)
\r
907 VectorCopy(b->owner->color, material);
\r
908 VectorScale(material, 0.8f, material);
\r
909 material[3] = 1.0f;
\r
911 qglColor4fv(material);
\r
913 if (g_PrefsDlg.m_bNewLightDraw)
\r
914 DrawLight(b->owner, nGLState, (IsBrushSelected(b)) ? g_PrefsDlg.m_nLightRadiuses : 0, 0);
\r
921 else if(b->owner->eclass->fixedsize && b->owner->model.pRender
\r
922 && !(!IsBrushSelected(b) && (nModelMode & ENTITY_SELECTED_ONLY)))
\r
926 case DRAW_TEXTURED:
\r
927 if (!(nModelMode & ENTITY_WIREFRAME) && nModelMode != ENTITY_BOX)
\r
929 VectorCopy(b->owner->eclass->color, material);
\r
930 material[3] = identity[3] = 1.0f;
\r
932 qglEnable(GL_CULL_FACE);
\r
934 if(!(nGLState & DRAW_GL_TEXTURE_2D)) qglColor4fv(material);
\r
935 else qglColor4fv(identity);
\r
936 if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);
\r
938 b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);
\r
942 VectorCopy(b->owner->eclass->color, material);
\r
943 material[3] = 1.0f;
\r
944 qglColor4fv(material);
\r
946 // model view mode "wireframe" or "selected wire"
\r
947 if(nModelMode & ENTITY_WIREFRAME)
\r
948 b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);
\r
950 // model view mode "skinned and boxed"
\r
951 if(!(b->owner->eclass->nShowFlags & ECLASS_MISCMODEL) )
\r
953 qglColor4fv(material);
\r
954 aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
\r
956 else if(nModelMode & ENTITY_BOXED)
\r
958 aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
\r
961 if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)
\r
962 DrawModelOrigin(b);
\r
968 else if (b->patchBrush)
\r
970 bool bTrans = (b->pPatch->pShader->getTrans() < 1.0f);
\r
973 case DRAW_TEXTURED:
\r
974 if (!g_bPatchWireFrame && ((nGLState & DRAW_GL_BLEND && bTrans) || (!(nGLState & DRAW_GL_BLEND) && !bTrans)))
\r
976 qglDisable(GL_CULL_FACE);
\r
978 pShader = b->pPatch->pShader;
\r
979 VectorCopy(pShader->getTexture()->color, material);
\r
980 material[3] = identity[3] = pShader->getTrans();
\r
982 if(nGLState & DRAW_GL_TEXTURE_2D) {
\r
983 qglColor4fv(identity);
\r
984 qglBindTexture(GL_TEXTURE_2D, pShader->getTexture()->texture_number);
\r
987 qglColor4fv(material);
\r
988 if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);
\r
990 DrawPatchMesh(b->pPatch);
\r
994 if (g_bPatchWireFrame)
\r
996 VectorCopy(b->pPatch->pShader->getTexture()->color, material);
\r
998 qglColor4fv(material);
\r
999 DrawPatchMesh(b->pPatch);
\r
1001 if ( b->pPatch->bSelected && (g_qeglobals.d_select_mode == sel_curvepoint
\r
1002 || g_qeglobals.d_select_mode == sel_area
\r
1003 || g_bPatchBendMode))
\r
1004 DrawPatchControls(b->pPatch);
\r
1009 else if(b->owner->eclass->fixedsize)
\r
1014 VectorCopy(b->owner->eclass->color, material);
\r
1015 VectorScale(material, 0.8f, material);
\r
1016 material[3] = 1.0f;
\r
1017 qglColor4fv(material);
\r
1019 qglEnable(GL_CULL_FACE);
\r
1020 qglShadeModel(GL_FLAT);
\r
1024 if((g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES)
\r
1025 && (b->owner->eclass->nShowFlags & ECLASS_ANGLE))
\r
1026 Brush_DrawFacingAngle(b, b->owner);
\r
1035 case DRAW_TEXTURED:
\r
1036 qglEnable(GL_CULL_FACE);
\r
1037 qglShadeModel(GL_FLAT);
\r
1043 void CamWnd::Cam_DrawBrushes(int mode)
\r
1046 brush_t *pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
\r
1048 for(b = active_brushes.next; b != &active_brushes; b=b->next)
\r
1049 if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);
\r
1050 for(b = pList->next; b != pList; b=b->next)
\r
1051 if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);
\r
1054 void CamWnd::Cam_DrawStuff()
\r
1056 GLfloat identity[4];
\r
1057 VectorSet(identity, 0.8f, 0.8f, 0.8f);
\r
1060 for(b = active_brushes.next; b != &active_brushes; b=b->next)
\r
1061 b->bCamCulled = CullBrush(b);
\r
1063 for(b = selected_brushes.next; b != &selected_brushes; b=b->next)
\r
1064 b->bCamCulled = CullBrush(b);
\r
1066 switch (m_Camera.draw_mode)
\r
1069 qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
\r
1070 qglDisable(GL_TEXTURE_2D);
\r
1071 qglDisable(GL_TEXTURE_1D);
\r
1072 qglDisable(GL_BLEND);
\r
1073 qglEnable(GL_DEPTH_TEST);
\r
1074 qglEnableClientState(GL_VERTEX_ARRAY);
\r
1075 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1076 qglShadeModel(GL_FLAT);
\r
1077 if(g_PrefsDlg.m_bGLLighting) {
\r
1078 qglDisable(GL_LIGHTING);
\r
1079 qglDisable(GL_COLOR_MATERIAL);
\r
1080 qglDisableClientState(GL_NORMAL_ARRAY);
\r
1082 m_Camera.draw_glstate = DRAW_GL_WIRE;
\r
1086 qglCullFace(GL_FRONT);
\r
1087 qglEnable(GL_CULL_FACE);
\r
1088 qglShadeModel (GL_FLAT);
\r
1089 qglPolygonMode (GL_FRONT, GL_LINE);
\r
1090 qglPolygonMode (GL_BACK, GL_FILL);
\r
1091 qglDisable(GL_TEXTURE_2D);
\r
1092 qglDisable(GL_BLEND);
\r
1093 qglEnable(GL_DEPTH_TEST);
\r
1094 qglEnableClientState(GL_VERTEX_ARRAY);
\r
1095 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1096 qglPolygonOffset(-1.0, 2);
\r
1097 if(g_PrefsDlg.m_bGLLighting) {
\r
1098 qglEnable(GL_LIGHTING);
\r
1099 qglEnable(GL_COLOR_MATERIAL);
\r
1100 // qglEnable(GL_RESCALE_NORMAL);
\r
1101 qglEnableClientState(GL_NORMAL_ARRAY);
\r
1103 m_Camera.draw_glstate = DRAW_GL_SOLID;
\r
1107 qglCullFace(GL_FRONT);
\r
1108 qglEnable(GL_CULL_FACE);
\r
1109 qglShadeModel (GL_FLAT);
\r
1110 qglPolygonMode (GL_FRONT, GL_LINE);
\r
1111 qglPolygonMode (GL_BACK, GL_FILL);
\r
1112 qglEnable(GL_TEXTURE_2D);
\r
1113 qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
1114 qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
\r
1115 qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
\r
1116 qglDisable(GL_BLEND);
\r
1117 qglEnable(GL_DEPTH_TEST);
\r
1118 qglEnableClientState(GL_VERTEX_ARRAY);
\r
1119 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1120 if(g_PrefsDlg.m_bGLLighting) {
\r
1121 qglEnable(GL_LIGHTING);
\r
1122 qglDisable(GL_COLOR_MATERIAL);
\r
1123 qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);
\r
1124 qglEnableClientState(GL_NORMAL_ARRAY);
\r
1125 // qglEnable(GL_RESCALE_NORMAL);
\r
1127 qglPolygonOffset(-1.0, 2);
\r
1128 m_Camera.draw_glstate = DRAW_GL_TEXTURED;
\r
1131 default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
\r
1134 Cam_DrawBrushes(DRAW_TEXTURED);
\r
1136 // setup for solid stuff
\r
1137 switch(m_Camera.draw_mode)
\r
1140 qglDisable(GL_TEXTURE_2D);
\r
1141 m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;
\r
1142 if(g_PrefsDlg.m_bGLLighting)
\r
1143 qglEnable(GL_COLOR_MATERIAL);
\r
1144 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1150 default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
\r
1153 qglEnable(GL_CULL_FACE);
\r
1154 qglShadeModel(GL_FLAT);
\r
1155 Cam_DrawBrushes(DRAW_SOLID);
\r
1157 // setup for wireframe stuff
\r
1158 switch(m_Camera.draw_mode)
\r
1161 if(g_PrefsDlg.m_bGLLighting) {
\r
1162 qglDisable(GL_LIGHTING);
\r
1163 qglDisable(GL_COLOR_MATERIAL);
\r
1164 qglDisableClientState(GL_NORMAL_ARRAY);
\r
1165 // qglDisable(GL_RESCALE_NORMAL);
\r
1167 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
1170 if(g_PrefsDlg.m_bGLLighting) {
\r
1171 qglDisable(GL_LIGHTING);
\r
1172 qglDisable(GL_COLOR_MATERIAL);
\r
1173 qglDisableClientState(GL_NORMAL_ARRAY);
\r
1174 // qglDisable(GL_RESCALE_NORMAL);
\r
1176 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
1180 default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
\r
1183 qglDisable(GL_CULL_FACE);
\r
1184 Cam_DrawBrushes(DRAW_WIRE);
\r
1186 // setup for transparent texture stuff
\r
1187 switch(m_Camera.draw_mode)
\r
1190 qglPolygonMode (GL_FRONT, GL_LINE);
\r
1191 qglPolygonMode (GL_BACK, GL_FILL);
\r
1192 if(g_PrefsDlg.m_bGLLighting) {
\r
1193 qglEnable(GL_COLOR_MATERIAL);
\r
1194 qglEnableClientState(GL_NORMAL_ARRAY);
\r
1195 qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);
\r
1197 qglEnable(GL_TEXTURE_2D);
\r
1198 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1199 m_Camera.draw_glstate = DRAW_GL_TEXTURED;
\r
1202 qglPolygonMode (GL_FRONT, GL_LINE);
\r
1203 qglPolygonMode (GL_BACK, GL_FILL);
\r
1204 if(g_PrefsDlg.m_bGLLighting) {
\r
1205 qglEnable(GL_LIGHTING);
\r
1206 qglEnable(GL_COLOR_MATERIAL);
\r
1207 qglEnableClientState(GL_NORMAL_ARRAY);
\r
1208 // qglEnable(GL_RESCALE_NORMAL);
\r
1210 m_Camera.draw_glstate = DRAW_GL_SOLID;
\r
1213 m_Camera.draw_glstate = DRAW_GL_WIRE;
\r
1215 default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
\r
1219 qglEnable(GL_BLEND);
\r
1220 m_Camera.draw_glstate |= DRAW_GL_BLEND;
\r
1221 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1222 // FIXME: some .TGA are buggy, have a completely empty alpha channel
\r
1223 // if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
\r
1224 // so I decided using GL_DECAL instead
\r
1225 // if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
\r
1226 // this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
\r
1227 // Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)
\r
1228 // qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
\r
1230 Cam_DrawBrushes(DRAW_TEXTURED);
\r
1232 // qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
1233 qglDisable(GL_BLEND);
\r
1235 // setup for wireframe stuff
\r
1236 switch(m_Camera.draw_mode)
\r
1239 if(g_PrefsDlg.m_bGLLighting) {
\r
1240 qglDisable(GL_COLOR_MATERIAL);
\r
1241 qglDisable(GL_LIGHTING);
\r
1242 // qglDisable(GL_RESCALE_NORMAL);
\r
1246 if(g_PrefsDlg.m_bGLLighting) {
\r
1247 qglDisable(GL_COLOR_MATERIAL);
\r
1248 qglDisable(GL_LIGHTING);
\r
1249 // qglDisable(GL_RESCALE_NORMAL);
\r
1254 default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
\r
1265 void QueueClear ();
\r
1266 void QueueDraw ();
\r
1268 void CamWnd::Cam_Draw()
\r
1272 float screenaspect;
\r
1274 double start, end;
\r
1277 if (!active_brushes.next)
\r
1278 return; // not valid yet
\r
1280 if (m_Camera.timing)
\r
1281 start = Sys_DoubleTime ();
\r
1286 QE_CheckOpenGLForErrors();
\r
1288 qglViewport(0, 0, m_Camera.width, m_Camera.height);
\r
1289 qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
\r
1290 g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
\r
1291 g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);
\r
1292 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
\r
1295 // set up viewpoint
\r
1299 qglMatrixMode(GL_PROJECTION);
\r
1300 qglLoadIdentity ();
\r
1302 screenaspect = (float)m_Camera.width / m_Camera.height;
\r
1303 yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;
\r
1304 qgluPerspective (yfov, screenaspect, 8, 32768);
\r
1306 // we're too lazy to calc projection matrix ourselves!!!
\r
1307 qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
\r
1311 m4x4_identity(&m_Camera.modelview[0][0]);
\r
1312 VectorSet(vec, -90, 0, 0);
\r
1313 m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
\r
1314 VectorSet(vec, 0, 0, 90);
\r
1315 m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
\r
1316 VectorSet(vec, 0, m_Camera.angles[0], 0);
\r
1317 m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
\r
1318 VectorSet(vec, 0, 0, -m_Camera.angles[1]);
\r
1319 m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
\r
1320 VectorSet(vec, -m_Camera.origin[0], -m_Camera.origin[1], -m_Camera.origin[2]);
\r
1321 m4x4_translate_by_vec3(&m_Camera.modelview[0][0], vec);
\r
1323 Cam_BuildMatrix ();
\r
1325 qglMatrixMode(GL_MODELVIEW);
\r
1326 qglLoadIdentity();
\r
1328 qglMultMatrixf(&m_Camera.modelview[0][0]);
\r
1330 // grab the GL_PROJECTION and GL_MODELVIEW matrixes
\r
1331 // used in GetRelativeAxes
\r
1332 //qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
\r
1333 //qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);
\r
1336 // TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)
\r
1338 qglGetIntegerv (GL_VIEWPORT, viewprt);
\r
1341 if (g_PrefsDlg.m_bGLLighting)
\r
1343 GLfloat inverse_cam_dir[4], ambient[4], diffuse[4];//, material[4];
\r
1345 ambient[0] = ambient[1] = ambient[2] = 0.6f;
\r
1346 ambient[3] = 1.0f;
\r
1347 diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;
\r
1348 diffuse[3] = 1.0f;
\r
1349 //material[0] = material[1] = material[2] = 0.8f;
\r
1350 //material[3] = 1.0f;
\r
1352 vec3_t vCam, vRotate;
\r
1353 VectorSet(vCam, -1, 0, 0); //default cam pos
\r
1354 VectorSet(vRotate, 0, -m_Camera.angles[0], 0);
\r
1355 VectorRotate(vCam, vRotate, vCam);
\r
1356 VectorSet(vRotate, 0, 0, m_Camera.angles[1]);
\r
1357 VectorRotate(vCam, vRotate, vCam);
\r
1359 inverse_cam_dir[0] = vCam[0];
\r
1360 inverse_cam_dir[1] = vCam[1];
\r
1361 inverse_cam_dir[2] = vCam[2];
\r
1362 inverse_cam_dir[3] = 0;
\r
1364 qglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
\r
1366 qglLightfv(GL_LIGHT0, GL_POSITION, inverse_cam_dir);
\r
1368 qglLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
\r
1369 qglLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
\r
1371 qglEnable(GL_LIGHT0);
\r
1382 qglEnableClientState(GL_VERTEX_ARRAY);
\r
1383 qglDisableClientState(GL_NORMAL_ARRAY);
\r
1384 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1385 qglDisable (GL_TEXTURE_2D);
\r
1386 qglDisable (GL_LIGHTING);
\r
1387 qglDisable (GL_COLOR_MATERIAL);
\r
1389 qglEnable (GL_CULL_FACE);
\r
1391 brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
\r
1393 if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL)
\r
1395 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
1396 qglEnable (GL_BLEND);
\r
1397 qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1398 qglDepthFunc (GL_LEQUAL);
\r
1399 for (brush = pList->next ; brush != pList ; brush=brush->next)
\r
1401 if (brush->bCamCulled) // draw selected faces of filtered brushes to remind that there is a selection
\r
1404 if (brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area))
\r
1407 if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)
\r
1409 DrawPatchMesh(brush->pPatch);
\r
1411 else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)
\r
1413 brush->owner->model.pRender->Draw(DRAW_GL_FLAT, (DRAW_RF_SEL_OUTLINE|DRAW_RF_CAM));
\r
1417 for (face=brush->brush_faces ; face ; face=face->next)
\r
1418 Brush_FaceDraw(face, DRAW_GL_FLAT);
\r
1423 int nCount = g_ptrSelectedFaces.GetSize();
\r
1426 for (int i = 0; i < nCount; i++)
\r
1428 face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));
\r
1429 Brush_FaceDraw(selFace, DRAW_GL_FLAT);
\r
1433 qglDisableClientState(GL_NORMAL_ARRAY);
\r
1434 qglDepthFunc (GL_LESS);
\r
1437 if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF)
\r
1439 // non-zbuffered outline
\r
1440 qglDisable (GL_BLEND);
\r
1441 qglDisable (GL_DEPTH_TEST);
\r
1442 qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
\r
1443 qglColor3f (1, 1, 1);
\r
1444 for (brush = pList->next ; brush != pList ; brush=brush->next)
\r
1446 if ((brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area)))
\r
1449 if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)
\r
1451 DrawPatchMesh(brush->pPatch);
\r
1453 else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)
\r
1455 brush->owner->model.pRender->Draw(DRAW_GL_WIRE, (DRAW_RF_SEL_FILL|DRAW_RF_CAM));
\r
1457 // Hydra : always draw bbox outline!
\r
1458 aabb_draw(brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
\r
1462 for (face=brush->brush_faces ; face ; face=face->next)
\r
1463 Brush_FaceDraw(face, DRAW_GL_WIRE);
\r
1468 // edge / vertex flags
\r
1469 if (g_qeglobals.d_select_mode == sel_vertex)
\r
1471 // GL_POINTS on Kyro Workaround
\r
1472 if(!g_PrefsDlg.m_bGlPtWorkaround)
\r
1476 qglColor3f (0,1,0);
\r
1477 qglBegin (GL_POINTS);
\r
1478 for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
\r
1479 qglVertex3fv (g_qeglobals.d_points[i]);
\r
1482 if(g_qeglobals.d_num_move_points)
\r
1484 // selected brush verts
\r
1486 qglColor3f (0,0,1);
\r
1487 qglBegin (GL_POINTS);
\r
1488 for(i = 0; i < g_qeglobals.d_num_move_points; i++)
\r
1489 qglVertex3fv (g_qeglobals.d_move_points[i]);
\r
1498 qglColor3f (0,1,0);
\r
1499 qglLineWidth(2.0);
\r
1500 qglBegin (GL_LINES);
\r
1501 for (i=0; i < g_qeglobals.d_numpoints; i++)
\r
1502 DrawAlternatePoint(g_qeglobals.d_points[i], 1.5);
\r
1505 if(g_qeglobals.d_num_move_points)
\r
1507 // selected brush verts
\r
1508 qglColor3f (0,0,1);
\r
1509 qglLineWidth (3.0);
\r
1510 qglBegin (GL_LINES);
\r
1511 for(i = 0; i < g_qeglobals.d_num_move_points; i++)
\r
1512 qglVertex3fv (g_qeglobals.d_move_points[i]);
\r
1515 qglLineWidth(1.0);
\r
1518 else if (g_qeglobals.d_select_mode == sel_edge)
\r
1521 // GL_POINTS on Kyro Workaround
\r
1522 if(!g_PrefsDlg.m_bGlPtWorkaround)
\r
1525 qglColor3f (0,0,1);
\r
1526 qglBegin (GL_POINTS);
\r
1527 for (i=0 ; i<g_qeglobals.d_numedges ; i++)
\r
1529 v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
\r
1530 v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
\r
1531 qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
\r
1537 qglColor3f (0,0,1);
\r
1538 qglLineWidth(2.0);
\r
1539 qglBegin (GL_LINES);
\r
1540 for (i=0; i < g_qeglobals.d_numedges; i++)
\r
1542 v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
\r
1543 v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
\r
1545 v3[0] = (v1[0]+v2[0])*0.5;
\r
1546 v3[1] = (v1[1]+v2[1])*0.5;
\r
1547 v3[2] = (v1[2]+v2[2])*0.5;
\r
1548 DrawAlternatePoint(v3, 1.5);
\r
1551 qglLineWidth(1.0);
\r
1558 qglEnable(GL_DEPTH_TEST);
\r
1561 if (g_qeglobals.d_pointfile_display_list)
\r
1566 // call the drawing routine of plugin entities
\r
1567 //++timo FIXME: we might need to hook in other places as well for transparency etc.
\r
1568 //++timo FIXME: also needs a way to get some parameters about the view
\r
1569 //++timo FIXME: maybe provide some culling API on Radiant side?
\r
1570 Draw3DPluginEntities();
\r
1572 // draw the crosshair
\r
1575 // setup orthographic projection mode
\r
1576 qglMatrixMode(GL_PROJECTION);
\r
1577 //qglPushMatrix();
\r
1578 qglLoadIdentity();
\r
1579 qglDisable(GL_DEPTH_TEST);
\r
1580 qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
\r
1581 qglScalef(1, -1, 1);
\r
1582 qglTranslatef(0, -(float)m_Camera.height, 0);
\r
1583 qglMatrixMode(GL_MODELVIEW);
\r
1586 //qglPushMatrix();
\r
1587 qglLoadIdentity();
\r
1588 qglColor3f( 1.f, 1.f, 1.f );
\r
1589 qglBegin( GL_LINES );
\r
1590 qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );
\r
1591 qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );
\r
1592 qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );
\r
1593 qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );
\r
1594 qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );
\r
1595 qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );
\r
1596 qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );
\r
1597 qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );
\r
1601 // reset perspective projection
\r
1602 //qglMatrixMode(GL_PROJECTION);
\r
1604 //qglMatrixMode(GL_MODELVIEW);
\r
1608 if ((g_qeglobals.d_select_mode == sel_area) && (g_nPatchClickedView == W_CAMERA))
\r
1610 // setup orthographic projection mode
\r
1611 qglMatrixMode(GL_PROJECTION);
\r
1612 //qglPushMatrix();
\r
1613 qglLoadIdentity();
\r
1614 qglDisable(GL_DEPTH_TEST);
\r
1615 qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
\r
1616 //qglScalef(1, -1, 1);
\r
1617 //qglTranslatef(0, -(float)m_Camera.height, 0);
\r
1618 qglMatrixMode(GL_MODELVIEW);
\r
1620 // area selection hack
\r
1621 qglLoadIdentity();
\r
1622 qglDisable(GL_CULL_FACE);
\r
1623 qglEnable (GL_BLEND);
\r
1624 qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
\r
1625 qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1626 qglColor4f(0.0, 0.0, 1.0, 0.25);
\r
1627 qglRectf(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1]);
\r
1628 qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
\r
1629 qglDisable (GL_BLEND);
\r
1630 qglEnable (GL_CULL_FACE);
\r
1634 // bind back to the default texture so that we don't have problems
\r
1635 // elsewhere using/modifying texture maps between contexts
\r
1636 qglBindTexture( GL_TEXTURE_2D, 0 );
\r
1639 QE_CheckOpenGLForErrors();
\r
1641 if (m_Camera.timing)
\r
1643 end = Sys_DoubleTime ();
\r
1644 Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
\r
1647 for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
\r
1648 brush->bCamCulled = false;
\r
1650 for (brush = pList->next ; brush != pList ; brush=brush->next)
\r
1651 brush->bCamCulled = false;
\r
1654 void CamWnd::OnExpose ()
\r
1656 if (!MakeCurrent ())
\r
1658 Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
\r
1659 Sys_Printf("Please restart Radiant if the camera view is not working\n");
\r
1663 QE_CheckOpenGLForErrors();
\r
1664 g_pSplitList = NULL;
\r
1667 if (g_Clip1.Set() && g_Clip2.Set())
\r
1669 g_pSplitList = (g_bSwitch) ?
\r
1670 &g_brBackSplits : &g_brFrontSplits;
\r
1674 Patch_LODMatchAll(); // spog
\r
1677 QE_CheckOpenGLForErrors ();
\r
1679 m_XORRectangle.set(rectangle_t());
\r
1684 void CamWnd::BenchMark()
\r
1686 if (!MakeCurrent ())
\r
1687 Error ("glXMakeCurrent failed in Benchmark");
\r
1689 qglDrawBuffer (GL_FRONT);
\r
1690 double dStart = Sys_DoubleTime ();
\r
1691 for (int i=0 ; i < 100 ; i++)
\r
1693 m_Camera.angles[YAW] = i*4;
\r
1697 qglDrawBuffer (GL_BACK);
\r
1698 double dEnd = Sys_DoubleTime ();
\r
1699 Sys_Printf ("%5.2f seconds\n", dEnd - dStart);
\r