/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
-*/
+ 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
#include <GL/gl.h>
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_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;
// 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();
+ : 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 ()
-{
+CamWnd::~CamWnd (){
}
-void CamWnd::OnCreate ()
-{
- if (!MakeCurrent ())
- Error ("glMakeCurrent failed");
-
- gtk_glwidget_create_font (m_pWidget);
-
- // 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();
+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();
+ g_PrefsDlg.UpdateATIHack();
#endif
- g_qeglobals_gui.d_camera = m_pWidget;
+ 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::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);
+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);
+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 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::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);
+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 ();
+ 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::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::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::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::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::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::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;
+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;
- }
+ 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 ();
+ Cam_MouseUp( pointx, height - 1 - pointy, nFlags );
+ ReleaseCapture();
- update_xor_rectangle(m_XORRectangle);
+ update_xor_rectangle( m_XORRectangle );
}
-void CamWnd::OriginalMouseDown(guint32 nFlags, int pointx, int pointy)
-{
- int height = m_pWidget->allocation.height;
+void CamWnd::OriginalMouseDown( guint32 nFlags, int pointx, int pointy ){
+ int height = m_pWidget->allocation.height;
- SetFocus();
- SetCapture();
- Cam_MouseDown (pointx, height - 1 - pointy, nFlags);
+ SetFocus();
+ SetCapture();
+ Cam_MouseDown( pointx, height - 1 - pointy, nFlags );
- update_xor_rectangle(m_XORRectangle);
+ 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_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_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_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_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 ();
- }
+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;
+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::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_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_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::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;
- }
+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;
+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;
+ 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;
+ 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++ )
+ 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;
+ 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++ )
+ 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];
+ 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;
+ 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];
+ 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;
+ d = DotProduct( point, m_vCull2 );
+ if ( d < -1 ) {
+ return true;
+ }
- return false;
+ 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])
-{
+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;
+ 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);
+ 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;
+ // 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
+// 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
// 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;
- }
+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);
- }
+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);
+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 nDrawMode = m_Camera.draw_mode;
- int nModelMode = g_PrefsDlg.m_nEntityShowState;
+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);
+ 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)
+ // 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;
+ 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);
+ 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)
+ // 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);
+ if ( !( nModelMode & ENTITY_WIREFRAME ) && nModelMode != ENTITY_BOX ) {
+ VectorCopy( b->owner->eclass->color, material );
material[3] = identity[3] = 1.0f;
- qglEnable(GL_CULL_FACE);
+ qglEnable( GL_CULL_FACE );
+
+ if ( !( nGLState & DRAW_GL_TEXTURE_2D ) ) {
+ qglColor4fv( material );
+ }
+ else{ qglColor4fv( identity ); }
+ if ( nGLState & DRAW_GL_LIGHTING ) {
+ qglShadeModel( GL_SMOOTH );
+ }
- 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);
+ 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);
+ 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);
+ 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 ( !( 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);
-*/
+ DrawModelOrigin(b);
+ */
}
- }
+ }
- // patches
- else if (b->patchBrush)
- {
- bool bTrans = (b->pPatch->pShader->getTrans() < 1.0f);
- switch(mode)
+ // 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);
+ 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);
+ 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);
+ 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);
+ 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)
+ 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_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);
- }
- }
+ 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_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()
-{
+void CamWnd::Cam_DrawStuff(){
GLfloat identity[4];
- VectorSet(identity, 0.8f, 0.8f, 0.8f);
+ 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);
- }
+ 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);
+ 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);
- }
+ 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);
+ 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);
+ }
+ qglPolygonOffset( -1.0, 2 );
m_Camera.draw_glstate = DRAW_GL_TEXTURED;
- break;
+ break;
- default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
- }
+ default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
+ }
- Cam_DrawBrushes(DRAW_TEXTURED);
+ Cam_DrawBrushes( DRAW_TEXTURED );
// setup for solid stuff
- switch(m_Camera.draw_mode)
+ 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");
+ 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);
+ qglEnable( GL_CULL_FACE );
+ qglShadeModel( GL_FLAT );
+ Cam_DrawBrushes( DRAW_SOLID );
// setup for wireframe stuff
- switch(m_Camera.draw_mode)
+ switch ( m_Camera.draw_mode )
{
- case cd_texture:
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_LIGHTING);
- qglDisable(GL_COLOR_MATERIAL);
- qglDisableClientState(GL_NORMAL_ARRAY);
+ 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);
+ }
+ 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");
+ }
+ 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);
+
+ qglDisable( GL_CULL_FACE );
+ Cam_DrawBrushes( DRAW_WIRE );
// setup for transparent texture stuff
- switch(m_Camera.draw_mode)
+ 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);
+ 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");
- }
+ }
+ 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);
+ 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)
+ 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);
+ Cam_DrawBrushes( DRAW_TEXTURED );
// qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- qglDisable(GL_BLEND);
+ qglDisable( GL_BLEND );
// setup for wireframe stuff
- switch(m_Camera.draw_mode)
+ switch ( m_Camera.draw_mode )
{
- case cd_texture:
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_COLOR_MATERIAL);
- qglDisable(GL_LIGHTING);
+ 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);
+ }
+ 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");
+ }
+ 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]);
+ ==============
+ 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);
+ // 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
- //
+ 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<face_t*>(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);
- }
+
+ 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<face_t*>( 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))
- {
+ if ( ( g_qeglobals.d_select_mode == sel_area ) && ( g_nPatchClickedView == W_CAMERA ) ) {
// setup orthographic projection mode
- qglMatrixMode(GL_PROJECTION);
+ qglMatrixMode( GL_PROJECTION );
//qglPushMatrix();
qglLoadIdentity();
- qglDisable(GL_DEPTH_TEST);
- qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
+ 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);
+ qglMatrixMode( GL_MODELVIEW );
- // area selection hack
+ // 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);
+ 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 );
+ // 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)));
- }
+ 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 = active_brushes.next ; brush != &active_brushes ; brush = brush->next )
+ brush->bCamCulled = false;
- for (brush = pList->next ; brush != pList ; 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::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);
+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 );
}