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/*
===========================================================================
Copyright (C) 1997-2006 Id Software, Inc.
This file is part of Quake 2 Tools source code.
Quake 2 Tools 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 2 Tools 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 Quake 2 Tools source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "texpaint.h"
#define CAMERA_WINDOW_CLASS "TPCamera"
HDC camdc;
HGLRC baseRC;
float pitch, yaw, roll;
qboolean model_lines = false;
float cam_x, cam_y=-64, cam_z=32;
int cam_width, cam_height;
BINDTEXFUNCPTR BindTextureEXT;
void InitIndexTexture (void)
{
int i;
BindTextureEXT (GL_TEXTURE_2D, TEXTURE_INDEX);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
for (i=0 ; i<sizeof(index_texture)/4 ; i++)
index_texture[i] = i+1;
glTexImage2D (GL_TEXTURE_2D, 0, 3, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, index_texture);
BindTextureEXT (GL_TEXTURE_2D, TEXTURE_SKIN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void CreateDisplaylist (void)
{
}
void DrawModel (void)
{
int i, j;
glColor4f (1,1,1,1);
glBegin (GL_TRIANGLES);
for (i=0 ; i<numfaces ; i++)
{
for (j=0 ; j<3 ; j++)
{
glTexCoord2f (tmcoords[i][j][0], tmcoords[i][j][1]);
glVertex3fv (faces[i].verts[j]);
}
}
glEnd ();
}
/*
=============
Cam_Click
=============
*/
int cam_last_index;
void Cam_Click (int x, int y, qboolean shift)
{
int index;
index = 0;
glReadBuffer (GL_BACK);
glReadPixels (x, y, 1,1, GL_RGB, GL_UNSIGNED_BYTE, &index);
index--;
if (index == -1)
return;
if (index >= width2*height2)
return;
if (index == cam_last_index)
return; // in same pixel
cam_last_index = index;
if (shift)
{
Pal_SetIndex (pic[index]);
return;
}
SetSkin (index, selected_rgb);
UpdateWindow (camerawindow);
}
void Cam_DrawSetup (void)
{
glViewport (0,0,cam_width, cam_height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (90, (float)cam_width/cam_height, 2, 1024);
gluLookAt (cam_x, cam_y, cam_z, cam_x, cam_y+1, cam_z, 0, 0, 1);
glRotated (-roll*0.3, 0, 1, 0);
glRotated (-pitch*0.3, 1, 0, 0);
glRotated (yaw*0.3, 0, 0, 1);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_CULL_FACE);
glEnable (GL_TEXTURE_2D);
glCullFace (GL_FRONT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void Cam_Draw (void)
{
if (!cam_width || !cam_height)
return;
glClearColor (0.3,0.3,0.3,1);
Cam_DrawSetup ();
BindTextureEXT (GL_TEXTURE_2D, TEXTURE_SKIN);
DrawModel ();
if (model_lines)
{
glDisable (GL_TEXTURE_2D);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
glDepthFunc (GL_LEQUAL);
glDepthRange (0, 0.999); // nudge depth to avoid dropouts
DrawModel ();
glDepthRange (0, 1);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glEnable (GL_TEXTURE_2D);
}
SwapBuffers(camdc);
// now fill the back buffer with the index texture
glClearColor (0,0,0,0);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
BindTextureEXT (GL_TEXTURE_2D, TEXTURE_INDEX);
DrawModel ();
BindTextureEXT (GL_TEXTURE_2D, TEXTURE_SKIN);
}
/*
============
CameraWndProc
============
*/
LONG WINAPI WCam_WndProc (
HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
LONG lRet = 1;
int fwKeys, xPos, yPos;
RECT rect;
static int oldx, oldy;
POINT pt;
GetClientRect(hWnd, &rect);
cam_width = rect.right-rect.left;
cam_height = rect.bottom-rect.top;
switch (uMsg)
{
case WM_CREATE:
camdc = GetDC(hWnd);
bSetupPixelFormat(camdc);
baseRC = wglCreateContext( camdc );
if (!baseRC)
Sys_Error ("wglCreateContext failed");
if (!wglMakeCurrent( camdc, baseRC ))
Sys_Error ("wglMakeCurrent failed");
BindTextureEXT = (void *)wglGetProcAddress((LPCSTR) "glBindTextureEXT");
if (!BindTextureEXT)
Sys_Error ("GetProcAddress for BindTextureEXT failed");
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
if (!wglMakeCurrent( camdc, baseRC ))
Sys_Error ("wglMakeCurrent failed");
Cam_Draw ();
EndPaint(hWnd, &ps);
}
break;
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN:
if (GetTopWindow(mainwindow) != hWnd)
BringWindowToTop(hWnd);
SetFocus (camerawindow);
SetCapture (camerawindow);
GetCursorPos (&pt);
xPos = pt.x;
yPos = pt.y;
oldx = xPos;
oldy = yPos;
break;
case WM_LBUTTONDOWN:
cam_last_index = -1;
draw:
if (GetTopWindow(mainwindow) != hWnd)
BringWindowToTop(hWnd);
SetFocus (camerawindow);
SetCapture (camerawindow);
fwKeys = wParam; // key flags
xPos = (short)LOWORD(lParam); // horizontal position of cursor
yPos = (short)HIWORD(lParam); // vertical position of cursor
yPos = (int)rect.bottom - 1 - yPos;
if (!wglMakeCurrent( camdc, baseRC ))
Sys_Error ("wglMakeCurrent failed");
Cam_Click (xPos, yPos, !!(wParam&(MK_SHIFT|MK_CONTROL)) );
// Cam_MouseDown (xPos, yPos, fwKeys);
break;
case WM_MBUTTONUP:
case WM_RBUTTONUP:
case WM_LBUTTONUP:
if (! (wParam & (MK_LBUTTON|MK_RBUTTON|MK_MBUTTON)))
ReleaseCapture ();
break;
case WM_MOUSEMOVE:
{
int dx, dy;
if (wParam & MK_LBUTTON)
goto draw;
GetCursorPos (&pt);
xPos = pt.x;
yPos = pt.y;
if (!(wParam & (MK_RBUTTON|MK_MBUTTON)))
{
oldx = xPos;
oldy = yPos;
break;
}
dx = xPos-oldx;
dy = oldy-yPos;
if (!dx && !dy)
break;
SetCursorPos (oldx, oldy);
if (wParam == (MK_RBUTTON|MK_CONTROL) )
{
if (abs(dx) > abs(dy))
cam_y -= 0.1*dx;
else
cam_y -= 0.1*dy;
InvalidateRect (camerawindow, NULL, false);
}
if (wParam == MK_RBUTTON)
{
cam_x -= 0.1*dx;
cam_z -= 0.1*dy;
InvalidateRect (camerawindow, NULL, false);
}
if (wParam == (MK_MBUTTON|MK_CONTROL) )
{
if (abs(dx) > abs(dy))
roll -= dx;
else
roll -= dy;
InvalidateRect (camerawindow, NULL, false);
}
if (wParam == MK_MBUTTON)
{
yaw += dx;
pitch += dy;
InvalidateRect (camerawindow, NULL, false);
}
}
break;
case WM_SIZE:
// camera.width = rect.right;
// camera.height = rect.bottom;
InvalidateRect(camerawindow, NULL, false);
break;
case WM_NCCALCSIZE:// don't let windows copy pixels
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
return WVR_REDRAW;
case WM_CLOSE:
/* call destroy window to cleanup and go away */
DestroyWindow (hWnd);
break;
case WM_DESTROY:
{
HGLRC hRC;
HDC hDC;
/* release and free the device context and rendering context */
hRC = wglGetCurrentContext();
hDC = wglGetCurrentDC();
wglMakeCurrent(NULL, NULL);
if (hRC)
wglDeleteContext(hRC);
if (hDC)
ReleaseDC(hWnd, hDC);
}
break;
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
/*
==============
WCam_Register
==============
*/
void WCam_Register (HINSTANCE hInstance)
{
WNDCLASS wc;
/* Register the camera class */
memset (&wc, 0, sizeof(wc));
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)WCam_WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = 0;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = CAMERA_WINDOW_CLASS;
if (!RegisterClass (&wc) )
Sys_Error ("WCam_Register: failed");
}
void WCam_Create (HINSTANCE hInstance)
{
WCam_Register (hInstance);
camerawindow = CreateWindow (CAMERA_WINDOW_CLASS ,
"Camera View",
QE3_STYLE,
0,
0,
(int)(screen_width*0.5),
(int)(screen_height-20), // size
mainwindow, // parent window
0, // no menu
hInstance,
0);
if (!camerawindow)
Sys_Error ("Couldn't create camerawindow");
RestoreWindowState(camerawindow, "camerawindow");
ShowWindow (camerawindow, SW_SHOWDEFAULT);
}
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