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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 "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_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);
}

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 -= 0.5f;
		if (modelview_zoom < 1.0f)
			modelview_zoom = 1.0f;
		return true;
	} else 	if (key == 512 + SDL_BUTTON_WHEELDOWN) {
		modelview_zoom += 0.5f;
		if (modelview_zoom > 10.0f)
			modelview_zoom = 10.0f;
		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;
	}

	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);

	gl::clear(GL_DEPTH_BUFFER_BIT);

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

	// apply manipulation
	gl::push();
	gl::multmatrix(modelview_axis);
	
	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
	
	// FIXME - initialize lights
	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(), core::application()->time(), true, true, 0.0f);

	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::enable(GL_BLEND);		// enable alpha blending
	gl::pop();
	
	/*
	// draw manipulation marker
	if (has_mouse_focus() && modelview_dragging) {
		
		gl::push();
		gl::multmatrix(modelview_manipaxis);
		
		const float r = model->radius();
		glAlphaFunc(GL_GREATER, 0.5f);
		gl::enable(GL_ALPHA_TEST);
		
		gl::color(1.0f, 1.0f, 1.0f, 1.0f);
		render::Textures::bind("bitmaps/ui/rotate");
		gl::enable(GL_TEXTURE_2D);
		
		gl::begin(gl::Quads);
		
		gl::texcoord(0.0f, 0.0f);
		gl::vertex(r, 0.0f, r);
		
		gl::texcoord(1.0f, 0.0f);
		gl::vertex(r, 0.0f, -r);
		
		gl::texcoord(1.0f, 1.0f);
		gl::vertex(-r, 0.0f, -r);
		
		gl::texcoord(0.0f, 1.0f);
		gl::vertex(-r, 0.0f, r);
		
		
		gl::texcoord(1.0f, 1.0f);
		gl::vertex(r, r, 0.0f);
		
		gl::texcoord(0.0f, 1.0f);
		gl::vertex(r, -r, 0.0f);
		
		gl::texcoord(0.0f, 0.0f);
		gl::vertex(-r, -r, 0.0f);
		
		gl::texcoord(1.0f, 0.0f);
		gl::vertex(-r, r, 0.0f);
		
		gl::end();
		
		gl::disable(GL_TEXTURE_2D);
		gl::disable(GL_ALPHA_TEST);
		
		gl::pop();
	}
	*/
	gl::depthmask(GL_TRUE);		// 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());
}

}