void GameScene::drawBackground(QPainter *painter, const QRectF &) { float width=float(painter->device()->width()); float height=float(painter->device()->height()); painter->beginNativePainting(); setStates(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); qgluPerspective(60.0,width/height,0.01f,500.0f); glMatrixMode(GL_MODELVIEW); QMatrix4x4 view; view.translate(-camera->getEyePosition()); QMatrix4x4 rview; QPointF rot=camera->rotation(); rview.rotate(rot.x(),0,1,0); rview.rotate(rot.y(),cos(GMath::radians(rot.x())),0,sin(GMath::radians(rot.x()))); renderWorld(view,rview); defaultStates(); painter->endNativePainting(); //计算fps drawCount++; QTime currT=QTime::currentTime(); int mss=lastTime.msecsTo(currT); if(mss>=1000){ glFps=(drawCount/(mss*1.0f))*1000; drawCount=0; lastTime=currT; dataPanel->setFps(glFps); } //控制物品栏布局 if(backPackBar->isShow()){ int h=this->height()*0.7; int w=h*1.35; backPackBar->setGeometry((this->width()-w)/2,(this->height()-h)/2,w,h); backPackBar->setViewPos(QPoint(gView->pos().x() ,gView->pos().y()+(gView->frameSize().height()-gView->height()))); } if(itemBar){ //刷新物品栏位置大小 itemBar->resetSIze(this->width(),this->height(),40); } if(inOpWidget){ //刷新选项菜单位置和大小 int h=this->height()*0.8; int w=h; opWidget->setGeometry((this->width()-w)/2,(this->height()-h)/2,w,h); } }
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))); } }