📄 mesh.java
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/* * Mesh.java * Copyright (C) 2003 * * $Id: Mesh.java,v 1.12 2005/06/09 07:59:58 cawe Exp $ *//* Copyright (C) 1997-2001 Id Software, Inc. 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */package jake2.render.fastjogl;import jake2.Defines;import jake2.client.VID;import jake2.client.entity_t;import jake2.qcommon.qfiles;import jake2.render.image_t;import jake2.util.Math3D;import jake2.util.Vec3Cache;import java.nio.FloatBuffer;import java.nio.IntBuffer;import net.java.games.jogl.GL;import net.java.games.jogl.util.BufferUtils;/** * Mesh * * @author cwei */public abstract class Mesh extends Light { // g_mesh.c: triangle model functions /* * ============================================================= * * ALIAS MODELS * * ============================================================= */ static final int NUMVERTEXNORMALS = 162; float[][] r_avertexnormals = Anorms.VERTEXNORMALS; float[] shadevector = { 0, 0, 0 }; float[] shadelight = { 0, 0, 0 }; // precalculated dot products for quantized angles static final int SHADEDOT_QUANT = 16; float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; float[] shadedots = r_avertexnormal_dots[0]; void GL_LerpVerts(int nverts, int[] ov, int[] v, float[] move, float[] frontv, float[] backv) { int ovv, vv; FloatBuffer lerp = vertexArrayBuf; //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { float[] normal; int j = 0; for (int i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */) { vv = v[i]; normal = r_avertexnormals[(vv >>> 24 ) & 0xFF]; ovv = ov[i]; lerp.put(j, move[0] + (ovv & 0xFF)* backv[0] + (vv & 0xFF) * frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) * frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) * frontv[2] + normal[2] * Defines.POWERSUIT_SCALE); j += 3; } } else { int j = 0; for (int i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */) { ovv = ov[i]; vv = v[i]; lerp.put(j, move[0] + (ovv & 0xFF)* backv[0] + (vv & 0xFF)*frontv[0]); lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF)* backv[1] + ((vv >>> 8) & 0xFF)*frontv[1]); lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF)* backv[2] + ((vv >>> 16) & 0xFF)*frontv[2]); j +=3; } } } FloatBuffer colorArrayBuf = BufferUtils .newFloatBuffer(qfiles.MAX_VERTS * 4); FloatBuffer vertexArrayBuf = BufferUtils .newFloatBuffer(qfiles.MAX_VERTS * 3); FloatBuffer textureArrayBuf = BufferUtils .newFloatBuffer(qfiles.MAX_VERTS * 2); boolean isFilled = false; float[] tmpVec = { 0, 0, 0 }; float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } // 3 mal vec3_t }; /* * ============= GL_DrawAliasFrameLerp * * interpolates between two frames and origins FIXME: batch lerp all * vertexes ============= */ void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { int count; float alpha; qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; int[] verts = frame.verts; qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe]; int[] ov = oldframe.verts; if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) alpha = currententity.alpha; else alpha = 1.0f; // PMM - added double shell if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) gl.glDisable(GL.GL_TEXTURE_2D); float frontlerp = 1.0f - backlerp; float[] frontv = Vec3Cache.get(); // vec3_t // move should be the delta back to the previous frame * backlerp Math3D.VectorSubtract(currententity.oldorigin, currententity.origin, frontv); Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], vectors[2]); float[] move = Vec3Cache.get(); // vec3_t move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left move[2] = Math3D.DotProduct(frontv, vectors[2]); // up Math3D.VectorAdd(move, oldframe.translate, move); float[] backv = Vec3Cache.get(); // vec3_t for (int i = 0; i < 3; i++) { move[i] = backlerp * move[i] + frontlerp * frame.translate[i]; frontv[i] = frontlerp * frame.scale[i]; backv[i] = backlerp * oldframe.scale[i]; } // ab hier wird optimiert GL_LerpVerts(paliashdr.num_xyz, ov, verts, move, frontv, backv); Vec3Cache.release(3); // frontv, move, backv //gl.glEnableClientState( GL.GL_VERTEX_ARRAY ); gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArrayBuf); // PMM - added double damage shell if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { gl.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha); } else { gl.glEnableClientState(GL.GL_COLOR_ARRAY); gl.glColorPointer(4, GL.GL_FLOAT, 0, colorArrayBuf); // // pre light everything // FloatBuffer color = colorArrayBuf; int j = 0; float l; for (int i = 0; i < paliashdr.num_xyz; i++) { l = shadedots[(verts[i] >>> 24 ) & 0xFF]; color.put(j, l * shadelight[0]); color.put(j + 1, l * shadelight[1]); color.put(j + 2, l * shadelight[2]); color.put(j + 3, alpha); j += 4; } } gl.glClientActiveTextureARB(GL_TEXTURE0); gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, textureArrayBuf); //gl.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY); int pos = 0; int[] counts = paliashdr.counts; IntBuffer srcIndexBuf = null; FloatBuffer dstTextureCoords = textureArrayBuf; FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; int dstIndex = 0; int srcIndex = 0; for (int j = 0; j < counts.length; j++) { // get the vertex count and primitive type count = counts[j]; if (count == 0) break; // done srcIndexBuf = paliashdr.indexElements[j]; int mode = GL.GL_TRIANGLE_STRIP; if (count < 0) { mode = GL.GL_TRIANGLE_FAN; count = -count; } srcIndex = pos << 1; for (int k = 0; k < count; k++) { dstIndex = srcIndexBuf.get(k) << 1; dstTextureCoords.put(dstIndex++, srcTextureCoords .get(srcIndex++)); dstTextureCoords .put(dstIndex, srcTextureCoords.get(srcIndex++)); } gl.glDrawElements(mode, count, GL.GL_UNSIGNED_INT, srcIndexBuf); pos += count; } // PMM - added double damage shell if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) gl.glEnable(GL.GL_TEXTURE_2D); gl.glDisableClientState(GL.GL_COLOR_ARRAY); } /* * ============= GL_DrawAliasShadow ============= */ void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { int[] order; float height, lheight; int count; qfiles.daliasframe_t frame; lheight = currententity.origin[2] - lightspot[2]; frame = paliashdr.aliasFrames[currententity.frame]; height = 0; order = paliashdr.glCmds; height = -lheight + 1.0f; int orderIndex = 0; int index = 0; // TODO shadow drawing with vertex arrays float[] point = Vec3Cache.get(); while (true) { // get the vertex count and primitive type count = order[orderIndex++]; if (count == 0) break; // done if (count < 0) { count = -count; gl.glBegin(GL.GL_TRIANGLE_FAN); } else gl.glBegin(GL.GL_TRIANGLE_STRIP); do { index = order[orderIndex + 2] * 3; point[0] = vertexArrayBuf.get(index); point[1] = vertexArrayBuf.get(index + 1); point[2] = vertexArrayBuf.get(index + 2); point[0] -= shadevector[0] * (point[2] + lheight); point[1] -= shadevector[1] * (point[2] + lheight); point[2] = height; gl.glVertex3f(point[0], point[1], point[2]); orderIndex += 3; } while (--count != 0); gl.glEnd(); } Vec3Cache.release(); // point } /* * * R_CullAliasModel */ // TODO sync with jogl renderer. hoz boolean R_CullAliasModel(entity_t e) { qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; if ((e.frame >= paliashdr.num_frames) || (e.frame < 0)) { VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such frame " + e.frame + '\n'); e.frame = 0; } if ((e.oldframe >= paliashdr.num_frames) || (e.oldframe < 0)) { VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such oldframe " + e.oldframe + '\n'); e.oldframe = 0; } qfiles.daliasframe_t pframe = paliashdr.aliasFrames[e.frame]; qfiles.daliasframe_t poldframe = paliashdr.aliasFrames[e.oldframe]; /* * * compute axially aligned mins and maxs */ float[] mins = Vec3Cache.get();
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