https://github.com/id-Software/Quake-III-Arena
Tip revision: dbe4ddb10315479fc00086f08e25d968b4b43c49 authored by Travis Bradshaw on 31 January 2012, 19:41:34 UTC
The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
Tip revision: dbe4ddb
Z.CPP
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "stdafx.h"
#include "qe3.h"
#define PAGEFLIPS 2
z_t z;
/*
============
Z_Init
============
*/
void Z_Init (void)
{
z.origin[0] = 0;
z.origin[1] = 20;
z.origin[2] = 46;
z.scale = 1;
}
/*
============================================================================
MOUSE ACTIONS
============================================================================
*/
static int cursorx, cursory;
/*
==============
Z_MouseDown
==============
*/
void Z_MouseDown (int x, int y, int buttons)
{
vec3_t org, dir, vup, vright;
brush_t *b;
Sys_GetCursorPos (&cursorx, &cursory);
vup[0] = 0; vup[1] = 0; vup[2] = 1/z.scale;
VectorCopy (z.origin, org);
org[2] += (y - (z.height/2))/z.scale;
org[1] = -8192;
b = selected_brushes.next;
if (b != &selected_brushes)
{
org[0] = (b->mins[0] + b->maxs[0])/2;
}
dir[0] = 0; dir[1] = 1; dir[2] = 0;
vright[0] = 0; vright[1] = 0; vright[2] = 0;
// LBUTTON = manipulate selection
// shift-LBUTTON = select
// middle button = grab texture
// ctrl-middle button = set entire brush to texture
// ctrl-shift-middle button = set single face to texture
int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
if ( (buttons == MK_LBUTTON)
|| (buttons == (MK_LBUTTON | MK_SHIFT))
|| (buttons == MK_MBUTTON)
// || (buttons == (MK_MBUTTON|MK_CONTROL))
|| (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)) )
{
Drag_Begin (x, y, buttons,
vright, vup,
org, dir);
return;
}
// control mbutton = move camera
if ((buttons == (MK_CONTROL|nMouseButton) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
{
g_pParentWnd->GetCamera()->Camera().origin[2] = org[2] ;
Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
}
}
/*
==============
Z_MouseUp
==============
*/
void Z_MouseUp (int x, int y, int buttons)
{
Drag_MouseUp ();
}
/*
==============
Z_MouseMoved
==============
*/
void Z_MouseMoved (int x, int y, int buttons)
{
if (!buttons)
return;
if (buttons == MK_LBUTTON)
{
Drag_MouseMoved (x, y, buttons);
Sys_UpdateWindows (W_Z|W_CAMERA_IFON|W_XY);
return;
}
// rbutton = drag z origin
if (buttons == MK_RBUTTON)
{
Sys_GetCursorPos (&x, &y);
if ( y != cursory)
{
z.origin[2] += y-cursory;
Sys_SetCursorPos (cursorx, cursory);
Sys_UpdateWindows (W_Z);
}
return;
}
// control mbutton = move camera
int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
if ((buttons == (MK_CONTROL|nMouseButton) ) || (buttons == (MK_CONTROL|MK_LBUTTON)))
{
g_pParentWnd->GetCamera()->Camera().origin[2] = (y - (z.height/2))/z.scale;
Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z);
}
}
/*
============================================================================
DRAWING
============================================================================
*/
/*
==============
Z_DrawGrid
==============
*/
void Z_DrawGrid (void)
{
float zz, zb, ze;
int w, h;
char text[32];
w = z.width/2 / z.scale;
h = z.height/2 / z.scale;
zb = z.origin[2] - h;
if (zb < region_mins[2])
zb = region_mins[2];
zb = 64 * floor (zb/64);
ze = z.origin[2] + h;
if (ze > region_maxs[2])
ze = region_maxs[2];
ze = 64 * ceil (ze/64);
// draw major blocks
qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]);
qglBegin (GL_LINES);
qglVertex2f (0, zb);
qglVertex2f (0, ze);
for (zz=zb ; zz<ze ; zz+=64)
{
qglVertex2f (-w, zz);
qglVertex2f (w, zz);
}
qglEnd ();
// draw minor blocks
if (g_qeglobals.d_showgrid && g_qeglobals.d_gridsize*z.scale >= 4 &&
g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR] != g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK])
{
qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]);
qglBegin (GL_LINES);
for (zz=zb ; zz<ze ; zz+=g_qeglobals.d_gridsize)
{
if ( ! ((int)zz & 63) )
continue;
qglVertex2f (-w, zz);
qglVertex2f (w, zz);
}
qglEnd ();
}
// draw coordinate text if needed
qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDTEXT]);
for (zz=zb ; zz<ze ; zz+=64)
{
qglRasterPos2f (-w+1, zz);
sprintf (text, "%i",(int)zz);
qglCallLists (strlen(text), GL_UNSIGNED_BYTE, text);
}
}
#define CAM_HEIGHT 48 // height of main part
#define CAM_GIZMO 8 // height of the gizmo
void ZDrawCameraIcon (void)
{
float x, y;
int xCam = z.width/4;
x = 0;
y = g_pParentWnd->GetCamera()->Camera().origin[2];
qglColor3f (0.0, 0.0, 1.0);
qglBegin(GL_LINE_STRIP);
qglVertex3f (x-xCam,y,0);
qglVertex3f (x,y+CAM_GIZMO,0);
qglVertex3f (x+xCam,y,0);
qglVertex3f (x,y-CAM_GIZMO,0);
qglVertex3f (x-xCam,y,0);
qglVertex3f (x+xCam,y,0);
qglVertex3f (x+xCam,y-CAM_HEIGHT,0);
qglVertex3f (x-xCam,y-CAM_HEIGHT,0);
qglVertex3f (x-xCam,y,0);
qglEnd ();
}
GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; //HACK
/*
==============
Z_Draw
==============
*/
void Z_Draw (void)
{
brush_t *brush;
float w, h;
double start, end;
qtexture_t *q;
float top, bottom;
vec3_t org_top, org_bottom, dir_up, dir_down;
int xCam = z.width/3;
if (!active_brushes.next)
return; // not valid yet
if (z.timing)
start = Sys_DoubleTime ();
//
// clear
//
qglViewport(0, 0, z.width, z.height);
qglClearColor (
g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
0);
/* GL Bug */
/* When not using hw acceleration, gl will fault if we clear the depth
buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT
only after Z_Draw() has been called once. Yeah, right. */
qglClear(glbitClear);
glbitClear |= GL_DEPTH_BUFFER_BIT;
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
w = z.width/2 / z.scale;
h = z.height/2 / z.scale;
qglOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);
qglDisable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_1D);
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_BLEND);
//
// now draw the grid
//
Z_DrawGrid ();
//
// draw stuff
//
qglDisable(GL_CULL_FACE);
qglShadeModel (GL_FLAT);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDisable(GL_TEXTURE_2D);
qglDisable(GL_BLEND);
qglDisable(GL_DEPTH_TEST);
// draw filled interiors and edges
dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;
dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;
VectorCopy (z.origin, org_top);
org_top[2] = 4096;
VectorCopy (z.origin, org_bottom);
org_bottom[2] = -4096;
for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
{
if (brush->mins[0] >= z.origin[0]
|| brush->maxs[0] <= z.origin[0]
|| brush->mins[1] >= z.origin[1]
|| brush->maxs[1] <= z.origin[1])
continue;
if (!Brush_Ray (org_top, dir_down, brush, &top))
continue;
top = org_top[2] - top;
if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))
continue;
bottom = org_bottom[2] + bottom;
q = Texture_ForName (brush->brush_faces->texdef.name);
qglColor3f (q->color[0], q->color[1], q->color[2]);
qglBegin (GL_QUADS);
qglVertex2f (-xCam, bottom);
qglVertex2f (xCam, bottom);
qglVertex2f (xCam, top);
qglVertex2f (-xCam, top);
qglEnd ();
qglColor3f (1,1,1);
qglBegin (GL_LINE_LOOP);
qglVertex2f (-xCam, bottom);
qglVertex2f (xCam, bottom);
qglVertex2f (xCam, top);
qglVertex2f (-xCam, top);
qglEnd ();
}
//
// now draw selected brushes
//
for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
{
if ( !(brush->mins[0] >= z.origin[0]
|| brush->maxs[0] <= z.origin[0]
|| brush->mins[1] >= z.origin[1]
|| brush->maxs[1] <= z.origin[1]) )
{
if (Brush_Ray (org_top, dir_down, brush, &top))
{
top = org_top[2] - top;
if (Brush_Ray (org_bottom, dir_up, brush, &bottom))
{
bottom = org_bottom[2] + bottom;
q = Texture_ForName (brush->brush_faces->texdef.name);
qglColor3f (q->color[0], q->color[1], q->color[2]);
qglBegin (GL_QUADS);
qglVertex2f (-xCam, bottom);
qglVertex2f (xCam, bottom);
qglVertex2f (xCam, top);
qglVertex2f (-xCam, top);
qglEnd ();
}
}
}
qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES]);
qglBegin (GL_LINE_LOOP);
qglVertex2f (-xCam, brush->mins[2]);
qglVertex2f (xCam, brush->mins[2]);
qglVertex2f (xCam, brush->maxs[2]);
qglVertex2f (-xCam, brush->maxs[2]);
qglEnd ();
}
ZDrawCameraIcon ();
qglFinish();
QE_CheckOpenGLForErrors();
if (z.timing)
{
end = Sys_DoubleTime ();
Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));
}
}