/* 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 #include 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( 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 ); }