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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 "ui/modelview.h"
#include "ui/paint.h"
#include "sys/sys.h"
#include "render/camera.h"
#include "render/draw.h"
#include "render/render.h"

namespace ui
{

ModelView::ModelView(Widget *parent, const char *modelname) : Widget(parent)
{
	set_border(false);
	set_background(false);
	set_label("modelview");
	
	set_modelname(modelname);

	modelview_zoom = 1.0f;
}

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 std::string & modelname)
{
	modelview_modelname.assign(modelname);
}

void ModelView::set_modelname(const char *modelname)
{
	if (modelname)
		modelview_modelname.assign(modelname);
	else
		modelview_modelname.clear();
}

void ModelView::set_color(const math::Color & color)
{
	modelview_color.assign(color);
}

void ModelView::set_zoom(const float zoom)
{
	modelview_zoom = zoom;
	math::clamp(modelview_zoom, 1.0f, 10.0f);
}

bool ModelView::on_keypress(const int key, const unsigned int modifier)
{	
	if (key == 512 + SDL_BUTTON_WHEELUP) {
		modelview_zoom -= 0.1f;
		if (modelview_zoom < 1.0f)
			modelview_zoom = 1.0f;
		return true;
	} else 	if (key == 512 + SDL_BUTTON_WHEELDOWN) {
		modelview_zoom += 0.1f;
		if (modelview_zoom > 10.0f)
			modelview_zoom = 10.0f;
		return true;
	}

	return false;
}

void ModelView::draw()
{
	if (!modelview_modelname.size())
		return;

	model::Model *model = model::Model::find(modelview_modelname);
	if (!model)
		return;

	math ::Vector2f center(global_location());

	center.x += width() * 0.5f;
	center.y += height() * 0.5f;
	
	gl::clear(GL_DEPTH_BUFFER_BIT);

	// gl 3d mode
	render::Camera::frustum_default(model->radius() * modelview_zoom, center.x, center.y);

	gl::disable(GL_BLEND);
	gl::depthmask(GL_TRUE);		// enable writing to the depth buffer
	gl::enable(GL_DEPTH_TEST);

	gl::enable(GL_CULL_FACE);	// enable culling
	gl::enable(GL_COLOR_MATERIAL);	// enable color tracking
	gl::enable(GL_LIGHTING);

	// enable vertex arrays
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);

	render::draw_model_fragments(model, core::localplayer()->color(), core::localplayer()->color_second(), true, true, 0);

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);

	gl::disable(GL_LIGHTING);
	gl::disable(GL_COLOR_MATERIAL);	// disable color tracking
	gl::disable(GL_CULL_FACE);	// disable culling
	
	gl::depthmask(GL_TRUE);		// enable depth buffer writing
	gl::disable(GL_DEPTH_TEST);	// disable depth buffer testing

	gl::enable(GL_BLEND);

	// gl 2d mode
	render::Camera::ortho();
}

void ModelView::draw_border()
{
	paint::color(palette()->foreground());
 	paint::border(global_location(), size());
}

}