Exemple #1
0
/*
==============
XY_Draw
==============
*/
void XY_Draw (void)
{
    brush_t	*brush;
	float	w, h;
	entity_t	*e;
	double	start, end;
	vec3_t	mins, maxs;
	int		drawn, culled;
	int		i;

	if (!active_brushes.next)
		return;	// not valid yet

	if (g_qeglobals.d_xy.timing)
		start = Sys_DoubleTime ();

	//
	// clear
	//
	g_qeglobals.d_xy.d_dirty = false;

	glViewport(0, 0, g_qeglobals.d_xy.width, g_qeglobals.d_xy.height);
	glClearColor (
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
		0);

    glClear(GL_COLOR_BUFFER_BIT);

	//
	// set up viewpoint
	//
	glMatrixMode(GL_PROJECTION);
    glLoadIdentity ();

	w = g_qeglobals.d_xy.width/2 / g_qeglobals.d_xy.scale;
	h = g_qeglobals.d_xy.height/2 / g_qeglobals.d_xy.scale;
	mins[0] = g_qeglobals.d_xy.origin[0] - w;
	maxs[0] = g_qeglobals.d_xy.origin[0] + w;
	mins[1] = g_qeglobals.d_xy.origin[1] - h;
	maxs[1] = g_qeglobals.d_xy.origin[1] + h;

	glOrtho (mins[0], maxs[0], mins[1], maxs[1], -8000, 8000);

	//
	// now draw the grid
	//
	XY_DrawGrid ();

	//
	// draw stuff
	//
    glShadeModel (GL_FLAT);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_TEXTURE_1D);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
	glColor3f(0, 0, 0);
//		glEnable (GL_LINE_SMOOTH);

	drawn = culled = 0;

	e = NULL;
	for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
	{
		if (brush->mins[0] > maxs[0]
			|| brush->mins[1] > maxs[1]
			|| brush->maxs[0] < mins[0]
			|| brush->maxs[1] < mins[1]	)
		{
			culled++;
			continue;		// off screen
		}

		if (FilterBrush (brush))
			continue;
		drawn++;
		if (brush->owner != e)
		{
			e = brush->owner;
			glColor3fv(e->eclass->color);
		}
		Brush_DrawXY( brush );
	}

	DrawPathLines ();

	//
	// draw pointfile
	//
	if ( g_qeglobals.d_pointfile_display_list)
		glCallList (g_qeglobals.d_pointfile_display_list);

	//
	// draw block grid
	//
	if ( g_qeglobals.show_blocks)
		XY_DrawBlockGrid ();

	//
	// now draw selected brushes
	//
	glTranslatef( g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]);

	glColor3f(1.0, 0.0, 0.0);
	glEnable (GL_LINE_STIPPLE);
	glLineStipple (3, 0xaaaa);
	glLineWidth (2);

	for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
	{
		drawn++;
		Brush_DrawXY( brush );
	}

	glDisable (GL_LINE_STIPPLE);
	glLineWidth (1);

	// edge / vertex flags

	if (g_qeglobals.d_select_mode == sel_vertex)
	{
		glPointSize (4);
		glColor3f (0,1,0);
		glBegin (GL_POINTS);
		for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
			glVertex3fv (g_qeglobals.d_points[i]);
		glEnd ();
		glPointSize (1);
	}
	else if (g_qeglobals.d_select_mode == sel_edge)
	{
		float	*v1, *v2;

		glPointSize (4);
		glColor3f (0,0,1);
		glBegin (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];
			glVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
		}
		glEnd ();
		glPointSize (1);
	}
	glTranslatef (-g_qeglobals.d_select_translate[0], -g_qeglobals.d_select_translate[1], -g_qeglobals.d_select_translate[2]);

	//
	// now draw camera point
	//
	DrawCameraIcon ();
	DrawZIcon ();

    glFinish();
	QE_CheckOpenGLForErrors();

	if (g_qeglobals.d_xy.timing)
	{
		end = Sys_DoubleTime ();
		Sys_Printf ("xy: %i ms\n", (int)(1000*(end-start)));
	}
}
void CCamWnd::Cam_Draw()
{
	brush_t	*brush;
	face_t	*face;
	float	screenaspect;
	float	yfov;
	double	start, end;
	int		i;

	/*
  FILE *f = fopen("g:/nardo/raduffy/editorhack.dat", "w");
  if (f != NULL) {
    fwrite(&m_Camera.origin[0], sizeof(float), 1, f);
    fwrite(&m_Camera.origin[1], sizeof(float), 1, f);
    fwrite(&m_Camera.origin[2], sizeof(float), 1, f);
		fwrite(&m_Camera.angles[PITCH], sizeof(float), 1, f);
		fwrite(&m_Camera.angles[YAW], sizeof(float), 1, f);
    fclose(f);
  }
	*/
	
	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);
	qglScissor(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
	//
	vec5_t lightPos;
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglEnable(GL_LIGHTING);
		//qglEnable(GL_LIGHT0);
		
		lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
		lightPos[3] = 1.0;
		qglLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightPos);
		//qglLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
		//lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
    //qglLightfv(GL_LIGHT0, GL_AMBIENT, lightPos);
	}
	else
	{
		qglDisable(GL_LIGHTING);
	}
	
	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,  2,  8192);
	
	qglRotatef (-90,  1, 0, 0);	    // put Z going up
	qglRotatef (90,  0, 0, 1);	    // put Z going up
	qglRotatef (m_Camera.angles[0],  0, 1, 0);
	qglRotatef (-m_Camera.angles[1],  0, 0, 1);
	qglTranslatef (-m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2]);
	
	Cam_BuildMatrix ();
	
	
	//if (m_Camera.draw_mode == cd_light)
	//{
//	if (g_PrefsDlg.m_bGLLighting)
//	{
//		VectorCopy(m_Camera.origin, lightPos);
//		lightPos[3] = 1;
//		qglLightfv(GL_LIGHT0, GL_POSITION, lightPos);
//	}
	//}
	
	InitCull ();
	
	//
	// draw stuff
	//
	GLfloat lAmbient[] = {1.0, 1.0, 1.0, 1.0};
	
	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);
		qglDisable(GL_DEPTH_TEST);
		qglColor3f(1.0, 1.0, 1.0);
		//		qglEnable (GL_LINE_SMOOTH);
		break;
		
	case cd_solid:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_texture:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_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);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_blend:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_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_DEPTH_TEST);
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		break;
	}
	
	qglMatrixMode(GL_TEXTURE);
	
	m_nNumTransBrushes = 0;
	
	for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
	{
		//DrawLightRadius(brush);
		
		if (CullBrush (brush))
			continue;
		
		if (FilterBrush (brush))
			continue;
		
		if ((brush->brush_faces->texdef.flags & (SURF_TRANS33 | SURF_TRANS66)) || (brush->brush_faces->d_texture->bFromShader && brush->brush_faces->d_texture->fTrans != 1.0))
		{
			m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
		} 
		else 
		{
			//--      if (brush->patchBrush)
			//--			  m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
			//--      else
			Brush_Draw(brush);
		}
		
		
	}
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglDisable (GL_LIGHTING);
	}
	
	//
	//qglDepthMask ( 0 ); // Don't write to depth buffer
	qglEnable ( GL_BLEND );
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	for ( i = 0; i < m_nNumTransBrushes; i++ ) 
		Brush_Draw (m_TransBrushes[i]);
	
	//qglDepthMask ( 1 ); // Ok, write now
	
	qglMatrixMode(GL_PROJECTION);
	
	//
	// now draw selected brushes
	//
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglEnable (GL_LIGHTING);
	}
	
	qglTranslatef (g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]);
	qglMatrixMode(GL_TEXTURE);
	
	brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
	// draw normally
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		//DrawLightRadius(brush);
		//if (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint)
		//  continue;
		
		Brush_Draw(brush);
	}
	
	// blend on top
	qglMatrixMode(GL_PROJECTION);
	
	
	qglDisable (GL_LIGHTING);
	qglColor4f(1.0, 0.0, 0.0, 0.3);
	qglEnable (GL_BLEND);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	qglDisable (GL_TEXTURE_2D);
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		if ( (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) || 
			(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint) )
			continue;
		
		for (face=brush->brush_faces ; face ; face=face->next)
			Face_Draw( face );
	}
	
 
  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));
		  Face_Draw(selFace);
    }
  }
		
	// 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 (g_qeglobals.dontDrawSelectedOutlines || (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) ||
			(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint))
			continue;
		
		for (face=brush->brush_faces ; face ; face=face->next)
			Face_Draw( face );
	}
	
	
	// edge / vertex flags
	
	if (g_qeglobals.d_select_mode == sel_vertex)
	{
		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 ();
		qglPointSize (1);
	}
	else if (g_qeglobals.d_select_mode == sel_edge)
	{
		float	*v1, *v2;
		
		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);
	}
	
	
	g_splineList->draw(static_cast<qboolean>(g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint));
	if (g_qeglobals.selectObject && (g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint)) {
		g_qeglobals.selectObject->drawSelection();
	}

	//
	// draw pointfile
	//

	qglEnable(GL_DEPTH_TEST);
	

	DrawPathLines ();
	
	
	
	if (g_qeglobals.d_pointfile_display_list)
	{
		Pointfile_Draw();
		//		glCallList (g_qeglobals.d_pointfile_display_list);
	}
	
	// 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 );
	
#if 0
	// area selection hack
	if (g_qeglobals.d_select_mode == sel_area)
	{
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		qglColor4f(0.0, 0.0, 1.0, 0.25);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglRectfv(g_qeglobals.d_vAreaTL, g_qeglobals.d_vAreaBR);
		qglDisable (GL_BLEND);
	}
#endif
	
	qglFinish();
	QE_CheckOpenGLForErrors();
	//	Sys_EndWait();
	if (m_Camera.timing)
	{
		end = Sys_DoubleTime ();
		Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
	}
}