Descent3/legacy/editor/drawworld.cpp

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/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/drawworld.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:37 $
* $Author: kevinb $
*
* Code to draw wireframe world for editor
*
* $Log: not supported by cvs2svn $
*
* 36 4/22/99 5:17p Matt
* Changed the and & or fields in the grCodes struct to cc_and & cc_or,
* since the former names didn't work with some compilers.
*
* 35 3/01/99 2:58p Dan
* Set lighting type before wireframe search, because sometimes it was set
* wrong & the search wouldn't work. (MattT on Dan's machine)
*
* 34 2/28/99 6:18p Matt
* Commented-out Int3()
*
* 33 2/13/99 6:29p Matt
* Always check current room when searching, because if the render radius
* is low it was getting checked.
*
* 32 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* array, instead of in the room structure.
*
* 31 12/01/98 11:17p Matt
* Added menu option to disable drawing objects in the wireframe view
*
* 30 10/04/98 1:25p Matt
*
* 29 9/04/98 12:29p Matt
* Added marked edge & vertex in the editor
*
* 28 9/01/98 12:04p Matt
* Ripped out multi-face portal code
*
* 27 5/20/98 3:48p Matt
* Added suport for variable-depth face selection in wireframe view.
*
* 26 5/14/98 12:56p Jason
* changes to help lower memory usage
*
* 25 2/16/98 1:08p Matt
* Draw the current vertex in the wireframe view
*
* 24 1/29/98 5:50p Matt
* Changed old camera object type to be viewer object (for editor), and
* now camera objects will just be for game cameras.
*
* 23 1/12/98 3:34p Jason
* sped up indoor rendering by clipping faces against portals
*
* 22 12/19/97 5:23p Samir
* Clear before frame in Wireframe.
*
* 21 12/19/97 12:26p Samir
* Replaced g3_StartFrame with StartEditorFrame
*
* 20 10/15/97 5:20p Jason
* did a HUGE overhaul of the bitmap system
*
* 19 9/29/97 12:09p Jason
* added functionality to doorway system
*
* 18 9/22/97 5:21p Matt
* Got box selection working for room engine
*
* 17 9/17/97 1:01p Matt
* Ripped out segment code
*
* 16 9/17/97 11:34a Matt
* Ripped out segment code
*
* 15 9/11/97 7:08p Matt
* Added code to draw floating trigger faces
*
* 14 9/09/97 3:58p Matt
* Ripped out segment engine renderer
*
* 13 9/06/97 3:16p Matt
* Added current portal system
*
* 12 9/04/97 4:39p Matt
* Added includes needed as a result of removing includes from d3edit.h
*
* 11 8/29/97 5:35p Matt
* Massive changes: ripped out segment code, make current & selection
* rooms draw special, made facing & nonfacing edges draw in different
* colors.
*
* 10 8/22/97 9:31a Matt
* Terrain portals now draw in blue.
*
* 9 8/20/97 10:39a Matt
* If a frame hasn't been previously rendered when the findroomface
* function is called, handle it gracefully.
*
* 8 8/18/97 6:59p Matt
* Implemented Place Room/Attach room system
*
* 7 8/05/97 10:48a Matt
* Draw marked face
*
* 6 7/29/97 12:16p Matt
* Made wireframe seach work for rooms & faces
*
* 5 7/24/97 6:11p Matt
* Created symbolic constant for default zoom, and used it every place
* that specifies zoom
*
* 4 7/22/97 7:07p Matt
* Cleaned up D3EditState, moving some vars in and some out, and renaming
* and changing a few others
*
* 3 7/16/97 4:18p Matt
* Changes to work with changed 3d draw functions
*
* 22 5/21/97 12:29p Jason
* added the ability to draw terrain dots in mine view
*
* 21 5/15/97 3:27a Jason
* implemented terrain magnification
*
* 20 5/13/97 7:47p Matt
* Added code to compress mine before saving.
* Cleaned up code dealing with num vertices & segments.
*
* 19 5/12/97 11:41a Jason
* made game work (default) to 16bit no mip maps mode
* Saves us alot of memory
*
* 18 5/01/97 6:06p Matt
* Deleted commented-out code
*
* 17 4/30/97 3:15p Jason
* changes to support both 8bit and 16bit rendering in software
*
* 16 4/10/97 4:39p Jason
* Made selection manager stuff work with terrain topographical map
*
* 15 4/01/97 10:51p Matt
* Draw viewer based on object type
*
* 14 4/01/97 5:18p Matt
* Draw objects as spheres in wireframe view
*
* 13 3/20/97 11:55a Jason
* changes for terrain editing/drawing
*
* 12 3/17/97 11:59a Matt
* Added code to draw warning segments
*
* 11 3/17/97 11:10a Jason
* added wireframe terrain view
*
* 10 2/28/97 6:38p Matt
* Fixed box selection bug, & added supprt for two box selection modes
*
* 9 2/28/97 4:00p Matt
* Added code to handle the list of selected segments
*
* 8 2/28/97 9:33a Matt
* Improved code that checked for segments by writing a pixel and reading
* that pixel after rendering.
*
* 7 2/26/97 5:59p Matt
* Renamed 3d lib structs for D3 naming convention
*
* 6 2/24/97 5:57p Matt
* Restored code to draw marked seg in different color
*
* 5 2/24/97 12:23p Matt
* Changed the name of some segment struct elements
*
* 4 2/19/97 5:37p Matt
* Added code to set curseg from clicking in wireframe window
*
* 3 2/07/97 6:02p Matt
* Enabled code that draws current seg, side, & edge
*
* $NoKeywords: $
*/
#include "drawworld.h"
#include <stdlib.h>
#include "3d.h"
#include "descent.h"
#include "d3edit.h"
#include "render.h"
#include "selectedroom.h"
#include "terrain.h"
#include "texture.h"
#include "gametexture.h"
#include "object.h"
#include "erooms.h"
#include "group.h"
int Draw_all_rooms = 1;
//the viewport we're currently drawing to
grViewport *Draw_viewport;
//Colors for rooms/edges
#define FACING_COLOR GR_RGB( 198, 198, 198)
#define NOTFACING_COLOR GR_RGB( 125, 125, 125) //GR_RGB( 158, 158, 158)
#define PLACED_COLOR GR_RGB( 255, 0, 255)
#define SELECTED_COLOR GR_RGB( 255, 166, 0)
#define TERR_PORTAL_COLOR GR_RGB( 0, 0, 255)
#define CURROOM_COLOR GR_RGB( 255, 255, 255)
#define CURFACE_COLOR GR_RGB( 255, 255, 0)
#define CUREDGE_COLOR GR_RGB( 0, 255, 0)
#define MARKEDFACE_COLOR GR_RGB( 0, 255, 255)
#define MARKEDEDGE_COLOR GR_RGB( 0, 150, 150)
#define CURPORTAL_COLOR GR_RGB( 200, 150, 255)
#define FLOAT_TRIG_COLOR GR_RGB( 255, 100, 100)
//Unused for now
#define FOUND_COLOR GR_RGB( 0, 121, 182)
#define WARNING_COLOR GR_RGB( 255, 0, 0)
#define MARKEDROOM_COLOR GR_RGB( 0, 255, 0)
//Colors for objects
#define ROBOT_COLOR GR_RGB( 255, 0, 0) //a robot
#define PLAYER_COLOR GR_RGB( 0, 255, 0) //a player object
#define VIEWER_COLOR GR_RGB( 100, 0, 100) //a viewer
#define POWERUP_COLOR GR_RGB( 0, 0, 255) //a powerup
#define MISCOBJ_COLOR GR_RGB( 0, 100, 100) //some other object
#define CAMERA_COLOR GR_RGB( 255, 255, 0) //a camera
//vars for WireframeFindRoomFace()
static int Search_mode=0; //if 1, searching for point, if 2, searching for box
static int Search_x,Search_y;
static int Search_find_mode;
static float Search_min_dist = 0.0;
static int Search_left,Search_top,Search_right,Search_bot;
static int Search_roomnum,Search_facenum;
static vector Search_viewer; //used to determine closest room
static int Found_roomnum;
static int Found_facenum;
static float Found_dist;
static grViewport *last_vp;
static vector last_viewer_position;
static vector last_viewer_target;
static matrix last_view_orient;
static int last_start_seg;
static int last_start_room;
static float last_rad;
static float last_zoom;
extern vector *TS_View_position;
extern matrix *TS_View_matrix;
extern matrix View_matrix;
void PreRotateTerrain();
void Terrain_start_frame (vector *eye,matrix *view_orient);
void DrawTerrainPoints (vector *view_pos,matrix *view_orient)
{
g3Point terr_point;
int i;
Terrain_start_frame (view_pos,&View_matrix);
for (i=0;i<TERRAIN_DEPTH*TERRAIN_WIDTH;i++)
{
GetPreRotatedPoint (&terr_point.p3_vec,i%TERRAIN_WIDTH,i/TERRAIN_WIDTH,Terrain_seg[i].ypos);
terr_point.p3_flags=0;
g3_CodePoint (&terr_point);
if (!terr_point.p3_codes)
{
g3_ProjectPoint (&terr_point);
Draw_viewport->setpixel (GR_RGB(255,255,255),terr_point.p3_sx,terr_point.p3_sy);
}
}
}
//edge types - lower number types have precedence
#define ET_EMPTY 255 //this entry in array is empty
#define ET_FACING 0 //this edge on a facing face
#define ET_NOTFACING 1 //this edge on a non-facing face
#define N_EDGE_TYPES 2 //how many edge types there are
struct seg_edge {
union {
struct {int16_t v0,v1;};
int32_t vv;
};
uint16_t type;
};
#define MAX_EDGES (MAX_VERTS_PER_ROOM*2)
seg_edge edge_list[MAX_EDGES];
int16_t used_list[MAX_EDGES]; //which entries in edge_list have been used
int n_used;
int edge_list_size; //set each frame
#define HASH(a,b) ((a*5+b) % edge_list_size)
#define swap(a,b) do {int t; t=(a); (a)=(b); (b)=t;} while (0)
//finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
int FindEdge(int v0,int v1,seg_edge **edge_ptr)
{
int32_t vv;
int16_t hash,oldhash;
int ret;
vv = (v1<<16) + v0;
oldhash = hash = HASH(v0,v1);
ret = -1;
while (ret==-1) {
if (edge_list[hash].type == ET_EMPTY) ret=0;
else if (edge_list[hash].vv == vv) ret=1;
else {
if (++hash==edge_list_size) hash=0;
if (hash==oldhash) Error("Edge list full!");
}
}
*edge_ptr = &edge_list[hash];
if (ret == 0)
return -1;
else
return hash;
}
//adds an edge to the edge list
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void AddEdge(int v0,int v1,uint8_t type)
{
int found;
seg_edge *e;
//mprintf(0, "Verts = %2i %2i, type = %i ", v0, v1, type);
if (v0 > v1) swap(v0,v1);
found = FindEdge(v0,v1,&e);
if (found == -1) {
e->v0 = v0;
e->v1 = v1;
e->type = type;
used_list[n_used] = e-edge_list;
n_used++;
} else {
if (type < e->type)
e->type = type;
}
}
//If searching for a point, see if this room draws at the search x,y position, and if so,
//if it's the closest to the viewer. If searching for a box, see if any of the room points are
//inside the box.
void CheckRoom(room *rp)
{
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uint8_t codes_and = 0xff;
int vn;
//Rotate all the points
for (vn=0;vn<rp->num_verts;vn++)
codes_and &= g3_RotatePoint((g3Point *)&World_point_buffer[vn],&rp->verts[vn]);
if (! codes_and) { //all off screen?
if (Search_mode == 1) { //searching for a point
int fn;
ddgr_color oldcolor;
face *fp;
rend_SetLighting(LS_NONE);
rend_SetTextureType (TT_FLAT);
for (fn=0,fp=rp->faces;fn<rp->num_faces;fn++,fp++) {
g3Point *vert_list[MAX_VERTS_PER_FACE];
codes_and = 0xff;
for (vn=0;vn<fp->num_verts;vn++) {
vert_list[vn] = (g3Point *)&World_point_buffer[fp->face_verts[vn]];
codes_and &= vert_list[vn]->p3_codes;
}
if (! codes_and) {
Draw_viewport->setpixel(GR_RGB(0,0,0),Search_x,Search_y);
oldcolor = Draw_viewport->getpixel(Search_x,Search_y); //will be different in 15/16-bit color
rend_SetFlatColor (GR_RGB(255,255,255));
g3_CheckAndDrawPoly(fp->num_verts,vert_list,0,NULL,NULL);
if (Draw_viewport->getpixel(Search_x,Search_y) != oldcolor) {
vector t;
float dist;
ComputeCenterPointOnFace(&t,rp,fn);
dist = vm_VectorDistance(&t,&Search_viewer);
if (Search_find_mode == FM_SPECIFIC) {
if ((ROOMNUM(rp) == Search_roomnum) && (fn == Search_facenum)) {
Found_roomnum = ROOMNUM(rp);
Found_facenum = fn;
Found_dist = dist;
}
}
else if ((Found_roomnum == -1 || dist < Found_dist) && (dist > Search_min_dist)) {
Found_roomnum = ROOMNUM(rp);
Found_facenum = fn;
Found_dist = dist;
}
}
}
}
}
else if (Search_mode == 2) { //searching in a box
int v;
for (v=0;v<rp->num_verts;v++) {
int x,y;
g3_ProjectPoint((g3Point *)&World_point_buffer[v]);
x = Round(World_point_buffer[v].p3_sx);
y = Round(World_point_buffer[v].p3_sy);
if ((x >= Search_left) && (y >= Search_top) && (x <= Search_right) && (y <= Search_bot)) {
if ((D3EditState.box_selection_mode==ACROSS_EDGE) || (v==rp->num_verts-1)) {
AddRoomToSelectedList(ROOMNUM(rp));
Found_roomnum++; //doubles as a counter
break; //no need to check rest of verts
}
}
else //this point not in window
if (D3EditState.box_selection_mode == IN_WINDOW) //seg not entirely in window
break; //..so stop checking this room
}
}
else
Int3(); //unknown Search_mode
}
}
void DrawLine(ddgr_color color,int pnum0,int pnum1)
{
g3Point pnt1,pnt2;
pnt1=*((g3Point *)&World_point_buffer[pnum0]);
pnt2=*((g3Point *)&World_point_buffer[pnum1]);
g3_DrawLine(color,&pnt1,&pnt2);
}
void DrawEdges(int room_color=-1);
void DrawEdges(int room_color)
{
int i,type;
seg_edge *e;
ddgr_color edge_colors[] = {FACING_COLOR, NOTFACING_COLOR};
for (type=N_EDGE_TYPES-1;type>=0;type--) {
for (i=0;i<n_used;i++) {
e = &edge_list[used_list[i]];
if (e->type == type)
DrawLine((room_color==-1)?edge_colors[type]:room_color,e->v0,e->v1);
}
}
}
void DrawAllRooms(vector *view_target,float rad);
void DrawRoom(room *rp,int room_type = -1);
//Finds the closest room:face to the viewer at a given x,y screen position in the wireframe view
//Parameters: vp - the viewport we're checking. Must be the same viewport as the last wireframe view rendered
// x,y - the screen coordinates clicked on
// roomnum,facenum - pointers to variables to be filled in
// find_mode - see values in header file
//Returns: true if found a room/face
bool WireframeFindRoomFace(grViewport *vp,int x,int y,int *roomnum,int *facenum,int find_mode)
{
if (last_vp == NULL)
return 0;
if (vp != last_vp) {
//Int3();
return 0;
}
Draw_viewport = vp;
vp->clear();
StartEditorFrame(vp,&last_viewer_position,&last_view_orient,last_zoom);
Search_mode = 1;
Search_find_mode = find_mode;
Search_x = x; Search_y = y;
Search_viewer = last_viewer_position;
Search_min_dist = (find_mode == FM_NEXT)?Found_dist:0.0;
Search_roomnum = *roomnum;
Search_facenum = *facenum;
Found_roomnum = -1;
Found_facenum = -1;
if (Editor_view_mode == VM_ROOM) {
ASSERT(D3EditState.current_room != -1);
CheckRoom(&Rooms[D3EditState.current_room]);
}
else {
DrawAllRooms(&last_viewer_target,last_rad);
CheckRoom(Curroomp);
}
EndEditorFrame();
Search_mode = 0;
if (Found_roomnum != -1) {
*roomnum = Found_roomnum;
*facenum = Found_facenum;
return 1;
}
else
return 0;
}
//Adds all the rooms that have a vertex inside of a given screen box to the selected list
//Parameters: vp - the viewport we're checking. Must be the same viewport as the last wireframe view rendered
// left,top,right,bot - the screen coordinates of the box
//Returns: the number of rooms found
int SelectRoomsInBox(grViewport *vp,int left,int top,int right,int bot)
{
//TEMP: The caller doesn't know the viewport, so we set it here
vp = last_vp;
if (vp != last_vp) {
Int3();
return -1;
}
Draw_viewport = vp;
vp->clear();
StartEditorFrame(vp,&last_viewer_position,&last_view_orient,last_zoom);
Search_mode = 2;
Search_left = left; Search_top = top; Search_right = right; Search_bot = bot;
Search_viewer = last_viewer_position;
Found_roomnum = 0; //we use this as a counter
DrawAllRooms(&last_viewer_target,last_rad);
EndEditorFrame();
Search_mode = 0;
return Found_roomnum;
}
//Resets the edge list
void ResetEdgeList(int size)
{
int i;
edge_list_size = __min(size,MAX_EDGES); //make maybe smaller than max
for (i=0; i<edge_list_size; i++) {
edge_list[i].type = ET_EMPTY;
}
n_used = 0;
}
// Draw a room
void DrawRoom(room *rp,int room_color)
{
int fn,vn;
face *fp;
int edge_type;
ResetEdgeList(MAX_EDGES);
//Rotate all the points
for (vn=0;vn<rp->num_verts;vn++)
g3_RotatePoint((g3Point *)&World_point_buffer[vn],&rp->verts[vn]);
for (fn=0,fp=rp->faces;fn<rp->num_faces;fn++,fp++) {
if (fp->flags & FF_FLOATING_TRIG) {
for (vn=0;vn<fp->num_verts;vn++)
DrawLine(FLOAT_TRIG_COLOR,fp->face_verts[vn],fp->face_verts[(vn+1)%fp->num_verts]);
DrawLine(FLOAT_TRIG_COLOR,fp->face_verts[0],fp->face_verts[2]);
DrawLine(FLOAT_TRIG_COLOR,fp->face_verts[1],fp->face_verts[3]);
}
else if (fp->portal_num == -1) {
bool facing = g3_CheckNormalFacing(&rp->verts[fp->face_verts[0]],&fp->normal);
for (vn=0;vn<fp->num_verts;vn++) {
if (facing)
edge_type = ET_NOTFACING;
else
edge_type = ET_FACING;
AddEdge(fp->face_verts[vn],fp->face_verts[(vn+1)%fp->num_verts],edge_type);
}
}
}
DrawEdges(room_color);
//Now draw the terrain portals
for (int p=0;p<rp->num_portals;p++) {
portal *pp = &rp->portals[p];
if (pp->croom == -1) { //terrain portal
fp = &rp->faces[pp->portal_face];
for (vn=0;vn<fp->num_verts;vn++)
DrawLine(TERR_PORTAL_COLOR,fp->face_verts[vn],fp->face_verts[(vn+1)%fp->num_verts]);
}
}
}
// Draw a room rotated and placed in space
void DrawRoomRotated(room *rp,vector *rotpoint,matrix *rotmat,vector *placepoint,int room_color)
{
int fn,vn;
face *fp;
ResetEdgeList(MAX_EDGES);
//Rotate all the points
for (vn=0;vn<rp->num_verts;vn++) {
vector tv;
tv = (rp->verts[vn] - *rotpoint) * *rotmat + *placepoint;
g3_RotatePoint((g3Point *)&World_point_buffer[vn],&tv);
}
for (fn=0,fp=rp->faces;fn<rp->num_faces;fn++,fp++)
for (vn=0;vn<fp->num_verts;vn++)
AddEdge(fp->face_verts[vn],fp->face_verts[(vn+1)%fp->num_verts],ET_FACING);
DrawEdges(room_color);
}
void DrawRoomFace(ddgr_color color,room *rp,int facenum)
{
face *fp = &rp->faces[facenum];
g3Codes cc;
int i;
//Rotate the points in this face
cc.cc_and = 0xff; cc.cc_or = 0;
for (i=0;i<fp->num_verts;i++) {
int vertnum = fp->face_verts[i];
g3_RotatePoint((g3Point *)&World_point_buffer[vertnum],&rp->verts[vertnum]);
cc.cc_and &= World_point_buffer[vertnum].p3_codes;
cc.cc_or |= World_point_buffer[vertnum].p3_codes;
}
if (! cc.cc_and) //if not all off screen
for (i=0;i<fp->num_verts;i++)
DrawLine(color,fp->face_verts[i],fp->face_verts[(i+1)%fp->num_verts]);
}
void DrawFaceEdge(ddgr_color color,room *rp,int facenum,int edgenum)
{
face *fp = &rp->faces[facenum];
int v0,v1;
v0 = fp->face_verts[edgenum];
v1 = fp->face_verts[(edgenum+1)%fp->num_verts];
g3_RotatePoint((g3Point *)&World_point_buffer[v0],&rp->verts[v0]);
g3_RotatePoint((g3Point *)&World_point_buffer[v1],&rp->verts[v1]);
if (! (World_point_buffer[v0].p3_codes & World_point_buffer[v1].p3_codes))
DrawLine(color,v0,v1);
}
//Draw the objects in a room as spheres
void DrawRoomObjects(room *rp)
{
int objnum;
if (! D3EditState.objects_in_wireframe)
return;
for (objnum=rp->objects;objnum!=-1;objnum=Objects[objnum].next) {
object *obj = &Objects[objnum];
g3Point sphere_point;
ddgr_color color;
switch (obj->type) {
case OBJ_POWERUP: color = POWERUP_COLOR; break;
case OBJ_ROBOT: color = ROBOT_COLOR; break;
case OBJ_PLAYER: color = PLAYER_COLOR; break;
case OBJ_VIEWER: color = VIEWER_COLOR; break;
case OBJ_CAMERA: color = CAMERA_COLOR; break;
default: color = MISCOBJ_COLOR; break;
}
if (obj->type==OBJ_DOOR) // don't draw doors
continue;
g3_RotatePoint(&sphere_point,&obj->pos);
g3_DrawSphere(color,&sphere_point,obj->size);
}
}
void DrawAllRooms(vector *view_target,float rad)
{
int r;
room *rp;
for (r=0,rp=Rooms; r<=Highest_room_index; r++,rp++) {
if (rp->used && (vm_VectorDistance(&rp->verts[0],view_target) < rad)) {
if (Search_mode)
CheckRoom(rp);
else {
DrawRoom(rp);
DrawRoomObjects(rp);
}
}
}
}
#define CROSS_WIDTH 8.0
#define CROSS_HEIGHT 8.0
void DrawVertBox(vector *v,ddgr_color color)
{
//Draw a box at the marked vert
g3Point p0;
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uint8_t c0 = g3_RotatePoint(&p0,v);
if (! c0) { //on screen?
g3_ProjectPoint(&p0);
rend_SetFlatColor(color);
rend_DrawLine(p0.p3_sx-CROSS_WIDTH,p0.p3_sy,p0.p3_sx,p0.p3_sy-CROSS_HEIGHT);
rend_DrawLine(p0.p3_sx,p0.p3_sy-CROSS_HEIGHT,p0.p3_sx+CROSS_WIDTH,p0.p3_sy);
rend_DrawLine(p0.p3_sx+CROSS_WIDTH,p0.p3_sy,p0.p3_sx,p0.p3_sy+CROSS_HEIGHT);
rend_DrawLine(p0.p3_sx,p0.p3_sy+CROSS_HEIGHT,p0.p3_sx-CROSS_WIDTH,p0.p3_sy);
}
}
void DrawWorld(grViewport *vp,vector *view_target,matrix *view_orient,float view_dist,int start_room,float rad)
{
vector viewer_position;
float zoom = D3_DEFAULT_ZOOM;
ASSERT(Curroomp != NULL);
viewer_position = *view_target - (view_orient->fvec * view_dist);
//save for possible use by find function
last_vp = vp;
last_viewer_position = viewer_position;
last_viewer_target = *view_target;
last_view_orient = *view_orient;
last_start_room = start_room;
last_rad = rad;
last_zoom = zoom;
Draw_viewport = vp;
vp->clear();
StartEditorFrame(vp,&viewer_position,view_orient,zoom);
if (Editor_view_mode == VM_ROOM) {
ASSERT(D3EditState.current_room != -1);
if (Search_mode)
CheckRoom(&Rooms[D3EditState.current_room]);
else {
room *rp = &Rooms[D3EditState.current_room];
DrawRoom(rp);
ASSERT(D3EditState.current_room >= FIRST_PALETTE_ROOM);
if (Current_faces[D3EditState.current_room - FIRST_PALETTE_ROOM] != -1)
DrawRoomFace(CURFACE_COLOR,rp,Current_faces[D3EditState.current_room - FIRST_PALETTE_ROOM]);
}
}
else {
if (D3EditState.terrain_dots)
DrawTerrainPoints (&viewer_position,view_orient);
// Draw all rooms or only connected rooms.
if (Draw_all_rooms) {
int r;
room *rp;
for (r=0,rp=Rooms; r<=Highest_room_index; r++,rp++) {
if (rp->used && (vm_VectorDistance(&rp->verts[0],view_target) < rad)) {
if (rp != Curroomp) {
int color = -1;
if (IsRoomSelected(r))
color = SELECTED_COLOR;
DrawRoom(rp,color);
}
DrawRoomObjects(rp);
}
}
}
else
Error("No support yet for Draw_all_rooms==0");
//??DrawMine(mine_ptr,depth);
if (Placed_room != -1)
if (Rooms[Placed_room].used)
DrawRoomRotated(&Rooms[Placed_room],&Placed_room_origin,&Placed_room_rotmat,&Placed_room_attachpoint,PLACED_COLOR);
if (Placed_group)
for (int r=0;r<Placed_group->nrooms;r++)
DrawRoomRotated(&Placed_group->rooms[r],&Placed_room_origin,&Placed_room_rotmat,&Placed_room_attachpoint,PLACED_COLOR);
//@@DrawWarningSegments();
//@@draw_group_segments();
//@@draw_found_segments();
//@@DrawSelectedSegments();
//@@draw_special_segments();
// Highlight marked room side.
if (Markedroomp) {
DrawRoomFace(MARKEDFACE_COLOR,Markedroomp,Markedface);
DrawFaceEdge(MARKEDEDGE_COLOR,Markedroomp,Markedface,Markededge);
DrawVertBox(&Markedroomp->verts[Markedroomp->faces[Markedface].face_verts[Markedvert]],MARKEDEDGE_COLOR);
}
//Draw current room, face, & edge
DrawRoom(Curroomp,CURROOM_COLOR);
if (Curportal != -1)
DrawRoomFace(CURPORTAL_COLOR,Curroomp,Curroomp->portals[Curportal].portal_face);
DrawRoomFace(CURFACE_COLOR,Curroomp,Curface);
DrawFaceEdge(CUREDGE_COLOR,Curroomp,Curface,Curedge);
DrawVertBox(&Curroomp->verts[Curroomp->faces[Curface].face_verts[Curvert]],CUREDGE_COLOR);
}
EndEditorFrame();
}