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Diffstat (limited to 'src/jake2/render/fastjogl/Warp.java')
-rw-r--r-- | src/jake2/render/fastjogl/Warp.java | 732 |
1 files changed, 732 insertions, 0 deletions
diff --git a/src/jake2/render/fastjogl/Warp.java b/src/jake2/render/fastjogl/Warp.java new file mode 100644 index 0000000..f9a5b07 --- /dev/null +++ b/src/jake2/render/fastjogl/Warp.java @@ -0,0 +1,732 @@ +/* + * Warp.java + * Copyright (C) 2003 + * + * $Id: Warp.java,v 1.1 2004-07-09 06:50:49 hzi Exp $ + */ +/* +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 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. + +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 java.nio.FloatBuffer; + +import jake2.Defines; +import jake2.Globals; +import jake2.game.GameBase; +import jake2.render.glpoly_t; +import jake2.render.image_t; +import jake2.render.msurface_t; +import jake2.util.Math3D; +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; + glpoly_t poly; + float s, t; + float[] total = {0, 0, 0}; + float total_s, total_t; + + if (numverts > 60) + ri.Sys_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 + 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) + ri.Sys_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; + } + } + } + + +} |