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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());
}
}
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