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📄 mesh.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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/* * Mesh.java * Copyright (C) 2003 * * $Id: Mesh.java,v 1.8 2005/06/08 21:27:10 cawe Exp $ *//*Copyright (C) 1997-2001 Id Software, Inc.This program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of 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 ofMERCHANTABILITY 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 Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/package jake2.render.lwjgl;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 java.nio.FloatBuffer;import java.nio.IntBuffer;import org.lwjgl.BufferUtils;import org.lwjgl.opengl.GL11;/** * 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];	/**	 * GL_LerpVerts	 * @param nverts	 * @param ov	 * @param verts	 * @param move	 * @param frontv	 * @param backv	 */	void GL_LerpVerts(int nverts, int[] ov, int[] v, float[] move, float[] frontv, float[] backv )	{		FloatBuffer lerp = vertexArrayBuf;		lerp.limit((nverts << 2) - nverts); // nverts * 3		int ovv, vv;			//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.createFloatBuffer(qfiles.MAX_VERTS * 4);	FloatBuffer vertexArrayBuf = BufferUtils.createFloatBuffer(qfiles.MAX_VERTS * 3);	FloatBuffer textureArrayBuf = BufferUtils.createFloatBuffer(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	};		// stack variable	private final float[] move = {0, 0, 0}; // vec3_t			private final float[] frontv = {0, 0, 0}; // vec3_t	private final float[] backv = {0, 0, 0}; // vec3_t	/**	 * GL_DrawAliasFrameLerp	 * 	 * interpolates between two frames and origins	 * FIXME: batch lerp all vertexes	 */	void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp)	{		qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame];		int[] verts = frame.verts;		qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe];		int[] ov = oldframe.verts;		float	alpha;		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( GL11.GL_TEXTURE_2D );		float frontlerp = 1.0f - backlerp;		// 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]);		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);		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 );				//gl.glEnableClientState( GL11.GL_VERTEX_ARRAY );		gl.glVertexPointer( 3, 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( GL11.GL_COLOR_ARRAY );			gl.glColorPointer( 4, 0, colorArrayBuf );			//			// pre light everything			//			FloatBuffer color = colorArrayBuf;			float l;			int size = paliashdr.num_xyz;			int j = 0;			for (int i = 0; i < size; 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, 0, textureArrayBuf);		//gl.glEnableClientState( GL11.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;		int count;		int mode;		int size = counts.length;		for (int j = 0; j < size; j++) {			// get the vertex count and primitive type			count = counts[j];			if (count == 0)				break;		// done							srcIndexBuf = paliashdr.indexElements[j];						mode = GL11.GL_TRIANGLE_STRIP;			if (count < 0) {				mode = GL11.GL_TRIANGLE_FAN;				count = -count;			}			srcIndex = pos << 1;			srcIndex--;			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, 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( GL11.GL_TEXTURE_2D );		gl.glDisableClientState( GL11.GL_COLOR_ARRAY );	}				private final float[] point = {0, 0, 0};	/**	 * GL_DrawAliasShadow	 */	void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum)	{		float lheight = currententity.origin[2] - lightspot[2];		qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame];		int[] order = paliashdr.glCmds;		float height = -lheight + 1.0f;				int orderIndex = 0;		int index = 0;		// TODO shadow drawing with vertex arrays		int count;		while (true)		{			// get the vertex count and primitive type			count = order[orderIndex++];			if (count == 0)				break;		// done			if (count < 0)			{				count = -count;				gl.glBegin (GL11.GL_TRIANGLE_FAN);			}			else				gl.glBegin (GL11.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 ();		}		}//	TODO sync with jogl renderer. hoz	// stack variable	private final float[] mins = { 0, 0, 0 };	private final float[] maxs = { 0, 0, 0 };	/**	 * R_CullAliasModel	*/	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		*/		if (pframe == poldframe) {			for (int i = 0; i < 3; i++) {				mins[i] = pframe.translate[i];				maxs[i] = mins[i] + pframe.scale[i] * 255;			}		} else {			float thismaxs, oldmaxs;			for (int i = 0; i < 3; i++) {				thismaxs = pframe.translate[i] + pframe.scale[i] * 255;

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