📄 mesh.java
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oldmaxs = poldframe.translate[i] + poldframe.scale[i] * 255; if (pframe.translate[i] < poldframe.translate[i]) mins[i] = pframe.translate[i]; else mins[i] = poldframe.translate[i]; if (thismaxs > oldmaxs) maxs[i] = thismaxs; else maxs[i] = oldmaxs; } } /* ** compute a full bounding box */ float[] tmp; for (int i = 0; i < 8; i++) { tmp = bbox[i]; if ((i & 1) != 0) tmp[0] = mins[0]; else tmp[0] = maxs[0]; if ((i & 2) != 0) tmp[1] = mins[1]; else tmp[1] = maxs[1]; if ((i & 4) != 0) tmp[2] = mins[2]; else tmp[2] = maxs[2]; } /* ** rotate the bounding box */ tmp = mins; Math3D.VectorCopy(e.angles, tmp); tmp[YAW] = -tmp[YAW]; Math3D.AngleVectors(tmp, vectors[0], vectors[1], vectors[2]); for (int i = 0; i < 8; i++) { Math3D.VectorCopy(bbox[i], tmp); bbox[i][0] = Math3D.DotProduct(vectors[0], tmp); bbox[i][1] = -Math3D.DotProduct(vectors[1], tmp); bbox[i][2] = Math3D.DotProduct(vectors[2], tmp); Math3D.VectorAdd(e.origin, bbox[i], bbox[i]); } int f, mask; int aggregatemask = ~0; // 0xFFFFFFFF for (int p = 0; p < 8; p++) { mask = 0; for (f = 0; f < 4; f++) { float dp = Math3D.DotProduct(frustum[f].normal, bbox[p]); if ((dp - frustum[f].dist) < 0) { mask |= (1 << f); } } aggregatemask &= mask; } if (aggregatemask != 0) { return true; } return false; } // bounding box float[][] bbox = { {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0} };// TODO sync with jogl renderer. hoz /** * R_DrawAliasModel */ void R_DrawAliasModel(entity_t e) { if ( ( e.flags & Defines.RF_WEAPONMODEL ) == 0) { if ( R_CullAliasModel(e) ) return; } if ( (e.flags & Defines.RF_WEAPONMODEL) != 0 ) { if ( r_lefthand.value == 2.0f ) return; } qfiles.dmdl_t paliashdr = (qfiles.dmdl_t)currentmodel.extradata; // // get lighting information // // PMM - rewrote, reordered to handle new shells & mixing // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy // int i; if ( (currententity.flags & ( Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE )) != 0 ) { Math3D.VectorClear(shadelight); if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { shadelight[0] = 0.56f; shadelight[1] = 0.59f; shadelight[2] = 0.45f; } if ( (currententity.flags & Defines.RF_SHELL_DOUBLE) != 0 ) { shadelight[0] = 0.9f; shadelight[1] = 0.7f; } if ( (currententity.flags & Defines.RF_SHELL_RED) != 0 ) shadelight[0] = 1.0f; if ( (currententity.flags & Defines.RF_SHELL_GREEN) != 0 ) shadelight[1] = 1.0f; if ( (currententity.flags & Defines.RF_SHELL_BLUE) != 0 ) shadelight[2] = 1.0f; } else if ( (currententity.flags & Defines.RF_FULLBRIGHT) != 0 ) { for (i=0 ; i<3 ; i++) shadelight[i] = 1.0f; } else { R_LightPoint (currententity.origin, shadelight); // player lighting hack for communication back to server // big hack! if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 ) { // pick the greatest component, which should be the same // as the mono value returned by software if (shadelight[0] > shadelight[1]) { if (shadelight[0] > shadelight[2]) r_lightlevel.value = 150*shadelight[0]; else r_lightlevel.value = 150*shadelight[2]; } else { if (shadelight[1] > shadelight[2]) r_lightlevel.value = 150*shadelight[1]; else r_lightlevel.value = 150*shadelight[2]; } } if ( gl_monolightmap.string.charAt(0) != '0' ) { float s = shadelight[0]; if ( s < shadelight[1] ) s = shadelight[1]; if ( s < shadelight[2] ) s = shadelight[2]; shadelight[0] = s; shadelight[1] = s; shadelight[2] = s; } } if ( (currententity.flags & Defines.RF_MINLIGHT) != 0 ) { for (i=0 ; i<3 ; i++) if (shadelight[i] > 0.1f) break; if (i == 3) { shadelight[0] = 0.1f; shadelight[1] = 0.1f; shadelight[2] = 0.1f; } } if ( (currententity.flags & Defines.RF_GLOW) != 0 ) { // bonus items will pulse with time float scale; float min; scale = (float)(0.1f * Math.sin(r_newrefdef.time*7)); for (i=0 ; i<3 ; i++) { min = shadelight[i] * 0.8f; shadelight[i] += scale; if (shadelight[i] < min) shadelight[i] = min; } } // ================= // PGM ir goggles color override if ( (r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { shadelight[0] = 1.0f; shadelight[1] = 0.0f; shadelight[2] = 0.0f; } // PGM // ================= shadedots = r_avertexnormal_dots[((int)(currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; float an = (float)(currententity.angles[1]/180*Math.PI); shadevector[0] = (float)Math.cos(-an); shadevector[1] = (float)Math.sin(-an); shadevector[2] = 1; Math3D.VectorNormalize(shadevector); // // locate the proper data // c_alias_polys += paliashdr.num_tris; // // draw all the triangles // if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls gl.glDepthRange(gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f) ) { gl.glMatrixMode( GL11.GL_PROJECTION ); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glScalef( -1, 1, 1 ); MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, 4096); gl.glMatrixMode( GL11.GL_MODELVIEW ); gl.glCullFace( GL11.GL_BACK ); } gl.glPushMatrix (); e.angles[PITCH] = -e.angles[PITCH]; // sigh. R_RotateForEntity (e); e.angles[PITCH] = -e.angles[PITCH]; // sigh. image_t skin; // select skin if (currententity.skin != null) skin = currententity.skin; // custom player skin else { if (currententity.skinnum >= qfiles.MAX_MD2SKINS) skin = currentmodel.skins[0]; else { skin = currentmodel.skins[currententity.skinnum]; if (skin == null) skin = currentmodel.skins[0]; } } if (skin == null) skin = r_notexture; // fallback... GL_Bind(skin.texnum); // draw it gl.glShadeModel (GL11.GL_SMOOTH); GL_TexEnv( GL11.GL_MODULATE ); if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) { gl.glEnable (GL11.GL_BLEND); } if ( (currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0) ) { VID.Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such frame " + currententity.frame + '\n'); currententity.frame = 0; currententity.oldframe = 0; } if ( (currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) { VID.Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such oldframe " + currententity.oldframe + '\n'); currententity.frame = 0; currententity.oldframe = 0; } if ( r_lerpmodels.value == 0.0f) currententity.backlerp = 0; GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); GL_TexEnv( GL11.GL_REPLACE ); gl.glShadeModel (GL11.GL_FLAT); gl.glPopMatrix (); if ( ( currententity.flags & Defines.RF_WEAPONMODEL ) != 0 && ( r_lefthand.value == 1.0F ) ) { gl.glMatrixMode( GL11.GL_PROJECTION ); gl.glPopMatrix(); gl.glMatrixMode( GL11.GL_MODELVIEW ); gl.glCullFace( GL11.GL_FRONT ); } if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) { gl.glDisable (GL11.GL_BLEND); } if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) gl.glDepthRange (gldepthmin, gldepthmax); if ( gl_shadows.value != 0.0f && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { gl.glPushMatrix (); R_RotateForEntity (e); gl.glDisable (GL11.GL_TEXTURE_2D); gl.glEnable (GL11.GL_BLEND); gl.glColor4f (0,0,0,0.5f); GL_DrawAliasShadow (paliashdr, currententity.frame ); gl.glEnable (GL11.GL_TEXTURE_2D); gl.glDisable (GL11.GL_BLEND); gl.glPopMatrix (); } gl.glColor4f (1,1,1,1); }}
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