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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;
}
paint::color(1.0f, 1.0f, 1.0f);
model::Model *model = model::Model::find(modelview_modelname);
if (!model) {
paint::bitmap(global_location(), size(), "bitmap/notex");
return;
}
math ::Vector2f center(global_location() + size() * 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());
}
}
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