netradiant-custom/plugins/entity/namedentity.h
Garux caf093f827 * "Entity Names = Targetnames" option:
also affects Entity List
		moved from View->Show menu to prefs->display->entities
		prompt about restart on change
2017-08-20 16:42:18 +03:00

291 lines
10 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#if !defined( INCLUDED_NAMEDENTITY_H )
#define INCLUDED_NAMEDENTITY_H
#include "entitylib.h"
#include "eclasslib.h"
#include "generic/callback.h"
#include "nameable.h"
#include "entity.h"
#include <set>
class NameCallbackSet
{
typedef std::set<NameCallback> NameCallbacks;
NameCallbacks m_callbacks;
public:
void insert( const NameCallback& callback ){
m_callbacks.insert( callback );
}
void erase( const NameCallback& callback ){
m_callbacks.erase( callback );
}
void changed( const char* name ) const {
for ( NameCallbacks::const_iterator i = m_callbacks.begin(); i != m_callbacks.end(); ++i )
{
( *i )( name );
}
}
};
class NamedEntity : public Nameable
{
EntityKeyValues& m_entity;
NameCallbackSet m_changed;
CopiedString m_name;
public:
NamedEntity( EntityKeyValues& entity ) : m_entity( entity ){
}
const char* name() const {
if ( string_empty( m_name.c_str() ) ) {
return m_entity.getEntityClass().name();
}
return m_name.c_str();
}
const char* classname() const {
return m_entity.getEntityClass().name();
}
const Colour3& color() const {
return m_entity.getEntityClass().color;
}
void attach( const NameCallback& callback ){
m_changed.insert( callback );
}
void detach( const NameCallback& callback ){
m_changed.erase( callback );
}
void identifierChanged( const char* value ){
if ( string_empty( value ) ) {
m_changed.changed( m_entity.getEntityClass().name() );
}
else
{
m_changed.changed( value );
}
m_name = value;
}
typedef MemberCaller1<NamedEntity, const char*, &NamedEntity::identifierChanged> IdentifierChangedCaller;
};
#include "renderable.h"
//#include "pivot.h"
//#include "math/frustum.h"
#include "cullable.h"
class RenderableNamedEntity : public OpenGLRenderable {
enum ENameMode{
eNameNormal = 0,
eNameSelected = 1,
eNameChildSelected = 2,
};
mutable ENameMode m_nameMode;
NamedEntity& m_named;
const Vector3& m_position;
GLuint m_tex;
int m_width;
int m_height;
mutable float m_screenPos[2];
const char* m_exclude;
public:
typedef Static<Shader*, RenderableNamedEntity> StaticShader;
static Shader* getShader() {
return StaticShader::instance();
}
RenderableNamedEntity( NamedEntity& named, const Vector3& position, const char* exclude = 0 )
: m_named( named ), m_position( position ), m_tex( 0 ), m_exclude( exclude ) {
// construct_textures( g_showTargetNames ? m_named.name() : m_named.classname() );
construct_textures( m_named.name() );
m_named.attach( IdentifierChangedCaller( *this ) );
}
bool excluded_not() const {
return m_tex > 0;
}
private:
void construct_textures( const char* name ){
if( m_exclude && string_equal( m_exclude, name ) )
return;
glGenTextures( 1, &m_tex );
if( m_tex > 0 ) {
unsigned int colour[3];
colour[0] = static_cast<unsigned int>( m_named.color()[0] * 255.f );
colour[1] = static_cast<unsigned int>( m_named.color()[1] * 255.f );
colour[2] = static_cast<unsigned int>( m_named.color()[2] * 255.f );
GlobalOpenGL().m_font->renderString( name, m_tex, colour, m_width, m_height );
}
}
void delete_textures(){
glDeleteTextures( 1, &m_tex );
m_tex = 0;
}
void setMode( bool selected, bool childSelected ) const{
if( selected ){
m_nameMode = eNameSelected;
}
else if( childSelected ){
m_nameMode = eNameChildSelected;
}
else{
m_nameMode = eNameNormal;
}
}
public:
void render( RenderStateFlags state ) const {
if( m_tex > 0 ){
glBindTexture( GL_TEXTURE_2D, m_tex );
//Here we draw the texturemaped quads.
//The bitmap that we got from FreeType was not
//oriented quite like we would like it to be,
//so we need to link the texture to the quad
//so that the result will be properly aligned.
glBegin( GL_QUADS );
float xoffset0 = m_nameMode / 3.f;
float xoffset1 = ( m_nameMode + 1 ) / 3.f;
glTexCoord2f( xoffset0, 1 );
glVertex2f( m_screenPos[0], m_screenPos[1] );
glTexCoord2f( xoffset0, 0 );
glVertex2f( m_screenPos[0], m_screenPos[1] + m_height + .01f );
glTexCoord2f( xoffset1, 0 );
glVertex2f( m_screenPos[0] + m_width + .01f, m_screenPos[1] + m_height + .01f );
glTexCoord2f( xoffset1, 1 );
glVertex2f( m_screenPos[0] + m_width + .01f, m_screenPos[1] );
glEnd();
glBindTexture( GL_TEXTURE_2D, 0 );
}
}
void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, bool childSelected = false ) const{
setMode( selected, childSelected );
if( volume.fill() ){
// globalOutputStream() << localToWorld << " localToWorld\n";
// globalOutputStream() << volume.GetModelview() << " modelview\n";
// globalOutputStream() << volume.GetProjection() << " Projection\n";
// globalOutputStream() << volume.GetViewport() << " Viewport\n";
//Matrix4 viewproj = matrix4_multiplied_by_matrix4( volume.GetProjection(), volume.GetModelview() );
const Matrix4& viewproj = volume.GetViewMatrix();
//Vector3 viewer = vector4_to_vector3( viewer_from_viewproj( viewproj ) );
const Vector3 pos_in_world = matrix4_transformed_point( localToWorld, m_position );
if( viewproj[3] * pos_in_world[0] + viewproj[7] * pos_in_world[1] + viewproj[11] * pos_in_world[2] + viewproj[15] < 3e-5 ) //z < 0: behind nearplane
return;
if( m_nameMode == eNameNormal && vector3_length_squared( pos_in_world - volume.getViewer() ) > static_cast<float>( g_showNamesDist ) * static_cast<float>( g_showNamesDist ) )
return;
//globalOutputStream() << viewer[0] << " " << viewer[1] << " " << viewer[2] << " Viewer\n";
//globalOutputStream() << m_position[0] << " " << m_position[1] << " " << m_position[2] << " m_position\n";
//globalOutputStream() << pos_in_world[0] << " " << pos_in_world[1] << " " << pos_in_world[2] << " pos_in_world\n";
}
Vector4 position( m_position, 1.f );
#if 0
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " position\n";
matrix4_transform_vector4( localToWorld, position );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " localToWorld\n";
matrix4_transform_vector4( volume.GetModelview(), position );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Modelview\n";
matrix4_transform_vector4( volume.GetProjection(), position );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Projection\n";
position[0] /= position[3];
position[1] /= position[3];
position[2] /= position[3];
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Projection division\n";
matrix4_transform_vector4( volume.GetViewport(), position );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Viewport\n";
#else
//Matrix4 object2screen = volume.GetProjection();
Matrix4 object2screen( volume.GetViewMatrix() );
//matrix4_multiply_by_matrix4( object2screen, volume.GetModelview() );
matrix4_multiply_by_matrix4( object2screen, localToWorld );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " position\n";
matrix4_transform_vector4( object2screen, position );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Projection\n";
position[0] /= position[3];
position[1] /= position[3];
position[2] /= position[3];
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Projection division\n";
matrix4_transform_vector4( volume.GetViewport(), position );
// globalOutputStream() << position[0] << " " << position[1] << " " << position[2] << " " << position[3] << " Viewport\n";
#endif
//globalOutputStream() << volume.GetViewport()[0] << " " << volume.GetViewport()[5] << " Viewport size\n";
m_screenPos[0] = position[0];
m_screenPos[1] = position[1];
//globalOutputStream() << m_screenPos[0] << " " << m_screenPos[1] << "\n";
renderer.PushState();
// Pivot2World_viewplaneSpace( m_localToWorld, localToWorld, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
renderer.Highlight( Renderer::ePrimitive, false );
renderer.Highlight( Renderer::eFace, false );
renderer.SetState( getShader(), Renderer::eWireframeOnly );
renderer.SetState( getShader(), Renderer::eFullMaterials );
// m_localToWorld = volume.GetViewport();
// matrix4_full_invert( m_localToWorld );
renderer.addRenderable( *this, g_matrix4_identity );
renderer.PopState();
}
~RenderableNamedEntity(){
m_named.detach( IdentifierChangedCaller( *this ) );
delete_textures();
}
void identifierChanged( const char* value ){
delete_textures();
// construct_textures( g_showTargetNames ? value : m_named.classname() );
construct_textures( value );
}
typedef MemberCaller1<RenderableNamedEntity, const char*, &RenderableNamedEntity::identifierChanged> IdentifierChangedCaller;
};
/*
class RenderableNamedEntity : public OpenGLRenderable
{
const NamedEntity& m_named;
const Vector3& m_position;
public:
RenderableNamedEntity( const NamedEntity& named, const Vector3& position )
: m_named( named ), m_position( position ){
}
void render( RenderStateFlags state ) const {
glRasterPos3fv( vector3_to_array( m_position ) );
GlobalOpenGL().drawString( g_showTargetNames ? m_named.name() : m_named.classname() );
}
};
*/
#endif