diff --git a/radiant/camwindow.cpp b/radiant/camwindow.cpp index a487a853..8eb06bc2 100644 --- a/radiant/camwindow.cpp +++ b/radiant/camwindow.cpp @@ -820,6 +820,7 @@ private: void setState() const { #ifdef cam_draw_size_use_tex glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); #else glDisable( GL_BLEND ); #endif @@ -1844,6 +1845,7 @@ void ShowSize3dToggle(){ } } +#include "grid.h" void CamWnd::Cam_Draw(){ // globalOutputStream() << "Cam_Draw()\n"; fbo_get()->start(); @@ -1956,6 +1958,7 @@ void CamWnd::Cam_Draw(){ /* workzone */ if( g_camwindow_globals_private.m_bShowWorkzone && GlobalSelectionSystem().countSelected() != 0 ){ +#if 0 glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel( GL_SMOOTH ); @@ -2014,6 +2017,266 @@ void CamWnd::Cam_Draw(){ } } glEnd(); +#else + glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + glShadeModel( GL_SMOOTH ); + + glEnable( GL_DEPTH_TEST ); +// glDepthFunc( GL_LESS ); + glDepthFunc( GL_LEQUAL ); + glDepthMask( GL_TRUE ); + + glDisableClientState( GL_TEXTURE_COORD_ARRAY ); + glDisableClientState( GL_NORMAL_ARRAY ); + glEnableClientState( GL_COLOR_ARRAY ); + glEnableClientState( GL_EDGE_FLAG_ARRAY ); + glEnableClientState( GL_VERTEX_ARRAY ); + + glDisable( GL_TEXTURE_2D ); + glDisable( GL_LIGHTING ); + glDisable( GL_COLOR_MATERIAL ); + + glDisable( GL_LINE_STIPPLE ); + glLineWidth( 1 ); + + glEnable( GL_POLYGON_OFFSET_LINE ); + glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + glDisable( GL_CULL_FACE ); + +// glMatrixMode( GL_PROJECTION ); +// Matrix4 ma( m_Camera.projection ); +// ma[10] += 4.8e-5f; /* lengyel */ +// glLoadMatrixf( reinterpret_cast( &ma ) ); + + const Vector4 color0( 0, 1, 0, 0 ); + const Vector4 color1( 0, 1, 0, 1 ); + + const AABB bounds = GlobalSelectionSystem().getBoundsSelected(); + #if 0 + glBegin( GL_LINES ); + for( std::size_t i = 0; i < 3; ++i ){ + const std::size_t i2 = ( i + 1 ) % 3; + const std::size_t i3 = ( i + 2 ) % 3; + const Vector3 normal = g_vector3_axes[i]; + const float size = 1024; + std::vector points; + points.reserve( 4 ); + points.push_back( bounds.origin + g_vector3_axes[i2] * bounds.extents + g_vector3_axes[i3] * bounds.extents ); + if( bounds.extents[i2] != 0 ){ + points.push_back( bounds.origin - g_vector3_axes[i2] * bounds.extents + g_vector3_axes[i3] * bounds.extents ); + } + if( bounds.extents[i3] != 0 ){ + points.push_back( bounds.origin + g_vector3_axes[i2] * bounds.extents - g_vector3_axes[i3] * bounds.extents ); + if( bounds.extents[i2] != 0 ){ + points.push_back( bounds.origin - g_vector3_axes[i2] * bounds.extents - g_vector3_axes[i3] * bounds.extents ); + } + } + for( std::vector::const_iterator j = points.begin(); j != points.end(); ++j ){ + glColor4fv( vector4_to_array( color0 ) ); + glVertex3fv( vector3_to_array( *j + normal * ( bounds.extents[i] + size ) ) ); + glColor4fv( vector4_to_array( color1 ) ); + glVertex3fv( vector3_to_array( *j + normal * ( bounds.extents[i] ) ) ); + glVertex3fv( vector3_to_array( *j + normal * ( bounds.extents[i] ) ) ); + glVertex3fv( vector3_to_array( *j - normal * ( bounds.extents[i] ) ) ); + glVertex3fv( vector3_to_array( *j - normal * ( bounds.extents[i] ) ) ); + glColor4fv( vector4_to_array( color0 ) ); + glVertex3fv( vector3_to_array( *j - normal * ( bounds.extents[i] + size ) ) ); + } + } + glEnd(); + #endif + + #if 0 + glNormal3f( 0, 0, 1 ); + glBegin( GL_POLYGON ); + glColor4fv( vector4_to_array( color1 ) ); + glEdgeFlag( GL_TRUE ); + glVertex3fv( vector3_to_array( bounds.origin + bounds.extents * Vector3( 5, 1, 1 ) ) ); + glEdgeFlag( GL_FALSE ); + glVertex3fv( vector3_to_array( bounds.origin + bounds.extents * Vector3( 10, 1, 1 ) ) ); + glEdgeFlag( GL_TRUE ); + glVertex3fv( vector3_to_array( bounds.origin + bounds.extents * Vector3( 10, -1, 1 ) ) ); + glEdgeFlag( GL_FALSE ); + glVertex3fv( vector3_to_array( bounds.origin + bounds.extents * Vector3( 5, -1, 1 ) ) ); + glEdgeFlag( GL_TRUE ); + glVertex3fv( vector3_to_array( bounds.origin + bounds.extents * Vector3( -1, -1, 1 ) ) ); + glEdgeFlag( GL_FALSE ); + glVertex3fv( vector3_to_array( bounds.origin + bounds.extents * Vector3( -1, 1, 1 ) ) ); + glEdgeFlag( GL_TRUE ); + glEnd(); + #endif + + #if 0 + Vector3 verts[4] = { bounds.origin + bounds.extents * Vector3( 5, 1, 1 ), + bounds.origin + bounds.extents * Vector3( 5, -1, 1 ), + bounds.origin + bounds.extents * Vector3( -1, -1, 1 ), + bounds.origin + bounds.extents * Vector3( -1, 1, 1 ) }; + Vector4 colours[4] = { color1, color0, color1, color0 }; + glVertexPointer( 3, GL_FLOAT, sizeof( Vector3 ), verts[0].data() ); + glColorPointer( 4, GL_FLOAT, sizeof( Vector4 ), colours[0].data() ); + glDrawArrays( GL_POLYGON, 0, 4 ); + #endif // 0 + + #if 0 + for( std::size_t i = 0; i < 3; ++i ){ + const std::size_t i2 = ( i + 1 ) % 3; + const std::size_t i3 = ( i + 2 ) % 3; + const Vector3 normal = g_vector3_axes[i]; + const float offset = 256; + std::vector points; + points.reserve( 4 ); + points.push_back( bounds.origin + g_vector3_axes[i2] * bounds.extents + g_vector3_axes[i3] * bounds.extents ); + if( bounds.extents[i2] != 0 ){ + points.push_back( bounds.origin - g_vector3_axes[i2] * bounds.extents + g_vector3_axes[i3] * bounds.extents ); + } + if( bounds.extents[i3] != 0 ){ + points.push_back( bounds.origin + g_vector3_axes[i2] * bounds.extents - g_vector3_axes[i3] * bounds.extents ); + if( bounds.extents[i2] != 0 ){ + points.push_back( bounds.origin - g_vector3_axes[i2] * bounds.extents - g_vector3_axes[i3] * bounds.extents ); + } + } + + const float grid = GetGridSize(); + const std::size_t approx_count = ( std::max( 0.f, bounds.extents[i] ) + offset ) * 2 / grid + 4; + + Array verticesarr( approx_count ); + Array edgearr0( approx_count ); + Array edgearr1( approx_count ); + Array colorarr0( approx_count ); + Array colorarr1( approx_count ); + + float coord = float_snapped( bounds.origin[i] - std::max( 0.f, bounds.extents[i] ) - offset, grid ); + const float coord_end = float_snapped( bounds.origin[i] + std::max( 0.f, bounds.extents[i] ) + offset, grid ) + 0.1f; + GLboolean flag = float_snapped( coord, grid * 2 ) == coord? GL_TRUE : GL_FALSE; + std::size_t count = 0; + + for( ; coord < coord_end; coord += grid ){ + verticesarr[count][i] = coord; + colorarr0[count] = Vector4( 1, 0, 0, 1 ); + colorarr1[count] = Vector4( 1, 1, 1, 1 ); + edgearr0[count] = flag; + flag = !flag; + edgearr1[count] = flag; + ++count; + } + edgearr0[count - 1] = + edgearr1[count - 1] = + edgearr0[count] = + edgearr1[count] = GL_FALSE; + ++count; + + glVertexPointer( 3, GL_FLOAT, sizeof( Vector3 ), verticesarr.data()->data() ); + for( std::vector::const_iterator j = points.begin(); j != points.end(); ++j ){ + for( std::size_t k = 0; k < count - 1; ++k ){ + verticesarr[k][i2] = ( *j )[i2]; + verticesarr[k][i3] = ( *j )[i3]; + } + verticesarr[count - 1] = verticesarr[count - 2] + g_vector3_axes[i2] * 512 + g_vector3_axes[i3] * 512; + + glPolygonOffset( -2, 2 ); + glEdgeFlagPointer( sizeof( GLboolean ), edgearr0.data() ); + glColorPointer( 4, GL_FLOAT, sizeof( Vector4 ), colorarr0.data()->data() ); + glDrawArrays( GL_POLYGON, 0, GLsizei( count ) ); + + glPolygonOffset( 1, -1 ); + glEdgeFlagPointer( sizeof( GLboolean ), edgearr1.data() ); + glColorPointer( 4, GL_FLOAT, sizeof( Vector4 ), colorarr1.data()->data() ); + glDrawArrays( GL_POLYGON, 0, GLsizei( count ) ); + } + } + #endif + + #if 1 + for( std::size_t i = 0; i < 3; ++i ){ + const std::size_t i2 = ( i + 1 ) % 3; + const std::size_t i3 = ( i + 2 ) % 3; +// const Vector3 normal = g_vector3_axes[i]; + const float offset = 1024; + std::vector points; + points.reserve( 4 ); + points.push_back( bounds.origin + g_vector3_axes[i2] * bounds.extents + g_vector3_axes[i3] * bounds.extents ); + if( bounds.extents[i2] != 0 ){ + points.push_back( bounds.origin - g_vector3_axes[i2] * bounds.extents + g_vector3_axes[i3] * bounds.extents ); + } + if( bounds.extents[i3] != 0 ){ + points.push_back( bounds.origin + g_vector3_axes[i2] * bounds.extents - g_vector3_axes[i3] * bounds.extents ); + if( bounds.extents[i2] != 0 ){ + points.push_back( bounds.origin - g_vector3_axes[i2] * bounds.extents - g_vector3_axes[i3] * bounds.extents ); + } + } + + const float grid = GetGridSize(); + const std::size_t approx_count = ( std::max( 0.f, bounds.extents[i] ) + offset ) * 4 / grid + 8; + + Array verticesarr( approx_count ); + Array edgearr( approx_count ); + Array colorarr0( approx_count ); + Array colorarr1( approx_count ); + + float coord = float_snapped( bounds.origin[i] - std::max( 0.f, bounds.extents[i] ) - offset, grid ); +// const float coord_end = float_snapped( bounds.origin[i] + std::max( 0.f, bounds.extents[i] ) + offset, grid ) + 0.1f; + const bool start0 = float_snapped( coord, grid * 2 ) == coord; + std::size_t count = 0; + + for( ; count < approx_count - 4; count += 4 ){ + verticesarr[count][i] = + verticesarr[count + 1][i] = coord; + const float alpha = std::min( 1.f, static_cast( ( offset + bounds.extents[i] - fabs( coord - bounds.origin[i] ) ) / offset ) ); + colorarr0[count] = colorarr0[count + 1] = Vector4( 1, 0, 0, alpha ); + colorarr1[count] = colorarr1[count + 1] = Vector4( 1, 1, 1, alpha ); + coord += grid; + verticesarr[count + 2][i] = + verticesarr[count + 3][i] = coord; + const float alpha2 = std::min( 1.f, static_cast( ( offset + bounds.extents[i] - fabs( coord - bounds.origin[i] ) ) / offset ) ); + colorarr0[count + 2] = colorarr0[count + 3] = Vector4( 1, 0, 0, alpha2 ); + colorarr1[count + 2] = colorarr1[count + 3] = Vector4( 1, 1, 1, alpha2 ); + coord += grid; + edgearr[count] = + edgearr[count + 2] = GL_FALSE; + edgearr[count + 1] = + edgearr[count + 3] = GL_TRUE; + } + + if( points.size() == 1 ){ + points.push_back( points[0] + g_vector3_axes[i2] * 8 ); + for( std::size_t k = 0; k < count; k += 4 ){ + edgearr[k + 1] = GL_FALSE; + } + } + + glVertexPointer( 3, GL_FLOAT, sizeof( Vector3 ), verticesarr.data()->data() ); + glEdgeFlagPointer( sizeof( GLboolean ), edgearr.data() ); + for( std::vector::const_iterator j = points.begin(); j != points.end(); ++++j ){ + const std::vector::const_iterator jj = j + 1; + for( std::size_t k = 0; k < count; k += 4 ){ + verticesarr[k][i2] = ( *j )[i2]; + verticesarr[k][i3] = ( *j )[i3]; + verticesarr[k + 1][i2] = ( *jj )[i2]; + verticesarr[k + 1][i3] = ( *jj )[i3]; + verticesarr[k + 2][i2] = ( *jj )[i2]; + verticesarr[k + 2][i3] = ( *jj )[i3]; + verticesarr[k + 3][i2] = ( *j )[i2]; + verticesarr[k + 3][i3] = ( *j )[i3]; + } + + glPolygonOffset( -2, 2 ); + glColorPointer( 4, GL_FLOAT, sizeof( Vector4 ), colorarr0.data()->data() ); + glDrawArrays( GL_QUADS, start0? 0 : 2, GLsizei( count - ( start0? 4 : 2 ) ) ); + + glPolygonOffset( 1, -1 ); + glColorPointer( 4, GL_FLOAT, sizeof( Vector4 ), colorarr1.data()->data() ); + glDrawArrays( GL_QUADS, start0? 2 : 0, GLsizei( count - ( start0? 2 : 4 ) ) ); + } + } + #endif + + + glShadeModel( GL_FLAT ); + glDisableClientState( GL_EDGE_FLAG_ARRAY ); + glDisable( GL_POLYGON_OFFSET_LINE ); + +#endif } /* size */