Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "glos.h"
#include <gl/gl.h>
#if _MSC_VER < 1600
#include <gl/glaux.h>
#endif
#include <gl/glu.h>
#include <stdarg.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "cmdlib.h"
#include "mathlib/mathlib.h"
#include "cmodel.h"
#include "tier1/strtools.h"
#include "physdll.h"
#include "phyfile.h"
#include "vphysics_interface.h"
#include "tier0/icommandline.h"
#include "tier0/vprof.h"
HDC camdc;
HGLRC baseRC;
HWND camerawindow;
HANDLE main_instance;
/* YWB: 3/13/98
You run the program like normal with any file. If you want to read portals for the
file type, you type: glview -portal filename.gl0 (or whatever). glview will then
try to read in the .prt file filename.prt.
The portals are shown as white lines superimposed over your image. You can toggle the
view between showing portals or not by hitting the '2' key. The '1' key toggles
world polygons.
The 'b' key toggles blending modes.
If you don't want to depth buffer the portals, hit 'p'.
The command line parsing is inelegant but functional.
I sped up the KB movement and turn speed, too.
*/
// Vars added by YWB
Vector g_Center; // Center of all read points, so camera is in a sensible place
int g_nTotalPoints = 0; // Total points read, for calculating center
int g_UseBlending = 0; // Toggle to use blending mode or not
BOOL g_bReadPortals = 0; // Did we read in a portal file?
BOOL g_bNoDepthPortals = 0; // Do we zbuffer the lines of the portals?
int g_nPortalHighlight = -1; // The leaf we're viewing
int g_nLeafHighlight = -1; // The leaf we're viewing
BOOL g_bShowList1 = 1; // Show regular polygons?
BOOL g_bShowList2 = 1; // Show portals?
BOOL g_bShowLines = 0; // Show outlines of faces
BOOL g_Active = TRUE;
BOOL g_Update = TRUE;
BOOL g_bDisp = FALSE;
IPhysicsCollision *physcollision = NULL;
// -----------
static int g_Keys[256];
void AppKeyDown( int key );
void AppKeyUp( int key );
BOOL ReadDisplacementFile( const char *filename );
void DrawDisplacementData( void );
#define BENCHMARK_PHY 0
/*
=================
Error
For abnormal program terminations
=================
*/
void Error (char *error, ...)
{
va_list argptr;
char text[1024];
va_start (argptr,error);
vsprintf (text, error,argptr);
va_end (argptr);
MessageBox(NULL, text, "Error", 0 /* MB_OK */ );
exit (1);
}
float origin[3] = {32, 32, 48};
float angles[3];
float forward[3], right[3], vup[3], vpn[3], vright[3];
float width = 1024;
float height = 768;
float g_flMovementSpeed = 320.f; // Units / second (run speed of HL)
#define SPEED_TURN 90 // Degrees / second
#define VK_COMMA 188
#define VK_PERIOD 190
void KeyDown (int key)
{
switch (key)
{
case VK_ESCAPE:
g_Active = FALSE;
break;
case VK_F1:
glEnable (GL_CULL_FACE);
glCullFace (GL_FRONT);
break;
case 'B':
g_UseBlending ^= 1;
if (g_UseBlending)
glEnable(GL_BLEND);// YWB TESTING
else
glDisable(GL_BLEND);
break;
case '1':
g_bShowList1 ^= 1;
break;
case '2':
g_bShowList2 ^= 1;
break;
case 'P':
g_bNoDepthPortals ^= 1;
break;
case 'L':
g_bShowLines ^= 1;
break;
}
g_Update = TRUE;
}
static BOOL g_Capture = FALSE;
#define MOUSE_SENSITIVITY 0.2f
#define MOUSE_SENSITIVITY_X (MOUSE_SENSITIVITY*1)
#define MOUSE_SENSITIVITY_Y (MOUSE_SENSITIVITY*1)
void Cam_MouseMoved( void )
{
if ( g_Capture )
{
RECT rect;
int centerx, centery;
float deltax, deltay;
POINT cursorPoint;
GetWindowRect( camerawindow, &rect );
if ( rect.top < 0)
rect.top = 0;
if ( rect.left < 0)
rect.left = 0;
centerx = ( rect.left + rect.right ) / 2;
centery = ( rect.top + rect.bottom ) / 2;
GetCursorPos( &cursorPoint );
SetCursorPos( centerx, centery );
deltax = (cursorPoint.x - centerx) * MOUSE_SENSITIVITY_X;
deltay = (cursorPoint.y - centery) * MOUSE_SENSITIVITY_Y;
angles[1] -= deltax;
angles[0] -= deltay;
g_Update = TRUE;
}
}
int Test_Key( int key )
{
int r = (g_Keys[ key ] != 0);
g_Keys[ key ] &= 0x01; // clear out debounce bit
if (r)
g_Update = TRUE;
return r;
}
// UNDONE: Probably should change the controls to match the game - but I don't know who relies on them
// as of now.
void Cam_Update( float frametime )
{
if ( Test_Key( 'W' ) )
{
VectorMA (origin, g_flMovementSpeed*frametime, vpn, origin);
}
if ( Test_Key( 'S' ) )
{
VectorMA (origin, -g_flMovementSpeed*frametime, vpn, origin);
}
if ( Test_Key( 'A' ) )
{
VectorMA (origin, -g_flMovementSpeed*frametime, vright, origin);
}
if ( Test_Key( 'D' ) )
{
VectorMA (origin, g_flMovementSpeed*frametime, vright, origin);
}
if ( Test_Key( VK_UP ) )
{
VectorMA (origin, g_flMovementSpeed*frametime, forward, origin);
}
if ( Test_Key( VK_DOWN ) )
{
VectorMA (origin, -g_flMovementSpeed*frametime, forward, origin);
}
if ( Test_Key( VK_LEFT ) )
{
angles[1] += SPEED_TURN * frametime;
}
if ( Test_Key( VK_RIGHT ) )
{
angles[1] -= SPEED_TURN * frametime;
}
if ( Test_Key( 'F' ) )
{
origin[2] += g_flMovementSpeed*frametime;
}
if ( Test_Key( 'C' ) )
{
origin[2] -= g_flMovementSpeed*frametime;
}
if ( Test_Key( VK_INSERT ) )
{
angles[0] += SPEED_TURN * frametime;
if (angles[0] > 85)
angles[0] = 85;
}
if ( Test_Key( VK_DELETE ) )
{
angles[0] -= SPEED_TURN * frametime;
if (angles[0] < -85)
angles[0] = -85;
}
Cam_MouseMoved();
}
void Cam_BuildMatrix (void)
{
float xa, ya;
float matrix[4][4];
int i;
xa = angles[0]/180*M_PI;
ya = angles[1]/180*M_PI;
// the movement matrix is kept 2d ?? do we want this?
forward[0] = cos(ya);
forward[1] = sin(ya);
right[0] = forward[1];
right[1] = -forward[0];
glGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
for (i=0 ; i<3 ; i++)
{
vright[i] = matrix[i][0];
vup[i] = matrix[i][1];
vpn[i] = matrix[i][2];
}
VectorNormalize (vright);
VectorNormalize (vup);
VectorNormalize (vpn);
}
void Draw (void)
{
float screenaspect;
float yfov;
//glClearColor (0.5, 0.5, 0.5, 0);
glClearColor(0.0, 0.0, 0.0, 0); // Black Clearing YWB
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// set up viewpoint
//
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
screenaspect = (float)width/height;
yfov = 2*atan((float)height/width)*180/M_PI;
gluPerspective (yfov, screenaspect, 6, 20000);
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (angles[0], 0, 1, 0);
glRotatef (-angles[1], 0, 0, 1);
glTranslatef (-origin[0], -origin[1], -origin[2]);
Cam_BuildMatrix ();
//
// set drawing parms
//
glShadeModel (GL_SMOOTH);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glFrontFace(GL_CW); // YWB Carmack goes backward
glCullFace(GL_BACK); // Cull backfaces (qcsg used to spit out two sides, doesn't for -glview now)
glEnable(GL_CULL_FACE); // Enable face culling, just in case...
glDisable(GL_TEXTURE_2D);
// Blending function if enabled..
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (g_UseBlending)
{
glEnable(GL_BLEND);// YWB TESTING
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE); // Enable face culling, just in case...
}
else
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
glDepthFunc (GL_LEQUAL);
if( g_bDisp )
{
DrawDisplacementData();
}
else
{
//
// draw the list
//
if (g_bShowList1)
glCallList (1);
if (g_bReadPortals)
{
if (g_bNoDepthPortals)
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE); // Disable face culling
if (g_bShowList2)
glCallList(2);
};
if (g_bShowLines)
glCallList(3);
}
}
void ReadPolyFileType(const char *name, int nList, BOOL drawLines)
{
FILE *f;
int i, j, numverts;
float v[8];
int c;
int r;
float divisor;
f = fopen (name, "rt");
if (!f)
Error ("Couldn't open %s", name);
if (g_bReadPortals)
divisor = 2.0f;
else
divisor = 1.0f;
c = 0;
glNewList (nList, GL_COMPILE);
for (i = 0; i < 3; i++) // Find the center point so we can put the viewer there by default
g_Center[i] = 0.0f;
if (drawLines) // Slight hilite
glLineWidth(1.5);
while (1)
{
r = fscanf( f, "%i\n", &numverts);
if (!r || r == EOF)
break;
if ( c > 65534*8)
break;
if (drawLines || numverts == 2)
glBegin(GL_LINE_LOOP);
else
glBegin (GL_POLYGON);
for (i=0 ; i<numverts ; i++)
{
r = fscanf( f, "%f %f %f %f %f %f\n", &v[0], &v[1],
&v[2], &v[3], &v[4], &v[5]);
/*
if (!(fabs( v[0] ) < 32768.0&& fabs( v[1] ) < 32768.0 && fabs( v[2] ) < 32768.0 ) )
Error( "Out of range data\n");
*/
/*
if (v[3] <= 0.1 && v[4] <= 0.1 && v[5] <= 0.1 )
continue;
*/
if (drawLines) // YELLOW OUTLINES
glColor4f(1.0, 1.0, 0.0, 0.5);
else
{
if (g_bReadPortals) // Gray scale it, leave portals blue
{
if (fabs(fabs(v[5]) - 1.0f) < 0.01) // Is this a detail brush (color 0,0,1 blue)
{
glColor4f (v[3],v[4],v[5],0.5);
}
else // Normal brush, gray scale it...
{
v[3] += v[4] + v[5];
v[3]/= 3.0f;
glColor4f (v[3]/divisor, v[3]/divisor, v[3]/divisor, 0.6);
}
}
else
{
v[3] = pow( v[3], (float)(1.0 / 2.2) );
v[4] = pow( v[4], (float)(1.0 / 2.2) );
v[5] = pow( v[5], (float)(1.0 / 2.2) );
glColor4f (v[3]/divisor, v[4]/divisor, v[5]/divisor, 0.6); // divisor is one, bright colors
};
};
glVertex3f (v[0], v[1], v[2]);
for (j = 0; j < 3; j++)
{
g_Center[j] += v[j];
}
g_nTotalPoints++;
}
glEnd ();
c++;
}
if (f)
fclose(f);
glEndList ();
if (g_nTotalPoints > 0) // Avoid division by zero
{
for (i = 0; i < 3; i++)
{
g_Center[i] = g_Center[i]/(float)g_nTotalPoints; // Calculate center...
origin[i] = g_Center[i];
}
}
}
#if BENCHMARK_PHY
#define NUM_COLLISION_TESTS 2500
#include "gametrace.h"
#include "fmtstr.h"
struct testlist_t
{
Vector start;
Vector end;
Vector normal;
bool hit;
};
const float baselineTotal = 120.16f;
const float baselineRay = 28.25f;
const float baselineBox = 91.91f;
#define IMPROVEMENT_FACTOR(x,baseline) (baseline/(x))
#define IMPROVEMENT_PERCENT(x,baseline) (((baseline-(x)) / baseline) * 100.0f)
testlist_t g_Traces[NUM_COLLISION_TESTS];
void Benchmark_PHY( const CPhysCollide *pCollide )
{
int i;
Msg( "Testing collision system\n" );
Vector start = vec3_origin;
static Vector *targets = NULL;
static bool first = true;
static float test[2] = {1,1};
if ( first )
{
float radius = 0;
float theta = 0;
float phi = 0;
for ( int i = 0; i < NUM_COLLISION_TESTS; i++ )
{
radius += NUM_COLLISION_TESTS * 123.123f;
radius = fabs(fmod(radius, 128));
theta += NUM_COLLISION_TESTS * 0.76f;
theta = fabs(fmod(theta, DEG2RAD(360)));
phi += NUM_COLLISION_TESTS * 0.16666666f;
phi = fabs(fmod(phi, DEG2RAD(180)));
float st, ct, sp, cp;
SinCos( theta, &st, &ct );
SinCos( phi, &sp, &cp );
st = sin(theta);
ct = cos(theta);
sp = sin(phi);
cp = cos(phi);
g_Traces[i].start.x = radius * ct * sp;
g_Traces[i].start.y = radius * st * sp;
g_Traces[i].start.z = radius * cp;
}
first = false;
}
float duration = 0;
Vector size[2];
size[0].Init(0,0,0);
size[1].Init(16,16,16);
unsigned int dots = 0;
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.Reset();
g_VProfCurrentProfile.ResetPeaks();
g_VProfCurrentProfile.Start();
#endif
unsigned int hitCount = 0;
double startTime = Plat_FloatTime();
trace_t tr;
for ( i = 0; i < NUM_COLLISION_TESTS; i++ )
{
physcollision->TraceBox( g_Traces[i].start, start, -size[0], size[0], pCollide, vec3_origin, vec3_angle, &tr );
if ( tr.DidHit() )
{
g_Traces[i].end = tr.endpos;
g_Traces[i].normal = tr.plane.normal;
g_Traces[i].hit = true;
hitCount++;
}
else
{
g_Traces[i].hit = false;
}
}
for ( i = 0; i < NUM_COLLISION_TESTS; i++ )
{
physcollision->TraceBox( g_Traces[i].start, start, -size[1], size[1], pCollide, vec3_origin, vec3_angle, &tr );
}
duration = Plat_FloatTime() - startTime;
{
unsigned int msSupp = physcollision->ReadStat( 100 );
unsigned int msGJK = physcollision->ReadStat( 101 );
unsigned int msMesh = physcollision->ReadStat( 102 );
CFmtStr str("%d ms total %d ms gjk %d mesh solve\n", msSupp, msGJK, msMesh );
OutputDebugStr( str.Access() );
}
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.MarkFrame();
g_VProfCurrentProfile.Stop();
g_VProfCurrentProfile.Reset();
g_VProfCurrentProfile.ResetPeaks();
g_VProfCurrentProfile.Start();
#endif
hitCount = 0;
startTime = Plat_FloatTime();
for ( i = 0; i < NUM_COLLISION_TESTS; i++ )
{
physcollision->TraceBox( g_Traces[i].start, start, -size[0], size[0], pCollide, vec3_origin, vec3_angle, &tr );
if ( tr.DidHit() )
{
g_Traces[i].end = tr.endpos;
g_Traces[i].normal = tr.plane.normal;
g_Traces[i].hit = true;
hitCount++;
}
else
{
g_Traces[i].hit = false;
}
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.MarkFrame();
#endif
}
double midTime = Plat_FloatTime();
for ( i = 0; i < NUM_COLLISION_TESTS; i++ )
{
physcollision->TraceBox( g_Traces[i].start, start, -size[1], size[1], pCollide, vec3_origin, vec3_angle, &tr );
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.MarkFrame();
#endif
}
double endTime = Plat_FloatTime();
duration = endTime - startTime;
{
CFmtStr str("%d collisions in %.2f ms [%.2f X] %d hits\n", NUM_COLLISION_TESTS, duration*1000, IMPROVEMENT_FACTOR(duration*1000.0f, baselineTotal), hitCount );
OutputDebugStr( str.Access() );
}
{
float rayTime = (midTime - startTime) * 1000.0f;
float boxTime = (endTime - midTime)*1000.0f;
CFmtStr str("%.2f ms rays [%.2f X] %.2f ms boxes [%.2f X]\n", rayTime, IMPROVEMENT_FACTOR(rayTime, baselineRay), boxTime, IMPROVEMENT_FACTOR(boxTime, baselineBox));
OutputDebugStr( str.Access() );
}
{
unsigned int msSupp = physcollision->ReadStat( 100 );
unsigned int msGJK = physcollision->ReadStat( 101 );
unsigned int msMesh = physcollision->ReadStat( 102 );
CFmtStr str("%d ms total %d ms gjk %d mesh solve\n", msSupp, msGJK, msMesh );
OutputDebugStr( str.Access() );
}
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.Stop();
g_VProfCurrentProfile.OutputReport( VPRT_FULL & ~VPRT_HIERARCHY, NULL );
#endif
// draw the traces in yellow
glColor3f( 1.0f, 1.0f, 0.0f );
glBegin( GL_LINES );
for ( int i = 0; i < NUM_COLLISION_TESTS; i++ )
{
if ( !g_Traces[i].hit )
continue;
glVertex3fv( g_Traces[i].end.Base() );
Vector tmp = g_Traces[i].end + g_Traces[i].normal * 10.0f;
glVertex3fv( tmp.Base() );
}
glEnd();
}
#endif
struct phyviewparams_t
{
Vector mins;
Vector maxs;
Vector offset;
QAngle angles;
int outputType;
void Defaults()
{
ClearBounds(mins, maxs);
offset.Init();
outputType = GL_POLYGON;
angles.Init();
}
};
void AddVCollideToList( phyheader_t &header, vcollide_t &collide, phyviewparams_t &params )
{
matrix3x4_t xform;
AngleMatrix( params.angles, params.offset, xform );
ClearBounds( params.mins, params.maxs );
for ( int i = 0; i < header.solidCount; i++ )
{
ICollisionQuery *pQuery = physcollision->CreateQueryModel( collide.solids[i] );
for ( int j = 0; j < pQuery->ConvexCount(); j++ )
{
for ( int k = 0; k < pQuery->TriangleCount(j); k++ )
{
Vector verts[3];
pQuery->GetTriangleVerts( j, k, verts );
Vector v0,v1,v2;
VectorTransform( verts[0], xform, v0 );
VectorTransform( verts[1], xform, v1 );
VectorTransform( verts[2], xform, v2 );
AddPointToBounds( v0, params.mins, params.maxs );
AddPointToBounds( v1, params.mins, params.maxs );
AddPointToBounds( v2, params.mins, params.maxs );
glBegin(params.outputType);
glColor3ub( 255, 0, 0 );
glVertex3fv( v0.Base() );
glColor3ub( 0, 255, 0 );
glVertex3fv( v1.Base() );
glColor3ub( 0, 0, 255 );
glVertex3fv( v2.Base() );
glEnd();
}
}
physcollision->DestroyQueryModel( pQuery );
}
}
void GL_DrawLine( const Vector &start, const Vector &dir, float length, int r, int g, int b )
{
Vector end = start + (dir*length);
glBegin( GL_LINES );
glColor3ub(r,g,b);
glVertex3fv( start.Base() );
glVertex3fv( end.Base() );
glEnd();
}
void GL_DrawBox( Vector origin, float size, int r, int g, int b )
{
Vector mins = origin - Vector(size,size,size);
Vector maxs = origin + Vector(size,size,size);
const float *v[2] = {mins.Base(), maxs.Base()};
Vector start, end;
{
for ( int i = 0; i < 3; i++ )
{
int a0 = i;
int a1 = (i+1)%3;
int a2 = (i+2)%3;
for ( int j = 0; j < 2; j++ )
{
for ( int k = 0; k < 2; k++ )
{
start[a0] = v[0][a0];
end[a0] = v[1][a0];
start[a1] = v[j][a1];
end[a1] = v[j][a1];
start[a2] = v[k][a2];
end[a2] = v[k][a2];
GL_DrawLine( start, end-start, 1, r, g, b );
}
}
}
}
for ( int axis = 0; axis < 3; axis++ )
{
int a0 = axis;
int a1 = (axis+1)%3;
int a2 = (axis+2)%3;
start[a0] = v[0][a0];
end[a0] = v[1][a0];
start[a1] = 0.5f *(v[0][a1]+v[1][a1]);
end[a1] = 0.5f *(v[0][a1]+v[1][a1]);
start[a2] = 0.5f *(v[0][a2]+v[1][a2]);
end[a2] = 0.5f *(v[0][a2]+v[1][a2]);
GL_DrawLine( start, end-start, 1, r, g, b );
}
}
void ReadPHYFile(const char *name, phyviewparams_t &params )
{
FILE *fp = fopen (name, "rb");
if (!fp)
Error ("Couldn't open %s", name);
phyheader_t header;
fread( &header, sizeof(header), 1, fp );
if ( header.size != sizeof(header) || header.solidCount <= 0 )
return;
int pos = ftell( fp );
fseek( fp, 0, SEEK_END );
int fileSize = ftell(fp) - pos;
fseek( fp, pos, SEEK_SET );
char *buf = (char *)_alloca( fileSize );
fread( buf, fileSize, 1, fp );
fclose( fp );
vcollide_t collide;
physcollision->VCollideLoad( &collide, header.solidCount, (const char *)buf, fileSize );
#if 0
Vector start0( -3859.1199, -2050.8674, 64.031250 );
Vector end0(-3859.2246, -2051.2817, 64.031250 );
Vector modelPosition(-3840,-2068.0000, 82.889099);
QAngle modelAngles(0,90,0);
{
Ray_t ray;
ray.Init( start0, end0, Vector(-16,-16,0), Vector(16,16,72));
trace_t tr;
physcollision->TraceBox( ray, collide.solids[0], modelPosition, modelAngles, &tr );
Assert(!tr.startsolid);
if ( tr.DidHit() )
{
Ray_t ray2;
ray2.Init( tr.endpos, tr.endpos, Vector(-16,-16,0), Vector(16,16,72));
trace_t tr2;
physcollision->TraceBox( ray2, collide.solids[0], modelPosition, modelAngles, &tr2 );
Assert(!tr2.startsolid);
}
}
#endif
#if BENCHMARK_PHY
Benchmark_PHY( collide.solids[0] );
#endif
AddVCollideToList( header, collide, params );
}
void ReadPolyFile (const char *name)
{
char ext[4];
Q_ExtractFileExtension( name, ext, 4 );
bool isPHY = !Q_stricmp( ext, "phy" );
if ( isPHY )
{
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
if ( physcollision )
{
phyviewparams_t params;
params.Defaults();
glNewList (1, GL_COMPILE);
ReadPHYFile( name, params );
Vector tmp = (params.mins + params.maxs) * 0.5;
tmp.CopyToArray(origin);
glEndList ();
}
}
else
{
// Read in polys...
ReadPolyFileType(name, 1, false);
// Make list 3 just the lines... so we can draw outlines
ReadPolyFileType(name, 3, true);
}
}
void ReadPortalFile (char *name)
{
FILE *f;
int i, numverts;
float v[8];
int c;
int r;
// For Portal type reading...
char szDummy[80];
int nNumLeafs;
int nNumPortals;
int nLeafIndex[2];
f = fopen (name, "r");
if (!f)
Error ("Couldn't open %s", name);
c = 0;
glNewList (2, GL_COMPILE);
// Read in header
fscanf(f, "%79s\n", szDummy);
fscanf(f, "%i\n", &nNumLeafs);
fscanf(f, "%i\n", &nNumPortals);
glLineWidth(1.5);
while (1)
{
r = fscanf(f, "%i %i %i ", &numverts, &nLeafIndex[0], &nLeafIndex[1]);
if (!r || r == EOF)
break;
glBegin(GL_LINE_LOOP);
for (i=0 ; i<numverts ; i++)
{
r = fscanf (f, "(%f %f %f )\n", &v[0], &v[1],
&v[2]);
if (!r || (r != 3) || r == EOF)
break;
if ( c == g_nPortalHighlight || nLeafIndex[0] == g_nLeafHighlight || nLeafIndex[1] == g_nLeafHighlight )
{
glColor4f (1.0, 0.0, 0.0, 1.0);
}
else
{
glColor4f (1.0f, 1.0f, 1.0f, 1.0f); // WHITE portals
}
glVertex3f (v[0], v[1], v[2]);
}
glEnd ();
c++;
}
if (f)
fclose(f);
glEndList ();
}
#define MAX_DISP_COUNT 4096
static Vector dispPoints[MAX_DISP_COUNT];
static Vector dispNormals[MAX_DISP_COUNT];
static int dispPointCount = 0;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
BOOL ReadDisplacementFile( const char *filename )
{
FILE *pFile;
int fileCount;
//
// open the file
//
pFile = fopen( filename, "r" );
if( !pFile )
Error( "Couldn't open %s", filename );
//
// read data in file
//
while( 1 )
{
// overflow test
if( dispPointCount >= MAX_DISP_COUNT )
break;
fileCount = fscanf( pFile, "%f %f %f %f %f %f",
&dispPoints[dispPointCount][0], &dispPoints[dispPointCount][1], &dispPoints[dispPointCount][2],
&dispNormals[dispPointCount][0], &dispNormals[dispPointCount][1], &dispNormals[dispPointCount][2] );
dispPointCount++;
// end of file check
if( !fileCount || ( fileCount == EOF ) )
break;
}
fclose( pFile );
return TRUE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void DrawDisplacementData( void )
{
int i, j;
int width, halfCount;
GLUquadricObj *pObject = gluNewQuadric();
glEnable( GL_DEPTH_TEST );
for( i = 0; i < dispPointCount; i++ )
{
// draw a sphere where the point is (in red)
glColor3f( 1.0f, 0.0f, 0.0f );
glPushMatrix();
glTranslatef( dispPoints[i][0], dispPoints[i][1], dispPoints[i][2] );
gluSphere( pObject, 5, 5, 5 );
glPopMatrix();
// draw the normal (in yellow)
glColor3f( 1.0f, 1.0f, 0.0f );
glBegin( GL_LINES );
glVertex3f( dispPoints[i][0], dispPoints[i][1], dispPoints[i][2] );
glVertex3f( dispPoints[i][0] + ( dispNormals[i][0] * 50.0f ), dispPoints[i][1] + ( dispNormals[i][1] * 50.0f ), dispPoints[i][2] + ( dispNormals[i][2] * 50.0f ) );
glEnd();
}
halfCount = dispPointCount / 2;
width = sqrt( (float)halfCount );
glDisable( GL_CULL_FACE );
glColor3f( 0.0f, 0.0f, 1.0f );
for( i = 0; i < width - 1; i++ )
{
for( j = 0; j < width - 1; j++ )
{
glBegin( GL_POLYGON );
glVertex3f( dispPoints[i*width+j][0], dispPoints[i*width+j][1], dispPoints[i*width+j][2] );
glVertex3f( dispPoints[(i+1)*width+j][0], dispPoints[(i+1)*width+j][1], dispPoints[(i+1)*width+j][2] );
glVertex3f( dispPoints[(i+1)*width+(j+1)][0], dispPoints[(i+1)*width+(j+1)][1], dispPoints[(i+1)*width+(j+1)][2] );
glVertex3f( dispPoints[i*width+(j+1)][0], dispPoints[i*width+(j+1)][1], dispPoints[i*width+(j+1)][2] );
glEnd();
}
}
#if 0
for( i = 0; i < width - 1; i++ )
{
for( j = 0; j < width - 1; j++ )
{
glBegin( GL_POLYGON );
glVertex3f( dispPoints[halfCount+(i*width+j)][0], dispPoints[halfCount+(i*width+j)][1], dispPoints[halfCount+(i*width+j)][2] );
glVertex3f( dispPoints[halfCount+((i+1)*width+j)][0], dispPoints[halfCount+(i+1)*width+j][1], dispPoints[halfCount+((i+1)*width+j)][2] );
glVertex3f( dispPoints[halfCount+((i+1)*width+(j+1))][0], dispPoints[halfCount+(i+1)*width+(j+1)][1], dispPoints[halfCount+((i+1)*width+(j+1))][2] );
glVertex3f( dispPoints[halfCount+(i*width+(j+1))][0], dispPoints[halfCount+(i*width+(j+1))][1], dispPoints[halfCount+(i*width+(j+1))][2] );
glEnd();
}
}
#endif
glColor3f( 0.0f, 1.0f, 0.0f );
for( i = 0; i < width - 1; i++ )
{
for( j = 0; j < width - 1; j++ )
{
glBegin( GL_POLYGON );
glVertex3f( dispPoints[i*width+j][0] + ( dispNormals[i*width+j][0] * 150.0f ),
dispPoints[i*width+j][1] + ( dispNormals[i*width+j][1] * 150.0f ),
dispPoints[i*width+j][2] + ( dispNormals[i*width+j][2] * 150.0f ) );
glVertex3f( dispPoints[(i+1)*width+j][0] + ( dispNormals[(i+1)*width+j][0] * 150.0f ),
dispPoints[(i+1)*width+j][1] + ( dispNormals[(i+1)*width+j][1] * 150.0f ),
dispPoints[(i+1)*width+j][2] + ( dispNormals[(i+1)*width+j][2] * 150.0f ) );
glVertex3f( dispPoints[(i+1)*width+(j+1)][0] + ( dispNormals[(i+1)*width+(j+1)][0] * 150.0f ),
dispPoints[(i+1)*width+(j+1)][1] + ( dispNormals[(i+1)*width+(j+1)][1] * 150.0f ),
dispPoints[(i+1)*width+(j+1)][2] + ( dispNormals[(i+1)*width+(j+1)][2] * 150.0f ) );
glVertex3f( dispPoints[i*width+(j+1)][0] + ( dispNormals[i*width+(j+1)][0] * 150.0f ),
dispPoints[i*width+(j+1)][1] + ( dispNormals[i*width+(j+1)][1] * 150.0f ),
dispPoints[i*width+(j+1)][2] + ( dispNormals[i*width+(j+1)][2] * 150.0f ) );
glEnd();
}
}
glDisable( GL_DEPTH_TEST );
glColor3f( 0.0f, 0.0f, 1.0f );
for( i = 0; i < width - 1; i++ )
{
for( j = 0; j < width - 1; j++ )
{
glBegin( GL_LINE_LOOP );
glVertex3f( dispPoints[i*width+j][0] + ( dispNormals[i*width+j][0] * 150.0f ),
dispPoints[i*width+j][1] + ( dispNormals[i*width+j][1] * 150.0f ),
dispPoints[i*width+j][2] + ( dispNormals[i*width+j][2] * 150.0f ) );
glVertex3f( dispPoints[(i+1)*width+j][0] + ( dispNormals[(i+1)*width+j][0] * 150.0f ),
dispPoints[(i+1)*width+j][1] + ( dispNormals[(i+1)*width+j][1] * 150.0f ),
dispPoints[(i+1)*width+j][2] + ( dispNormals[(i+1)*width+j][2] * 150.0f ) );
glVertex3f( dispPoints[(i+1)*width+(j+1)][0] + ( dispNormals[(i+1)*width+(j+1)][0] * 150.0f ),
dispPoints[(i+1)*width+(j+1)][1] + ( dispNormals[(i+1)*width+(j+1)][1] * 150.0f ),
dispPoints[(i+1)*width+(j+1)][2] + ( dispNormals[(i+1)*width+(j+1)][2] * 150.0f ) );
glVertex3f( dispPoints[i*width+(j+1)][0] + ( dispNormals[i*width+(j+1)][0] * 150.0f ),
dispPoints[i*width+(j+1)][1] + ( dispNormals[i*width+(j+1)][1] * 150.0f ),
dispPoints[i*width+(j+1)][2] + ( dispNormals[i*width+(j+1)][2] * 150.0f ) );
glEnd();
}
}
gluDeleteQuadric( pObject );
}
//=====================================================================
BOOL bSetupPixelFormat(HDC hDC)
{
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
24, // 24-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
32, // 32-bit z-buffer
0, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
int pixelformat = 0;
if ( (pixelformat = ChoosePixelFormat(hDC, &pfd)) == 0 )
Error ("ChoosePixelFormat failed");
if (!SetPixelFormat(hDC, pixelformat, &pfd))
Error ("SetPixelFormat failed");
return TRUE;
}
/*
============
CameraWndProc
============
*/
LONG WINAPI WCam_WndProc (
HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
LONG lRet = 1;
RECT rect;
GetClientRect(hWnd, &rect);
switch (uMsg)
{
case WM_CREATE:
{
camdc = GetDC(hWnd);
bSetupPixelFormat(camdc);
baseRC = wglCreateContext( camdc );
if (!baseRC)
Error ("wglCreateContext failed");
if (!wglMakeCurrent( camdc, baseRC ))
Error ("wglMakeCurrent failed");
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
if (!wglMakeCurrent( camdc, baseRC ))
Error ("wglMakeCurrent failed");
Draw ();
SwapBuffers(camdc);
EndPaint(hWnd, &ps);
}
break;
case WM_KEYDOWN:
KeyDown (wParam);
AppKeyDown( wParam );
break;
case WM_KEYUP:
AppKeyUp( wParam );
break;
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN:
case WM_LBUTTONDOWN:
SetCapture (camerawindow);
ShowCursor( FALSE );
g_Capture = TRUE;
break;
case WM_MBUTTONUP:
case WM_RBUTTONUP:
case WM_LBUTTONUP:
if (! (wParam & (MK_LBUTTON|MK_RBUTTON|MK_MBUTTON)))
{
g_Capture = FALSE;
ReleaseCapture ();
ShowCursor( TRUE );
}
break;
case WM_SIZE:
InvalidateRect(camerawindow, NULL, false);
break;
case WM_NCCALCSIZE:// don't let windows copy pixels
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
return WVR_REDRAW;
case WM_CLOSE:
/* call destroy window to cleanup and go away */
DestroyWindow (hWnd);
break;
case WM_DESTROY:
{
HGLRC hRC;
HDC hDC;
/* release and free the device context and rendering context */
hRC = wglGetCurrentContext();
hDC = wglGetCurrentDC();
wglMakeCurrent(NULL, NULL);
if (hRC)
wglDeleteContext(hRC);
if (hDC)
ReleaseDC(hWnd, hDC);
PostQuitMessage (0);
}
break;
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
/*
==============
WCam_Register
==============
*/
void WCam_Register (HINSTANCE hInstance)
{
WNDCLASS wc;
/* Register the camera class */
memset (&wc, 0, sizeof(wc));
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)WCam_WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = 0;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = "camera";
if (!RegisterClass (&wc) )
Error ("WCam_Register: failed");
}
void WCam_Create (HINSTANCE hInstance)
{
// Center it
int nScx, nScy;
int w, h;
int x, y;
WCam_Register (hInstance);
w = ::width;
h = ::height;
nScx = GetSystemMetrics(SM_CXSCREEN);
nScy = GetSystemMetrics(SM_CYSCREEN);
x = (nScx - w)/2;
y = (nScy - h)/2;
camerawindow = CreateWindow ("camera" ,
"Camera View",
WS_OVERLAPPED |
WS_CAPTION |
WS_SYSMENU |
WS_THICKFRAME |
WS_MAXIMIZEBOX |
WS_CLIPSIBLINGS |
WS_CLIPCHILDREN,
x,
y,
w,
h, // size
NULL, // parent window
0, // no menu
hInstance,
0);
if (!camerawindow)
Error ("Couldn't create camerawindow");
ShowWindow (camerawindow, SW_SHOWDEFAULT);
}
void AppKeyDown( int key )
{
key &= 0xFF;
g_Keys[key] = 0x03; // add debounce bit
}
void AppKeyUp( int key )
{
key &= 0xFF;
g_Keys[key] &= 0x02;
}
void AppRender( void )
{
static double lastTime = 0;
double time = timeGetTime() * 0.001f;
double frametime = time - lastTime;
// clamp too large frames (like first frame)
if ( frametime > 0.2 )
frametime = 0.2;
lastTime = time;
if (!wglMakeCurrent( camdc, baseRC ))
Error ("wglMakeCurrent failed");
Cam_Update( frametime );
if (g_Update)
{
Draw ();
SwapBuffers(camdc);
g_Update = FALSE;
}
else
{
Sleep( 1.0 );
}
}
SpewRetval_t Sys_SpewFunc( SpewType_t type, const char *pMsg )
{
OutputDebugString( pMsg );
if( type == SPEW_ASSERT )
return SPEW_DEBUGGER;
else if( type == SPEW_ERROR )
return SPEW_ABORT;
else
return SPEW_CONTINUE;
}
/*
==================
WinMain
==================
*/
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance
,LPSTR lpCmdLine, int nCmdShow)
{
CommandLine()->CreateCmdLine( Plat_GetCommandLine() );
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
MSG msg;
if (!lpCmdLine || !lpCmdLine[0])
Error ("No file specified");
main_instance = hInstance;
WCam_Create (hInstance);
// Last argument is the file name
const char *pFileName = CommandLine()->GetParm( CommandLine()->ParmCount() - 1 );
CmdLib_InitFileSystem( pFileName );
if ( CommandLine()->CheckParm( "-portal") )
{
g_bReadPortals = 1;
g_nPortalHighlight = CommandLine()->ParmValue( "-portalhighlight", -1 );
g_nLeafHighlight = CommandLine()->ParmValue( "-leafhighlight", -1 );
}
g_flMovementSpeed = CommandLine()->ParmValue( "-speed", 320 );
if( CommandLine()->CheckParm( "-disp") )
{
ReadDisplacementFile( pFileName );
g_bDisp = TRUE;
}
SpewOutputFunc( Sys_SpewFunc );
// Any chunk of original left is the filename.
if (pFileName && pFileName[0] && !g_bDisp )
{
ReadPolyFile( pFileName );
}
if (g_bReadPortals)
{
// Copy file again and this time look for the . from .gl? so we can concatenate .prt
// and open the portal file.
char szTempCmd[MAX_PATH];
strcpy(szTempCmd, pFileName);
char *pTmp = szTempCmd;
while (pTmp && *pTmp && *pTmp != '.')
{
pTmp++;
}
*pTmp = '\0';
strcat(szTempCmd, ".prt");
ReadPortalFile(szTempCmd);
};
/* main window message loop */
while (g_Active)
{
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
AppRender();
}
/* return success of application */
return TRUE;
}