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MODVIEW32View.cpp
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2175 lines (1948 loc) · 68.1 KB
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// MODVIEW32View.cpp : implementation of the CMODVIEW32View class
//
#include "stdafx.h"
#include "math.h"
#include "MODVIEW32.h"
#include "modview32doc.h"
#include "MODVIEW32View.h"
#include "DataSafe.h"
#include "Matrix.h"
#include "MainFrm.h"
#include "DM_Reg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#endif
#define glRGB(x, y, z) glColor3ub((GLubyte)x, (GLubyte)y, (GLubyte)z)
/////////////////////////////////////////////////////////////////////////////
// CMODVIEW32View
IMPLEMENT_DYNCREATE(CMODVIEW32View, CView)
BEGIN_MESSAGE_MAP(CMODVIEW32View, CView)
//{{AFX_MSG_MAP(CMODVIEW32View)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_ERASEBKGND()
ON_WM_SIZE()
ON_WM_TIMER()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MOUSEMOVE()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
ON_WM_PAINT()
ON_WM_KEYDOWN()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMODVIEW32View construction/destruction
CMODVIEW32View::CMODVIEW32View()
{
PI=3.141562f;
m_PosIncr=100.2f;
m_AngIncr=10.0f;
m_DirZ=0.0f;
m_DirY=0.0f;
m_DirX=0.0f;
m_PosZ=4.0f;
m_PosY=0.0f;
m_PosX=0.0f;
m_AngleX=100.0f;
m_AngleY=0.0f;
m_AngleZ=0.0f;
m_zTranslation=0;
m_hDC=NULL;
m_hGLContext=NULL;
m_GLPixelIndex=0;
m_Detaillevel=0;
m_MouseMoveMode=MOUSEMOVEMODE_NONE;
m_FS_DisplaySubsystem=-1;
m_QuickRenderMode=0;
m_Rotation=0;
m_DoRotation=FALSE;
m_DisplayTexture=-1;
m_DisplaySubmodel=-1;
m_FS_DisplayThruster=-1;
m_EditorFS_HighLight_Segment_1=-1;
m_EditorFS_HighLight_Segment_2=-1;
m_EditorFS_ShowModelInfo=FALSE;
m_RenderSmooth=TRUE;
m_RenderCull=FALSE;
m_RenderZbuffer=TRUE;
//Render mode
m_RenderMode=DMReg_ReadHKCUint("RenderMode",RENDER_TEXTURED);
m_ShowGuns=DMReg_ReadHKCUint("ShowGuns",FALSE);
m_ShowSegments=DMReg_ReadHKCUint("ShowSegments",FALSE);
m_ShowShield=DMReg_ReadHKCUint("ShowShield",FALSE);
m_FS_ShowDockingPoints=DMReg_ReadHKCUint("ShowDockingPoints",FALSE);
m_FS_ShowThrusterGlows=DMReg_ReadHKCUint("ShowThrusterGlows",FALSE);
m_ShowThruster=DMReg_ReadHKCUint("ShowThruster",TRUE);
m_FastTextureLoad=DMReg_ReadHKCUint("FastTextureLoad",TRUE);
m_RenderZbuffer=DMReg_ReadHKCUint("AntiAlias",TRUE);
m_ClearColorRed =(DMReg_ReadHKCUint("BackgroundRed",0)) *1.0f;
m_ClearColorGreen=(DMReg_ReadHKCUint("BackgroundGreen",0))*1.0f;
m_ClearColorBlue =(DMReg_ReadHKCUint("BackgroundBlue",0)) *1.0f;
m_SkipBuild=FALSE;
}
CMODVIEW32View::~CMODVIEW32View()
{
}
BOOL CMODVIEW32View::PreCreateWindow(CREATESTRUCT& cs)
{
cs.style |= (WS_CLIPCHILDREN | WS_CLIPSIBLINGS);
cs.lpszClass=AfxRegisterWndClass(CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC,
::LoadCursor(NULL, IDC_ARROW), HBRUSH(COLOR_WINDOW + 1), NULL);
return CView::PreCreateWindow(cs);
}
/////////////////////////////////////////////////////////////////////////////
// CMODVIEW32View drawing
void CMODVIEW32View::OnDraw(CDC* pDC)
{
CMODVIEW32Doc* pDoc=GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
}
/////////////////////////////////////////////////////////////////////////////
// CMODVIEW32View diagnostics
#ifdef _DEBUG
void CMODVIEW32View::AssertValid() const
{
CView::AssertValid();
}
void CMODVIEW32View::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMODVIEW32Doc* CMODVIEW32View::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMODVIEW32Doc)));
return (CMODVIEW32Doc*)m_pDocument;
}
#endif //_DEBUG
CMainFrame *CMODVIEW32View::GetMainFrame()
{
CMainFrame *viewFrame=static_cast<CMainFrame*>(GetParentFrame());
return viewFrame;
}
/////////////////////////////////////////////////////////////////////////////
// CMODVIEW32View message handlers
int CMODVIEW32View::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct)==-1)
return -1;
SetTimer(3,150,NULL);
HWND hWnd=GetSafeHwnd();
m_hDC=::GetDC(hWnd);
if(!SetWindowPixelFormat(m_hDC))
return 0;
if(!CreateViewGLContext(m_hDC))
return 0;
// Default mode
GLfloat ambientLight[]={ 0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[]={ 0.7f, 0.7f, 0.7f, 1.0f};
GLfloat specular[]={ 1.0f, 1.0f, 1.0f, 1.0f};
GLfloat lightPos[]={ 0.0f, 350.0f, 350.0f, 1.0f};
GLfloat specref[]= { 1.0f, 1.0f, 1.0f, 1.0f};
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CW); // Counter clock-wise polygons face out
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
//glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// All materials hereafter have full specular reflectivity
// with a high shine
//glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
//glMateriali(GL_FRONT,GL_SHININESS,128);
//Set background color
glClearColor(m_ClearColorRed,m_ClearColorGreen,m_ClearColorBlue,1.0f);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_S);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GetZbufferConst());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GetZbufferConst());
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_FASTEST);
return 0;
}
void CMODVIEW32View::OnDestroy()
{
if(wglGetCurrentContext()!=NULL)
wglMakeCurrent(NULL,NULL);
if(m_hGLContext!=NULL)
{
wglDeleteContext(m_hGLContext);
m_hGLContext=NULL;
}
CView::OnDestroy();
}
BOOL CMODVIEW32View::OnEraseBkgnd(CDC* pDC)
{
return TRUE;
}
void CMODVIEW32View::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
//Set OpenGL perspective, viewport and mode
CSize size(cx,cy);
m_ClientRect.right=cx;
m_ClientRect.bottom=cy;
BOOL res=wglMakeCurrent(m_hDC,m_hGLContext);
ASSERT(res);
GLsizei w=size.cx;
GLsizei h=size.cy;
ChangeSize(w, h);
}
void CMODVIEW32View::OnPaint()
{
CPaintDC dc(this); // device context for painting
CMODVIEW32Doc *pDoc=(CMODVIEW32Doc *)GetDocument();
ASSERT_VALID(pDoc);
pDoc->test3="qwertzuiop";
pDoc->test4="qwertzuiop";
if(pDoc->m_ModelJustLoaded)
{
m_DisplayTexture=-1;
}
pDoc->m_ModelJustLoaded=FALSE;
if(pDoc->m_DoResetGeometry)
ResetGeometry();
pDoc->m_DoResetGeometry=FALSE;
wglMakeCurrent(m_hDC,m_hGLContext);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_ClearColorRed,m_ClearColorGreen,m_ClearColorBlue,1.0f);
//RenderIndicator(); //HeikoH @ Build 16: this is the cause of the bad memory leak so I just disabled it
glPushMatrix();
//Position / translation / scale
//OLD
glLoadIdentity();
glTranslated(m_xTranslation,m_yTranslation,m_zTranslation);
glRotatef(m_xRotation,1.0,0.0,0.0);
glRotatef(m_yRotation,0.0,1.0,0.0);
glScalef(m_xScaling,m_yScaling,m_zScaling);
//glTranslatef(0,0,-GetDocument()->m_RF_Model.radius*3);
//NEW
//gluLookAt(m_PosX,m_PosY,m_PosZ,m_DirX,m_DirY,m_DirZ,0.0f,1.0f,0.0f);
//Render
if(pDoc->m_ModelLoaded)
{
if (pDoc->m_Game == GAME_FS)
{
if(SmartRenderEngine_RenderMode()==RENDER_TEXTURED && pDoc->m_NoTexturesFound)
{
GetMainFrame()->SetTypeOfView(TOV_MODELVIEWBUTNOTEXTURES);
//break;
//PaintErrorMessage("None of the textures could be found! Switch to wireframe or surface mode.");
//\r\nYou should switch to wireframe or surfaced render mode\to see anything at all.\nAlso check File|Options for the reason of the missing textures.");
}
else
{
if(!SmartRenderEngine_SkipBuild())
FS_BuildScene();
glCallList(pDoc->m_Model);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
SwapBuffers(m_hDC);
}
} else ASSERT(FALSE);
}
else
{
CString err;
TRACE("xxx=%i\n",GetDocument()->m_ErrorCode);
switch(GetDocument()->m_ErrorCode)
{
case ERROR_GEN_NOERROR:
GetMainFrame()->SetTypeOfView(TOV_NODOCUMENT);
err="No model loaded.";
break;
case ERROR_GEN_NOMODELSELECTED:
GetMainFrame()->SetTypeOfView(TOV_ARCHIVELOADED);
err="No model selected.";
break;
default:
GetMainFrame()->SetTypeOfView(TOV_MODELVIEWBUTFAILED);
err.Format("Error %i: %s",GetDocument()->m_ErrorCode,GetDocument()->m_ErrorString);
}
PaintErrorMessage(err);
}
GetMainFrame()->UpdateNavStatus();
m_SkipBuild=FALSE;
}
void CMODVIEW32View::PaintErrorMessage(CString x)
{
char cBuffer[256];
RECT cRect;
strcpy_s(cBuffer,x);
//CFont fon;
//fon.CreateFont(-11,0,0,0,FW_NORMAL,FALSE,FALSE,FALSE,0,FALSE,FALSE,FALSE,DEFAULT_PITCH | FF_SWISS | TMPF_TRUETYPE,"Tahoma");
//CFont *old_fon=dc.SelectObject(&fon);
SwapBuffers(m_hDC);
GetClientRect(&cRect);
SetBkColor(m_hDC,RGB(0,0,0));
SetTextColor(m_hDC,RGB(255,255,255));
TextOut(m_hDC,0,0,cBuffer,strlen(cBuffer));
//dc.SelectObject(old_fon);
}
//********************************************
// SetWindowPixelFormat
//********************************************
BOOL CMODVIEW32View::SetWindowPixelFormat(HDC hDC)
{
PIXELFORMATDESCRIPTOR pixelDesc;
pixelDesc.nSize=sizeof(PIXELFORMATDESCRIPTOR);
pixelDesc.nVersion=1;
pixelDesc.dwFlags=PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER | PFD_STEREO_DONTCARE;
pixelDesc.iPixelType=PFD_TYPE_RGBA;
pixelDesc.cColorBits=32;
pixelDesc.cRedBits=8;
pixelDesc.cRedShift=16;
pixelDesc.cGreenBits=8;
pixelDesc.cGreenShift=8;
pixelDesc.cBlueBits=8;
pixelDesc.cBlueShift=0;
pixelDesc.cAlphaBits=0;
pixelDesc.cAlphaShift=0;
pixelDesc.cAccumBits=64;
pixelDesc.cAccumRedBits=16;
pixelDesc.cAccumGreenBits=16;
pixelDesc.cAccumBlueBits=16;
pixelDesc.cAccumAlphaBits=0;
pixelDesc.cDepthBits=32;
pixelDesc.cStencilBits=8;
pixelDesc.cAuxBuffers=0;
pixelDesc.iLayerType=PFD_MAIN_PLANE;
pixelDesc.bReserved=0;
pixelDesc.dwLayerMask=0;
pixelDesc.dwVisibleMask=0;
pixelDesc.dwDamageMask=0;
m_GLPixelIndex=ChoosePixelFormat(hDC,&pixelDesc);
if(m_GLPixelIndex==0) // Choose default
{
m_GLPixelIndex=1;
if(DescribePixelFormat(m_hDC,m_GLPixelIndex,
sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)==0)
return FALSE;
}
return SetPixelFormat(m_hDC,m_GLPixelIndex,&pixelDesc);
}
//********************************************
// CreateViewGLContext
// Create an OpenGL rendering context
//********************************************
BOOL CMODVIEW32View::CreateViewGLContext(HDC hDC)
{
m_hGLContext=wglCreateContext(hDC);
if(m_hGLContext==NULL)
return FALSE;
return wglMakeCurrent(m_hDC,m_hGLContext);
}
//********************************************
// ResetGeometry
//********************************************
void CMODVIEW32View::ResetGeometry(void)
{
CMODVIEW32Doc *pDoc=(CMODVIEW32Doc *)GetDocument();
m_xRotation=30.0f;
m_yRotation=30.0f;
m_xScaling=1.0f;
m_yScaling=1.0f;
m_zScaling=1.0f;
m_xTranslation=0;
m_yTranslation=0;
m_zTranslation=0;
//if(GetDocument()->m_Game==GAME_RF)
// m_zTranslation=-GetDocument()->m_RF_Model.radius*3;
}
HPALETTE CMODVIEW32View::GetOpenGLPalette(HDC hDC)
{
HPALETTE hRetPal=NULL; // Handle to palette to be created
PIXELFORMATDESCRIPTOR pfd; // Pixel Format Descriptor
LOGPALETTE *pPal; // Pointer to memory for logical palette
int nPixelFormat; // Pixel format index
int nColors; // Number of entries in palette
int i; // Counting variable
BYTE RedRange,GreenRange,BlueRange;
// Range for each color entry (7,7,and 3)
// Get the pixel format index and retrieve the pixel format description
nPixelFormat=GetPixelFormat(hDC);
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
// Does this pixel format require a palette? If not, do not create a
// palette and just return NULL
if(!(pfd.dwFlags & PFD_NEED_PALETTE))
return NULL;
// Number of entries in palette. 8 bits yeilds 256 entries
nColors=1<<pfd.cColorBits;
// Allocate space for a logical palette structure plus all the palette entries
pPal=(LOGPALETTE*)malloc(sizeof(LOGPALETTE) +nColors*sizeof(PALETTEENTRY));
if (pPal) {
// Fill in palette header
pPal->palVersion=0x300; // Windows 3.0
pPal->palNumEntries=nColors; // table size
// Build mask of all 1's. This creates a number represented by having
// the low order x bits set, where x=pfd.cRedBits, pfd.cGreenBits, and
// pfd.cBlueBits.
RedRange =(1<<pfd.cRedBits)-1;
GreenRange=(1<<pfd.cGreenBits)-1;
BlueRange =(1<<pfd.cBlueBits)-1;
// Loop through all the palette entries
for(i=0; i<nColors; i++)
{
// Fill in the 8-bit equivalents for each component
pPal->palPalEntry[i].peRed=(i>>pfd.cRedShift) & RedRange;
pPal->palPalEntry[i].peRed=(unsigned char)(
(double) pPal->palPalEntry[i].peRed * 255.0 / RedRange);
pPal->palPalEntry[i].peGreen=(i>>pfd.cGreenShift) & GreenRange;
pPal->palPalEntry[i].peGreen=(unsigned char)(
(double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
pPal->palPalEntry[i].peBlue=(i>>pfd.cBlueShift) & BlueRange;
pPal->palPalEntry[i].peBlue=(unsigned char)(
(double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
pPal->palPalEntry[i].peFlags=(unsigned char) NULL;
}
// Create the palette
hRetPal=CreatePalette(pPal);
// Go ahead and select and realize the palette for this device context
SelectPalette(hDC,hRetPal,FALSE);
RealizePalette(hDC);
}
// Free the memory used for the logical palette structure
free(pPal);
// Return the handle to the new palette
return hRetPal;
}
void CMODVIEW32View::FS_SetDetailLevel(int mode)
{
CMODVIEW32Doc* pDoc=GetDocument();
m_Detaillevel=mode;
if(m_RenderMode==RENDER_TEXTURED)
pDoc->FS_LoadTextureData(mode,m_ShowThruster,m_FastTextureLoad);
CMainFrame *viewFrame=static_cast<CMainFrame*>(GetParentFrame());
viewFrame->FS_SetDetailLevel(mode);
InvalidateRect(NULL);
}
void CMODVIEW32View::FS_BuildScene(void)
{
BOOL ValidTexture;
float v[35][3];
float n[35][3];
float uv[35][2];
float normal[3];
BOOL data2type, data3type;
data2type=FALSE;
data3type=FALSE;
glClearColor(m_ClearColorRed,m_ClearColorGreen,m_ClearColorBlue,1.0f);
CMODVIEW32Doc* pDoc=GetDocument();
ASSERT(pDoc->m_ModelLoaded);
glNewList(pDoc->m_Model=glGenLists(1), GL_COMPILE);
glScalef(-1.0,1.0,1.0);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GetZbufferConst());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GetZbufferConst());
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glShadeModel(GL_SMOOTH);
//Subsystems stuff
ASSERT(pDoc->m_FS_NumSOBJ<MAX_FS_SOBJ);
if(m_FS_DisplaySubsystem!=-1)
{
if(m_FS_DisplaySubsystem!=-2)
{
ASSERT(m_FS_DisplaySubsystem<MAX_FS_SUBSYSTEMS);
ASSERT(m_FS_DisplaySubsystem>=0);
pDoc->m_EditorFS_Subsystem=pDoc->m_FS_Subsystems[m_FS_DisplaySubsystem];
}
glDisable(GL_TEXTURE_2D);
glRGB(FS_GUN_CROSSCOLOR_R,FS_GUN_CROSSCOLOR_G,FS_GUN_CROSSCOLOR_B);
vms_vector pnt=pDoc->m_EditorFS_Subsystem.Center;
float rad=pDoc->m_EditorFS_Subsystem.Radius;
float DIV=0.5;
glBegin(GL_LINES);
glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z-rad); glVertex3f(pnt.x-rad*DIV,pnt.y-rad,pnt.z-rad);
glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z-rad); glVertex3f(pnt.x-rad,pnt.y-rad*DIV,pnt.z-rad);
glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z-rad); glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z-rad*DIV);
glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z+rad); glVertex3f(pnt.x-rad*DIV,pnt.y-rad,pnt.z+rad);
glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z+rad); glVertex3f(pnt.x-rad,pnt.y-rad*DIV,pnt.z+rad);
glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z+rad); glVertex3f(pnt.x-rad,pnt.y-rad,pnt.z+rad*DIV);
glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z-rad); glVertex3f(pnt.x-rad*DIV,pnt.y+rad,pnt.z-rad);
glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z-rad); glVertex3f(pnt.x-rad,pnt.y+rad*DIV,pnt.z-rad);
glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z-rad); glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z-rad*DIV);
glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z+rad); glVertex3f(pnt.x-rad*DIV,pnt.y+rad,pnt.z+rad);
glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z+rad); glVertex3f(pnt.x-rad,pnt.y+rad*DIV,pnt.z+rad);
glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z+rad); glVertex3f(pnt.x-rad,pnt.y+rad,pnt.z+rad*DIV);
glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z-rad); glVertex3f(pnt.x+rad*DIV,pnt.y-rad,pnt.z-rad);
glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z-rad); glVertex3f(pnt.x+rad,pnt.y-rad*DIV,pnt.z-rad);
glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z-rad); glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z-rad*DIV);
glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z+rad); glVertex3f(pnt.x+rad*DIV,pnt.y-rad,pnt.z+rad);
glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z+rad); glVertex3f(pnt.x+rad,pnt.y-rad*DIV,pnt.z+rad);
glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z+rad); glVertex3f(pnt.x+rad,pnt.y-rad,pnt.z+rad*DIV);
glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z-rad); glVertex3f(pnt.x+rad*DIV,pnt.y+rad,pnt.z-rad);
glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z-rad); glVertex3f(pnt.x+rad,pnt.y+rad*DIV,pnt.z-rad);
glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z-rad); glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z-rad*DIV);
glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z+rad); glVertex3f(pnt.x+rad*DIV,pnt.y+rad,pnt.z+rad);
glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z+rad); glVertex3f(pnt.x+rad,pnt.y+rad*DIV,pnt.z+rad);
glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z+rad); glVertex3f(pnt.x+rad,pnt.y+rad,pnt.z+rad*DIV);
glEnd();
}
//Gun stuff
#define EDITORFS_ALLGUNS_NORMLENGTH 100
#define EDITORFS_TURRETS_NORMLENGTH 100
#define EDITORFS_REALGUNS_NORMLENGTH 10
ASSERT(pDoc->m_Guns.Num<MAX_GUNS);
if(m_ShowGuns || m_DisplayGun>=0)
{
glDisable(GL_TEXTURE_2D);
glRGB(FS_GUN_CROSSCOLOR_R,FS_GUN_CROSSCOLOR_G,FS_GUN_CROSSCOLOR_B);
FS_VPNT gunpnt;
int mult;
for(int j=0;j<pDoc->m_Guns.Num;j++)
{
gunpnt=pDoc->m_Guns.Gun[j];
if(pDoc->m_Guns.InSubModel[j])
{
gunpnt.x+=pDoc->m_FS_SOBJ[pDoc->m_Guns.InSubModel[j]].offset.x;
gunpnt.y+=pDoc->m_FS_SOBJ[pDoc->m_Guns.InSubModel[j]].offset.y;
gunpnt.z+=pDoc->m_FS_SOBJ[pDoc->m_Guns.InSubModel[j]].offset.z;
}
if((m_DisplaySubmodel==-1) || (m_DisplaySubmodel==pDoc->m_Guns.InSubModel[j]))
{
if((m_DisplayGun==-1) || (pDoc->m_GunsGroup[m_DisplayGun].GunType==pDoc->m_Guns.GunType[j] && pDoc->m_GunsGroup[m_DisplayGun].GunBank==pDoc->m_Guns.GunBank[j]))
{
glBegin(GL_LINES);
DrawCross(gunpnt,FS_GUN_CROSSLENGTH);
glEnd();
mult=EDITORFS_REALGUNS_NORMLENGTH;
if(pDoc->m_Guns.GunType[j]==GUNTYPE_TURRET_GUN || pDoc->m_Guns.GunType[j]==GUNTYPE_TURRET_MIS)
mult=EDITORFS_TURRETS_NORMLENGTH;
glPushMatrix();
FS_RotateParts(pDoc->m_Guns.InSubModel[j]);
glDisable(GL_TEXTURE_2D);
glRGB(255,255,255);
glBegin(GL_LINES);
glVertex3f(gunpnt.x,gunpnt.y,gunpnt.z);
glVertex3f(gunpnt.x+pDoc->m_Guns.GunDirection[j].x*mult,gunpnt.y+pDoc->m_Guns.GunDirection[j].y*mult,gunpnt.z+pDoc->m_Guns.GunDirection[j].z*mult);
glEnd();
glPopMatrix();
}
}
}
}
if(m_DisplayGun==-3) //TURRET
{
glDisable(GL_TEXTURE_2D);
for(int i=0;i<GetDocument()->m_EditorFS_Turret.num_firing_points;i++)
{
FS_VPNT gunpnt=GetDocument()->m_EditorFS_Turret.firing_point[i];
if(GetDocument()->m_EditorFS_Turret.sobj_parent)
{
gunpnt.x+=pDoc->m_FS_SOBJ[GetDocument()->m_EditorFS_Turret.sobj_parent].offset.x;
gunpnt.y+=pDoc->m_FS_SOBJ[GetDocument()->m_EditorFS_Turret.sobj_parent].offset.y;
gunpnt.z+=pDoc->m_FS_SOBJ[GetDocument()->m_EditorFS_Turret.sobj_parent].offset.z;
}
int mult=1;
if(m_EditorFS_TGUN_FiringPoint!=i)
glRGB(FS_GUN_CROSSCOLOR_R,FS_GUN_CROSSCOLOR_G,FS_GUN_CROSSCOLOR_B);
else
{
glRGB(255,255,255);
mult=4;
}
glPushMatrix();
FS_RotateParts(GetDocument()->m_EditorFS_Turret.sobj_parent);
glBegin(GL_LINES);
DrawCross(gunpnt,mult*FS_GUN_CROSSLENGTH);
/*glEnd();
glRGB(255,255,0);
glBegin(GL_LINES);*/
glVertex3f(gunpnt.x,gunpnt.y,gunpnt.z);
glVertex3f(gunpnt.x+GetDocument()->m_EditorFS_Turret.turret_normal.x*EDITORFS_TURRETS_NORMLENGTH,gunpnt.y+GetDocument()->m_EditorFS_Turret.turret_normal.y*EDITORFS_TURRETS_NORMLENGTH,gunpnt.z+GetDocument()->m_EditorFS_Turret.turret_normal.z*EDITORFS_TURRETS_NORMLENGTH);
glEnd();
glPopMatrix();
}
}
if(m_DisplayGun==-4) //REALGUN
{
glDisable(GL_TEXTURE_2D);
for(int i=0;i<GetDocument()->m_EditorFS_RealGun.num_guns;i++)
{
FS_VPNT gunpnt=GetDocument()->m_EditorFS_RealGun.point[i];
FS_VPNT gunnrm=GetDocument()->m_EditorFS_RealGun.normal[i];
int mult=1;
if(m_EditorFS_GPNT_FiringPoint!=i)
glRGB(FS_GUN_CROSSCOLOR_R,FS_GUN_CROSSCOLOR_G,FS_GUN_CROSSCOLOR_B);
else
{
glRGB(255,255,255);
mult=2;
}
glBegin(GL_LINES);
DrawCross(gunpnt,mult*FS_GUN_CROSSLENGTH);
/*glEnd();
glRGB(255,255,0);
glBegin(GL_LINES);*/
glVertex3f(gunpnt.x,gunpnt.y,gunpnt.z);
glVertex3f(gunpnt.x+gunnrm.x*EDITORFS_REALGUNS_NORMLENGTH,gunpnt.y+gunnrm.y*EDITORFS_REALGUNS_NORMLENGTH,gunpnt.z+gunnrm.z*EDITORFS_REALGUNS_NORMLENGTH);
glEnd();
}
}
#define EDITORFS_EYEPOINT_NORMLENGTH 1000
#define EDITORFS_AUTOCENTER_LENGTH 100000
#define EDITORFS_LIGHTS_CROSSLENGTH 20
if(m_EditorFS_ShowModelInfo)
{
//Techroom center
FS_VPNT acenpnt=GetDocument()->m_EditorFS_Model.ACenPoint;
glDisable(GL_TEXTURE_2D);
glRGB(64,64,64); //gray
glBegin(GL_LINES);
DrawCross(acenpnt,EDITORFS_AUTOCENTER_LENGTH);
glEnd();
//Mass center
FS_VPNT mascpnt=GetDocument()->m_EditorFS_Model.mass_center;
glDisable(GL_TEXTURE_2D);
glRGB(0,0,128); //dark blue
glBegin(GL_LINES);
DrawCross(mascpnt,EDITORFS_AUTOCENTER_LENGTH);
glEnd();
//EyePoint stuff
if(GetDocument()->m_EditorFS_Model.num_eye_points!=0)
{
FS_VPNT eyepnt=GetDocument()->m_EditorFS_Model.eye_point_sobj_offset;
FS_VPNT eyenrm=GetDocument()->m_EditorFS_Model.eye_point_normal;
int submodel=GetDocument()->m_EditorFS_Model.eye_point_sobj_number;
//ASSERT(submodel<MAX_FS_SOBJ);
if(submodel>0 && submodel<MAX_FS_SOBJ)
{
eyepnt.x+=pDoc->m_FS_SOBJ[submodel].offset.x;
eyepnt.y+=pDoc->m_FS_SOBJ[submodel].offset.y;
eyepnt.z+=pDoc->m_FS_SOBJ[submodel].offset.z;
}
glPushMatrix();
FS_RotateParts(submodel);
glDisable(GL_TEXTURE_2D);
glRGB(255,0,0); //red
glBegin(GL_LINES);
DrawCross(eyepnt,FS_GUN_CROSSLENGTH);
glVertex3f(eyepnt.x,eyepnt.y,eyepnt.z);
glVertex3f(eyepnt.x+eyenrm.x*EDITORFS_EYEPOINT_NORMLENGTH,eyepnt.y+eyenrm.y*EDITORFS_EYEPOINT_NORMLENGTH,eyepnt.z+eyenrm.z*EDITORFS_EYEPOINT_NORMLENGTH);
glEnd();
glPopMatrix();
}
//Lights
int mult;
for(int i=0;i<GetDocument()->m_EditorFS_Model.num_lights;i++)
{
glDisable(GL_TEXTURE_2D);
if(i==m_EditorFS_MODEL_CurLight)
{
mult=2;
glRGB(224,255,224); //light green
}
else
{
mult=1;
glRGB(0,255,0); //green
}
glBegin(GL_LINES);
DrawCross(GetDocument()->m_EditorFS_Model.light_location[i],mult*EDITORFS_LIGHTS_CROSSLENGTH);
glEnd();
}
}
//Segments stuff
ASSERT(pDoc->m_FS_NumSOBJ<MAX_FS_SOBJ);
for (int i=0;i<pDoc->m_FS_NumSOBJ;i++)
{
int showthissubmodel=0;
if(m_ShowSegments && ((pDoc->m_FS_SOBJ[i].detail==(long)m_Detaillevel) &&((m_DisplaySubmodel==-1) || ((int)i==FS_CalcRealSubmodelNumber(m_DisplaySubmodel)))))
showthissubmodel=1;
if(i==m_EditorFS_HighLight_Segment_1)
showthissubmodel=2;
if(i==m_EditorFS_HighLight_Segment_2)
showthissubmodel=3;
if(showthissubmodel>0)
{
glPushMatrix();
FS_RotateParts(i);
glDisable(GL_TEXTURE_2D);
switch(showthissubmodel)
{
case 1: glRGB(255, 0, 0); break;
case 2: glRGB(255,127,127); break; // LIGHT RED SEGMENT
case 3: glRGB(127,127,255); break; // LIGHT BLUE SEGMENT
default: ASSERT(FALSE);
}
FS_VPNT boxpnt1=pDoc->m_FS_SOBJ[i].bounding_box_min_point;
FS_VPNT boxpnt2=pDoc->m_FS_SOBJ[i].bounding_box_max_point;
boxpnt1.x+=pDoc->m_FS_SOBJ[i].offset.x;
boxpnt1.y+=pDoc->m_FS_SOBJ[i].offset.y;
boxpnt1.z+=pDoc->m_FS_SOBJ[i].offset.z;
boxpnt2.x+=pDoc->m_FS_SOBJ[i].offset.x;
boxpnt2.y+=pDoc->m_FS_SOBJ[i].offset.y;
boxpnt2.z+=pDoc->m_FS_SOBJ[i].offset.z;
FS_BuildWireCube(boxpnt1,boxpnt2);
glBegin(GL_LINES);
for (int j=0;j<24;j++)
glVertex3fv(FS_WireCube[j]);
glEnd();
glPopMatrix();
}
}
//Dock stuff
if(m_FS_ShowDockingPoints)
{
ASSERT(pDoc->m_FS_NumDocks<MAX_FS_DOCKS);
for (int i=0;i<pDoc->m_FS_NumDocks;i++)
{
for(int m=0;m<pDoc->m_FS_Docks[i].num_points;m++)
{
glDisable(GL_TEXTURE_2D);
glRGB(0,255,0);
vms_vector pnt1=pDoc->m_FS_Docks[i].position[m];
vms_vector pnt2=pDoc->m_FS_Docks[i].normal[m];
pnt2.x*=100; pnt2.y*=100; pnt2.z*=100;
pnt2.x+=pnt1.x; pnt2.y+=pnt1.y; pnt2.z+=pnt1.z;
glBegin(GL_LINES);
glVertex3f(pnt1.x,pnt1.y,pnt1.z);
glVertex3f(pnt2.x,pnt2.y,pnt2.z);
glEnd();
}
}
}
//Shields stuff
if ((pDoc->m_FS_Model.shields.Fcount>0) && (pDoc->m_FS_Model.shields.Vcount>0) && (m_ShowShield || GetMainFrame()->m_EditorFS_CurrentView==ID_EDITORFS_SHLD))
{
glDisable(GL_TEXTURE_2D);
glRGB(255,255,0);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glBegin(GL_TRIANGLES);
ASSERT(pDoc->m_FS_Model.shields.Fcount<MAX_FS_SHIELDFACES);
for (unsigned int j=0;j<pDoc->m_FS_Model.shields.Fcount;j++)
{
normal[0]=pDoc->m_FS_Model.shields.Face[j].Normal.x;
normal[1]=pDoc->m_FS_Model.shields.Face[j].Normal.y;
normal[2]=pDoc->m_FS_Model.shields.Face[j].Normal.z;
for (int i=0;i<3;i++)
{
v[i][0]=pDoc->m_FS_Model.shields.Vpoint[pDoc->m_FS_Model.shields.Face[j].Vface[i]][0];
v[i][1]=pDoc->m_FS_Model.shields.Vpoint[pDoc->m_FS_Model.shields.Face[j].Vface[i]][1];
v[i][2]=pDoc->m_FS_Model.shields.Vpoint[pDoc->m_FS_Model.shields.Face[j].Vface[i]][2];
}
glNormal3fv(normal);
for (int i=0;i<3;i++)
glVertex3fv(v[i]);
}
glEnd();
}
//Thruster glow stuff
ASSERT(pDoc->m_FS_Model.num_thrusters<MAX_FS_THRUSTERS);
if(pDoc->m_FS_Model.num_thrusters>0 && (m_FS_ShowThrusterGlows || m_FS_DisplayThruster!=-1))
{
glDisable(GL_TEXTURE_2D);
glRGB(255,128,255);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
for(int i=0;i<pDoc->m_FS_Model.num_thrusters;i++)
{
ASSERT(pDoc->m_FS_Model.thrusters[i].num_glows<MAX_FS_THRUSTERS_GLOWS);
if(m_FS_DisplayThruster==-1 || m_FS_DisplayThruster==i)
{
for(int j=0;j<pDoc->m_FS_Model.thrusters[i].num_glows;j++)
{
FS_VPNT p=pDoc->m_FS_Model.thrusters[i].glow_pos[j];
FS_VPNT m=pDoc->m_FS_Model.thrusters[i].glow_norm[j];
float r=pDoc->m_FS_Model.thrusters[i].glow_radius[j];
//EditorFS
if(m_FS_DisplayThruster==i)
{
p=pDoc->m_EditorFS_FUEL.glow_pos[j];
m=pDoc->m_EditorFS_FUEL.glow_norm[j];
r=pDoc->m_EditorFS_FUEL.glow_radius[j];
}
glBegin(GL_LINES);
//DrawCross(p,r);
glVertex3f(p.x-r,p.y,p.z);
glVertex3f(p.x+r,p.y,p.z);
glVertex3f(p.x,p.y-r,p.z);
glVertex3f(p.x,p.y+r,p.z);
glVertex3f(p.x,p.y,p.z);
glVertex3f(p.x+m.x,p.y+m.y,p.z+m.z);
glVertex3f(p.x-r,p.y,p.z);
glVertex3f(p.x+m.x,p.y+m.y,p.z+m.z);
glVertex3f(p.x+r,p.y,p.z);
glVertex3f(p.x+m.x,p.y+m.y,p.z+m.z);
glVertex3f(p.x,p.y-r,p.z);
glVertex3f(p.x+m.x,p.y+m.y,p.z+m.z);
glVertex3f(p.x,p.y+r,p.z);
glVertex3f(p.x+m.x,p.y+m.y,p.z+m.z);
glEnd();
}
}
}
}
//Now render the model itself
if(SmartRenderEngine_RenderMode()!=RENDER_WIREFRAME)
glPolygonMode(GL_FRONT,GL_FILL);
else
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
ASSERT(pDoc->m_FS_Model.Pcount<MAX_FS_POLYGONS);
ASSERT(pDoc->m_FS_Model.Vcount<MAX_FS_VERTICES);
ASSERT(pDoc->m_FS_Model.Ncount<MAX_FS_NORMALS);
for(unsigned int j=0;j<pDoc->m_FS_Model.Pcount;j++)
{ // type 2 polygons
if((pDoc->m_FS_Model.Poly[j].Ptype==2)&(pDoc->m_FS_SOBJ[pDoc->m_FS_Model.Poly[j].Sobj].detail==(long)m_Detaillevel))
{
glDisable(GL_TEXTURE_2D);
if(SmartRenderEngine_RenderMode()==RENDER_TEXTURED)
{
glRGB(((pDoc->m_FS_Model.Poly[j].Colors)&0xff),
((pDoc->m_FS_Model.Poly[j].Colors>>8)&0xff),
((pDoc->m_FS_Model.Poly[j].Colors>>16)&0xff));
} else
glRGB(192,192,192);
glBegin(GL_POLYGON);
normal[0]=pDoc->m_FS_Model.Poly[j].Normal.x;
normal[1]=pDoc->m_FS_Model.Poly[j].Normal.y;
normal[2]=pDoc->m_FS_Model.Poly[j].Normal.z;
ASSERT(pDoc->m_FS_Model.Poly[j].Corners<35);
for(unsigned int i=0;i<pDoc->m_FS_Model.Poly[j].Corners;i++)
{
v[i][0]=pDoc->m_FS_Model.Vpoint[pDoc->m_FS_Model.Poly[j].Vp[i]].x;
v[i][1]=pDoc->m_FS_Model.Vpoint[pDoc->m_FS_Model.Poly[j].Vp[i]].y;
v[i][2]=pDoc->m_FS_Model.Vpoint[pDoc->m_FS_Model.Poly[j].Vp[i]].z;
}
if(m_RenderSmooth)
{
for(unsigned int i=0;i<pDoc->m_FS_Model.Poly[j].Corners;i++)
{
n[i][0]=pDoc->m_FS_Model.Npoint[pDoc->m_FS_Model.Poly[j].Np[i]].x;
n[i][1]=pDoc->m_FS_Model.Npoint[pDoc->m_FS_Model.Poly[j].Np[i]].y;
n[i][2]=pDoc->m_FS_Model.Npoint[pDoc->m_FS_Model.Poly[j].Np[i]].z;
}
} else
glNormal3fv(normal);
for(unsigned int i=0;i<pDoc->m_FS_Model.Poly[j].Corners;i++)
{
if(m_RenderSmooth)
glNormal3fv(n[i]);
glVertex3fv(v[i]);
}
glEnd();
}
}
//
// end of the type 2 stuff...