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