]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake2/extra/qe4/z.c
Merge remote-tracking branch 'ttimo/master'
[xonotic/netradiant.git] / tools / quake2 / extra / qe4 / z.c
diff --git a/tools/quake2/extra/qe4/z.c b/tools/quake2/extra/qe4/z.c
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+/*
+===========================================================================
+Copyright (C) 1997-2006 Id Software, Inc.
+
+This file is part of Quake 2 Tools source code.
+
+Quake 2 Tools source code 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.
+
+Quake 2 Tools source code 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 Quake 2 Tools source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#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] = -8192;
+
+       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
+       if ( (buttons == MK_LBUTTON)
+               || (buttons == (MK_LBUTTON | MK_SHIFT))
+               || (buttons == MK_MBUTTON)
+//             || (buttons == (MK_MBUTTON|MK_CONTROL))
+               || (buttons == (MK_MBUTTON|MK_SHIFT|MK_CONTROL)) )
+       {
+               Drag_Begin (x, y, buttons,
+                       vright, vup,
+                       org, dir);
+               return;
+       }
+
+       // control mbutton = move camera
+       if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
+       {
+               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);
+               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
+       if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
+       {
+               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;
+       int             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
+
+       glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]);
+
+       glBegin (GL_LINES);
+
+       glVertex2f (0, zb);
+       glVertex2f (0, ze);
+
+       for (zz=zb ; zz<ze ; zz+=64)
+       {
+               glVertex2f (-w, zz);
+               glVertex2f (w, zz);
+       }
+
+       glEnd ();
+
+       // draw minor blocks
+       if (g_qeglobals.d_showgrid && g_qeglobals.d_gridsize*z.scale >= 4)
+       {
+               glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]);
+
+               glBegin (GL_LINES);
+               for (zz=zb ; zz<ze ; zz+=g_qeglobals.d_gridsize)
+               {
+                       if ( ! ((int)zz & 63) )
+                               continue;
+                       glVertex2f (-w, zz);
+                       glVertex2f (w, zz);
+               }
+               glEnd ();
+       }
+
+       // draw coordinate text if needed
+
+       glColor4f(0, 0, 0, 0);
+
+       for (zz=zb ; zz<ze ; zz+=64)
+       {
+               glRasterPos2f (-w+1, zz);
+               sprintf (text, "%i",(int)zz);
+               glCallLists (strlen(text), GL_UNSIGNED_BYTE, text);
+       }
+}
+
+#define CAM_HEIGHT             48 // height of main part
+#define CAM_GIZMO              8       // height of the gizmo
+
+void ZDrawCameraIcon (void)
+{
+       float   x, y;
+       int     xCam = z.width/4;
+
+       x = 0;
+       y = camera.origin[2];
+
+       glColor3f (0.0, 0.0, 1.0);
+       glBegin(GL_LINE_STRIP);
+       glVertex3f (x-xCam,y,0);
+       glVertex3f (x,y+CAM_GIZMO,0);
+       glVertex3f (x+xCam,y,0);
+       glVertex3f (x,y-CAM_GIZMO,0);
+       glVertex3f (x-xCam,y,0);
+       glVertex3f (x+xCam,y,0);
+       glVertex3f (x+xCam,y-CAM_HEIGHT,0);
+       glVertex3f (x-xCam,y-CAM_HEIGHT,0);
+       glVertex3f (x-xCam,y,0);
+       glEnd ();
+
+}
+
+GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; //HACK
+
+/*
+==============
+Z_Draw
+==============
+*/
+void Z_Draw (void)
+{
+    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
+       //
+       glViewport(0, 0, z.width, z.height);
+
+       glClearColor (
+               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. */
+       glClear(glbitClear);
+       glbitClear |= GL_DEPTH_BUFFER_BIT;
+
+       glMatrixMode(GL_PROJECTION);
+
+    glLoadIdentity ();
+       w = z.width/2 / z.scale;
+       h = z.height/2 / z.scale;
+       glOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);
+
+       glDisable(GL_TEXTURE_2D);
+       glDisable(GL_TEXTURE_1D);
+       glDisable(GL_DEPTH_TEST);
+       glDisable(GL_BLEND);
+
+
+       //
+       // now draw the grid
+       //
+       Z_DrawGrid ();
+
+       //
+       // draw stuff
+       //
+
+       glDisable(GL_CULL_FACE);
+
+       glShadeModel (GL_FLAT);
+
+       glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+
+       glDisable(GL_TEXTURE_2D);
+       glDisable(GL_BLEND);
+       glDisable(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] = 4096;
+       VectorCopy (z.origin, org_bottom);
+       org_bottom[2] = -4096;
+
+       for (brush = active_brushes.next ; brush != &active_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])
+                       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 = Texture_ForName (brush->brush_faces->texdef.name);
+               glColor3f (q->color[0], q->color[1], q->color[2]);
+               glBegin (GL_QUADS);
+               glVertex2f (-xCam, bottom);
+               glVertex2f (xCam, bottom);
+               glVertex2f (xCam, top);
+               glVertex2f (-xCam, top);
+               glEnd ();
+
+               glColor3f (1,1,1);
+               glBegin (GL_LINE_LOOP);
+               glVertex2f (-xCam, bottom);
+               glVertex2f (xCam, bottom);
+               glVertex2f (xCam, top);
+               glVertex2f (-xCam, top);
+               glEnd ();
+       }
+
+       //
+       // 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 = Texture_ForName (brush->brush_faces->texdef.name);
+                                       glColor3f (q->color[0], q->color[1], q->color[2]);
+                                       glBegin (GL_QUADS);
+                                       glVertex2f (-xCam, bottom);
+                                       glVertex2f (xCam, bottom);
+                                       glVertex2f (xCam, top);
+                                       glVertex2f (-xCam, top);
+                                       glEnd ();
+                               }
+                       }
+               }
+
+               glColor3f (1,0,0);
+               glBegin (GL_LINE_LOOP);
+               glVertex2f (-xCam, brush->mins[2]);
+               glVertex2f (xCam, brush->mins[2]);
+               glVertex2f (xCam, brush->maxs[2]);
+               glVertex2f (-xCam, brush->maxs[2]);
+               glEnd ();
+       }
+
+
+       ZDrawCameraIcon ();
+
+    glFinish();
+       QE_CheckOpenGLForErrors();
+
+       if (z.timing)
+       {
+               end = Sys_DoubleTime ();
+               Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));
+       }
+}
+