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/*
ui/modelview.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include "auxiliary/functions.h"
#include "core/application.h"
#include "ui/modelview.h"
#include "ui/paint.h"
#include "ui/ui.h"
#include "sys/sys.h"
#include "render/camera.h"
#include "render/draw.h"
#include "render/render.h"
#include <sstream>
#include <iomanip>
namespace ui
{
ModelView::ModelView(Widget *parent, const char *modelname) : Widget(parent)
{
set_border(false);
set_background(false);
set_label("modelview");
set_modelname(modelname);
modelview_radius = 0.75f;
modelview_zoom = 1.0f;
modelview_dragging = false;
modelview_axis.clear();
modelview_axis.change_direction(180);
modelview_axis.change_pitch(-15);
}
ModelView::~ModelView()
{}
void ModelView::print(const size_t indent) const
{
std::string marker("");
con_print << aux::pad_left(marker, indent*2) << label() << " \"" << modelname() << "\"" << std::endl;
}
void ModelView::set_modelname(const char *modelname)
{
if (modelname)
modelview_modelname.assign(modelname);
else
modelview_modelname.clear();
set_background(false);
modelview_axis.clear();
modelview_axis.change_direction(180);
modelview_axis.change_pitch(-15);
modelview_zoom = 1.0f;
}
void ModelView::set_colors(const math::Color & color_primary, const math::Color & color_secondary)
{
modelview_color_primary.assign(color_primary);
modelview_color_secondary.assign(color_secondary);
}
void ModelView::set_zoom(const float zoom)
{
modelview_zoom = zoom;
math::clamp(modelview_zoom, 1.0f, 5.0f);
}
bool ModelView::on_keypress(const int key, const unsigned int modifier)
{
if (key == 512 + SDL_BUTTON_WHEELUP) {
modelview_zoom -= 0.25f;
if (modelview_zoom < 1.0f)
modelview_zoom = 1.0f;
return true;
} else if (key == 512 + SDL_BUTTON_WHEELDOWN) {
modelview_zoom += 0.25f;
if (modelview_zoom > 5.0f)
modelview_zoom = 5.0f;
return true;
} else if (key == 512 + SDL_BUTTON_LEFT) {
modelview_dragging = true;
return true;
}
return false;
}
bool ModelView::on_keyrelease(const int key, const unsigned int modifier)
{
if (key == 512 + SDL_BUTTON_LEFT) {
modelview_dragging = false;
return true;
}
return false;
}
void ModelView::on_mousemove(const math::Vector2f &cursor)
{
if ((width() <= 0) || (height() <= 0)) {
return;
}
if (modelview_dragging) {
const math::Vector2f pos(cursor - modelview_cursor);
const math::Vector3f up(0.0f, 0.0f, 1.0f);
const float zrot = 2.0f * M_PI * pos.x() / width();
modelview_axis.rotate(up, -zrot);
const math::Vector3f left(0.0f, 1.0f, 0.0f);
const float yrot = 2.0f * M_PI * pos.y() / height();
modelview_axis.rotate(left, yrot);
modelview_cursor.assign(cursor);
}
modelview_cursor.assign(cursor);
}
void ModelView::on_mouseover(const math::Vector2f &cursor)
{
modelview_cursor.assign(cursor);
modelview_dragging = false;
}
void ModelView::draw_background()
{
Paint::set_color(1.0f, 1.0f, 1.0f);
Paint::draw_bitmap(global_location(), size(), "textures/common/notex");
}
void ModelView::draw()
{
if (!modelview_modelname.size()) {
return;
}
if (!core::application()->connected() || !core::game()->time()) {
return;
}
Paint::set_color(1.0f, 1.0f, 1.0f);
model::Model *model = model::Model::load(modelview_modelname);
if (!model) {
modelview_modelname.clear();
set_background(true);
return;
}
math ::Vector2f center(global_location() + size() * 0.5f);
const float minscreen(math::min(root()->width(),root()->height()));
const float minwidget(math::min(width(), height()));
const float reference_radius = radius() * minwidget / minscreen;
const float modelscale = reference_radius / model->radius();
// gl 3d mode
render::Camera::frustum_default(modelview_zoom, center.x(), center.y());
// reset lighting
render::pass_reset_lights();
// enable lighting
gl::enable(GL_LIGHTING);
gl::disable(GL_BLEND);
gl::depthmask(GL_TRUE); // enable writing to the depth buffer
gl::enable(GL_DEPTH_TEST); // enable depth test
gl::enable(GL_CULL_FACE); // enable culling
gl::enable(GL_COLOR_MATERIAL); // enable color tracking
// clear depth buffer
gl::clear(GL_DEPTH_BUFFER_BIT);
// enable vertex arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// apply manipulation
gl::push();
gl::multmatrix(modelview_axis);
gl::scale(modelscale, modelscale, modelscale);
render::State::set_normalize(true);
// FIXME the inventory window needs to be able to use actual thrust values
float thrust = ::sinf(core::application()->time() * 0.5f);
if (thrust < 0.0f ) {
thrust = 1.0f + thrust;
} else {
thrust = 1.0f;
}
render::draw_model_fragments(model, modelview_color_primary, modelview_color_primary, core::application()->time(), true, true, thrust);
render::State::set_normalize(false);
gl::pop();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
gl::disable(GL_LIGHTING);
gl::enable(GL_TEXTURE_2D);
gl::enable(GL_BLEND);
gl::depthmask(GL_FALSE); // disable depth buffer writing
// load model light textures
for (model::Model::Lights::iterator lit = model->lights().begin(); lit != model->lights().end(); lit++) {
model::Light *light = (*lit);
// load light texture
std::stringstream texturename;
texturename << "textures/fx/flare" << std::setfill('0') << std::setw(2) << light->flare();
light->set_texture(render::Textures::load(texturename.str()));
}
for (model::Model::Flares::iterator flit = model->flares().begin(); flit != model->flares().end(); flit++) {
model::Flare *flare = (*flit);
// load flare texture
std::stringstream texturename;
texturename << "textures/fx/flare" << std::setfill('0') << std::setw(2) << flare->flare();
flare->set_texture(render::Textures::load(texturename.str()));
}
render::draw_model_lights(model, modelscale, math::Vector3f(), modelview_axis, core::localplayer()->color(), thrust, 0.0f);
gl::disable(GL_TEXTURE_2D);
gl::disable(GL_COLOR_MATERIAL); // disable color tracking
gl::disable(GL_CULL_FACE); // disable culling
gl::depthmask(GL_FALSE); // enable depth buffer writing
gl::disable(GL_DEPTH_TEST); // disable depth buffer testing
// gl 2d mode
render::Camera::ortho();
}
void ModelView::draw_border()
{
Paint::set_color(palette()->foreground());
Paint::draw_border(global_location(), size());
}
}
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