📄 surf.java
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gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL_EnableMultitexture( false ); DrawTextureChains(); R_DrawSkyBox(); R_DrawTriangleOutlines(); } final 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() { 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; int i; 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); int c; // 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; } mnode_t node; mleaf_t leaf; int cluster; 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 ============================================================================= */ /** * LM_InitBlock */ void LM_InitBlock() { Arrays.fill(gl_lms.allocated, 0); } /** * LM_UploadBlock * @param dynamic */ void LM_UploadBlock( boolean dynamic ) { int texture = ( dynamic ) ? 0 : gl_lms.current_lightmap_texture; GL_Bind( gl_state.lightmap_textures + texture ); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); gl_lms.lightmap_buffer.rewind(); if ( dynamic ) { int height = 0; for (int i = 0; i < BLOCK_WIDTH; i++ ) { if ( gl_lms.allocated[i] > height ) height = gl_lms.allocated[i]; } gl.glTexSubImage2D( GL11.GL_TEXTURE_2D, 0, 0, 0, BLOCK_WIDTH, height, GL_LIGHTMAP_FORMAT, GL11.GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); } else { gl.glTexImage2D( GL11.GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, GL11.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); } } /** * LM_AllocBlock * @param w * @param h * @param pos * @return a texture number and the position inside it */ boolean LM_AllocBlock (int w, int h, pos_t pos) { int best = BLOCK_HEIGHT; int x = pos.x; int y = pos.y; int best2; int i, j; 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) { // reconstruct the polygon medge_t[] pedges = currentmodel.edges; int lnumverts = fa.numedges; int vertpage = 0; // // draw texture // // poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float)); glpoly_t poly = Polygon.create(lnumverts); poly.next = fa.polys; poly.flags = fa.flags; fa.polys = poly; int lindex; float[] vec; medge_t r_pedge; float s, t; for (int 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) { if ( (surf.flags & (Defines.SURF_DRAWSKY | Defines.SURF_DRAWTURB)) != 0) return; int smax = (surf.extents[0]>>4)+1; int 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; IntBuffer 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; private final IntBuffer dummy = BufferUtils.createIntBuffer(128*128); /** * GL_BeginBuildingLightmaps */ void GL_BeginBuildingLightmaps(model_t m) { // static lightstyle_t lightstyles[MAX_LIGHTSTYLES]; int i; // init lightstyles if ( lightstyles == null ) { lightstyles = new lightstyle_t[Defines.MAX_LIGHTSTYLES]; for (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 (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 = GL11.GL_INTENSITY8; } else if ( format == 'L' ) { gl_lms.internal_format = GL11.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(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); gl.glTexImage2D( GL11.GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, GL11.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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