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authorRene Stoeckel <[email protected]>2004-09-22 19:22:16 +0000
committerRene Stoeckel <[email protected]>2004-09-22 19:22:16 +0000
commitc4fcffe436fbfb5b0f3b7be2e5ee103ec74932f7 (patch)
tree7c9439ab1d9f5a4fd61bd57c755069007b23e0b6 /src/jake2/render/fastjogl/Warp.java
parentbcb4ac6eefb425d5b0a90009da506361d5739e75 (diff)
major refactoring in game, server and client package
Diffstat (limited to 'src/jake2/render/fastjogl/Warp.java')
-rw-r--r--src/jake2/render/fastjogl/Warp.java1353
1 files changed, 650 insertions, 703 deletions
diff --git a/src/jake2/render/fastjogl/Warp.java b/src/jake2/render/fastjogl/Warp.java
index f6b1416..ca4e42e 100644
--- a/src/jake2/render/fastjogl/Warp.java
+++ b/src/jake2/render/fastjogl/Warp.java
@@ -2,33 +2,35 @@
* Warp.java
* Copyright (C) 2003
*
- * $Id: Warp.java,v 1.3 2004-07-16 10:11:35 cawe Exp $
+ * $Id: Warp.java,v 1.4 2004-09-22 19:22:11 salomo Exp $
*/
/*
-Copyright (C) 1997-2001 Id Software, Inc.
+ Copyright (C) 1997-2001 Id Software, Inc.
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+ This program is free software; you can redistribute it and/or
+ modify it under the terms of the GNU General Public License
+ as published by the Free Software Foundation; either version 2
+ of 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 of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-See the GNU General Public License for more details.
+ See the GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ You should have received a copy of the GNU General Public License
+ along with this program; if not, write to the Free Software
+ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-*/
+ */
package jake2.render.fastjogl;
import jake2.Defines;
import jake2.Globals;
import jake2.qcommon.Com;
-import jake2.render.*;
+import jake2.render.glpoly_t;
+import jake2.render.image_t;
+import jake2.render.msurface_t;
import jake2.util.Math3D;
import java.nio.FloatBuffer;
@@ -37,694 +39,639 @@ import net.java.games.jogl.GL;
/**
* Warp
- *
+ *
* @author cwei
*/
public abstract class Warp extends Model {
-
-
- // warpsin.h
- public static final float[] SIN = {
- 0f, 0.19633f, 0.392541f, 0.588517f, 0.784137f, 0.979285f, 1.17384f, 1.3677f,
- 1.56072f, 1.75281f, 1.94384f, 2.1337f, 2.32228f, 2.50945f, 2.69512f, 2.87916f,
- 3.06147f, 3.24193f, 3.42044f, 3.59689f, 3.77117f, 3.94319f, 4.11282f, 4.27998f,
- 4.44456f, 4.60647f, 4.76559f, 4.92185f, 5.07515f, 5.22538f, 5.37247f, 5.51632f,
- 5.65685f, 5.79398f, 5.92761f, 6.05767f, 6.18408f, 6.30677f, 6.42566f, 6.54068f,
- 6.65176f, 6.75883f, 6.86183f, 6.9607f, 7.05537f, 7.14579f, 7.23191f, 7.31368f,
- 7.39104f, 7.46394f, 7.53235f, 7.59623f, 7.65552f, 7.71021f, 7.76025f, 7.80562f,
- 7.84628f, 7.88222f, 7.91341f, 7.93984f, 7.96148f, 7.97832f, 7.99036f, 7.99759f,
- 8f, 7.99759f, 7.99036f, 7.97832f, 7.96148f, 7.93984f, 7.91341f, 7.88222f,
- 7.84628f, 7.80562f, 7.76025f, 7.71021f, 7.65552f, 7.59623f, 7.53235f, 7.46394f,
- 7.39104f, 7.31368f, 7.23191f, 7.14579f, 7.05537f, 6.9607f, 6.86183f, 6.75883f,
- 6.65176f, 6.54068f, 6.42566f, 6.30677f, 6.18408f, 6.05767f, 5.92761f, 5.79398f,
- 5.65685f, 5.51632f, 5.37247f, 5.22538f, 5.07515f, 4.92185f, 4.76559f, 4.60647f,
- 4.44456f, 4.27998f, 4.11282f, 3.94319f, 3.77117f, 3.59689f, 3.42044f, 3.24193f,
- 3.06147f, 2.87916f, 2.69512f, 2.50945f, 2.32228f, 2.1337f, 1.94384f, 1.75281f,
- 1.56072f, 1.3677f, 1.17384f, 0.979285f, 0.784137f, 0.588517f, 0.392541f, 0.19633f,
- 9.79717e-16f, -0.19633f, -0.392541f, -0.588517f, -0.784137f, -0.979285f, -1.17384f, -1.3677f,
- -1.56072f, -1.75281f, -1.94384f, -2.1337f, -2.32228f, -2.50945f, -2.69512f, -2.87916f,
- -3.06147f, -3.24193f, -3.42044f, -3.59689f, -3.77117f, -3.94319f, -4.11282f, -4.27998f,
- -4.44456f, -4.60647f, -4.76559f, -4.92185f, -5.07515f, -5.22538f, -5.37247f, -5.51632f,
- -5.65685f, -5.79398f, -5.92761f, -6.05767f, -6.18408f, -6.30677f, -6.42566f, -6.54068f,
- -6.65176f, -6.75883f, -6.86183f, -6.9607f, -7.05537f, -7.14579f, -7.23191f, -7.31368f,
- -7.39104f, -7.46394f, -7.53235f, -7.59623f, -7.65552f, -7.71021f, -7.76025f, -7.80562f,
- -7.84628f, -7.88222f, -7.91341f, -7.93984f, -7.96148f, -7.97832f, -7.99036f, -7.99759f,
- -8f, -7.99759f, -7.99036f, -7.97832f, -7.96148f, -7.93984f, -7.91341f, -7.88222f,
- -7.84628f, -7.80562f, -7.76025f, -7.71021f, -7.65552f, -7.59623f, -7.53235f, -7.46394f,
- -7.39104f, -7.31368f, -7.23191f, -7.14579f, -7.05537f, -6.9607f, -6.86183f, -6.75883f,
- -6.65176f, -6.54068f, -6.42566f, -6.30677f, -6.18408f, -6.05767f, -5.92761f, -5.79398f,
- -5.65685f, -5.51632f, -5.37247f, -5.22538f, -5.07515f, -4.92185f, -4.76559f, -4.60647f,
- -4.44456f, -4.27998f, -4.11282f, -3.94319f, -3.77117f, -3.59689f, -3.42044f, -3.24193f,
- -3.06147f, -2.87916f, -2.69512f, -2.50945f, -2.32228f, -2.1337f, -1.94384f, -1.75281f,
- -1.56072f, -1.3677f, -1.17384f, -0.979285f, -0.784137f, -0.588517f, -0.392541f, -0.19633f
- };
-
- // gl_warp.c -- sky and water polygons
- //extern model_t *loadmodel; // Model.java
-
- String skyname;
- float skyrotate;
- float[] skyaxis = {0, 0, 0};
- image_t[] sky_images = new image_t[6];
-
- msurface_t warpface;
-
- static final int SUBDIVIDE_SIZE = 64;
-
- void BoundPoly(int numverts, float[][] verts, float[] mins, float[] maxs)
- {
- int i, j;
- float[] v;
-
- mins[0] = mins[1] = mins[2] = 9999;
- maxs[0] = maxs[1] = maxs[2] = -9999;
- for (i=0 ; i<numverts ; i++)
- {
- v = verts[i];
- for (j=0 ; j<3 ; j++)
- {
- if (v[j] < mins[j])
- mins[j] = v[j];
- if (v[j] > maxs[j])
- maxs[j] = v[j];
- }
- }
- }
-
- void SubdividePolygon(int numverts, float[][] verts)
- {
- int i, j, k;
- float[] mins = {0, 0, 0};
- float[] maxs = {0, 0, 0};
- float m;
- float[] v = {0, 0, 0};
- float[][] front = new float[64][3];
- float[][] back = new float[64][3];
-
- int f, b;
- float[] dist = new float[64];
- float frac;
- float s, t;
- float[] total = {0, 0, 0};
- float total_s, total_t;
-
- if (numverts > 60)
- Com.Error(Defines.ERR_DROP, "numverts = " + numverts);
-
- BoundPoly(numverts, verts, mins, maxs);
-
- // x,y und z
- for (i=0 ; i<3 ; i++)
- {
- m = (mins[i] + maxs[i]) * 0.5f;
- m = SUBDIVIDE_SIZE * (float)Math.floor(m / SUBDIVIDE_SIZE + 0.5f);
- if (maxs[i] - m < 8)
- continue;
- if (m - mins[i] < 8)
- continue;
-
- // cut it
- for (j=0 ; j<numverts ; j++) {
- dist[j] = verts[j][i] - m;
- }
-
- // wrap cases
- dist[j] = dist[0];
-
- Math3D.VectorCopy(verts[0], verts[numverts]);
-
- f = b = 0;
- for (j=0 ; j<numverts ; j++)
- {
- v = verts[j];
- if (dist[j] >= 0)
- {
- Math3D.VectorCopy(v, front[f]);
- f++;
- }
- if (dist[j] <= 0)
- {
- Math3D.VectorCopy(v, back[b]);
- b++;
- }
- if (dist[j] == 0 || dist[j+1] == 0) continue;
-
- if ( (dist[j] > 0) != (dist[j+1] > 0) )
- {
- // clip point
- frac = dist[j] / (dist[j] - dist[j+1]);
- for (k=0 ; k<3 ; k++)
- front[f][k] = back[b][k] = v[k] + frac*(verts[j+1][k] - v[k]);
-
- f++;
- b++;
- }
- }
-
- SubdividePolygon(f, front);
- SubdividePolygon(b, back);
- return;
- }
-
- // add a point in the center to help keep warp valid
-
- // wird im Konstruktor erschlagen
- // poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * VERTEXSIZE*sizeof(float));
-
- // init polys
- glpoly_t poly = new glpoly_t(numverts + 2);
-
- poly.next = warpface.polys;
- warpface.polys = poly;
- poly.numverts = numverts + 2;
- Math3D.VectorClear(total);
- total_s = 0;
- total_t = 0;
- for (i=0 ; i<numverts ; i++)
- {
- Math3D.VectorCopy(verts[i], poly.verts[i+1]);
- s = Math3D.DotProduct(verts[i], warpface.texinfo.vecs[0]);
- t = Math3D.DotProduct(verts[i], warpface.texinfo.vecs[1]);
-
- total_s += s;
- total_t += t;
- Math3D.VectorAdd(total, verts[i], total);
-
- poly.verts[i+1][3] = s;
- poly.verts[i+1][4] = t;
- }
-
- Math3D.VectorScale(total, (1.0f/numverts), poly.verts[0]);
- poly.verts[0][3] = total_s/numverts;
- poly.verts[0][4] = total_t/numverts;
-
- // memcpy (poly.verts[i+1], poly.verts[1], sizeof(poly.verts[0]));
- System.arraycopy(poly.verts[1], 0, poly.verts[i+1], 0, poly.verts[1].length); // :-)
-
- precompilePolygon(poly);
- }
-
- /*
- ================
- GL_SubdivideSurface
-
- Breaks a polygon up along axial 64 unit
- boundaries so that turbulent and sky warps
- can be done reasonably.
- ================
- */
- void GL_SubdivideSurface(msurface_t fa)
- {
- float[][] verts = new float[64][3];
-
- int numverts;
- int i;
- int lindex;
- float[] vec;
-
- warpface = fa;
-
- //
- // convert edges back to a normal polygon
- //
- numverts = 0;
- for (i=0 ; i < fa.numedges ; i++)
- {
- lindex = loadmodel.surfedges[fa.firstedge + i];
-
- if (lindex > 0)
- vec = loadmodel.vertexes[loadmodel.edges[lindex].v[0]].position;
- else
- vec = loadmodel.vertexes[loadmodel.edges[-lindex].v[1]].position;
- Math3D.VectorCopy(vec, verts[numverts]);
- numverts++;
- }
-
- SubdividePolygon(numverts, verts);
- }
-
-// =========================================================
-
-
-
-//// speed up sin calculations - Ed
-// float r_turbsin[] =
-// {
-// #include "warpsin.h"
-// };
- static final float TURBSCALE = (float)(256.0f / (2 * Math.PI));
-
- /*
- =============
- EmitWaterPolys
-
- Does a water warp on the pre-fragmented glpoly_t chain
- =============
- */
- void EmitWaterPolys(msurface_t fa)
- {
- glpoly_t p, bp;
- float[] v;
- int i;
- float s = 0;
- float t = 0;
- float os, ot;
- float scroll;
- float rdt = r_newrefdef.time;
-
- if ((fa.texinfo.flags & Defines.SURF_FLOWING) != 0)
- scroll = -64 * ( (r_newrefdef.time*0.5f) - (int)(r_newrefdef.time*0.5f) );
- else
- scroll = 0;
-
- int index;
- FloatBuffer texCoord = globalPolygonInterleavedBuf;
- for (bp=fa.polys ; bp != null ; bp=bp.next)
- {
- p = bp;
-
- index = p.pos * POLYGON_STRIDE;
- for (i=0; i<p.numverts ; i++)
- {
- v = p.verts[i];
- os = v[3];
- ot = v[4];
-
- s = os + Warp.SIN[(int)((ot * 0.125f + r_newrefdef.time) * TURBSCALE) & 255];
- s += scroll;
- s *= (1.0f/64);
-
- t = ot + Warp.SIN[(int)((os * 0.125f + rdt) * TURBSCALE) & 255];
- t *= (1.0f/64);
-
- texCoord.put(index, s);
- texCoord.put(index + 1, t);
- index += POLYGON_STRIDE;
- }
- gl.glDrawArrays(GL.GL_TRIANGLE_FAN, p.pos, p.numverts);
- }
- }
-
-// ===================================================================
-
-
- float[][] skyclip = {
- { 1, 1, 0},
- { 1, -1, 0},
- { 0, -1, 1},
- { 0, 1, 1},
- { 1, 0, 1},
- {-1, 0, 1}
- };
-
- int c_sky;
-
- // 1 = s, 2 = t, 3 = 2048
- int[][] st_to_vec =
- {
- {3,-1,2},
- {-3,1,2},
-
- {1,3,2},
- {-1,-3,2},
-
- {-2,-1,3}, // 0 degrees yaw, look straight up
- {2,-1,-3} // look straight down
-
- };
-
- int[][] vec_to_st =
- {
- {-2,3,1},
- {2,3,-1},
-
- {1,3,2},
- {-1,3,-2},
-
- {-2,-1,3},
- {-2,1,-3}
-
- };
-
- float[][] skymins = new float[2][6];
- float[][] skymaxs = new float[2][6];
- float sky_min, sky_max;
-
- void DrawSkyPolygon (int nump, float[][] vecs)
- {
- int i,j;
- float[] v = {0, 0, 0};
- float[] av = {0, 0, 0};
- float s, t, dv;
- int axis;
- float[] vp;
-
- c_sky++;
- // decide which face it maps to
- Math3D.VectorCopy(Globals.vec3_origin, v);
- for (i=0; i<nump ; i++)
- {
- Math3D.VectorAdd(vecs[i], v, v);
- }
- av[0] = Math.abs(v[0]);
- av[1] = Math.abs(v[1]);
- av[2] = Math.abs(v[2]);
- if (av[0] > av[1] && av[0] > av[2])
- {
- if (v[0] < 0)
- axis = 1;
- else
- axis = 0;
- }
- else if (av[1] > av[2] && av[1] > av[0])
- {
- if (v[1] < 0)
- axis = 3;
- else
- axis = 2;
- }
- else
- {
- if (v[2] < 0)
- axis = 5;
- else
- axis = 4;
- }
-
- // project new texture coords
- for (i=0 ; i<nump ; i++)
- {
- j = vec_to_st[axis][2];
- if (j > 0)
- dv = vecs[i][j - 1];
- else
- dv = -vecs[i][-j - 1];
- if (dv < 0.001f)
- continue; // don't divide by zero
- j = vec_to_st[axis][0];
- if (j < 0)
- s = -vecs[i][-j -1] / dv;
- else
- s = vecs[i][j-1] / dv;
- j = vec_to_st[axis][1];
- if (j < 0)
- t = -vecs[i][-j -1] / dv;
- else
- t = vecs[i][j-1] / dv;
-
- if (s < skymins[0][axis])
- skymins[0][axis] = s;
- if (t < skymins[1][axis])
- skymins[1][axis] = t;
- if (s > skymaxs[0][axis])
- skymaxs[0][axis] = s;
- if (t > skymaxs[1][axis])
- skymaxs[1][axis] = t;
- }
- }
-
- static final float ON_EPSILON = 0.1f; // point on plane side epsilon
- static final int MAX_CLIP_VERTS = 64;
-
- static final int SIDE_BACK = 1;
- static final int SIDE_FRONT = 0;
- static final int SIDE_ON = 2;
-
- float[] dists = new float[MAX_CLIP_VERTS];
- int[] sides = new int[MAX_CLIP_VERTS];
- float[][][][] newv = new float[6][2][MAX_CLIP_VERTS][3];
-
- void ClipSkyPolygon(int nump, float[][] vecs, int stage)
- {
- float[] norm;
- float[] v;
- boolean front, back;
- float d, e;
- int[] newc = { 0, 0 };
- int i, j;
-
- if (nump > MAX_CLIP_VERTS-2)
- Com.Error(Defines.ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
- if (stage == 6)
- { // fully clipped, so draw it
- DrawSkyPolygon(nump, vecs);
- return;
- }
-
- front = back = false;
- norm = skyclip[stage];
- for (i=0 ; i<nump ; i++)
- {
- d = Math3D.DotProduct(vecs[i], norm);
- if (d > ON_EPSILON)
- {
- front = true;
- sides[i] = SIDE_FRONT;
- }
- else if (d < -ON_EPSILON)
- {
- back = true;
- sides[i] = SIDE_BACK;
- }
- else
- sides[i] = SIDE_ON;
- dists[i] = d;
- }
-
- if (!front || !back)
- { // not clipped
- ClipSkyPolygon (nump, vecs, stage+1);
- return;
- }
-
- // clip it
- sides[i] = sides[0];
- dists[i] = dists[0];
- Math3D.VectorCopy(vecs[0], vecs[i]);
- newc[0] = newc[1] = 0;
-
- for (i=0; i<nump ; i++)
- {
- v = vecs[i];
- switch (sides[i])
- {
- case SIDE_FRONT:
- Math3D.VectorCopy(v, newv[stage][0][newc[0]]);
- newc[0]++;
- break;
- case SIDE_BACK:
- Math3D.VectorCopy(v, newv[stage][1][newc[1]]);
- newc[1]++;
- break;
- case SIDE_ON:
- Math3D.VectorCopy(v, newv[stage][0][newc[0]]);
- newc[0]++;
- Math3D.VectorCopy (v, newv[stage][1][newc[1]]);
- newc[1]++;
- break;
- }
-
- if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
- continue;
-
- d = dists[i] / (dists[i] - dists[i+1]);
- for (j=0 ; j<3 ; j++)
- {
- e = v[j] + d * (vecs[i + 1][j] - v[j]);
- newv[stage][0][newc[0]][j] = e;
- newv[stage][1][newc[1]][j] = e;
- }
- newc[0]++;
- newc[1]++;
- }
-
- // continue
- ClipSkyPolygon(newc[0], newv[stage][0], stage+1);
- ClipSkyPolygon(newc[1], newv[stage][1], stage+1);
- }
-
- float[][] verts = new float[MAX_CLIP_VERTS][3];
-
- /*
- =================
- R_AddSkySurface
- =================
- */
- void R_AddSkySurface(msurface_t fa)
- {
- int i;
- glpoly_t p;
-
- // calculate vertex values for sky box
- for (p=fa.polys ; p != null ; p=p.next)
- {
- for (i=0 ; i < p.numverts ; i++)
- {
- Math3D.VectorSubtract(p.verts[i], r_origin, verts[i]);
- }
- ClipSkyPolygon (p.numverts, verts, 0);
- }
- }
-
-
- /*
- ==============
- R_ClearSkyBox
- ==============
- */
- void R_ClearSkyBox()
- {
- int i;
-
- for (i=0 ; i<6 ; i++)
- {
- skymins[0][i] = skymins[1][i] = 9999;
- skymaxs[0][i] = skymaxs[1][i] = -9999;
- }
- }
-
-
- void MakeSkyVec (float s, float t, int axis)
- {
- float[] v = {0, 0, 0};
- float[] b = {0, 0, 0};
- int j, k;
-
- b[0] = s*2300;
- b[1] = t*2300;
- b[2] = 2300;
-
- for (j=0 ; j<3 ; j++)
- {
- k = st_to_vec[axis][j];
- if (k < 0)
- v[j] = -b[-k - 1];
- else
- v[j] = b[k - 1];
- }
-
- // avoid bilerp seam
- s = (s + 1) * 0.5f;
- t = (t + 1) * 0.5f;
-
- if (s < sky_min)
- s = sky_min;
- else if (s > sky_max)
- s = sky_max;
- if (t < sky_min)
- t = sky_min;
- else if (t > sky_max)
- t = sky_max;
-
- t = 1.0f - t;
- gl.glTexCoord2f (s, t);
- gl.glVertex3f(v[0], v[1], v[2]);
- }
-
- /*
- ==============
- R_DrawSkyBox
- ==============
- */
- int[] skytexorder = {0,2,1,3,4,5};
-
- void R_DrawSkyBox()
- {
- int i;
-
- if (skyrotate != 0)
- { // check for no sky at all
- for (i=0 ; i<6 ; i++)
- if (skymins[0][i] < skymaxs[0][i]
- && skymins[1][i] < skymaxs[1][i])
- break;
- if (i == 6)
- return; // nothing visible
- }
-
- gl.glPushMatrix ();
- gl.glTranslatef (r_origin[0], r_origin[1], r_origin[2]);
- gl.glRotatef (r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);
-
- for (i=0 ; i<6 ; i++)
- {
- if (skyrotate != 0)
- { // hack, forces full sky to draw when rotating
- skymins[0][i] = -1;
- skymins[1][i] = -1;
- skymaxs[0][i] = 1;
- skymaxs[1][i] = 1;
- }
-
- if (skymins[0][i] >= skymaxs[0][i]
- || skymins[1][i] >= skymaxs[1][i])
- continue;
-
- GL_Bind(sky_images[skytexorder[i]].texnum);
-
- gl.glBegin(GL.GL_QUADS);
- MakeSkyVec(skymins[0][i], skymins[1][i], i);
- MakeSkyVec(skymins[0][i], skymaxs[1][i], i);
- MakeSkyVec(skymaxs[0][i], skymaxs[1][i], i);
- MakeSkyVec(skymaxs[0][i], skymins[1][i], i);
- gl.glEnd ();
- }
- gl.glPopMatrix ();
- }
-
-
- /*
- ============
- R_SetSky
- ============
- */
- // 3dstudio environment map names
- String[] suf = {"rt", "bk", "lf", "ft", "up", "dn"};
-
- protected void R_SetSky(String name, float rotate, float[] axis)
- {
- assert (axis.length == 3) : "vec3_t bug";
- int i;
- String pathname;
-
-// strncpy (skyname, name, sizeof(skyname)-1);
- skyname = name;
-
- skyrotate = rotate;
- Math3D.VectorCopy(axis, skyaxis);
-
- for (i=0 ; i<6 ; i++)
- {
- // chop down rotating skies for less memory
- if (gl_skymip.value != 0 || skyrotate != 0)
- gl_picmip.value++;
-
- if ( qglColorTableEXT && gl_ext_palettedtexture.value != 0) {
- // Com_sprintf (pathname, sizeof(pathname), "env/%s%s.pcx", skyname, suf[i]);
- pathname = "env/" + skyname + suf[i] + ".pcx";
- } else {
- // Com_sprintf (pathname, sizeof(pathname), "env/%s%s.tga", skyname, suf[i]);
- pathname = "env/" + skyname + suf[i] + ".tga";
- }
-
- sky_images[i] = GL_FindImage(pathname, it_sky);
-
- if (sky_images[i] == null)
- sky_images[i] = r_notexture;
-
- if (gl_skymip.value != 0 || skyrotate != 0)
- { // take less memory
- gl_picmip.value--;
- sky_min = 1.0f / 256;
- sky_max = 255.0f / 256;
- }
- else
- {
- sky_min = 1.0f / 512;
- sky_max = 511.0f / 512;
- }
- }
- }
-
-
-}
+
+ // warpsin.h
+ public static final float[] SIN = { 0f, 0.19633f, 0.392541f, 0.588517f,
+ 0.784137f, 0.979285f, 1.17384f, 1.3677f, 1.56072f, 1.75281f,
+ 1.94384f, 2.1337f, 2.32228f, 2.50945f, 2.69512f, 2.87916f,
+ 3.06147f, 3.24193f, 3.42044f, 3.59689f, 3.77117f, 3.94319f,
+ 4.11282f, 4.27998f, 4.44456f, 4.60647f, 4.76559f, 4.92185f,
+ 5.07515f, 5.22538f, 5.37247f, 5.51632f, 5.65685f, 5.79398f,
+ 5.92761f, 6.05767f, 6.18408f, 6.30677f, 6.42566f, 6.54068f,
+ 6.65176f, 6.75883f, 6.86183f, 6.9607f, 7.05537f, 7.14579f,
+ 7.23191f, 7.31368f, 7.39104f, 7.46394f, 7.53235f, 7.59623f,
+ 7.65552f, 7.71021f, 7.76025f, 7.80562f, 7.84628f, 7.88222f,
+ 7.91341f, 7.93984f, 7.96148f, 7.97832f, 7.99036f, 7.99759f, 8f,
+ 7.99759f, 7.99036f, 7.97832f, 7.96148f, 7.93984f, 7.91341f,
+ 7.88222f, 7.84628f, 7.80562f, 7.76025f, 7.71021f, 7.65552f,
+ 7.59623f, 7.53235f, 7.46394f, 7.39104f, 7.31368f, 7.23191f,
+ 7.14579f, 7.05537f, 6.9607f, 6.86183f, 6.75883f, 6.65176f,
+ 6.54068f, 6.42566f, 6.30677f, 6.18408f, 6.05767f, 5.92761f,
+ 5.79398f, 5.65685f, 5.51632f, 5.37247f, 5.22538f, 5.07515f,
+ 4.92185f, 4.76559f, 4.60647f, 4.44456f, 4.27998f, 4.11282f,
+ 3.94319f, 3.77117f, 3.59689f, 3.42044f, 3.24193f, 3.06147f,
+ 2.87916f, 2.69512f, 2.50945f, 2.32228f, 2.1337f, 1.94384f,
+ 1.75281f, 1.56072f, 1.3677f, 1.17384f, 0.979285f, 0.784137f,
+ 0.588517f, 0.392541f, 0.19633f, 9.79717e-16f, -0.19633f,
+ -0.392541f, -0.588517f, -0.784137f, -0.979285f, -1.17384f,
+ -1.3677f, -1.56072f, -1.75281f, -1.94384f, -2.1337f, -2.32228f,
+ -2.50945f, -2.69512f, -2.87916f, -3.06147f, -3.24193f, -3.42044f,
+ -3.59689f, -3.77117f, -3.94319f, -4.11282f, -4.27998f, -4.44456f,
+ -4.60647f, -4.76559f, -4.92185f, -5.07515f, -5.22538f, -5.37247f,
+ -5.51632f, -5.65685f, -5.79398f, -5.92761f, -6.05767f, -6.18408f,
+ -6.30677f, -6.42566f, -6.54068f, -6.65176f, -6.75883f, -6.86183f,
+ -6.9607f, -7.05537f, -7.14579f, -7.23191f, -7.31368f, -7.39104f,
+ -7.46394f, -7.53235f, -7.59623f, -7.65552f, -7.71021f, -7.76025f,
+ -7.80562f, -7.84628f, -7.88222f, -7.91341f, -7.93984f, -7.96148f,
+ -7.97832f, -7.99036f, -7.99759f, -8f, -7.99759f, -7.99036f,
+ -7.97832f, -7.96148f, -7.93984f, -7.91341f, -7.88222f, -7.84628f,
+ -7.80562f, -7.76025f, -7.71021f, -7.65552f, -7.59623f, -7.53235f,
+ -7.46394f, -7.39104f, -7.31368f, -7.23191f, -7.14579f, -7.05537f,
+ -6.9607f, -6.86183f, -6.75883f, -6.65176f, -6.54068f, -6.42566f,
+ -6.30677f, -6.18408f, -6.05767f, -5.92761f, -5.79398f, -5.65685f,
+ -5.51632f, -5.37247f, -5.22538f, -5.07515f, -4.92185f, -4.76559f,
+ -4.60647f, -4.44456f, -4.27998f, -4.11282f, -3.94319f, -3.77117f,
+ -3.59689f, -3.42044f, -3.24193f, -3.06147f, -2.87916f, -2.69512f,
+ -2.50945f, -2.32228f, -2.1337f, -1.94384f, -1.75281f, -1.56072f,
+ -1.3677f, -1.17384f, -0.979285f, -0.784137f, -0.588517f,
+ -0.392541f, -0.19633f };
+
+ // gl_warp.c -- sky and water polygons
+ //extern model_t *loadmodel; // Model.java
+
+ String skyname;
+
+ float skyrotate;
+
+ float[] skyaxis = { 0, 0, 0 };
+
+ image_t[] sky_images = new image_t[6];
+
+ msurface_t warpface;
+
+ static final int SUBDIVIDE_SIZE = 64;
+
+ void BoundPoly(int numverts, float[][] verts, float[] mins, float[] maxs) {
+ int i, j;
+ float[] v;
+
+ mins[0] = mins[1] = mins[2] = 9999;
+ maxs[0] = maxs[1] = maxs[2] = -9999;
+ for (i = 0; i < numverts; i++) {
+ v = verts[i];
+ for (j = 0; j < 3; j++) {
+ if (v[j] < mins[j])
+ mins[j] = v[j];
+ if (v[j] > maxs[j])
+ maxs[j] = v[j];
+ }
+ }
+ }
+
+ void SubdividePolygon(int numverts, float[][] verts) {
+ int i, j, k;
+ float[] mins = { 0, 0, 0 };
+ float[] maxs = { 0, 0, 0 };
+ float m;
+ float[] v = { 0, 0, 0 };
+ float[][] front = new float[64][3];
+ float[][] back = new float[64][3];
+
+ int f, b;
+ float[] dist = new float[64];
+ float frac;
+ float s, t;
+ float[] total = { 0, 0, 0 };
+ float total_s, total_t;
+
+ if (numverts > 60)
+ Com.Error(Defines.ERR_DROP, "numverts = " + numverts);
+
+ BoundPoly(numverts, verts, mins, maxs);
+
+ // x,y und z
+ for (i = 0; i < 3; i++) {
+ m = (mins[i] + maxs[i]) * 0.5f;
+ m = SUBDIVIDE_SIZE * (float) Math.floor(m / SUBDIVIDE_SIZE + 0.5f);
+ if (maxs[i] - m < 8)
+ continue;
+ if (m - mins[i] < 8)
+ continue;
+
+ // cut it
+ for (j = 0; j < numverts; j++) {
+ dist[j] = verts[j][i] - m;
+ }
+
+ // wrap cases
+ dist[j] = dist[0];
+
+ Math3D.VectorCopy(verts[0], verts[numverts]);
+
+ f = b = 0;
+ for (j = 0; j < numverts; j++) {
+ v = verts[j];
+ if (dist[j] >= 0) {
+ Math3D.VectorCopy(v, front[f]);
+ f++;
+ }
+ if (dist[j] <= 0) {
+ Math3D.VectorCopy(v, back[b]);
+ b++;
+ }
+ if (dist[j] == 0 || dist[j + 1] == 0)
+ continue;
+
+ if ((dist[j] > 0) != (dist[j + 1] > 0)) {
+ // clip point
+ frac = dist[j] / (dist[j] - dist[j + 1]);
+ for (k = 0; k < 3; k++)
+ front[f][k] = back[b][k] = v[k] + frac
+ * (verts[j + 1][k] - v[k]);
+
+ f++;
+ b++;
+ }
+ }
+
+ SubdividePolygon(f, front);
+ SubdividePolygon(b, back);
+ return;
+ }
+
+ // add a point in the center to help keep warp valid
+
+ // wird im Konstruktor erschlagen
+ // poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) *
+ // VERTEXSIZE*sizeof(float));
+
+ // init polys
+ glpoly_t poly = new glpoly_t(numverts + 2);
+
+ poly.next = warpface.polys;
+ warpface.polys = poly;
+ poly.numverts = numverts + 2;
+ Math3D.VectorClear(total);
+ total_s = 0;
+ total_t = 0;
+ for (i = 0; i < numverts; i++) {
+ Math3D.VectorCopy(verts[i], poly.verts[i + 1]);
+ s = Math3D.DotProduct(verts[i], warpface.texinfo.vecs[0]);
+ t = Math3D.DotProduct(verts[i], warpface.texinfo.vecs[1]);
+
+ total_s += s;
+ total_t += t;
+ Math3D.VectorAdd(total, verts[i], total);
+
+ poly.verts[i + 1][3] = s;
+ poly.verts[i + 1][4] = t;
+ }
+
+ Math3D.VectorScale(total, (1.0f / numverts), poly.verts[0]);
+ poly.verts[0][3] = total_s / numverts;
+ poly.verts[0][4] = total_t / numverts;
+
+ // memcpy (poly.verts[i+1], poly.verts[1], sizeof(poly.verts[0]));
+ System.arraycopy(poly.verts[1], 0, poly.verts[i + 1], 0,
+ poly.verts[1].length); // :-)
+
+ precompilePolygon(poly);
+ }
+
+ /*
+ * ================ GL_SubdivideSurface
+ *
+ * Breaks a polygon up along axial 64 unit boundaries so that turbulent and
+ * sky warps can be done reasonably. ================
+ */
+ void GL_SubdivideSurface(msurface_t fa) {
+ float[][] verts = new float[64][3];
+
+ int numverts;
+ int i;
+ int lindex;
+ float[] vec;
+
+ warpface = fa;
+
+ //
+ // convert edges back to a normal polygon
+ //
+ numverts = 0;
+ for (i = 0; i < fa.numedges; i++) {
+ lindex = loadmodel.surfedges[fa.firstedge + i];
+
+ if (lindex > 0)
+ vec = loadmodel.vertexes[loadmodel.edges[lindex].v[0]].position;
+ else
+ vec = loadmodel.vertexes[loadmodel.edges[-lindex].v[1]].position;
+ Math3D.VectorCopy(vec, verts[numverts]);
+ numverts++;
+ }
+
+ SubdividePolygon(numverts, verts);
+ }
+
+ // =========================================================
+
+ //// speed up sin calculations - Ed
+ // float r_turbsin[] =
+ // {
+ // #include "warpsin.h"
+ // };
+ static final float TURBSCALE = (float) (256.0f / (2 * Math.PI));
+
+ /*
+ * ============= EmitWaterPolys
+ *
+ * Does a water warp on the pre-fragmented glpoly_t chain =============
+ */
+ void EmitWaterPolys(msurface_t fa) {
+ glpoly_t p, bp;
+ float[] v;
+ int i;
+ float s = 0;
+ float t = 0;
+ float os, ot;
+ float scroll;
+ float rdt = r_newrefdef.time;
+
+ if ((fa.texinfo.flags & Defines.SURF_FLOWING) != 0)
+ scroll = -64
+ * ((r_newrefdef.time * 0.5f) - (int) (r_newrefdef.time * 0.5f));
+ else
+ scroll = 0;
+
+ int index;
+ FloatBuffer texCoord = globalPolygonInterleavedBuf;
+ for (bp = fa.polys; bp != null; bp = bp.next) {
+ p = bp;
+
+ index = p.pos * POLYGON_STRIDE;
+ for (i = 0; i < p.numverts; i++) {
+ v = p.verts[i];
+ os = v[3];
+ ot = v[4];
+
+ s = os
+ + Warp.SIN[(int) ((ot * 0.125f + r_newrefdef.time) * TURBSCALE) & 255];
+ s += scroll;
+ s *= (1.0f / 64);
+
+ t = ot
+ + Warp.SIN[(int) ((os * 0.125f + rdt) * TURBSCALE) & 255];
+ t *= (1.0f / 64);
+
+ texCoord.put(index, s);
+ texCoord.put(index + 1, t);
+ index += POLYGON_STRIDE;
+ }
+ gl.glDrawArrays(GL.GL_TRIANGLE_FAN, p.pos, p.numverts);
+ }
+ }
+
+ // ===================================================================
+
+ float[][] skyclip = { { 1, 1, 0 }, { 1, -1, 0 }, { 0, -1, 1 }, { 0, 1, 1 },
+ { 1, 0, 1 }, { -1, 0, 1 } };
+
+ int c_sky;
+
+ // 1 = s, 2 = t, 3 = 2048
+ int[][] st_to_vec = { { 3, -1, 2 }, { -3, 1, 2 },
+
+ { 1, 3, 2 }, { -1, -3, 2 },
+
+ { -2, -1, 3 }, // 0 degrees yaw, look straight up
+ { 2, -1, -3 } // look straight down
+
+ };
+
+ int[][] vec_to_st = { { -2, 3, 1 }, { 2, 3, -1 },
+
+ { 1, 3, 2 }, { -1, 3, -2 },
+
+ { -2, -1, 3 }, { -2, 1, -3 }
+
+ };
+
+ float[][] skymins = new float[2][6];
+
+ float[][] skymaxs = new float[2][6];
+
+ float sky_min, sky_max;
+
+ void DrawSkyPolygon(int nump, float[][] vecs) {
+ int i, j;
+ float[] v = { 0, 0, 0 };
+ float[] av = { 0, 0, 0 };
+ float s, t, dv;
+ int axis;
+ float[] vp;
+
+ c_sky++;
+ // decide which face it maps to
+ Math3D.VectorCopy(Globals.vec3_origin, v);
+ for (i = 0; i < nump; i++) {
+ Math3D.VectorAdd(vecs[i], v, v);
+ }
+ av[0] = Math.abs(v[0]);
+ av[1] = Math.abs(v[1]);
+ av[2] = Math.abs(v[2]);
+ if (av[0] > av[1] && av[0] > av[2]) {
+ if (v[0] < 0)
+ axis = 1;
+ else
+ axis = 0;
+ } else if (av[1] > av[2] && av[1] > av[0]) {
+ if (v[1] < 0)
+ axis = 3;
+ else
+ axis = 2;
+ } else {
+ if (v[2] < 0)
+ axis = 5;
+ else
+ axis = 4;
+ }
+
+ // project new texture coords
+ for (i = 0; i < nump; i++) {
+ j = vec_to_st[axis][2];
+ if (j > 0)
+ dv = vecs[i][j - 1];
+ else
+ dv = -vecs[i][-j - 1];
+ if (dv < 0.001f)
+ continue; // don't divide by zero
+ j = vec_to_st[axis][0];
+ if (j < 0)
+ s = -vecs[i][-j - 1] / dv;
+ else
+ s = vecs[i][j - 1] / dv;
+ j = vec_to_st[axis][1];
+ if (j < 0)
+ t = -vecs[i][-j - 1] / dv;
+ else
+ t = vecs[i][j - 1] / dv;
+
+ if (s < skymins[0][axis])
+ skymins[0][axis] = s;
+ if (t < skymins[1][axis])
+ skymins[1][axis] = t;
+ if (s > skymaxs[0][axis])
+ skymaxs[0][axis] = s;
+ if (t > skymaxs[1][axis])
+ skymaxs[1][axis] = t;
+ }
+ }
+
+ static final float ON_EPSILON = 0.1f; // point on plane side epsilon
+
+ static final int MAX_CLIP_VERTS = 64;
+
+ static final int SIDE_BACK = 1;
+
+ static final int SIDE_FRONT = 0;
+
+ static final int SIDE_ON = 2;
+
+ float[] dists = new float[MAX_CLIP_VERTS];
+
+ int[] sides = new int[MAX_CLIP_VERTS];
+
+ float[][][][] newv = new float[6][2][MAX_CLIP_VERTS][3];
+
+ void ClipSkyPolygon(int nump, float[][] vecs, int stage) {
+ float[] norm;
+ float[] v;
+ boolean front, back;
+ float d, e;
+ int[] newc = { 0, 0 };
+ int i, j;
+
+ if (nump > MAX_CLIP_VERTS - 2)
+ Com.Error(Defines.ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
+ if (stage == 6) { // fully clipped, so draw it
+ DrawSkyPolygon(nump, vecs);
+ return;
+ }
+
+ front = back = false;
+ norm = skyclip[stage];
+ for (i = 0; i < nump; i++) {
+ d = Math3D.DotProduct(vecs[i], norm);
+ if (d > ON_EPSILON) {
+ front = true;
+ sides[i] = SIDE_FRONT;
+ } else if (d < -ON_EPSILON) {
+ back = true;
+ sides[i] = SIDE_BACK;
+ } else
+ sides[i] = SIDE_ON;
+ dists[i] = d;
+ }
+
+ if (!front || !back) { // not clipped
+ ClipSkyPolygon(nump, vecs, stage + 1);
+ return;
+ }
+
+ // clip it
+ sides[i] = sides[0];
+ dists[i] = dists[0];
+ Math3D.VectorCopy(vecs[0], vecs[i]);
+ newc[0] = newc[1] = 0;
+
+ for (i = 0; i < nump; i++) {
+ v = vecs[i];
+ switch (sides[i]) {
+ case SIDE_FRONT:
+ Math3D.VectorCopy(v, newv[stage][0][newc[0]]);
+ newc[0]++;
+ break;
+ case SIDE_BACK:
+ Math3D.VectorCopy(v, newv[stage][1][newc[1]]);
+ newc[1]++;
+ break;
+ case SIDE_ON:
+ Math3D.VectorCopy(v, newv[stage][0][newc[0]]);
+ newc[0]++;
+ Math3D.VectorCopy(v, newv[stage][1][newc[1]]);
+ newc[1]++;
+ break;
+ }
+
+ if (sides[i] == SIDE_ON || sides[i + 1] == SIDE_ON
+ || sides[i + 1] == sides[i])
+ continue;
+
+ d = dists[i] / (dists[i] - dists[i + 1]);
+ for (j = 0; j < 3; j++) {
+ e = v[j] + d * (vecs[i + 1][j] - v[j]);
+ newv[stage][0][newc[0]][j] = e;
+ newv[stage][1][newc[1]][j] = e;
+ }
+ newc[0]++;
+ newc[1]++;
+ }
+
+ // continue
+ ClipSkyPolygon(newc[0], newv[stage][0], stage + 1);
+ ClipSkyPolygon(newc[1], newv[stage][1], stage + 1);
+ }
+
+ float[][] verts = new float[MAX_CLIP_VERTS][3];
+
+ /*
+ * ================= R_AddSkySurface =================
+ */
+ void R_AddSkySurface(msurface_t fa) {
+ int i;
+ glpoly_t p;
+
+ // calculate vertex values for sky box
+ for (p = fa.polys; p != null; p = p.next) {
+ for (i = 0; i < p.numverts; i++) {
+ Math3D.VectorSubtract(p.verts[i], r_origin, verts[i]);
+ }
+ ClipSkyPolygon(p.numverts, verts, 0);
+ }
+ }
+
+ /*
+ * ============== R_ClearSkyBox ==============
+ */
+ void R_ClearSkyBox() {
+ int i;
+
+ for (i = 0; i < 6; i++) {
+ skymins[0][i] = skymins[1][i] = 9999;
+ skymaxs[0][i] = skymaxs[1][i] = -9999;
+ }
+ }
+
+ void MakeSkyVec(float s, float t, int axis) {
+ float[] v = { 0, 0, 0 };
+ float[] b = { 0, 0, 0 };
+ int j, k;
+
+ b[0] = s * 2300;
+ b[1] = t * 2300;
+ b[2] = 2300;
+
+ for (j = 0; j < 3; j++) {
+ k = st_to_vec[axis][j];
+ if (k < 0)
+ v[j] = -b[-k - 1];
+ else
+ v[j] = b[k - 1];
+ }
+
+ // avoid bilerp seam
+ s = (s + 1) * 0.5f;
+ t = (t + 1) * 0.5f;
+
+ if (s < sky_min)
+ s = sky_min;
+ else if (s > sky_max)
+ s = sky_max;
+ if (t < sky_min)
+ t = sky_min;
+ else if (t > sky_max)
+ t = sky_max;
+
+ t = 1.0f - t;
+ gl.glTexCoord2f(s, t);
+ gl.glVertex3f(v[0], v[1], v[2]);
+ }
+
+ /*
+ * ============== R_DrawSkyBox ==============
+ */
+ int[] skytexorder = { 0, 2, 1, 3, 4, 5 };
+
+ void R_DrawSkyBox() {
+ int i;
+
+ if (skyrotate != 0) { // check for no sky at all
+ for (i = 0; i < 6; i++)
+ if (skymins[0][i] < skymaxs[0][i]
+ && skymins[1][i] < skymaxs[1][i])
+ break;
+ if (i == 6)
+ return; // nothing visible
+ }
+
+ gl.glPushMatrix();
+ gl.glTranslatef(r_origin[0], r_origin[1], r_origin[2]);
+ gl.glRotatef(r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1],
+ skyaxis[2]);
+
+ for (i = 0; i < 6; i++) {
+ if (skyrotate != 0) { // hack, forces full sky to draw when rotating
+ skymins[0][i] = -1;
+ skymins[1][i] = -1;
+ skymaxs[0][i] = 1;
+ skymaxs[1][i] = 1;
+ }
+
+ if (skymins[0][i] >= skymaxs[0][i]
+ || skymins[1][i] >= skymaxs[1][i])
+ continue;
+
+ GL_Bind(sky_images[skytexorder[i]].texnum);
+
+ gl.glBegin(GL.GL_QUADS);
+ MakeSkyVec(skymins[0][i], skymins[1][i], i);
+ MakeSkyVec(skymins[0][i], skymaxs[1][i], i);
+ MakeSkyVec(skymaxs[0][i], skymaxs[1][i], i);
+ MakeSkyVec(skymaxs[0][i], skymins[1][i], i);
+ gl.glEnd();
+ }
+ gl.glPopMatrix();
+ }
+
+ /*
+ * ============ R_SetSky ============
+ */
+ // 3dstudio environment map names
+ String[] suf = { "rt", "bk", "lf", "ft", "up", "dn" };
+
+ protected void R_SetSky(String name, float rotate, float[] axis) {
+ assert (axis.length == 3) : "vec3_t bug";
+ int i;
+ String pathname;
+
+ // strncpy (skyname, name, sizeof(skyname)-1);
+ skyname = name;
+
+ skyrotate = rotate;
+ Math3D.VectorCopy(axis, skyaxis);
+
+ for (i = 0; i < 6; i++) {
+ // chop down rotating skies for less memory
+ if (gl_skymip.value != 0 || skyrotate != 0)
+ gl_picmip.value++;
+
+ if (qglColorTableEXT && gl_ext_palettedtexture.value != 0) {
+ // Com_sprintf (pathname, sizeof(pathname), "env/%s%s.pcx",
+ // skyname, suf[i]);
+ pathname = "env/" + skyname + suf[i] + ".pcx";
+ } else {
+ // Com_sprintf (pathname, sizeof(pathname), "env/%s%s.tga",
+ // skyname, suf[i]);
+ pathname = "env/" + skyname + suf[i] + ".tga";
+ }
+
+ sky_images[i] = GL_FindImage(pathname, it_sky);
+
+ if (sky_images[i] == null)
+ sky_images[i] = r_notexture;
+
+ if (gl_skymip.value != 0 || skyrotate != 0) { // take less memory
+ gl_picmip.value--;
+ sky_min = 1.0f / 256;
+ sky_max = 255.0f / 256;
+ } else {
+ sky_min = 1.0f / 512;
+ sky_max = 511.0f / 512;
+ }
+ }
+ }
+
+} \ No newline at end of file