//
//////////////////////////////////////////////////////////////////////
-#include "StdAfx.h"
#include "DBobView.h"
-#include "DListener.h"
-#include "misc.h"
+//#include "misc.h"
#include "funchandlers.h"
+#include <list>
+
+#include "iglrender.h"
+#include "qerplugin.h"
+#include "str.h"
+#include "math/matrix.h"
+
+#include "DEntity.h"
+#include "DEPair.h"
+#include "misc.h"
+#include "dialogs/dialogs-gtk.h"
+
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DBobView::DBobView(){
nPathCount = 0;
- refCount = 1;
-
- m_bHooked = FALSE;
path = NULL;
- eyes = NULL;
boundingShow = BOUNDS_APEX;
+
+ constructShaders();
+ GlobalShaderCache().attachRenderable( *this );
}
DBobView::~DBobView(){
+ GlobalShaderCache().detachRenderable( *this );
+ destroyShaders();
+
if ( path ) {
delete[] path;
}
- // oops forgot to remove our eyes, was causing access violation when it tried
- // to talk to it's parent
- if ( eyes ) {
- delete eyes;
- }
-
- if ( m_bHooked ) {
- UnRegister();
- }
-
g_PathView = NULL;
}
// Implementation
//////////////////////////////////////////////////////////////////////
-void DBobView::Draw2D( VIEWTYPE vt ){
- if ( !path ) {
- return;
- }
-
- g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS );
-
- g_QglTable.m_pfn_qglDisable( GL_BLEND );
- g_QglTable.m_pfn_qglEnable( GL_LINE_SMOOTH );
-
- g_QglTable.m_pfn_qglPushMatrix();
-
- switch ( vt )
- {
- case XY:
- break;
- case XZ:
- g_QglTable.m_pfn_qglRotatef( 270.0f, 1.0f, 0.0f, 0.0f );
- break;
- case YZ:
- g_QglTable.m_pfn_qglRotatef( 270.0f, 1.0f, 0.0f, 0.0f );
- g_QglTable.m_pfn_qglRotatef( 270.0f, 0.0f, 0.0f, 1.0f );
- break;
- }
-
- g_QglTable.m_pfn_qglLineWidth( 1.0f );
- g_QglTable.m_pfn_qglColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
-
- int i;
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- if ( m_bShowExtra ) {
- // +mars
- // for the bounding box stuff
- g_QglTable.m_pfn_qglColor4f( 0.25f, 0.75f, 0.75f, 1.0f );
-
- g_QglTable.m_pfn_qglTranslatef( 16.0f, 16.0f, 28.0f );
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- // ---------------
-
- g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // back to where we were
- g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // move to new postion
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- // --------------
-
- g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // back to where we were
- g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // new pos
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- // ----------------
-
- g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // back to where we were
-
-/* g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // new pos
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
+void DBobView::render( RenderStateFlags state ) const {
+ glBegin( GL_LINE_STRIP );
- if ( boundingShow == BOUNDS_ALL )
- {
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
- }
- else if ( boundingShow == BOUNDS_APEX )
- {
- for ( i = (nPathCount/4); i < (nPathCount/4) * 3; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
- }
-
- g_QglTable.m_pfn_qglEnd();*/ // djbob: er, um doesn't really seem to do anyhting
- }
+ for ( int i = 0; i < nPathCount; i++ )
+ glVertex3fv( path[i] );
- // -mars
+ glEnd();
+}
- g_QglTable.m_pfn_qglPopMatrix();
+const char* DBobView_state_line = "$bobtoolz/bobview/line";
+const char* DBobView_state_box = "$bobtoolz/bobview/box";
+
+void DBobView::constructShaders(){
+ OpenGLState state;
+ GlobalOpenGLStateLibrary().getDefaultState( state );
+ state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_BLEND | RENDER_LINESMOOTH;
+ state.m_sort = OpenGLState::eSortOpaque;
+ state.m_linewidth = 1;
+ state.m_colour[0] = 1;
+ state.m_colour[1] = 0;
+ state.m_colour[2] = 0;
+ state.m_colour[3] = 1;
+ GlobalOpenGLStateLibrary().insert( DBobView_state_line, state );
+
+ state.m_colour[0] = 0.25f;
+ state.m_colour[1] = 0.75f;
+ state.m_colour[2] = 0.75f;
+ state.m_colour[3] = 1;
+ GlobalOpenGLStateLibrary().insert( DBobView_state_box, state );
+
+ m_shader_line = GlobalShaderCache().capture( DBobView_state_line );
+ m_shader_box = GlobalShaderCache().capture( DBobView_state_box );
+}
- g_QglTable.m_pfn_qglPopAttrib();
+void DBobView::destroyShaders(){
+ GlobalOpenGLStateLibrary().erase( DBobView_state_line );
+ GlobalOpenGLStateLibrary().erase( DBobView_state_box );
+ GlobalShaderCache().release( DBobView_state_line );
+ GlobalShaderCache().release( DBobView_state_box );
}
-void DBobView::Draw3D(){
+Matrix4 g_transform_box1 = matrix4_translation_for_vec3( Vector3( 16.0f, 16.0f, 28.0f ) );
+Matrix4 g_transform_box2 = matrix4_translation_for_vec3( Vector3( -16.0f, 16.0f, 28.0f ) );
+Matrix4 g_transform_box3 = matrix4_translation_for_vec3( Vector3( 16.0f, -16.0f, -28.0f ) );
+Matrix4 g_transform_box4 = matrix4_translation_for_vec3( Vector3( -16.0f, -16.0f, -28.0f ) );
+
+void DBobView::renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
if ( !path ) {
return;
}
- g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS );
-
- g_QglTable.m_pfn_qglDisable( GL_BLEND );
- g_QglTable.m_pfn_qglEnable( GL_LINE_SMOOTH );
-
- g_QglTable.m_pfn_qglLineWidth( 1.0f );
- g_QglTable.m_pfn_qglColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( int i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
+ renderer.SetState( m_shader_line, Renderer::eWireframeOnly );
+ renderer.SetState( m_shader_line, Renderer::eFullMaterials );
+ renderer.addRenderable( *this, g_matrix4_identity );
if ( m_bShowExtra ) {
- // +mars
- // ahhh -- a nice C&P job :)
- // for the bounding box stuff
- g_QglTable.m_pfn_qglColor4f( 0.25f, 0.75f, 0.75f, 1.0f );
-
- g_QglTable.m_pfn_qglTranslatef( 16.0f, 16.0f, 28.0f );
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- int i;
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- // ---------------
-
- g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // back to where we were
- g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // move to new postion
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- // --------------
-
- g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // back to where we were
- g_QglTable.m_pfn_qglTranslatef( 16.0f, -16.0f, -28.0f ); // new pos
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
-
- // ----------------
-
- g_QglTable.m_pfn_qglTranslatef( -16.0f, 16.0f, 28.0f ); // back to where we were
- g_QglTable.m_pfn_qglTranslatef( -16.0f, -16.0f, -28.0f ); // new pos
-
- g_QglTable.m_pfn_qglBegin( GL_LINE_STRIP );
-
- for ( i = 0; i < nPathCount; i++ )
- g_QglTable.m_pfn_qglVertex3fv( path[i] );
-
- g_QglTable.m_pfn_qglEnd();
+ renderer.SetState( m_shader_box, Renderer::eWireframeOnly );
+ renderer.SetState( m_shader_box, Renderer::eFullMaterials );
+ renderer.addRenderable( *this, g_transform_box1 );
+ renderer.addRenderable( *this, g_transform_box2 );
+ renderer.addRenderable( *this, g_transform_box3 );
+ renderer.addRenderable( *this, g_transform_box4 );
}
- // -mars
-
- g_QglTable.m_pfn_qglPopAttrib();
-}
-
-void DBobView::Register(){
- g_QglTable.m_pfnHookGL2DWindow( this );
- g_QglTable.m_pfnHookGL3DWindow( this );
- m_bHooked = TRUE;
}
-
-void DBobView::UnRegister(){
- g_QglTable.m_pfnUnHookGL2DWindow( this );
- g_QglTable.m_pfnUnHookGL3DWindow( this );
- m_bHooked = FALSE;
+void DBobView::renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
+ renderSolid( renderer, volume );
}
void DBobView::SetPath( vec3_t *pPath ){
path = pPath;
}
-#define LOCAL_GRAVITY -800.0f
+const float LOCAL_GRAVITY = -800.0f;
bool DBobView::CalculateTrajectory( vec3_t start, vec3_t apex, float multiplier, int points, float varGravity ){
if ( apex[2] <= start[2] ) {
SetPath( NULL );
- return FALSE;
+ return false;
}
// ----think q3a actually would allow these
//scrub that, coz the plugin wont :]
}
SetPath( pPath );
- return TRUE;
+ return true;
}
void DBobView::Begin( const char* trigger, const char *target, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra ){
nPathCount = points;
m_bShowExtra = bShowExtra;
- Register();
-
- if ( UpdatePath() ) {
- if ( !bNoUpdate ) {
- eyes = new DListener;
- eyes->parent = this;
- eyes->Register();
- }
- }
- else
- {
- Sys_ERROR( "Initialization Failure in DBobView::Begin" );
+ if ( !UpdatePath() ) {
+ globalErrorStream() << "Initialization Failure in DBobView::Begin";
delete this;
}
+ globalOutputStream() << "Initialization of Path Plotter succeeded.";
}
bool DBobView::UpdatePath(){
if ( GetEntityCentre( entTrigger, start ) ) {
if ( GetEntityCentre( entTarget, apex ) ) {
CalculateTrajectory( start, apex, fMultiplier, nPathCount, fVarGravity );
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
+}
+
+void DBobView_setEntity( Entity& entity, float multiplier, int points, float varGravity, bool bNoUpdate, bool bShowExtra ){
+ DEntity trigger;
+ trigger.LoadEPairList( &entity );
+
+ DEPair* trigger_ep = trigger.FindEPairByKey( "targetname" );
+
+ if ( trigger_ep ) {
+ if ( !strcmp( trigger.m_Classname, "trigger_push" ) ) {
+ DEPair* target_ep = trigger.FindEPairByKey( "target" );
+ if ( target_ep ) {
+ const scene::Path* entTarget = FindEntityFromTargetname( target_ep->value );
+ if ( entTarget ) {
+ if ( g_PathView ) {
+ delete g_PathView;
+ }
+ g_PathView = new DBobView;
+
+ Entity* target = Node_getEntity( entTarget->top() );
+ if ( target != 0 ) {
+ if ( !bNoUpdate ) {
+ g_PathView->trigger = &entity;
+ entity.attach( *g_PathView );
+ g_PathView->target = target;
+ target->attach( *g_PathView );
+ }
+ g_PathView->Begin( trigger_ep->value, target_ep->value, multiplier, points, varGravity, bNoUpdate, bShowExtra );
+ }
+ else{
+ globalErrorStream() << "bobToolz PathPlotter: trigger_push ARGH\n";
+ }
+ }
+ else{
+ globalErrorStream() << "bobToolz PathPlotter: trigger_push target could not be found..\n";
+ }
+ }
+ else{
+ globalErrorStream() << "bobToolz PathPlotter: trigger_push has no target..\n";
+ }
+ }
+ else{
+ globalErrorStream() << "bobToolz PathPlotter: You must select a 'trigger_push' entity..\n";
+ }
+ }
+ else{
+ globalErrorStream() << "bobToolz PathPlotter: Entity must have a targetname.\n";
+ }
+ return;
}