📄 surf.java
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if (gl_lightmap.value != 0) GL_TexEnv(GL.GL_REPLACE); else GL_TexEnv(GL.GL_MODULATE); R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node gl.glClientActiveTextureARB(GL_TEXTURE1); gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY); GL_EnableMultitexture(false); DrawTextureChains(); R_DrawSkyBox(); R_DrawTriangleOutlines(); } byte[] fatvis = new byte[Defines.MAX_MAP_LEAFS / 8]; /* * =============== R_MarkLeaves * * Mark the leaves and nodes that are in the PVS for the current cluster * =============== */ void R_MarkLeaves() { //byte[] vis; //byte[] fatvis = new byte[Defines.MAX_MAP_LEAFS / 8]; //Arrays.fill(fatvis, (byte)0); mnode_t node; int i, c; mleaf_t leaf; int cluster; if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2 && r_novis.value == 0 && r_viewcluster != -1) return; // development aid to let you run around and see exactly where // the pvs ends if (gl_lockpvs.value != 0) return; r_visframecount++; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_novis.value != 0 || r_viewcluster == -1 || r_worldmodel.vis == null) { // mark everything for (i = 0; i < r_worldmodel.numleafs; i++) r_worldmodel.leafs[i].visframe = r_visframecount; for (i = 0; i < r_worldmodel.numnodes; i++) r_worldmodel.nodes[i].visframe = r_visframecount; return; } byte[] vis = Mod_ClusterPVS(r_viewcluster, r_worldmodel); // may have to combine two clusters because of solid water boundaries if (r_viewcluster2 != r_viewcluster) { // memcpy (fatvis, vis, (r_worldmodel.numleafs+7)/8); System .arraycopy(vis, 0, fatvis, 0, (r_worldmodel.numleafs + 7) >> 3); vis = Mod_ClusterPVS(r_viewcluster2, r_worldmodel); c = (r_worldmodel.numleafs + 31) >> 5; c <<= 2; for (int k = 0; k < c; k+=4) { fatvis[k] |= vis[k]; fatvis[k + 1] |= vis[k + 1]; fatvis[k + 2] |= vis[k + 2]; fatvis[k + 3] |= vis[k + 3]; } vis = fatvis; } for (i = 0; i < r_worldmodel.numleafs; i++) { leaf = r_worldmodel.leafs[i]; cluster = leaf.cluster; if (cluster == -1) continue; if (((vis[cluster >> 3] & 0xFF) & (1 << (cluster & 7))) != 0) { node = (mnode_t) leaf; do { if (node.visframe == r_visframecount) break; node.visframe = r_visframecount; node = node.parent; } while (node != null); } } } /* * ============================================================================= * * LIGHTMAP ALLOCATION * * ============================================================================= */ void LM_InitBlock() { Arrays.fill(gl_lms.allocated, 0); } void LM_UploadBlock(boolean dynamic) { int texture; int height = 0; if (dynamic) { texture = 0; } else { texture = gl_lms.current_lightmap_texture; } GL_Bind(gl_state.lightmap_textures + texture); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); if (dynamic) { int i; for (i = 0; i < BLOCK_WIDTH; i++) { if (gl_lms.allocated[i] > height) height = gl_lms.allocated[i]; } gl.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, BLOCK_WIDTH, height, GL_LIGHTMAP_FORMAT, GL.GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer); } else { gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, GL.GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer); if (++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS) Com.Error(Defines.ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n"); //debugLightmap(gl_lms.lightmap_buffer, 128, 128, 4); } } // returns a texture number and the position inside it boolean LM_AllocBlock(int w, int h, pos_t pos) { int x = pos.x; int y = pos.y; int i, j; int best, best2; best = BLOCK_HEIGHT; for (i = 0; i < BLOCK_WIDTH - w; i++) { best2 = 0; for (j = 0; j < w; j++) { if (gl_lms.allocated[i + j] >= best) break; if (gl_lms.allocated[i + j] > best2) best2 = gl_lms.allocated[i + j]; } if (j == w) { // this is a valid spot pos.x = x = i; pos.y = y = best = best2; } } if (best + h > BLOCK_HEIGHT) return false; for (i = 0; i < w; i++) gl_lms.allocated[x + i] = best + h; return true; } /* * ================ GL_BuildPolygonFromSurface ================ */ void GL_BuildPolygonFromSurface(msurface_t fa) { int i, lindex, lnumverts; medge_t[] pedges; medge_t r_pedge; int vertpage; float[] vec; float s, t; // reconstruct the polygon pedges = currentmodel.edges; lnumverts = fa.numedges; vertpage = 0; // // draw texture // glpoly_t poly = Polygon.create(lnumverts); poly.next = fa.polys; poly.flags = fa.flags; fa.polys = poly; for (i = 0; i < lnumverts; i++) { lindex = currentmodel.surfedges[fa.firstedge + i]; if (lindex > 0) { r_pedge = pedges[lindex]; vec = currentmodel.vertexes[r_pedge.v[0]].position; } else { r_pedge = pedges[-lindex]; vec = currentmodel.vertexes[r_pedge.v[1]].position; } s = Math3D.DotProduct(vec, fa.texinfo.vecs[0]) + fa.texinfo.vecs[0][3]; s /= fa.texinfo.image.width; t = Math3D.DotProduct(vec, fa.texinfo.vecs[1]) + fa.texinfo.vecs[1][3]; t /= fa.texinfo.image.height; poly.x(i, vec[0]); poly.y(i, vec[1]); poly.z(i, vec[2]); poly.s1(i, s); poly.t1(i, t); // // lightmap texture coordinates // s = Math3D.DotProduct(vec, fa.texinfo.vecs[0]) + fa.texinfo.vecs[0][3]; s -= fa.texturemins[0]; s += fa.light_s * 16; s += 8; s /= BLOCK_WIDTH * 16; //fa.texinfo.texture.width; t = Math3D.DotProduct(vec, fa.texinfo.vecs[1]) + fa.texinfo.vecs[1][3]; t -= fa.texturemins[1]; t += fa.light_t * 16; t += 8; t /= BLOCK_HEIGHT * 16; //fa.texinfo.texture.height; poly.s2(i, s); poly.t2(i, t); } } /* * ======================== GL_CreateSurfaceLightmap * ======================== */ void GL_CreateSurfaceLightmap(msurface_t surf) { int smax, tmax; IntBuffer base; if ((surf.flags & (Defines.SURF_DRAWSKY | Defines.SURF_DRAWTURB)) != 0) return; smax = (surf.extents[0] >> 4) + 1; tmax = (surf.extents[1] >> 4) + 1; pos_t lightPos = new pos_t(surf.light_s, surf.light_t); if (!LM_AllocBlock(smax, tmax, lightPos)) { LM_UploadBlock(false); LM_InitBlock(); lightPos = new pos_t(surf.light_s, surf.light_t); if (!LM_AllocBlock(smax, tmax, lightPos)) { Com.Error(Defines.ERR_FATAL, "Consecutive calls to LM_AllocBlock(" + smax + "," + tmax + ") failed\n"); } } // kopiere die koordinaten zurueck surf.light_s = lightPos.x; surf.light_t = lightPos.y; surf.lightmaptexturenum = gl_lms.current_lightmap_texture; base = gl_lms.lightmap_buffer; base.position(surf.light_t * BLOCK_WIDTH + surf.light_s); R_SetCacheState(surf); R_BuildLightMap(surf, base.slice(), BLOCK_WIDTH); } lightstyle_t[] lightstyles; IntBuffer dummy = BufferUtils.newIntBuffer(128 * 128); /* * ================== GL_BeginBuildingLightmaps * * ================== */ void GL_BeginBuildingLightmaps(model_t m) { // static lightstyle_t lightstyles[MAX_LIGHTSTYLES]; // init lightstyles if (lightstyles == null) { lightstyles = new lightstyle_t[Defines.MAX_LIGHTSTYLES]; for (int i = 0; i < lightstyles.length; i++) { lightstyles[i] = new lightstyle_t(); } } // memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) ); Arrays.fill(gl_lms.allocated, 0); r_framecount = 1; // no dlightcache GL_EnableMultitexture(true); GL_SelectTexture(GL_TEXTURE1); /* * * setup the base lightstyles so the lightmaps won't have to be * regenerated * the first time they're seen */ for (int i = 0; i < Defines.MAX_LIGHTSTYLES; i++) { lightstyles[i].rgb[0] = 1; lightstyles[i].rgb[1] = 1; lightstyles[i].rgb[2] = 1; lightstyles[i].white = 3; } r_newrefdef.lightstyles = lightstyles; if (gl_state.lightmap_textures == 0) { gl_state.lightmap_textures = TEXNUM_LIGHTMAPS; } gl_lms.current_lightmap_texture = 1; /* * * if mono lightmaps are enabled and we want to use alpha * blending * (a,1-a) then we're likely running on a 3DLabs * Permedia2. In a * perfect world we'd use a GL_ALPHA lightmap * in order to conserve * space and maximize bandwidth, however * this isn't a perfect world. * * * So we have to use alpha lightmaps, but stored in GL_RGBA format, * * which means we only get 1/16th the color resolution we should when * * using alpha lightmaps. If we find another board that supports * only * alpha lightmaps but that can at least support the GL_ALPHA * format * then we should change this code to use real alpha maps. */ char format = gl_monolightmap.string.toUpperCase().charAt(0); if (format == 'A') { gl_lms.internal_format = gl_tex_alpha_format; } /* * * try to do hacked colored lighting with a blended texture */ else if (format == 'C') { gl_lms.internal_format = gl_tex_alpha_format; } else if (format == 'I') { gl_lms.internal_format = GL.GL_INTENSITY8; } else if (format == 'L') { gl_lms.internal_format = GL.GL_LUMINANCE8; } else { gl_lms.internal_format = gl_tex_solid_format; } /* * * initialize the dynamic lightmap texture */ GL_Bind(gl_state.lightmap_textures + 0); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, GL.GL_UNSIGNED_BYTE, dummy); } /* * ======================= GL_EndBuildingLightmaps ======================= */ void GL_EndBuildingLightmaps() { LM_UploadBlock(false); GL_EnableMultitexture(false); } /* * new buffers for vertex array handling */ static FloatBuffer globalPolygonInterleavedBuf = Polygon.getInterleavedBuffer(); static FloatBuffer globalPolygonTexCoord1Buf = null; static { globalPolygonInterleavedBuf.position(Polygon.STRIDE - 2); globalPolygonTexCoord1Buf = globalPolygonInterleavedBuf.slice(); globalPolygonInterleavedBuf.position(0); }; //ImageFrame frame; // void debugLightmap(byte[] buf, int w, int h, float scale) { // IntBuffer pix = // ByteBuffer.wrap(buf).order(ByteOrder.LITTLE_ENDIAN).asIntBuffer(); // // int[] pixel = new int[w * h]; // // pix.get(pixel); // // BufferedImage image = new BufferedImage(w, h, // BufferedImage.TYPE_4BYTE_ABGR); // image.setRGB(0, 0, w, h, pixel, 0, w); // AffineTransformOp op = new // AffineTransformOp(AffineTransform.getScaleInstance(scale, scale), // AffineTransformOp.TYPE_NEAREST_NEIGHBOR); // BufferedImage tmp = op.filter(image, null); // // if (frame == null) { // frame = new ImageFrame(null); // frame.show(); // } // frame.showImage(tmp); // // }}
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