-/*\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
-#include "stdafx.h"\r
-//#include "qe3.h"\r
-\r
-#define PAGEFLIPS 2\r
-\r
-z_t z;\r
-\r
-/*\r
-============\r
-Z_Init\r
-============\r
-*/\r
-void Z_Init (void)\r
-{\r
- z.origin[0] = 0;\r
- z.origin[1] = 20;\r
- z.origin[2] = 46;\r
-\r
- z.scale = 1;\r
-}\r
-\r
-\r
-\r
-/*\r
-============================================================================\r
-\r
- MOUSE ACTIONS\r
-\r
-============================================================================\r
-*/\r
-\r
-static int cursorx, cursory;\r
-\r
-/*\r
-==============\r
-Z_MouseDown\r
-==============\r
-*/\r
-void Z_MouseDown (int x, int y, int buttons)\r
-{\r
- vec3_t org, dir, vup, vright;\r
- brush_t *b;\r
-\r
- Sys_GetCursorPos (&cursorx, &cursory);\r
-\r
- vup[0] = 0; vup[1] = 0; vup[2] = 1/z.scale;\r
-\r
- VectorCopy (z.origin, org);\r
- org[2] += (y - (z.height/2))/z.scale;\r
- org[1] = g_MinWorldCoord;\r
-\r
- b = selected_brushes.next;\r
- if (b != &selected_brushes)\r
- {\r
- org[0] = (b->mins[0] + b->maxs[0])/2;\r
- }\r
-\r
- dir[0] = 0; dir[1] = 1; dir[2] = 0;\r
-\r
- vright[0] = 0; vright[1] = 0; vright[2] = 0;\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
-\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_MBUTTON)\r
-// || (buttons == (MK_MBUTTON|MK_CONTROL))\r
- || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)) )\r
- {\r
- Drag_Begin (x, y, buttons,\r
- vright, vup,\r
- org, dir);\r
- return;\r
- }\r
-\r
- // control mbutton = move camera\r
- if ((buttons == (MK_CONTROL|nMouseButton) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))\r
- { \r
- g_pParentWnd->GetCamWnd()->Camera()->origin[2] = org[2] ;\r
- Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);\r
- }\r
-\r
-\r
-}\r
-\r
-/*\r
-==============\r
-Z_MouseUp\r
-==============\r
-*/\r
-void Z_MouseUp (int x, int y, int buttons)\r
-{\r
- Drag_MouseUp ();\r
-}\r
-\r
-/*\r
-==============\r
-Z_MouseMoved\r
-==============\r
-*/\r
-void Z_MouseMoved (int x, int y, int buttons)\r
-{\r
- if (!buttons)\r
- return;\r
- if (buttons == MK_LBUTTON)\r
- {\r
- Drag_MouseMoved (x, y, buttons);\r
- Sys_UpdateWindows (W_Z|W_CAMERA_IFON|W_XY);\r
- return;\r
- }\r
- // rbutton = drag z origin\r
- if (buttons == MK_RBUTTON)\r
- {\r
- Sys_GetCursorPos (&x, &y);\r
- if ( y != cursory)\r
- {\r
- z.origin[2] += y-cursory;\r
- Sys_SetCursorPos (cursorx, cursory);\r
- Sys_UpdateWindows (W_Z);\r
- }\r
- return;\r
- }\r
- // control mbutton = move camera\r
- int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;\r
- if ((buttons == (MK_CONTROL|nMouseButton) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))\r
- { \r
- g_pParentWnd->GetCamWnd()->Camera()->origin[2] = (y - (z.height/2))/z.scale;\r
- Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);\r
- }\r
-\r
-}\r
-\r
-\r
-/*\r
-============================================================================\r
-\r
-DRAWING\r
-\r
-============================================================================\r
-*/\r
-\r
-\r
-/*\r
-==============\r
-Z_DrawGrid\r
-==============\r
-*/\r
-void Z_DrawGrid (void)\r
-{\r
- float zz, zb, ze;\r
- float w, h;\r
- char text[32];\r
-\r
- w = (z.width/2 / z.scale);\r
- h = (z.height/2 / z.scale);\r
-\r
- zb = z.origin[2] - h;\r
- if (zb < region_mins[2])\r
- zb = region_mins[2];\r
- zb = 64 * floor (zb/64);\r
-\r
- ze = z.origin[2] + h;\r
- if (ze > region_maxs[2])\r
- ze = region_maxs[2];\r
- ze = 64 * ceil (ze/64);\r
-\r
- // draw major blocks\r
-\r
- qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]);\r
-\r
- if ( g_qeglobals.d_showgrid )\r
- {\r
- if (g_qeglobals.d_gridsize < 128)\r
- {\r
- qglBegin (GL_LINES);\r
-\r
- qglVertex2f (0, zb);\r
- qglVertex2f (0, ze);\r
-\r
- for (zz=zb ; zz<ze ; zz+=64)\r
- {\r
- qglVertex2f (-w, zz);\r
- qglVertex2f (w, zz);\r
- }\r
-\r
- qglEnd ();\r
- }\r
- else\r
- {\r
- qglBegin (GL_LINES);\r
-\r
- qglVertex2f (0, zb);\r
- qglVertex2f (0, ze);\r
-\r
- for (zz=zb ; zz<ze ; zz+=64)\r
- {\r
- // d_gridsize >= 128 .. it's an int for sure\r
- if ( ((int)zz & ((int)g_qeglobals.d_gridsize-1)) != 0 )\r
- continue;\r
-\r
- qglVertex2f (-w, zz);\r
- qglVertex2f (w, zz);\r
- }\r
-\r
- qglEnd ();\r
- }\r
- }\r
-\r
- // draw minor blocks\r
- if (g_qeglobals.d_showgrid && g_qeglobals.d_gridsize*z.scale >= 4 &&\r
- g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR] != g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK])\r
- {\r
- qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]);\r
-\r
- qglBegin (GL_LINES);\r
- for (zz=zb ; zz<ze ; zz+=g_qeglobals.d_gridsize)\r
- {\r
- if ( ! ((int)zz & 63) )\r
- continue;\r
- qglVertex2f (-w, zz);\r
- qglVertex2f (w, zz);\r
- }\r
- qglEnd ();\r
- }\r
-\r
- // draw coordinate text if needed\r
-\r
- if ( g_qeglobals.d_savedinfo.show_coordinates)\r
- {\r
- qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDTEXT]);\r
-\r
- int step = (int)(g_qeglobals.d_gridsize > 64 ? g_qeglobals.d_gridsize : 64);\r
- zb = z.origin[2] - h;\r
- if (zb < region_mins[2])\r
- zb = region_mins[2];\r
- zb = step * floor (zb/step);\r
-\r
- for (zz=zb ; zz<ze ; zz+=step)\r
- {\r
- qglRasterPos2f (-w+(1/z.scale), zz);\r
- sprintf (text, "%i",(int)zz);\r
- gtk_glwidget_print_string(text);\r
- }\r
- }\r
-}\r
-\r
-void ZDrawCameraIcon (void)\r
-{\r
- float x, y;\r
- float xCam = z.width/4/z.scale, gizmo = 8 / z.scale, height = 48 / z.scale;\r
-\r
- x = 0;\r
- y = g_pParentWnd->GetCamWnd()->Camera()->origin[2];\r
-\r
- qglColor3f (0.0, 0.0, 1.0);\r
- qglBegin(GL_LINE_STRIP);\r
- qglVertex3f (x-xCam,y,0);\r
- qglVertex3f (x,y+gizmo,0);\r
- qglVertex3f (x+xCam,y,0);\r
- qglVertex3f (x,y-gizmo,0);\r
- qglVertex3f (x-xCam,y,0);\r
- qglVertex3f (x+xCam,y,0);\r
- qglVertex3f (x+xCam,y-height,0);\r
- qglVertex3f (x-xCam,y-height,0);\r
- qglVertex3f (x-xCam,y,0);\r
- qglEnd ();\r
-\r
-}\r
-\r
-GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; //HACK\r
-\r
-/*\r
-==============\r
-Z_Draw\r
-==============\r
-*/\r
-void Z_Draw (void)\r
-{\r
-#ifdef DBG_WINDOWPOS\r
- CheckWatchit ("Z_Draw");\r
-#endif\r
- brush_t *brush;\r
- float w, h;\r
- double start, end;\r
- qtexture_t *q;\r
- float top, bottom;\r
- vec3_t org_top, org_bottom, dir_up, dir_down;\r
- int xCam = z.width/3;\r
-\r
- if (!active_brushes.next)\r
- return; // not valid yet\r
-\r
- if (z.timing)\r
- start = Sys_DoubleTime ();\r
-\r
- //\r
- // clear\r
- //\r
- qglViewport(0, 0, z.width, z.height);\r
-\r
- qglClearColor (\r
- g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],\r
- g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],\r
- g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],\r
- 0);\r
-\r
- /* GL Bug */ \r
- /* When not using hw acceleration, gl will fault if we clear the depth \r
- buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT\r
- only after Z_Draw() has been called once. Yeah, right. */\r
- qglClear(glbitClear); \r
- glbitClear |= GL_DEPTH_BUFFER_BIT;\r
- qglMatrixMode(GL_PROJECTION);\r
-\r
- qglLoadIdentity ();\r
- w = z.width/2 / z.scale;\r
- h = z.height/2 / z.scale;\r
- qglOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);\r
-\r
- qglDisable(GL_TEXTURE_2D);\r
- qglDisable(GL_TEXTURE_1D);\r
- qglDisable(GL_DEPTH_TEST);\r
- qglDisable(GL_BLEND);\r
-\r
-\r
- //\r
- // now draw the grid\r
- //\r
- Z_DrawGrid ();\r
-\r
- //\r
- // draw stuff\r
- //\r
-\r
- qglDisable(GL_CULL_FACE);\r
-\r
- qglShadeModel (GL_FLAT);\r
-\r
- qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);\r
-\r
- qglDisable(GL_TEXTURE_2D);\r
- qglDisable(GL_BLEND);\r
- qglDisable(GL_DEPTH_TEST);\r
-\r
-\r
- // draw filled interiors and edges\r
- dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;\r
- dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;\r
- VectorCopy (z.origin, org_top);\r
- org_top[2] = g_MaxWorldCoord;\r
- VectorCopy (z.origin, org_bottom);\r
- org_bottom[2] = g_MinWorldCoord;\r
-\r
- for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)\r
- {\r
- if (brush->bFiltered)\r
- continue;\r
-\r
- if (brush->mins[0] >= z.origin[0]\r
- || brush->maxs[0] <= z.origin[0]\r
- || brush->mins[1] >= z.origin[1]\r
- || brush->maxs[1] <= z.origin[1])\r
- continue;\r
-\r
- if (!Brush_Ray (org_top, dir_down, brush, &top))\r
- continue;\r
- top = org_top[2] - top;\r
- if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))\r
- continue;\r
- bottom = org_bottom[2] + bottom;\r
-\r
- q = brush->brush_faces->pShader->getTexture();\r
- qglColor3f (q->color[0], q->color[1], q->color[2]);\r
- qglBegin (GL_QUADS);\r
- qglVertex2f (-xCam, bottom);\r
- qglVertex2f (xCam, bottom);\r
- qglVertex2f (xCam, top);\r
- qglVertex2f (-xCam, top);\r
- qglEnd ();\r
-\r
- qglColor3f (1,1,1);\r
- qglBegin (GL_LINE_LOOP);\r
- qglVertex2f (-xCam, bottom);\r
- qglVertex2f (xCam, bottom);\r
- qglVertex2f (xCam, top);\r
- qglVertex2f (-xCam, top);\r
- qglEnd ();\r
- }\r
-\r
- //\r
- // now draw selected brushes\r
- //\r
- for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)\r
- {\r
- if ( !(brush->mins[0] >= z.origin[0]\r
- || brush->maxs[0] <= z.origin[0]\r
- || brush->mins[1] >= z.origin[1]\r
- || brush->maxs[1] <= z.origin[1]) )\r
- {\r
- if (Brush_Ray (org_top, dir_down, brush, &top))\r
- {\r
- top = org_top[2] - top;\r
- if (Brush_Ray (org_bottom, dir_up, brush, &bottom))\r
- {\r
- bottom = org_bottom[2] + bottom;\r
-\r
- q = brush->brush_faces->pShader->getTexture();\r
- qglColor3f (q->color[0], q->color[1], q->color[2]);\r
- qglBegin (GL_QUADS);\r
- qglVertex2f (-xCam, bottom);\r
- qglVertex2f (xCam, bottom);\r
- qglVertex2f (xCam, top);\r
- qglVertex2f (-xCam, top);\r
- qglEnd ();\r
- }\r
- }\r
- }\r
-\r
- qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES]);\r
- qglBegin (GL_LINE_LOOP);\r
- qglVertex2f (-xCam, brush->mins[2]);\r
- qglVertex2f (xCam, brush->mins[2]);\r
- qglVertex2f (xCam, brush->maxs[2]);\r
- qglVertex2f (-xCam, brush->maxs[2]);\r
- qglEnd ();\r
- }\r
-\r
-\r
- ZDrawCameraIcon ();\r
-\r
- qglFinish();\r
- QE_CheckOpenGLForErrors();\r
-\r
- if (z.timing)\r
- {\r
- end = Sys_DoubleTime ();\r
- Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));\r
- }\r
-}\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
+*/
+
+#include "stdafx.h"
+//#include "qe3.h"
+
+#define PAGEFLIPS 2
+
+z_t z;
+
+/*
+============
+Z_Init
+============
+*/
+void Z_Init (void)
+{
+ z.origin[0] = 0;
+ z.origin[1] = 20;
+ z.origin[2] = 46;
+
+ z.scale = 1;
+}
+
+
+
+/*
+============================================================================
+
+ MOUSE ACTIONS
+
+============================================================================
+*/
+
+static int cursorx, cursory;
+
+/*
+==============
+Z_MouseDown
+==============
+*/
+void Z_MouseDown (int x, int y, int buttons)
+{
+ vec3_t org, dir, vup, vright;
+ brush_t *b;
+
+ Sys_GetCursorPos (&cursorx, &cursory);
+
+ vup[0] = 0; vup[1] = 0; vup[2] = 1/z.scale;
+
+ VectorCopy (z.origin, org);
+ org[2] += (y - (z.height/2))/z.scale;
+ org[1] = g_MinWorldCoord;
+
+ b = selected_brushes.next;
+ if (b != &selected_brushes)
+ {
+ org[0] = (b->mins[0] + b->maxs[0])/2;
+ }
+
+ dir[0] = 0; dir[1] = 1; dir[2] = 0;
+
+ vright[0] = 0; vright[1] = 0; vright[2] = 0;
+
+ // LBUTTON = manipulate selection
+ // shift-LBUTTON = select
+ // middle button = grab texture
+ // ctrl-middle button = set entire brush to texture
+ // ctrl-shift-middle button = set single face to texture
+
+ int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
+ if ( (buttons == MK_LBUTTON)
+ || (buttons == (MK_LBUTTON | MK_SHIFT))
+ || (buttons == MK_MBUTTON)
+// || (buttons == (MK_MBUTTON|MK_CONTROL))
+ || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)) )
+ {
+ Drag_Begin (x, y, buttons,
+ vright, vup,
+ org, dir);
+ return;
+ }
+
+ // control mbutton = move camera
+ if ((buttons == (MK_CONTROL|nMouseButton) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
+ {
+ g_pParentWnd->GetCamWnd()->Camera()->origin[2] = org[2] ;
+ Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
+ }
+
+
+}
+
+/*
+==============
+Z_MouseUp
+==============
+*/
+void Z_MouseUp (int x, int y, int buttons)
+{
+ Drag_MouseUp ();
+}
+
+/*
+==============
+Z_MouseMoved
+==============
+*/
+void Z_MouseMoved (int x, int y, int buttons)
+{
+ if (!buttons)
+ return;
+ if (buttons == MK_LBUTTON)
+ {
+ Drag_MouseMoved (x, y, buttons);
+ Sys_UpdateWindows (W_Z|W_CAMERA_IFON|W_XY);
+ return;
+ }
+ // rbutton = drag z origin
+ if (buttons == MK_RBUTTON)
+ {
+ Sys_GetCursorPos (&x, &y);
+ if ( y != cursory)
+ {
+ z.origin[2] += y-cursory;
+ Sys_SetCursorPos (cursorx, cursory);
+ Sys_UpdateWindows (W_Z);
+ }
+ return;
+ }
+ // control mbutton = move camera
+ int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
+ if ((buttons == (MK_CONTROL|nMouseButton) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
+ {
+ g_pParentWnd->GetCamWnd()->Camera()->origin[2] = (y - (z.height/2))/z.scale;
+ Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
+ }
+
+}
+
+
+/*
+============================================================================
+
+DRAWING
+
+============================================================================
+*/
+
+
+/*
+==============
+Z_DrawGrid
+==============
+*/
+void Z_DrawGrid (void)
+{
+ float zz, zb, ze;
+ float w, h;
+ char text[32];
+
+ w = (z.width/2 / z.scale);
+ h = (z.height/2 / z.scale);
+
+ zb = z.origin[2] - h;
+ if (zb < region_mins[2])
+ zb = region_mins[2];
+ zb = 64 * floor (zb/64);
+
+ ze = z.origin[2] + h;
+ if (ze > region_maxs[2])
+ ze = region_maxs[2];
+ ze = 64 * ceil (ze/64);
+
+ // draw major blocks
+
+ qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]);
+
+ if ( g_qeglobals.d_showgrid )
+ {
+ if (g_qeglobals.d_gridsize < 128)
+ {
+ qglBegin (GL_LINES);
+
+ qglVertex2f (0, zb);
+ qglVertex2f (0, ze);
+
+ for (zz=zb ; zz<ze ; zz+=64)
+ {
+ qglVertex2f (-w, zz);
+ qglVertex2f (w, zz);
+ }
+
+ qglEnd ();
+ }
+ else
+ {
+ qglBegin (GL_LINES);
+
+ qglVertex2f (0, zb);
+ qglVertex2f (0, ze);
+
+ for (zz=zb ; zz<ze ; zz+=64)
+ {
+ // d_gridsize >= 128 .. it's an int for sure
+ if ( ((int)zz & ((int)g_qeglobals.d_gridsize-1)) != 0 )
+ continue;
+
+ qglVertex2f (-w, zz);
+ qglVertex2f (w, zz);
+ }
+
+ qglEnd ();
+ }
+ }
+
+ // draw minor blocks
+ if (g_qeglobals.d_showgrid && g_qeglobals.d_gridsize*z.scale >= 4 &&
+ g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR] != g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK])
+ {
+ qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]);
+
+ qglBegin (GL_LINES);
+ for (zz=zb ; zz<ze ; zz+=g_qeglobals.d_gridsize)
+ {
+ if ( ! ((int)zz & 63) )
+ continue;
+ qglVertex2f (-w, zz);
+ qglVertex2f (w, zz);
+ }
+ qglEnd ();
+ }
+
+ // draw coordinate text if needed
+
+ if ( g_qeglobals.d_savedinfo.show_coordinates)
+ {
+ qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDTEXT]);
+
+ int step = (int)(g_qeglobals.d_gridsize > 64 ? g_qeglobals.d_gridsize : 64);
+ zb = z.origin[2] - h;
+ if (zb < region_mins[2])
+ zb = region_mins[2];
+ zb = step * floor (zb/step);
+
+ for (zz=zb ; zz<ze ; zz+=step)
+ {
+ qglRasterPos2f (-w+(1/z.scale), zz);
+ sprintf (text, "%i",(int)zz);
+ gtk_glwidget_print_string(text);
+ }
+ }
+}
+
+void ZDrawCameraIcon (void)
+{
+ float x, y;
+ float xCam = z.width/4/z.scale, gizmo = 8 / z.scale, height = 48 / z.scale;
+
+ x = 0;
+ y = g_pParentWnd->GetCamWnd()->Camera()->origin[2];
+
+ qglColor3f (0.0, 0.0, 1.0);
+ qglBegin(GL_LINE_STRIP);
+ qglVertex3f (x-xCam,y,0);
+ qglVertex3f (x,y+gizmo,0);
+ qglVertex3f (x+xCam,y,0);
+ qglVertex3f (x,y-gizmo,0);
+ qglVertex3f (x-xCam,y,0);
+ qglVertex3f (x+xCam,y,0);
+ qglVertex3f (x+xCam,y-height,0);
+ qglVertex3f (x-xCam,y-height,0);
+ qglVertex3f (x-xCam,y,0);
+ qglEnd ();
+
+}
+
+GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; //HACK
+
+/*
+==============
+Z_Draw
+==============
+*/
+void Z_Draw (void)
+{
+#ifdef DBG_WINDOWPOS
+ CheckWatchit ("Z_Draw");
+#endif
+ brush_t *brush;
+ float w, h;
+ double start, end;
+ qtexture_t *q;
+ float top, bottom;
+ vec3_t org_top, org_bottom, dir_up, dir_down;
+ int xCam = z.width/3;
+
+ if (!active_brushes.next)
+ return; // not valid yet
+
+ if (z.timing)
+ start = Sys_DoubleTime ();
+
+ //
+ // clear
+ //
+ qglViewport(0, 0, z.width, z.height);
+
+ qglClearColor (
+ g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
+ g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
+ g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
+ 0);
+
+ /* GL Bug */
+ /* When not using hw acceleration, gl will fault if we clear the depth
+ buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT
+ only after Z_Draw() has been called once. Yeah, right. */
+ qglClear(glbitClear);
+ glbitClear |= GL_DEPTH_BUFFER_BIT;
+ qglMatrixMode(GL_PROJECTION);
+
+ qglLoadIdentity ();
+ w = z.width/2 / z.scale;
+ h = z.height/2 / z.scale;
+ qglOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);
+
+ qglDisable(GL_TEXTURE_2D);
+ qglDisable(GL_TEXTURE_1D);
+ qglDisable(GL_DEPTH_TEST);
+ qglDisable(GL_BLEND);
+
+
+ //
+ // now draw the grid
+ //
+ Z_DrawGrid ();
+
+ //
+ // draw stuff
+ //
+
+ qglDisable(GL_CULL_FACE);
+
+ qglShadeModel (GL_FLAT);
+
+ qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+
+ qglDisable(GL_TEXTURE_2D);
+ qglDisable(GL_BLEND);
+ qglDisable(GL_DEPTH_TEST);
+
+
+ // draw filled interiors and edges
+ dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;
+ dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;
+ VectorCopy (z.origin, org_top);
+ org_top[2] = g_MaxWorldCoord;
+ VectorCopy (z.origin, org_bottom);
+ org_bottom[2] = g_MinWorldCoord;
+
+ for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
+ {
+ if (brush->bFiltered)
+ continue;
+
+ if (brush->mins[0] >= z.origin[0]
+ || brush->maxs[0] <= z.origin[0]
+ || brush->mins[1] >= z.origin[1]
+ || brush->maxs[1] <= z.origin[1])
+ continue;
+
+ if (!Brush_Ray (org_top, dir_down, brush, &top))
+ continue;
+ top = org_top[2] - top;
+ if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))
+ continue;
+ bottom = org_bottom[2] + bottom;
+
+ q = brush->brush_faces->pShader->getTexture();
+ qglColor3f (q->color[0], q->color[1], q->color[2]);
+ qglBegin (GL_QUADS);
+ qglVertex2f (-xCam, bottom);
+ qglVertex2f (xCam, bottom);
+ qglVertex2f (xCam, top);
+ qglVertex2f (-xCam, top);
+ qglEnd ();
+
+ qglColor3f (1,1,1);
+ qglBegin (GL_LINE_LOOP);
+ qglVertex2f (-xCam, bottom);
+ qglVertex2f (xCam, bottom);
+ qglVertex2f (xCam, top);
+ qglVertex2f (-xCam, top);
+ qglEnd ();
+ }
+
+ //
+ // now draw selected brushes
+ //
+ for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
+ {
+ if ( !(brush->mins[0] >= z.origin[0]
+ || brush->maxs[0] <= z.origin[0]
+ || brush->mins[1] >= z.origin[1]
+ || brush->maxs[1] <= z.origin[1]) )
+ {
+ if (Brush_Ray (org_top, dir_down, brush, &top))
+ {
+ top = org_top[2] - top;
+ if (Brush_Ray (org_bottom, dir_up, brush, &bottom))
+ {
+ bottom = org_bottom[2] + bottom;
+
+ q = brush->brush_faces->pShader->getTexture();
+ qglColor3f (q->color[0], q->color[1], q->color[2]);
+ qglBegin (GL_QUADS);
+ qglVertex2f (-xCam, bottom);
+ qglVertex2f (xCam, bottom);
+ qglVertex2f (xCam, top);
+ qglVertex2f (-xCam, top);
+ qglEnd ();
+ }
+ }
+ }
+
+ qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES]);
+ qglBegin (GL_LINE_LOOP);
+ qglVertex2f (-xCam, brush->mins[2]);
+ qglVertex2f (xCam, brush->mins[2]);
+ qglVertex2f (xCam, brush->maxs[2]);
+ qglVertex2f (-xCam, brush->maxs[2]);
+ qglEnd ();
+ }
+
+
+ ZDrawCameraIcon ();
+
+ qglFinish();
+ QE_CheckOpenGLForErrors();
+
+ if (z.timing)
+ {
+ end = Sys_DoubleTime ();
+ Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));
+ }
+}
+