📄 mesh.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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