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CamWnd.cpp
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CamWnd.cpp
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#include "CamWnd.h"
#include "igl.h"
#include "ibrush.h"
#include "iclipper.h"
#include "icolourscheme.h"
#include "ui/imainframe.h"
#include "itextstream.h"
#include "iorthoview.h"
#include "icameraview.h"
#include <time.h>
#include <fmt/format.h>
#include "util/ScopedBoolLock.h"
#include "iselectiontest.h"
#include "selectionlib.h"
#include "gamelib.h"
#include "CameraSettings.h"
#include "CameraWndManager.h"
#include "render/RenderableCollectionWalker.h"
#include "wxutil/MouseButton.h"
#include "registry/adaptors.h"
#include "selection/OccludeSelector.h"
#include "selection/Device.h"
#include "selection/SelectionVolume.h"
#include "FloorHeightWalker.h"
#include "debugging/debugging.h"
#include "debugging/gl.h"
#include <wx/sizer.h>
#include "util/ScopedBoolLock.h"
#include "CameraSettings.h"
#include <functional>
#include <sigc++/retype_return.h>
#include "render/CamRenderer.h"
namespace ui
{
namespace
{
const std::size_t MSEC_PER_FRAME = 16;
const unsigned int MOVE_NONE = 0;
const unsigned int MOVE_FORWARD = 1 << 0;
const unsigned int MOVE_BACK = 1 << 1;
const unsigned int MOVE_ROTRIGHT = 1 << 2;
const unsigned int MOVE_ROTLEFT = 1 << 3;
const unsigned int MOVE_STRAFERIGHT = 1 << 4;
const unsigned int MOVE_STRAFELEFT = 1 << 5;
const unsigned int MOVE_UP = 1 << 6;
const unsigned int MOVE_DOWN = 1 << 7;
const unsigned int MOVE_PITCHUP = 1 << 8;
const unsigned int MOVE_PITCHDOWN = 1 << 9;
const unsigned int MOVE_ALL = MOVE_FORWARD | MOVE_BACK | MOVE_ROTRIGHT | MOVE_ROTLEFT | MOVE_STRAFERIGHT | MOVE_STRAFELEFT | MOVE_UP | MOVE_DOWN | MOVE_PITCHUP | MOVE_PITCHDOWN;
}
inline Vector2 windowvector_for_widget_centre(wxutil::GLWidget& widget)
{
wxSize size = widget.GetSize();
return Vector2(static_cast<Vector2::ElementType>(size.GetWidth() / 2), static_cast<Vector2::ElementType>(size.GetHeight() / 2));
}
// ---------- CamWnd Implementation --------------------------------------------------
CamWnd::CamWnd(wxWindow* parent) :
MouseToolHandler(IMouseToolGroup::Type::CameraView),
_mainWxWidget(loadNamedPanel(parent, "CamWndPanel")),
_id(++_maxId),
_view(true),
_camera(GlobalCameraManager().createCamera(_view, std::bind(&CamWnd::requestRedraw, this, std::placeholders::_1))),
_drawing(false),
_updateRequested(false),
_wxGLWidget(new wxutil::GLWidget(_mainWxWidget, std::bind(&CamWnd::onRender, this), "CamWnd")),
_timer(this),
_timerLock(false),
_freeMoveEnabled(false),
_freeMoveFlags(0),
_freeMoveTimer(this),
_deferredMotionDelta(std::bind(&CamWnd::onDeferredMotionDelta, this, std::placeholders::_1, std::placeholders::_2)),
_strafe(false),
_strafeForward(false)
{
Bind(wxEVT_TIMER, &CamWnd::onFrame, this, _timer.GetId());
Bind(wxEVT_TIMER, &CamWnd::onFreeMoveTimer, this, _freeMoveTimer.GetId());
_wxGLWidget->Bind(wxEVT_IDLE, &CamWnd::onIdle, this);
setFarClipPlaneDistance(calculateFarPlaneDistance(getCameraSettings()->cubicScale()));
setFarClipPlaneEnabled(getCameraSettings()->farClipEnabled());
constructGUIComponents();
// Connect the mouse button events
_wxGLWidget->Bind(wxEVT_LEFT_DOWN, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_LEFT_DCLICK, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_LEFT_UP, &CamWnd::onGLMouseButtonRelease, this);
_wxGLWidget->Bind(wxEVT_RIGHT_DOWN, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_RIGHT_DCLICK, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_RIGHT_UP, &CamWnd::onGLMouseButtonRelease, this);
_wxGLWidget->Bind(wxEVT_MIDDLE_DOWN, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_MIDDLE_DCLICK, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_MIDDLE_UP, &CamWnd::onGLMouseButtonRelease, this);
_wxGLWidget->Bind(wxEVT_AUX1_DOWN, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_AUX1_DCLICK, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_AUX1_UP, &CamWnd::onGLMouseButtonRelease, this);
_wxGLWidget->Bind(wxEVT_AUX2_DOWN, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_AUX2_DCLICK, &CamWnd::onGLMouseButtonPress, this);
_wxGLWidget->Bind(wxEVT_AUX2_UP, &CamWnd::onGLMouseButtonRelease, this);
// Now add the handlers for the non-freelook mode, the events are activated by this
addHandlersMove();
// Clicks are eaten when the FreezePointer is active, request to receive them
_freezePointer.connectMouseEvents(
std::bind(&CamWnd::onGLMouseButtonPress, this, std::placeholders::_1),
std::bind(&CamWnd::onGLMouseButtonRelease, this, std::placeholders::_1));
// Subscribe to the global scene graph update
GlobalSceneGraph().addSceneObserver(this);
_glExtensionsInitialisedNotifier = GlobalRenderSystem().signal_extensionsInitialised().connect(
sigc::mem_fun(this, &CamWnd::onGLExtensionsInitialised));
_textureChangedHandler = GlobalRadiantCore().getMessageBus().addListener(
radiant::IMessage::Type::TextureChanged,
radiant::TypeListener<radiant::TextureChangedMessage>(
sigc::mem_fun(this, &CamWnd::handleTextureChanged)));
_renderer.reset(new render::CamRenderer(_view, _shaders));
// Refresh the camera view when shadows are enabled/disabled
GlobalRegistry().signalForKey(RKEY_ENABLE_SHADOW_MAPPING).connect(
sigc::mem_fun(this, &CamWnd::queueDraw)
);
}
wxWindow* CamWnd::getMainWidget() const
{
return _mainWxWidget;
}
void CamWnd::constructToolbar()
{
// If lighting is not available, grey out the lighting button
_camToolbar = findNamedObject<wxToolBar>(_mainWxWidget, "CamToolbar");
const wxToolBarToolBase* wireframeBtn = getToolBarToolByLabel(_camToolbar, "wireframeBtn");
const wxToolBarToolBase* flatShadeBtn = getToolBarToolByLabel(_camToolbar, "flatShadeBtn");
const wxToolBarToolBase* texturedBtn = getToolBarToolByLabel(_camToolbar, "texturedBtn");
const wxToolBarToolBase* lightingBtn = getToolBarToolByLabel(_camToolbar, "lightingBtn");
const wxToolBarToolBase* shadowLightingBtn = getToolBarToolByLabel(_camToolbar, "shadowBtn");
const wxToolBarToolBase* gridButton = getToolBarToolByLabel(_camToolbar, "drawGridButton");
if (!GlobalRenderSystem().shaderProgramsAvailable())
{
//lightingBtn->set_sensitive(false);
_camToolbar->EnableTool(lightingBtn->GetId(), false);
_camToolbar->EnableTool(shadowLightingBtn->GetId(), false);
}
auto toggleShadowMappingEvent = GlobalEventManager().findEvent("ToggleShadowMapping");
GlobalEventManager().registerToolItem("ToggleShadowMapping", shadowLightingBtn);
// Listen for render-mode changes, and set the correct active button to
// start with.
getCameraSettings()->signalRenderModeChanged().connect(
sigc::mem_fun(this, &CamWnd::updateActiveRenderModeButton)
);
updateActiveRenderModeButton();
// Connect button signals
_mainWxWidget->GetParent()->Bind(wxEVT_COMMAND_TOOL_CLICKED, &CamWnd::onRenderModeButtonsChanged, this, wireframeBtn->GetId());
_mainWxWidget->GetParent()->Bind(wxEVT_COMMAND_TOOL_CLICKED,&CamWnd::onRenderModeButtonsChanged, this, flatShadeBtn->GetId());
_mainWxWidget->GetParent()->Bind(wxEVT_COMMAND_TOOL_CLICKED, &CamWnd::onRenderModeButtonsChanged, this, texturedBtn->GetId());
_mainWxWidget->GetParent()->Bind(wxEVT_COMMAND_TOOL_CLICKED, &CamWnd::onRenderModeButtonsChanged, this, lightingBtn->GetId());
auto toggleCameraGridEvent = GlobalEventManager().findEvent("ToggleCameraGrid");
toggleCameraGridEvent->connectToolItem(gridButton);
// Far clip buttons.
_farClipInID = getToolID(_camToolbar, "clipPlaneInButton");
_farClipOutID = getToolID(_camToolbar, "clipPlaneOutButton");
_farClipToggleID = getToolID(_camToolbar, "clipPlaneToggleButton");
setFarClipButtonSensitivity();
_camToolbar->Bind(wxEVT_TOOL, &CamWnd::onFarClipPlaneInClick, this, _farClipInID);
_camToolbar->Bind(wxEVT_TOOL, &CamWnd::onFarClipPlaneOutClick, this, _farClipOutID);
_camToolbar->Bind(
wxEVT_TOOL,
[](wxCommandEvent&) { getCameraSettings()->toggleFarClip(true); },
_farClipToggleID
);
GlobalRegistry().signalForKey(RKEY_ENABLE_FARCLIP).connect(
sigc::mem_fun(*this, &CamWnd::setFarClipButtonSensitivity)
);
const wxToolBarToolBase* startTimeButton = getToolBarToolByLabel(_camToolbar, "startTimeButton");
const wxToolBarToolBase* stopTimeButton = getToolBarToolByLabel(_camToolbar, "stopTimeButton");
_mainWxWidget->GetParent()->Bind(wxEVT_COMMAND_TOOL_CLICKED, &CamWnd::onStartTimeButtonClick, this, startTimeButton->GetId());
_mainWxWidget->GetParent()->Bind(wxEVT_COMMAND_TOOL_CLICKED, &CamWnd::onStopTimeButtonClick, this, stopTimeButton->GetId());
// Stop time, initially
stopRenderTime();
// Handle hiding or showing the toolbar (Preferences/Settings/Camera page)
updateToolbarVisibility();
GlobalRegistry().signalForKey(RKEY_SHOW_CAMERA_TOOLBAR).connect(
sigc::mem_fun(this, &CamWnd::updateToolbarVisibility)
);
}
void CamWnd::updateToolbarVisibility()
{
bool visible = getCameraSettings()->showCameraToolbar();
_camToolbar->Show(visible);
// WxWidgets/GTK doesn't seem to automatically refresh the layout when we
// hide/show the toolbars
_mainWxWidget->GetSizer()->Layout();
}
void CamWnd::onGLExtensionsInitialised()
{
// If lighting is not available, grey out the lighting button
const wxToolBarToolBase* lightingBtn = getToolBarToolByLabel(_camToolbar, "lightingBtn");
const wxToolBarToolBase* shadowBtn = getToolBarToolByLabel(_camToolbar, "shadowBtn");
_camToolbar->EnableTool(lightingBtn->GetId(), GlobalRenderSystem().shaderProgramsAvailable());
_camToolbar->EnableTool(shadowBtn->GetId(), GlobalRenderSystem().shaderProgramsAvailable());
}
void CamWnd::setFarClipButtonSensitivity()
{
// Get far clip toggle setting from registry
bool enabled = registry::getValue<bool>(RKEY_ENABLE_FARCLIP, true);
// Set toggle button state and sensitivity of in/out buttons
_camToolbar->ToggleTool(_farClipToggleID, enabled);
_camToolbar->EnableTool(_farClipInID, enabled);
_camToolbar->EnableTool(_farClipOutID, enabled);
}
void CamWnd::constructGUIComponents()
{
constructToolbar();
// Set up wxGL widget
_wxGLWidget->SetCanFocus(false);
_wxGLWidget->SetMinClientSize(wxSize(CAMWND_MINSIZE_X, CAMWND_MINSIZE_Y));
_wxGLWidget->Bind(wxEVT_SIZE, &CamWnd::onGLResize, this);
_wxGLWidget->Bind(wxEVT_MOUSEWHEEL, &CamWnd::onMouseScroll, this);
_mainWxWidget->GetSizer()->Add(_wxGLWidget, 1, wxEXPAND);
}
CamWnd::~CamWnd()
{
GlobalRadiantCore().getMessageBus().removeListener(_textureChangedHandler);
const wxToolBarToolBase* gridButton = getToolBarToolByLabel(_camToolbar, "drawGridButton");
auto toggleCameraGridEvent = GlobalEventManager().findEvent("ToggleCameraGrid");
toggleCameraGridEvent->disconnectToolItem(gridButton);
// Stop the timer, it might still fire even during shutdown
_timer.Stop();
// Unsubscribe from the global scene graph update
GlobalSceneGraph().removeSceneObserver(this);
if (_freeMoveEnabled)
{
disableFreeMove();
}
removeHandlersMove();
// Release the camera instance
GlobalCameraManager().destroyCamera(_camera);
// Notify the camera manager about our destruction
GlobalCamera().removeCamWnd(_id);
}
SelectionTestPtr CamWnd::createSelectionTestForPoint(const Vector2& point)
{
return _camera->createSelectionTestForPoint(point);
}
const VolumeTest& CamWnd::getVolumeTest() const
{
return _view;
}
int CamWnd::getDeviceWidth() const
{
return _camera->getDeviceWidth();
}
int CamWnd::getDeviceHeight() const
{
return _camera->getDeviceHeight();
}
void CamWnd::setDeviceDimensions(int width, int height)
{
_camera->setDeviceDimensions(width, height);
}
void CamWnd::startRenderTime()
{
if (_timer.IsRunning())
{
// Timer is already running, just reset the preview time
GlobalRenderSystem().setTime(0);
}
else
{
// Timer is not enabled, we're paused or stopped
_timer.Start(MSEC_PER_FRAME);
_timerLock = false; // reset the lock, just in case
}
const wxToolBarToolBase* stopTimeButton = getToolBarToolByLabel(_camToolbar, "stopTimeButton");
_camToolbar->EnableTool(stopTimeButton->GetId(), true);
}
void CamWnd::onStartTimeButtonClick(wxCommandEvent& ev)
{
startRenderTime();
}
void CamWnd::onStopTimeButtonClick(wxCommandEvent& ev)
{
stopRenderTime();
}
void CamWnd::onFrame(wxTimerEvent& ev)
{
// Calling wxTheApp->Yield() might cause another timer callback if enough
// time has passed during rendering. Calling Yield() within Yield()
// might in the end cause stack overflows and is caught by wxWidgets.
if (!_timerLock)
{
util::ScopedBoolLock lock(_timerLock);
GlobalRenderSystem().setTime(GlobalRenderSystem().getTime() + _timer.GetInterval());
// Mouse movement is handled via idle callbacks, so let's give the app a chance to react
wxTheApp->ProcessIdle();
_wxGLWidget->Refresh();
}
}
void CamWnd::stopRenderTime()
{
_timer.Stop();
const wxToolBarToolBase* startTimeButton = getToolBarToolByLabel(_camToolbar, "startTimeButton");
const wxToolBarToolBase* stopTimeButton = getToolBarToolByLabel(_camToolbar, "stopTimeButton");
_camToolbar->EnableTool(startTimeButton->GetId(), true);
_camToolbar->EnableTool(stopTimeButton->GetId(), false);
}
void CamWnd::onRenderModeButtonsChanged(wxCommandEvent& ev)
{
if (ev.GetInt() == 0) // un-toggled
{
return; // Don't react on UnToggle events
}
// This function will be called twice, once for the inactivating button and
// once for the activating button
if (getToolBarToolByLabel(_camToolbar, "texturedBtn")->GetId() == ev.GetId())
{
getCameraSettings()->setRenderMode(RENDER_MODE_TEXTURED);
}
else if (getToolBarToolByLabel(_camToolbar, "wireframeBtn")->GetId() == ev.GetId())
{
getCameraSettings()->setRenderMode(RENDER_MODE_WIREFRAME);
}
else if (getToolBarToolByLabel(_camToolbar, "flatShadeBtn")->GetId() == ev.GetId())
{
getCameraSettings()->setRenderMode(RENDER_MODE_SOLID);
}
else if (getToolBarToolByLabel(_camToolbar, "lightingBtn")->GetId() == ev.GetId())
{
getCameraSettings()->setRenderMode(RENDER_MODE_LIGHTING);
}
}
void CamWnd::updateActiveRenderModeButton()
{
switch (getCameraSettings()->getRenderMode())
{
case RENDER_MODE_WIREFRAME:
_camToolbar->ToggleTool(getToolBarToolByLabel(_camToolbar, "wireframeBtn")->GetId(), true);
break;
case RENDER_MODE_SOLID:
_camToolbar->ToggleTool(getToolBarToolByLabel(_camToolbar, "flatShadeBtn")->GetId(), true);
break;
case RENDER_MODE_TEXTURED:
_camToolbar->ToggleTool(getToolBarToolByLabel(_camToolbar, "texturedBtn")->GetId(), true);
break;
case RENDER_MODE_LIGHTING:
_camToolbar->ToggleTool(getToolBarToolByLabel(_camToolbar, "lightingBtn")->GetId(), true);
break;
default:
assert(false);
}
}
int CamWnd::getId()
{
return _id;
}
void CamWnd::changeFloor(const bool up)
{
float current = _camera->getCameraOrigin()[2] - 48;
float bestUp;
float bestDown;
camera::FloorHeightWalker walker(current, bestUp, bestDown);
GlobalSceneGraph().root()->traverse(walker);
if (up && bestUp != game::current::getValue<float>("/defaults/maxWorldCoord")) {
current = bestUp;
}
if (!up && bestDown != -game::current::getValue<float>("/defaults/maxWorldCoord")) {
current = bestDown;
}
const Vector3& org = _camera->getCameraOrigin();
_camera->setCameraOrigin(Vector3(org[0], org[1], current + 48));
update();
}
void CamWnd::setFreeMoveFlags(unsigned int mask)
{
if ((~_freeMoveFlags & mask) != 0 && _freeMoveFlags == 0)
{
_freeMoveTimer.Start(10);
}
_freeMoveFlags |= mask;
}
void CamWnd::clearFreeMoveFlags(unsigned int mask)
{
if ((_freeMoveFlags & ~mask) == 0 && _freeMoveFlags != 0)
{
_freeMoveTimer.Stop();
}
_freeMoveFlags &= ~mask;
}
void CamWnd::handleFreeMovement(float timePassed)
{
int angleSpeed = getCameraSettings()->angleSpeed();
int movementSpeed = getCameraSettings()->movementSpeed();
auto angles = _camera->getCameraAngles();
// Update angles
if (_freeMoveFlags & MOVE_ROTLEFT)
angles[camera::CAMERA_YAW] += 15 * timePassed * angleSpeed;
if (_freeMoveFlags & MOVE_ROTRIGHT)
angles[camera::CAMERA_YAW] -= 15 * timePassed * angleSpeed;
if (_freeMoveFlags & MOVE_PITCHUP)
{
angles[camera::CAMERA_PITCH] += 15 * timePassed * angleSpeed;
if (angles[camera::CAMERA_PITCH] > 90)
angles[camera::CAMERA_PITCH] = 90;
}
if (_freeMoveFlags & MOVE_PITCHDOWN)
{
angles[camera::CAMERA_PITCH] -= 15 * timePassed * angleSpeed;
if (angles[camera::CAMERA_PITCH] < -90)
angles[camera::CAMERA_PITCH] = -90;
}
_camera->setCameraAngles(angles);
// Update position
auto origin = _camera->getCameraOrigin();
if (_freeMoveFlags & MOVE_FORWARD)
origin += -_camera->getForwardVector() * (timePassed * movementSpeed);
if (_freeMoveFlags & MOVE_BACK)
origin += -_camera->getForwardVector() * (-timePassed * movementSpeed);
if (_freeMoveFlags & MOVE_STRAFELEFT)
origin += _camera->getRightVector() * (-timePassed * movementSpeed);
if (_freeMoveFlags & MOVE_STRAFERIGHT)
origin += _camera->getRightVector() * (timePassed * movementSpeed);
if (_freeMoveFlags & MOVE_UP)
origin += g_vector3_axis_z * (timePassed * movementSpeed);
if (_freeMoveFlags & MOVE_DOWN)
origin += g_vector3_axis_z * (-timePassed * movementSpeed);
_camera->setCameraOrigin(origin);
}
void CamWnd::onFreeMoveTimer(wxTimerEvent& ev)
{
_deferredMotionDelta.flush();
float time_seconds = _keyControlTimer.Time() / static_cast<float>(1000);
_keyControlTimer.Start();
if (time_seconds > 0.05f)
{
time_seconds = 0.05f; // 20fps
}
handleFreeMovement(time_seconds * 5.0f);
queueDraw();
}
void CamWnd::enableFreeMove()
{
ASSERT_MESSAGE(!_freeMoveEnabled, "EnableFreeMove: free-move was already enabled");
_freeMoveEnabled = true;
clearFreeMoveFlags(MOVE_ALL);
removeHandlersMove();
update();
}
void CamWnd::disableFreeMove()
{
ASSERT_MESSAGE(_freeMoveEnabled, "DisableFreeMove: free-move was not enabled");
_freeMoveEnabled = false;
clearFreeMoveFlags(MOVE_ALL);
addHandlersMove();
update();
}
bool CamWnd::freeMoveEnabled() const
{
return _freeMoveEnabled;
}
void CamWnd::performFreeMove(int dx, int dy)
{
int angleSpeed = getCameraSettings()->angleSpeed();
auto origin = _camera->getCameraOrigin();
auto angles = _camera->getCameraAngles();
// free strafe mode, toggled by the keyboard modifiers
if (_strafe)
{
const float strafespeed = GlobalCamera().getCameraStrafeSpeed();
const float forwardStrafeFactor = GlobalCamera().getCameraForwardStrafeFactor();
origin -= _camera->getRightVector() * strafespeed * dx;
if (_strafeForward)
{
origin += _camera->getForwardVector() * strafespeed * dy * forwardStrafeFactor;
}
else {
origin += _camera->getUpVector() * strafespeed * dy;
}
}
else // free rotation
{
const float dtime = 0.1f;
const float zAxisFactor = getCameraSettings()->invertMouseVerticalAxis() ? -1.0f : 1.0f;
angles[camera::CAMERA_PITCH] += dy * dtime * angleSpeed * zAxisFactor;
angles[camera::CAMERA_YAW] += dx * dtime * angleSpeed;
if (angles[camera::CAMERA_PITCH] > 90)
angles[camera::CAMERA_PITCH] = 90;
else if (angles[camera::CAMERA_PITCH] < -90)
angles[camera::CAMERA_PITCH] = -90;
if (angles[camera::CAMERA_YAW] >= 360)
angles[camera::CAMERA_YAW] -= 360;
else if (angles[camera::CAMERA_YAW] <= 0)
angles[camera::CAMERA_YAW] += 360;
}
_camera->setOriginAndAngles(origin, angles);
}
void CamWnd::onDeferredMotionDelta(int x, int y)
{
performFreeMove(-x, -y);
queueDraw();
}
void CamWnd::ensureFont()
{
if (!_glFont)
{
_glFont = GlobalOpenGL().getFont(getCameraSettings()->fontStyle(), getCameraSettings()->fontSize());
}
}
void CamWnd::drawGrid()
{
static double GRID_MAX_DIM = 2048;
auto GRID_STEP = getCameraSettings()->gridSpacing();
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_1D);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glLineWidth(1);
glColor3f(0.5f, 0.5f, 0.5f);
glPushMatrix();
// The grid is following the camera, but will always be in the z = 0 plane
auto origin = _camera->getCameraOrigin().getSnapped(GRID_STEP);
glTranslated(origin.x(), origin.y(), 0);
glBegin(GL_LINES);
for (double x = -GRID_MAX_DIM; x <= GRID_MAX_DIM; x += GRID_STEP)
{
Vector3 start(x, -GRID_MAX_DIM, 0);
Vector3 end(x, GRID_MAX_DIM, 0);
Vector3 start2(GRID_MAX_DIM, x, 0);
Vector3 end2(-GRID_MAX_DIM, x, 0);
glVertex2dv(start);
glVertex2dv(end);
glVertex2dv(start2);
glVertex2dv(end2);
}
glEnd();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
}
void CamWnd::Cam_Draw()
{
wxSize glSize = _wxGLWidget->GetSize();
if (_camera->getDeviceWidth() != glSize.GetWidth() || _camera->getDeviceHeight() != glSize.GetHeight())
{
_camera->setDeviceDimensions(glSize.GetWidth(), glSize.GetHeight());
}
int height = _camera->getDeviceHeight();
int width = _camera->getDeviceWidth();
if (width == 0 || height == 0)
{
return; // otherwise we'll receive OpenGL errors in ortho rendering below
}
ensureFont();
glViewport(0, 0, width, height);
// enable depth buffer writes
glDepthMask(GL_TRUE);
Vector3 clearColour(0, 0, 0);
if (getCameraSettings()->getRenderMode() != RENDER_MODE_LIGHTING)
{
clearColour = GlobalColourSchemeManager().getColour("camera_background");
}
glClearColor(clearColour[0], clearColour[1], clearColour[2], 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset statistics for this frame
_renderStats.resetStats();
_view.resetCullStats();
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(_camera->getProjection());
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(_camera->getModelView());
// one directional light source directly behind the viewer
{
GLfloat inverse_cam_dir[4], ambient[4], diffuse[4];//, material[4];
ambient[0] = ambient[1] = ambient[2] = 0.4f;
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;
const auto& forward = _camera->getForwardVector();
inverse_cam_dir[0] = forward[0];
inverse_cam_dir[1] = forward[1];
inverse_cam_dir[2] = forward[2];
inverse_cam_dir[3] = 0;
glLightfv(GL_LIGHT0, GL_POSITION, inverse_cam_dir);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glEnable(GL_LIGHT0);
}
if (getCameraSettings()->gridEnabled() && getCameraSettings()->getRenderMode() != RENDER_MODE_LIGHTING)
{
drawGrid();
}
// Set the allowed render flags for this view
unsigned int allowedRenderFlags = RENDER_DEPTHTEST
| RENDER_MASKCOLOUR
| RENDER_DEPTHWRITE
| RENDER_ALPHATEST
| RENDER_BLEND
| RENDER_CULLFACE
| RENDER_OFFSETLINE
| RENDER_VERTEX_COLOUR;
// Add mode-specific render flags
switch (getCameraSettings()->getRenderMode())
{
case RENDER_MODE_WIREFRAME:
break;
case RENDER_MODE_SOLID:
allowedRenderFlags |= RENDER_FILL
| RENDER_LIGHTING
| RENDER_SMOOTH
| RENDER_SCALED;
break;
case RENDER_MODE_TEXTURED:
allowedRenderFlags |= RENDER_FILL
| RENDER_LIGHTING
| RENDER_TEXTURE_2D
| RENDER_SMOOTH
| RENDER_SCALED;
break;
case RENDER_MODE_LIGHTING:
allowedRenderFlags |= RENDER_FILL
| RENDER_LIGHTING
| RENDER_TEXTURE_2D
| RENDER_TEXTURE_CUBEMAP
| RENDER_VERTEX_COLOUR
| RENDER_SMOOTH
| RENDER_SCALED
| RENDER_BUMP
| RENDER_PROGRAM;
break;
default:
allowedRenderFlags = 0;
break;
}
if (!getCameraSettings()->solidSelectionBoxes())
{
allowedRenderFlags |= RENDER_LINESTIPPLE
| RENDER_POLYGONSTIPPLE;
}
IRenderResult::Ptr result;
// Main scene render
{
GlobalRenderSystem().startFrame();
_renderer->prepare();
// Front end (renderable collection from scene)
render::RenderableCollectionWalker::CollectRenderablesInScene(*_renderer, _view);
// Accumulate render statistics
_renderStats.frontEndComplete();
// Render any active mousetools
for (const ActiveMouseTools::value_type& i : _activeMouseTools)
{
i.second->render(GlobalRenderSystem(), *_renderer, _view);
}
if (getCameraSettings()->getRenderMode() == RENDER_MODE_LIGHTING)
{
// Lit mode
result = GlobalRenderSystem().renderLitScene(allowedRenderFlags, _view);
}
else
{
result = GlobalRenderSystem().renderFullBrightScene(RenderViewType::Camera, allowedRenderFlags, _view);
}
_renderer->cleanup();
GlobalRenderSystem().endFrame();
}
// greebo: Draw the clipper's points (skipping the depth-test)
{
glDisable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
glPointSize(5);
if (GlobalClipper().clipMode()) {
GlobalClipper().draw(1.0f);
}
glPointSize(1);
}
// prepare for 2d stuff
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (float)width, 0, (float)height, -100, 100);
glScalef(1, -1, 1);
glTranslatef(0, -(float)height, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (GLEW_VERSION_1_3)
{
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_DEPTH_TEST);
glColor3f( 1.f, 1.f, 1.f );
glLineWidth(1);
// draw the crosshair in free move mode
if (_freeMoveEnabled)
{
glBegin( GL_LINES );
glVertex2f( (float)width / 2.f, (float)height / 2.f + 6 );
glVertex2f( (float)width / 2.f, (float)height / 2.f + 2 );
glVertex2f( (float)width / 2.f, (float)height / 2.f - 6 );
glVertex2f( (float)width / 2.f, (float)height / 2.f - 2 );
glVertex2f( (float)width / 2.f + 6, (float)height / 2.f );
glVertex2f( (float)width / 2.f + 2, (float)height / 2.f );
glVertex2f( (float)width / 2.f - 6, (float)height / 2.f );
glVertex2f( (float)width / 2.f - 2, (float)height / 2.f );
glEnd();
}
// Render the stats and timing text. This may include culling stats in
// debug builds.
glRasterPos3f(4.0f, static_cast<float>(_camera->getDeviceHeight()) - 4.0f, 0.0f);
auto statString = result->toString();
if (getCameraSettings()->getRenderMode() != RENDER_MODE_LIGHTING)
{
statString += " | ";
statString += _renderStats.getStatString();
}
_glFont->drawString(statString);
drawTime();
if (!_activeMouseTools.empty())
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (float)width, 0, (float)height, -100, 100);
for (const ActiveMouseTools::value_type& i : _activeMouseTools)
{
i.second->renderOverlay();
}
}
// bind back to the default texture so that we don't have problems
// elsewhere using/modifying texture maps between contexts
glBindTexture( GL_TEXTURE_2D, 0 );
}
bool CamWnd::onRender()
{
if (_drawing) return false;
util::ScopedBoolLock lock(_drawing);
if (GlobalMainFrame().screenUpdatesEnabled())
{
debug::assertNoGlErrors();
Cam_Draw();
debug::assertNoGlErrors();
return true;
}
return false;
}
void CamWnd::benchmark()
{
double dStart = clock() / 1000.0;
for (int i=0 ; i < 100 ; i++)
{
Vector3 angles;
angles[camera::CAMERA_ROLL] = 0;
angles[camera::CAMERA_PITCH] = 0;
angles[camera::CAMERA_YAW] = static_cast<double>(i * (360.0 / 100.0));
_camera->setCameraAngles(angles);
}
double dEnd = clock() / 1000.0;
rMessage() << fmt::format("{0:5.2lf}", (dEnd - dStart)) << " seconds\n";
}
void CamWnd::onSceneGraphChange()
{
// Just pass the call to the update method
update();
}
// ----------------------------------------------------------
void CamWnd::addHandlersMove()
{
_wxGLWidget->Bind(wxEVT_MOTION, &CamWnd::onGLMouseMove, this);
}
void CamWnd::removeHandlersMove()
{
_wxGLWidget->Unbind(wxEVT_MOTION, &CamWnd::onGLMouseMove, this);
}
void CamWnd::update()
{
queueDraw();
}
camera::ICameraView& CamWnd::getCamera()
{
return *_camera;
}
void CamWnd::captureStates()
{
_shaders.faceHighlightShader = GlobalRenderSystem().capture(BuiltInShaderType::ColouredPolygonOverlay);
_shaders.primitiveHighlightShader = GlobalRenderSystem().capture(BuiltInShaderType::HighlightedPolygonOutline);
_shaders.mergeActionShaderAdd = GlobalRenderSystem().capture(BuiltInShaderType::CameraMergeActionOverlayAdd);
_shaders.mergeActionShaderChange = GlobalRenderSystem().capture(BuiltInShaderType::CameraMergeActionOverlayChange);
_shaders.mergeActionShaderRemove = GlobalRenderSystem().capture(BuiltInShaderType::CameraMergeActionOverlayRemove);
_shaders.mergeActionShaderConflict = GlobalRenderSystem().capture(BuiltInShaderType::CameraMergeActionOverlayConflict);
}