624 lines
18 KiB
C++
Executable File
624 lines
18 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "platform/event.h"
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#include "core/dnet.h"
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#include "editor/editTSCtrl.h"
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#include "sceneGraph/sceneGraph.h"
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#include "editor/editor.h"
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#include "game/gameConnection.h"
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#include "game/gameBase.h"
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#include "game/missionArea.h"
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#include "console/consoleTypes.h"
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#include "terrain/terrData.h"
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#include "game/game.h"
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#include "game/sphere.h"
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#include "gui/core/guiCanvas.h"
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IMPLEMENT_CONOBJECT(EditTSCtrl);
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//------------------------------------------------------------------------------
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Point3F EditTSCtrl::smCamPos;
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EulerF EditTSCtrl::smCamRot;
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MatrixF EditTSCtrl::smCamMatrix;
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F32 EditTSCtrl::smVisibleDistance = 2100.f;
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EditTSCtrl::EditTSCtrl() :
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mEditManager(0)
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{
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mRenderMissionArea = true;
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mMissionAreaFillColor.set(255,0,0,20);
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mMissionAreaFrameColor.set(255,0,0,128);
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mConsoleFrameColor.set(255,0,0,255);
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mConsoleFillColor.set(255,0,0,120);
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mConsoleSphereLevel = 1;
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mConsoleCircleSegments = 32;
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mConsoleLineWidth = 1;
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mRightMousePassThru = true;
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mConsoleRendering = false;
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}
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EditTSCtrl::~EditTSCtrl()
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{
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}
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//------------------------------------------------------------------------------
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bool EditTSCtrl::onAdd()
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{
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if(!Parent::onAdd())
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return(false);
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// give all derived access to the fields
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setModStaticFields(true);
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return true;
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}
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void EditTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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updateGuiInfo();
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Parent::onRender(offset, updateRect);
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// We have to do this because of how GuiTSCtrl deals with filters.
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if(!mApplyFilterToChildren)
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Parent::renderChildControls(offset, updateRect);
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}
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//------------------------------------------------------------------------------
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void EditTSCtrl::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Mission Area");
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addField("renderMissionArea", TypeBool, Offset(mRenderMissionArea, EditTSCtrl));
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addField("missionAreaFillColor", TypeColorI, Offset(mMissionAreaFillColor, EditTSCtrl));
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addField("missionAreaFrameColor", TypeColorI, Offset(mMissionAreaFrameColor, EditTSCtrl));
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endGroup("Mission Area");
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addGroup("Misc");
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addField("consoleFrameColor", TypeColorI, Offset(mConsoleFrameColor, EditTSCtrl));
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addField("consoleFillColor", TypeColorI, Offset(mConsoleFillColor, EditTSCtrl));
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addField("consoleSphereLevel", TypeS32, Offset(mConsoleSphereLevel, EditTSCtrl));
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addField("consoleCircleSegments", TypeS32, Offset(mConsoleCircleSegments, EditTSCtrl));
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addField("consoleLineWidth", TypeS32, Offset(mConsoleLineWidth, EditTSCtrl));
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endGroup("Misc");
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}
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void EditTSCtrl::consoleInit()
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{
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Con::addVariable("pref::Editor::visibleDistance", TypeF32, &EditTSCtrl::smVisibleDistance);
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}
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//------------------------------------------------------------------------------
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void EditTSCtrl::make3DMouseEvent(Gui3DMouseEvent & gui3DMouseEvent, const GuiEvent & event)
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{
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(GuiEvent&)(gui3DMouseEvent) = event;
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// get the eye pos and the mouse vec from that...
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Point3F sp(event.mousePoint.x, event.mousePoint.y, 1);
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Point3F wp;
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unproject(sp, &wp);
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gui3DMouseEvent.pos = smCamPos;
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gui3DMouseEvent.vec = wp - smCamPos;
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gui3DMouseEvent.vec.normalize();
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}
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//------------------------------------------------------------------------------
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void EditTSCtrl::getCursor(GuiCursor *&cursor, bool &visible, const GuiEvent &event)
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{
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make3DMouseEvent(mLastEvent, event);
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get3DCursor(cursor, visible, mLastEvent);
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}
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void EditTSCtrl::get3DCursor(GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event)
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{
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event;
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cursor = NULL;
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visible = true;
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}
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//------------------------------------------------------------------------------
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void EditTSCtrl::onMouseUp(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DMouseUp(mLastEvent);
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}
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void EditTSCtrl::onMouseDown(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DMouseDown(mLastEvent);
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}
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void EditTSCtrl::onMouseMove(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DMouseMove(mLastEvent);
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}
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void EditTSCtrl::onMouseDragged(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DMouseDragged(mLastEvent);
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}
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void EditTSCtrl::onMouseEnter(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DMouseEnter(mLastEvent);
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}
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void EditTSCtrl::onMouseLeave(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DMouseLeave(mLastEvent);
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}
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void EditTSCtrl::onRightMouseDown(const GuiEvent & event)
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{
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// always process the right mouse event first...
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make3DMouseEvent(mLastEvent, event);
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on3DRightMouseDown(mLastEvent);
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if(mRightMousePassThru && mProfile->mCanKeyFocus)
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{
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// ok, gotta disable the mouse
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// script functions are lockMouse(true); Canvas.cursorOff();
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Platform::setWindowLocked(true);
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Canvas->setCursorON(false);
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setFirstResponder();
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}
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}
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void EditTSCtrl::onRightMouseUp(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DRightMouseUp(mLastEvent);
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}
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void EditTSCtrl::onRightMouseDragged(const GuiEvent & event)
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{
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make3DMouseEvent(mLastEvent, event);
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on3DRightMouseDragged(mLastEvent);
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}
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bool EditTSCtrl::onInputEvent(const InputEvent & event)
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{
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if(mRightMousePassThru && event.deviceType == MouseDeviceType &&
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event.objInst == KEY_BUTTON1 && event.action == SI_BREAK)
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{
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// if the right mouse pass thru is enabled,
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// we want to reactivate mouse on a right mouse button up
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Platform::setWindowLocked(false);
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Canvas->setCursorON(true);
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}
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// we return false so that the canvas can properly process the right mouse button up...
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return false;
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}
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//------------------------------------------------------------------------------
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void EditTSCtrl::renderWorld(const RectI & updateRect)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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dglSetCanonicalState();
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gClientSceneGraph->renderScene();
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if(mRenderMissionArea)
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renderMissionArea();
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glDisable(GL_DEPTH_TEST);
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// render through console callbacks
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SimSet * missionGroup = static_cast<SimSet*>(Sim::findObject("MissionGroup"));
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if(missionGroup)
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{
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mConsoleRendering = true;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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for(SimSetIterator itr(missionGroup); *itr; ++itr)
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{
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char buf[2][16];
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dSprintf(buf[0], 16, (*itr)->isSelected() ? "true" : "false");
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dSprintf(buf[1], 16, (*itr)->isExpanded() ? "true" : "false");
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Con::executef(*itr, 4, "onEditorRender", getIdString(), buf[0], buf[1]);
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}
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glDisable(GL_DEPTH_TEST);
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mConsoleRendering = false;
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}
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// render the editor stuff
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renderScene(updateRect);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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dglSetClipRect(updateRect);
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}
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void EditTSCtrl::renderMissionArea()
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{
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MissionArea * obj = dynamic_cast<MissionArea*>(Sim::findObject("MissionArea"));
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TerrainBlock * terrain = dynamic_cast<TerrainBlock*>(Sim::findObject("Terrain"));
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if(!terrain)
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return;
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GridSquare * gs = terrain->findSquare(TerrainBlock::BlockShift, Point2I(0,0));
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F32 height = F32(gs->maxHeight) * 0.03125f + 10.f;
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//
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const RectI &area = obj->getArea();
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Point2F min(area.point.x, area.point.y);
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Point2F max(area.point.x + area.extent.x, area.point.y + area.extent.y);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ColorI & a = mMissionAreaFillColor;
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ColorI & b = mMissionAreaFrameColor;
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for(U32 i = 0; i < 2; i++)
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{
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//
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if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
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glVertex3f(min.x, min.y, 0);
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glVertex3f(max.x, min.y, 0);
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glVertex3f(max.x, min.y, height);
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glVertex3f(min.x, min.y, height);
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glEnd();
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//
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if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
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glVertex3f(min.x, max.y, 0);
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glVertex3f(max.x, max.y, 0);
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glVertex3f(max.x, max.y, height);
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glVertex3f(min.x, max.y, height);
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glEnd();
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//
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if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
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glVertex3f(min.x, min.y, 0);
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glVertex3f(min.x, max.y, 0);
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glVertex3f(min.x, max.y, height);
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glVertex3f(min.x, min.y, height);
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glEnd();
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//
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if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
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glVertex3f(max.x, min.y, 0);
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glVertex3f(max.x, max.y, 0);
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glVertex3f(max.x, max.y, height);
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glVertex3f(max.x, min.y, height);
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glEnd();
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}
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glDisable(GL_BLEND);
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}
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//------------------------------------------------------------------------------
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bool EditTSCtrl::processCameraQuery(CameraQuery * query)
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{
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GameConnection* connection = dynamic_cast<GameConnection *>(NetConnection::getConnectionToServer());
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if (connection)
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{
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if (connection->getControlCameraTransform(0.032,&query->cameraMatrix)) {
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query->nearPlane = 0.1;
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query->farPlane = getMax(smVisibleDistance, 50.f);
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query->fov = 3.1415 / 2;
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query->ortho = false;
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smCamMatrix = query->cameraMatrix;
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smCamMatrix.getColumn(3,&smCamPos);
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smCamRot.set(0,0,0);
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return(true);
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}
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}
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return(false);
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}
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//------------------------------------------------------------------------------
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// sort the surfaces: not correct when camera is inside sphere but not
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// inside tesselated representation of sphere....
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struct SortInfo
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{
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U32 idx;
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F32 dot;
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};
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static int QSORT_CALLBACK alphaSort(const void* p1, const void* p2)
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{
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const SortInfo* ip1 = (const SortInfo*)p1;
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const SortInfo* ip2 = (const SortInfo*)p2;
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if(ip1->dot > ip2->dot)
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return(1);
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if(ip1->dot == ip2->dot)
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return(0);
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return(-1);
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}
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//------------------------------------------------------------------------------
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ConsoleMethod(EditTSCtrl, renderSphere, void, 4, 5, "(Point3F pos, float radius, int subdivisions=NULL)")
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{
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if(!object->mConsoleRendering)
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return;
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static Sphere sphere(Sphere::Icosahedron);
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if(!object->mConsoleFrameColor.alpha && !object->mConsoleFillColor.alpha)
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return;
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S32 sphereLevel = object->mConsoleSphereLevel;
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if(argc == 5)
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sphereLevel = dAtoi(argv[4]);
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const Sphere::TriangleMesh * mesh = sphere.getMesh(sphereLevel);
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Point3F pos;
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dSscanf(argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z);
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F32 radius = dAtoi(argv[3]);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// sort the surfaces back->front
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Vector<SortInfo> sortInfos;
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Point3F camNormal = object->smCamPos - pos;
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camNormal.normalize();
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sortInfos.setSize(mesh->numPoly);
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for(U32 i = 0; i < mesh->numPoly; i++)
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{
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sortInfos[i].idx = i;
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sortInfos[i].dot = mDot(camNormal, mesh->poly[i].normal);
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}
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dQsort(sortInfos.address(), sortInfos.size(), sizeof(SortInfo), alphaSort);
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// frame
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if(object->mConsoleFrameColor.alpha)
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{
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glColor4ub(object->mConsoleFrameColor.red,
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object->mConsoleFrameColor.green,
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object->mConsoleFrameColor.blue,
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object->mConsoleFrameColor.alpha);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glLineWidth(object->mConsoleLineWidth);
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glBegin(GL_TRIANGLES);
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for(U32 i = 0; i < mesh->numPoly; i++)
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{
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Sphere::Triangle & tri = mesh->poly[sortInfos[i].idx];
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for(S32 j = 2; j >= 0; j--)
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glVertex3f(tri.pnt[j].x * radius + pos.x,
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tri.pnt[j].y * radius + pos.y,
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tri.pnt[j].z * radius + pos.z);
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}
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glEnd();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glLineWidth(1);
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}
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// fill
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if(object->mConsoleFillColor.alpha)
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{
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glColor4ub(object->mConsoleFillColor.red,
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object->mConsoleFillColor.green,
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object->mConsoleFillColor.blue,
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object->mConsoleFillColor.alpha);
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glBegin(GL_TRIANGLES);
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for(U32 i = 0; i < mesh->numPoly; i++)
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{
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Sphere::Triangle & tri = mesh->poly[sortInfos[i].idx];
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for(S32 j = 2; j >= 0; j--)
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glVertex3f(tri.pnt[j].x * radius + pos.x,
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tri.pnt[j].y * radius + pos.y,
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tri.pnt[j].z * radius + pos.z);
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}
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glEnd();
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}
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glDisable(GL_BLEND);
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}
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ConsoleMethod( EditTSCtrl, renderCircle, void, 5, 6, "(Point3F pos, Point3F normal, float radius, int segments=NULL)")
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{
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if(!object->mConsoleRendering)
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return;
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if(!object->mConsoleFrameColor.alpha && !object->mConsoleFillColor.alpha)
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return;
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Point3F pos, normal;
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dSscanf(argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z);
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dSscanf(argv[3], "%g %g %g", &normal.x, &normal.y, &normal.z);
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F32 radius = dAtoi(argv[4]);
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S32 segments = object->mConsoleCircleSegments;
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if(argc == 6)
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segments = dAtoi(argv[5]);
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normal.normalize();
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AngAxisF aa;
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mCross(normal, Point3F(0,0,1), &aa.axis);
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aa.axis.normalizeSafe();
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aa.angle = mAcos(mClampF(mDot(normal, Point3F(0,0,1)), -1.f, 1.f));
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if(aa.angle == 0.f)
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aa.axis.set(0,0,1);
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MatrixF mat;
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aa.setMatrix(&mat);
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F32 step = M_2PI / segments;
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F32 angle = 0.f;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Vector<Point3F> points;
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segments--;
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for(U32 i = 0; i < segments; i++)
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{
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Point3F pnt(mCos(angle), mSin(angle), 0.f);
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mat.mulP(pnt);
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pnt *= radius;
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pnt += pos;
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points.push_back(pnt);
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angle += step;
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}
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// framed
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if(object->mConsoleFrameColor.alpha)
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{
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glColor4ub(object->mConsoleFrameColor.red,
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object->mConsoleFrameColor.green,
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object->mConsoleFrameColor.blue,
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object->mConsoleFrameColor.alpha);
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glLineWidth(object->mConsoleLineWidth);
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glBegin(GL_LINE_LOOP);
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for(U32 i = 0; i < points.size(); i++)
|
|
glVertex3f(points[i].x, points[i].y, points[i].z);
|
|
glEnd();
|
|
glLineWidth(1);
|
|
}
|
|
|
|
// filled
|
|
if(object->mConsoleFillColor.alpha)
|
|
{
|
|
glColor4ub(object->mConsoleFillColor.red,
|
|
object->mConsoleFillColor.green,
|
|
object->mConsoleFillColor.blue,
|
|
object->mConsoleFillColor.alpha);
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
|
|
for(S32 i = 0; i < points.size(); i++)
|
|
{
|
|
S32 j = (i + 1) % points.size();
|
|
glVertex3f(points[i].x, points[i].y, points[i].z);
|
|
glVertex3f(points[j].x, points[j].y, points[j].z);
|
|
glVertex3f(pos.x, pos.y, pos.z);
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
ConsoleMethod( EditTSCtrl, renderTriangle, void, 5, 5, "(Point3F a, Point3F b, Point3F c)")
|
|
{
|
|
if(!object->mConsoleRendering)
|
|
return;
|
|
|
|
if(!object->mConsoleFrameColor.alpha && !object->mConsoleFillColor.alpha)
|
|
return;
|
|
|
|
Point3F pnts[3];
|
|
for(U32 i = 0; i < 3; i++)
|
|
dSscanf(argv[i+2], "%g %g %g", &pnts[i].x, &pnts[i].y, &pnts[i].z);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// frame
|
|
if(object->mConsoleFrameColor.alpha)
|
|
{
|
|
glColor4ub(object->mConsoleFrameColor.red,
|
|
object->mConsoleFrameColor.green,
|
|
object->mConsoleFrameColor.blue,
|
|
object->mConsoleFrameColor.alpha);
|
|
glLineWidth(object->mConsoleLineWidth);
|
|
glBegin(GL_LINE_LOOP);
|
|
for(U32 i = 0; i < 3; i++)
|
|
glVertex3f(pnts[i].x, pnts[i].y, pnts[i].z);
|
|
glEnd();
|
|
glLineWidth(1);
|
|
}
|
|
|
|
// fill
|
|
if(object->mConsoleFillColor.alpha)
|
|
{
|
|
glColor4ub(object->mConsoleFillColor.red,
|
|
object->mConsoleFillColor.green,
|
|
object->mConsoleFillColor.blue,
|
|
object->mConsoleFillColor.alpha);
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
for(U32 i = 0; i < 3; i++)
|
|
glVertex3f(pnts[i].x, pnts[i].y, pnts[i].z);
|
|
glEnd();
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
ConsoleMethod( EditTSCtrl, renderLine, void, 4, 5, "(Point3F start, Point3F end, int width)")
|
|
{
|
|
if(!object->mConsoleRendering)
|
|
return;
|
|
|
|
if(!object->mConsoleFrameColor.alpha)
|
|
return;
|
|
|
|
Point3F start, end;
|
|
dSscanf(argv[2], "%g %g %g", &start.x, &start.y, &start.z);
|
|
dSscanf(argv[3], "%g %g %g", &end.x, &end.y, &end.z);
|
|
|
|
S32 width = object->mConsoleLineWidth;
|
|
if(argc == 5)
|
|
width = dAtoi(argv[4]);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glColor4ub(object->mConsoleFrameColor.red,
|
|
object->mConsoleFrameColor.green,
|
|
object->mConsoleFrameColor.blue,
|
|
object->mConsoleFrameColor.alpha);
|
|
|
|
glLineWidth(width);
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex3f(start.x, start.y, start.z);
|
|
glVertex3f(end.x, end.y, end.z);
|
|
glEnd();
|
|
|
|
glLineWidth(1);
|
|
glDisable(GL_BLEND);
|
|
}
|