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-rw-r--r--src/jake2/render/lwjgl/Surf.java1481
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diff --git a/src/jake2/render/lwjgl/Surf.java b/src/jake2/render/lwjgl/Surf.java
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+++ b/src/jake2/render/lwjgl/Surf.java
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+/*
+ * Surf.java
+ * Copyright (C) 2003
+ *
+ * $Id: Surf.java,v 1.2 2004-12-14 12:56:59 cawe 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.lwjgl;
+
+import jake2.Defines;
+import jake2.client.dlight_t;
+import jake2.client.entity_t;
+import jake2.client.lightstyle_t;
+import jake2.game.cplane_t;
+import jake2.qcommon.Com;
+import jake2.render.glpoly_t;
+import jake2.render.image_t;
+import jake2.render.medge_t;
+import jake2.render.mleaf_t;
+import jake2.render.mnode_t;
+import jake2.render.model_t;
+import jake2.render.msurface_t;
+import jake2.render.mtexinfo_t;
+import jake2.util.Lib;
+import jake2.util.Math3D;
+
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+import java.nio.IntBuffer;
+import java.util.Arrays;
+
+import org.lwjgl.BufferUtils;
+import org.lwjgl.opengl.GL11;
+
+/**
+ * Surf
+ *
+ * @author cwei
+ */
+public abstract class Surf extends Draw {
+
+ // GL_RSURF.C: surface-related refresh code
+ float[] modelorg = {0, 0, 0}; // relative to viewpoint
+
+ msurface_t r_alpha_surfaces;
+
+ static final int DYNAMIC_LIGHT_WIDTH = 128;
+ static final int DYNAMIC_LIGHT_HEIGHT = 128;
+
+ static final int LIGHTMAP_BYTES = 4;
+
+ static final int BLOCK_WIDTH = 128;
+ static final int BLOCK_HEIGHT = 128;
+
+ static final int MAX_LIGHTMAPS = 128;
+
+ int c_visible_lightmaps;
+ int c_visible_textures;
+
+ static final int GL_LIGHTMAP_FORMAT = GL11.GL_RGBA;
+
+ static class gllightmapstate_t
+ {
+ int internal_format;
+ int current_lightmap_texture;
+
+ msurface_t[] lightmap_surfaces = new msurface_t[MAX_LIGHTMAPS];
+ int[] allocated = new int[BLOCK_WIDTH];
+
+ // the lightmap texture data needs to be kept in
+ // main memory so texsubimage can update properly
+ //byte[] lightmap_buffer = new byte[4 * BLOCK_WIDTH * BLOCK_HEIGHT];
+ IntBuffer lightmap_buffer = Lib.newIntBuffer(BLOCK_WIDTH * BLOCK_HEIGHT, ByteOrder.LITTLE_ENDIAN);
+
+ public gllightmapstate_t() {
+ for (int i = 0; i < MAX_LIGHTMAPS; i++)
+ lightmap_surfaces[i] = new msurface_t();
+ }
+
+ public void clearLightmapSurfaces() {
+ for (int i = 0; i < MAX_LIGHTMAPS; i++)
+ // TODO lightmap_surfaces[i].clear();
+ lightmap_surfaces[i] = new msurface_t();
+ }
+
+ }
+
+ gllightmapstate_t gl_lms = new gllightmapstate_t();
+
+ // Model.java
+ abstract byte[] Mod_ClusterPVS(int cluster, model_t model);
+ // Warp.java
+ abstract void R_DrawSkyBox();
+ abstract void R_AddSkySurface(msurface_t surface);
+ abstract void R_ClearSkyBox();
+ abstract void EmitWaterPolys(msurface_t fa);
+ // Light.java
+ abstract void R_MarkLights (dlight_t light, int bit, mnode_t node);
+ abstract void R_SetCacheState( msurface_t surf );
+ abstract void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride);
+
+ /*
+ =============================================================
+
+ BRUSH MODELS
+
+ =============================================================
+ */
+
+ /*
+ ===============
+ R_TextureAnimation
+
+ Returns the proper texture for a given time and base texture
+ ===============
+ */
+ image_t R_TextureAnimation(mtexinfo_t tex)
+ {
+ int c;
+
+ if (tex.next == null)
+ return tex.image;
+
+ c = currententity.frame % tex.numframes;
+ while (c != 0)
+ {
+ tex = tex.next;
+ c--;
+ }
+
+ return tex.image;
+ }
+
+ /*
+ ================
+ DrawGLPoly
+ ================
+ */
+ void DrawGLPoly(glpoly_t p)
+ {
+ gl.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
+ }
+
+ // ============
+ // PGM
+ /*
+ ================
+ DrawGLFlowingPoly -- version of DrawGLPoly that handles scrolling texture
+ ================
+ */
+ void DrawGLFlowingPoly(glpoly_t p)
+ {
+ int i;
+ float scroll;
+
+ scroll = -64 * ( (r_newrefdef.time / 40.0f) - (int)(r_newrefdef.time / 40.0f) );
+ if(scroll == 0.0f)
+ scroll = -64.0f;
+
+ FloatBuffer texCoord = globalPolygonInterleavedBuf;
+ float[][] v = p.verts;
+ int index = p.pos * POLYGON_STRIDE;
+ for (i=0 ; i<p.numverts ; i++) {
+ texCoord.put(index, v[i][3] + scroll);
+ index += POLYGON_STRIDE;
+ }
+ gl.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
+ }
+ // PGM
+ // ============
+
+ /*
+ ** R_DrawTriangleOutlines
+ */
+ void R_DrawTriangleOutlines()
+ {
+ int i, j;
+ glpoly_t p;
+
+ if (gl_showtris.value == 0)
+ return;
+
+ gl.glDisable (GL11.GL_TEXTURE_2D);
+ gl.glDisable (GL11.GL_DEPTH_TEST);
+ gl.glColor4f (1,1,1,1);
+
+ for (i=0 ; i<MAX_LIGHTMAPS ; i++)
+ {
+ msurface_t surf;
+
+ for ( surf = gl_lms.lightmap_surfaces[i]; surf != null; surf = surf.lightmapchain )
+ {
+ p = surf.polys;
+ for ( ; p != null ; p=p.chain)
+ {
+ for (j=2 ; j<p.numverts ; j++ )
+ {
+ float[] pverts0=p.verts[0];
+ float[] pvertsjm1=p.verts[j-1];
+ float[] pvertsj=p.verts[j];
+
+
+ gl.glBegin (GL11.GL_LINE_STRIP);
+ gl.glVertex3f (pverts0[0],pverts0[1],pverts0[2]);
+ gl.glVertex3f (pvertsjm1[0],pvertsjm1[1],pvertsjm1[2]);
+ gl.glVertex3f (pvertsj[0],pvertsj[1],pvertsj[2]);
+ gl.glVertex3f (pverts0[0],pverts0[1],pverts0[2]);
+ gl.glEnd ();
+ }
+ }
+ }
+ }
+
+ gl.glEnable (GL11.GL_DEPTH_TEST);
+ gl.glEnable (GL11.GL_TEXTURE_2D);
+ }
+
+ private IntBuffer temp2 = Lib.newIntBuffer(34 * 34, ByteOrder.LITTLE_ENDIAN);
+
+ /*
+ ================
+ R_RenderBrushPoly
+ ================
+ */
+ void R_RenderBrushPoly(msurface_t fa)
+ {
+ int maps;
+ image_t image;
+ boolean is_dynamic = false;
+
+ c_brush_polys++;
+
+ image = R_TextureAnimation(fa.texinfo);
+
+ if ((fa.flags & Defines.SURF_DRAWTURB) != 0)
+ {
+ GL_Bind( image.texnum );
+
+ // warp texture, no lightmaps
+ GL_TexEnv( GL11.GL_MODULATE );
+ gl.glColor4f( gl_state.inverse_intensity,
+ gl_state.inverse_intensity,
+ gl_state.inverse_intensity,
+ 1.0F );
+ EmitWaterPolys (fa);
+ GL_TexEnv( GL11.GL_REPLACE );
+
+ return;
+ }
+ else
+ {
+ GL_Bind( image.texnum );
+ GL_TexEnv( GL11.GL_REPLACE );
+ }
+
+ // ======
+ // PGM
+ if((fa.texinfo.flags & Defines.SURF_FLOWING) != 0)
+ DrawGLFlowingPoly(fa.polys);
+ else
+ DrawGLPoly (fa.polys);
+ // PGM
+ // ======
+
+ // ersetzt goto
+ boolean gotoDynamic = false;
+ /*
+ ** check for lightmap modification
+ */
+ for ( maps = 0; maps < Defines.MAXLIGHTMAPS && fa.styles[maps] != (byte)255; maps++ )
+ {
+ if ( r_newrefdef.lightstyles[fa.styles[maps] & 0xFF].white != fa.cached_light[maps] ) {
+ gotoDynamic = true;
+ break;
+ }
+ }
+
+ // this is a hack from cwei
+ if (maps == 4) maps--;
+
+ // dynamic this frame or dynamic previously
+ if ( gotoDynamic || ( fa.dlightframe == r_framecount ) )
+ {
+ // label dynamic:
+ if ( gl_dynamic.value != 0 )
+ {
+ if (( fa.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP ) ) == 0)
+ {
+ is_dynamic = true;
+ }
+ }
+ }
+
+ if ( is_dynamic )
+ {
+ if ( ( (fa.styles[maps] & 0xFF) >= 32 || fa.styles[maps] == 0 ) && ( fa.dlightframe != r_framecount ) )
+ {
+ // ist ersetzt durch temp2: unsigned temp[34*34];
+ int smax, tmax;
+
+ smax = (fa.extents[0]>>4)+1;
+ tmax = (fa.extents[1]>>4)+1;
+
+ R_BuildLightMap( fa, temp2, smax);
+ R_SetCacheState( fa );
+
+ GL_Bind( gl_state.lightmap_textures + fa.lightmaptexturenum );
+
+ gl.glTexSubImage2D( GL11.GL_TEXTURE_2D, 0,
+ fa.light_s, fa.light_t,
+ smax, tmax,
+ GL_LIGHTMAP_FORMAT,
+ GL11.GL_UNSIGNED_BYTE, temp2 );
+
+ fa.lightmapchain = gl_lms.lightmap_surfaces[fa.lightmaptexturenum];
+ gl_lms.lightmap_surfaces[fa.lightmaptexturenum] = fa;
+ }
+ else
+ {
+ fa.lightmapchain = gl_lms.lightmap_surfaces[0];
+ gl_lms.lightmap_surfaces[0] = fa;
+ }
+ }
+ else
+ {
+ fa.lightmapchain = gl_lms.lightmap_surfaces[fa.lightmaptexturenum];
+ gl_lms.lightmap_surfaces[fa.lightmaptexturenum] = fa;
+ }
+ }
+
+
+ /*
+ ================
+ R_DrawAlphaSurfaces
+
+ Draw water surfaces and windows.
+ The BSP tree is waled front to back, so unwinding the chain
+ of alpha_surfaces will draw back to front, giving proper ordering.
+ ================
+ */
+ void R_DrawAlphaSurfaces()
+ {
+ msurface_t s;
+ float intens;
+
+ r_world_matrix.clear();
+ //
+ // go back to the world matrix
+ //
+ gl.glLoadMatrix(r_world_matrix);
+
+ gl.glEnable (GL11.GL_BLEND);
+ GL_TexEnv(GL11.GL_MODULATE );
+
+
+ // the textures are prescaled up for a better lighting range,
+ // so scale it back down
+ intens = gl_state.inverse_intensity;
+
+ gl.glInterleavedArrays(GL11.GL_T2F_V3F, POLYGON_BYTE_STRIDE, globalPolygonInterleavedBuf);
+
+ for (s=r_alpha_surfaces ; s != null ; s=s.texturechain)
+ {
+ GL_Bind(s.texinfo.image.texnum);
+ c_brush_polys++;
+ if ((s.texinfo.flags & Defines.SURF_TRANS33) != 0)
+ gl.glColor4f (intens, intens, intens, 0.33f);
+ else if ((s.texinfo.flags & Defines.SURF_TRANS66) != 0)
+ gl.glColor4f (intens, intens, intens, 0.66f);
+ else
+ gl.glColor4f (intens,intens,intens,1);
+ if ((s.flags & Defines.SURF_DRAWTURB) != 0)
+ EmitWaterPolys(s);
+ else if((s.texinfo.flags & Defines.SURF_FLOWING) != 0) // PGM 9/16/98
+ DrawGLFlowingPoly(s.polys); // PGM
+ else
+ DrawGLPoly(s.polys);
+ }
+
+ GL_TexEnv( GL11.GL_REPLACE );
+ gl.glColor4f (1,1,1,1);
+ gl.glDisable (GL11.GL_BLEND);
+
+ r_alpha_surfaces = null;
+ }
+
+ /*
+ ================
+ DrawTextureChains
+ ================
+ */
+ void DrawTextureChains()
+ {
+ int i;
+ msurface_t s;
+ image_t image;
+
+ c_visible_textures = 0;
+
+ for (i = 0; i < numgltextures ; i++)
+ {
+ image = gltextures[i];
+
+ if (image.registration_sequence == 0)
+ continue;
+ if (image.texturechain == null)
+ continue;
+ c_visible_textures++;
+
+ for ( s = image.texturechain; s != null ; s=s.texturechain)
+ {
+ if ( ( s.flags & Defines.SURF_DRAWTURB) == 0 )
+ R_RenderBrushPoly(s);
+ }
+ }
+
+ GL_EnableMultitexture( false );
+ for (i = 0; i < numgltextures ; i++)
+ {
+ image = gltextures[i];
+
+ if (image.registration_sequence == 0)
+ continue;
+ s = image.texturechain;
+ if (s == null)
+ continue;
+
+ for ( ; s != null ; s=s.texturechain)
+ {
+ if ( (s.flags & Defines.SURF_DRAWTURB) != 0 )
+ R_RenderBrushPoly(s);
+ }
+
+ image.texturechain = null;
+ }
+
+ GL_TexEnv( GL11.GL_REPLACE );
+ }
+
+ // direct buffer
+ private IntBuffer temp = Lib.newIntBuffer(128 * 128, ByteOrder.LITTLE_ENDIAN);
+
+ void GL_RenderLightmappedPoly( msurface_t surf )
+ {
+ int i, nv = surf.polys.numverts;
+ int map = 0;
+ int index;
+ float[][] v;
+ FloatBuffer texCoord = globalPolygonInterleavedBuf;
+ image_t image = R_TextureAnimation( surf.texinfo );
+ boolean is_dynamic = false;
+ int lmtex = surf.lightmaptexturenum;
+ glpoly_t p;
+
+ // ersetzt goto
+ boolean gotoDynamic = false;
+
+ for ( map = 0; map < Defines.MAXLIGHTMAPS && (surf.styles[map] != (byte)255); map++ )
+ {
+ if ( r_newrefdef.lightstyles[surf.styles[map] & 0xFF].white != surf.cached_light[map] ) {
+ gotoDynamic = true;
+ break;
+ }
+ }
+
+ // this is a hack from cwei
+ if (map == 4) map--;
+
+ // dynamic this frame or dynamic previously
+ if ( gotoDynamic || ( surf.dlightframe == r_framecount ) )
+ {
+ // label dynamic:
+ if ( gl_dynamic.value != 0 )
+ {
+ if ( (surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP )) == 0 )
+ {
+ is_dynamic = true;
+ }
+ }
+ }
+
+ if ( is_dynamic )
+ {
+ // ist raus gezogen worden int[] temp = new int[128*128];
+ int smax, tmax;
+
+ if ( ( (surf.styles[map] & 0xFF) >= 32 || surf.styles[map] == 0 ) && ( surf.dlightframe != r_framecount ) )
+ {
+ smax = (surf.extents[0]>>4)+1;
+ tmax = (surf.extents[1]>>4)+1;
+
+ R_BuildLightMap( surf, temp, smax);
+ R_SetCacheState( surf );
+
+ GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + surf.lightmaptexturenum );
+
+ lmtex = surf.lightmaptexturenum;
+
+ gl.glTexSubImage2D( GL11.GL_TEXTURE_2D, 0,
+ surf.light_s, surf.light_t,
+ smax, tmax,
+ GL_LIGHTMAP_FORMAT,
+ GL11.GL_UNSIGNED_BYTE, temp );
+
+ }
+ else
+ {
+ smax = (surf.extents[0]>>4)+1;
+ tmax = (surf.extents[1]>>4)+1;
+
+ R_BuildLightMap( surf, temp, smax);
+
+ GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + 0 );
+
+ lmtex = 0;
+
+ gl.glTexSubImage2D( GL11.GL_TEXTURE_2D, 0,
+ surf.light_s, surf.light_t,
+ smax, tmax,
+ GL_LIGHTMAP_FORMAT,
+ GL11.GL_UNSIGNED_BYTE, temp );
+
+ }
+
+ c_brush_polys++;
+
+ GL_MBind( GL_TEXTURE0, image.texnum );
+ GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + lmtex );
+
+ // ==========
+ // PGM
+ if ((surf.texinfo.flags & Defines.SURF_FLOWING) != 0)
+ {
+ float scroll;
+
+ scroll = -64 * ( (r_newrefdef.time / 40.0f) - (int)(r_newrefdef.time / 40.0f) );
+ if(scroll == 0.0f)
+ scroll = -64.0f;
+
+ for ( p = surf.polys; p != null; p = p.chain )
+ {
+ v = p.verts;
+ index = p.pos * POLYGON_STRIDE;
+ for (i=0 ; i<p.numverts ; i++) {
+ texCoord.put(index, v[i][3] + scroll);
+ index += POLYGON_STRIDE;
+ }
+ gl.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
+ }
+ }
+ else
+ {
+ for ( p = surf.polys; p != null; p = p.chain )
+ {
+ gl.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
+ }
+ }
+ // PGM
+ // ==========
+ }
+ else
+ {
+ c_brush_polys++;
+
+ GL_MBind( GL_TEXTURE0, image.texnum );
+ GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + lmtex);
+
+ // ==========
+ // PGM
+ if ((surf.texinfo.flags & Defines.SURF_FLOWING) != 0)
+ {
+ float scroll;
+
+ scroll = -64 * ( (r_newrefdef.time / 40.0f) - (int)(r_newrefdef.time / 40.0f) );
+ if(scroll == 0.0)
+ scroll = -64.0f;
+
+ for ( p = surf.polys; p != null; p = p.chain )
+ {
+ v = p.verts;
+ index = p.pos * POLYGON_STRIDE;
+ for (i=0 ; i<p.numverts ; i++) {
+ texCoord.put(index, v[i][3] + scroll);
+ index += POLYGON_STRIDE;
+ }
+ gl.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
+ }
+ }
+ else
+ {
+ // PGM
+ // ==========
+ for ( p = surf.polys; p != null; p = p.chain )
+ {
+ gl.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
+ }
+
+ // ==========
+ // PGM
+ }
+ // PGM
+ // ==========
+ }
+ }
+
+ /*
+ =================
+ R_DrawInlineBModel
+ =================
+ */
+ void R_DrawInlineBModel()
+ {
+ int i, k;
+ cplane_t pplane;
+ float dot;
+ msurface_t psurf;
+ dlight_t lt;
+
+ // calculate dynamic lighting for bmodel
+ if ( gl_flashblend.value == 0 )
+ {
+ for (k=0 ; k<r_newrefdef.num_dlights ; k++)
+ {
+ lt = r_newrefdef.dlights[k];
+ R_MarkLights(lt, 1<<k, currentmodel.nodes[currentmodel.firstnode]);
+ }
+ }
+
+ // psurf = &currentmodel->surfaces[currentmodel->firstmodelsurface];
+ int psurfp = currentmodel.firstmodelsurface;
+ msurface_t[] surfaces;
+ surfaces = currentmodel.surfaces;
+ //psurf = surfaces[psurfp];
+
+ if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 )
+ {
+ gl.glEnable (GL11.GL_BLEND);
+ gl.glColor4f (1,1,1,0.25f);
+ GL_TexEnv( GL11.GL_MODULATE );
+ }
+
+ //
+ // draw texture
+ //
+ for (i=0 ; i<currentmodel.nummodelsurfaces ; i++)
+ {
+ psurf = surfaces[psurfp++];
+ // find which side of the node we are on
+ pplane = psurf.plane;
+
+ dot = Math3D.DotProduct(modelorg, pplane.normal) - pplane.dist;
+
+ // draw the polygon
+ if (((psurf.flags & Defines.SURF_PLANEBACK) != 0 && (dot < -BACKFACE_EPSILON)) ||
+ ((psurf.flags & Defines.SURF_PLANEBACK) == 0 && (dot > BACKFACE_EPSILON)))
+ {
+ if ((psurf.texinfo.flags & (Defines.SURF_TRANS33 | Defines.SURF_TRANS66)) != 0 )
+ { // add to the translucent chain
+ psurf.texturechain = r_alpha_surfaces;
+ r_alpha_surfaces = psurf;
+ }
+ else if ( (psurf.flags & Defines.SURF_DRAWTURB) == 0 )
+ {
+ GL_RenderLightmappedPoly( psurf );
+ }
+ else
+ {
+ GL_EnableMultitexture( false );
+ R_RenderBrushPoly( psurf );
+ GL_EnableMultitexture( true );
+ }
+ }
+ }
+
+ if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) {
+ gl.glDisable (GL11.GL_BLEND);
+ gl.glColor4f (1,1,1,1);
+ GL_TexEnv( GL11.GL_REPLACE );
+ }
+ }
+
+ /*
+ =================
+ R_DrawBrushModel
+ =================
+ */
+ void R_DrawBrushModel(entity_t e)
+ {
+ float[] mins = {0, 0, 0};
+ float[] maxs = {0, 0, 0};
+ int i;
+ boolean rotated;
+
+ if (currentmodel.nummodelsurfaces == 0)
+ return;
+
+ currententity = e;
+ gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;
+
+ if (e.angles[0] != 0 || e.angles[1] != 0 || e.angles[2] != 0)
+ {
+ rotated = true;
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = e.origin[i] - currentmodel.radius;
+ maxs[i] = e.origin[i] + currentmodel.radius;
+ }
+ }
+ else
+ {
+ rotated = false;
+ Math3D.VectorAdd(e.origin, currentmodel.mins, mins);
+ Math3D.VectorAdd(e.origin, currentmodel.maxs, maxs);
+ }
+
+ if (R_CullBox(mins, maxs)) return;
+
+ gl.glColor3f (1,1,1);
+
+ // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
+
+ // TODO wird beim multitexturing nicht gebraucht
+ //gl_lms.clearLightmapSurfaces();
+
+ Math3D.VectorSubtract (r_newrefdef.vieworg, e.origin, modelorg);
+ if (rotated)
+ {
+ float[] temp = {0, 0, 0};
+ float[] forward = {0, 0, 0};
+ float[] right = {0, 0, 0};
+ float[] up = {0, 0, 0};
+
+ Math3D.VectorCopy (modelorg, temp);
+ Math3D.AngleVectors (e.angles, forward, right, up);
+ modelorg[0] = Math3D.DotProduct (temp, forward);
+ modelorg[1] = -Math3D.DotProduct (temp, right);
+ modelorg[2] = Math3D.DotProduct (temp, up);
+ }
+
+ gl.glPushMatrix();
+
+ e.angles[0] = -e.angles[0]; // stupid quake bug
+ e.angles[2] = -e.angles[2]; // stupid quake bug
+ R_RotateForEntity(e);
+ e.angles[0] = -e.angles[0]; // stupid quake bug
+ e.angles[2] = -e.angles[2]; // stupid quake bug
+
+ GL_EnableMultitexture( true );
+ GL_SelectTexture(GL_TEXTURE0);
+ GL_TexEnv( GL11.GL_REPLACE );
+ gl.glInterleavedArrays(GL11.GL_T2F_V3F, POLYGON_BYTE_STRIDE, globalPolygonInterleavedBuf);
+ GL_SelectTexture(GL_TEXTURE1);
+ GL_TexEnv( GL11.GL_MODULATE );
+ gl.glTexCoordPointer(2, POLYGON_BYTE_STRIDE, globalPolygonTexCoord1Buf);
+ gl.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
+
+ R_DrawInlineBModel();
+
+ gl.glClientActiveTextureARB(GL_TEXTURE1);
+ gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
+
+ GL_EnableMultitexture( false );
+
+ gl.glPopMatrix();
+ }
+
+ /*
+ =============================================================
+
+ WORLD MODEL
+
+ =============================================================
+ */
+
+ /*
+ ================
+ R_RecursiveWorldNode
+ ================
+ */
+ void R_RecursiveWorldNode (mnode_t node)
+ {
+ int c, side, sidebit;
+ cplane_t plane;
+ msurface_t surf;
+ msurface_t mark;
+ mleaf_t pleaf;
+ float dot = 0;
+ image_t image;
+
+ if (node.contents == Defines.CONTENTS_SOLID)
+ return; // solid
+
+ if (node.visframe != r_visframecount)
+ return;
+
+ if (R_CullBox(node.mins, node.maxs))
+ return;
+
+ // if a leaf node, draw stuff
+ if (node.contents != -1)
+ {
+ pleaf = (mleaf_t)node;
+
+ // check for door connected areas
+ if (r_newrefdef.areabits != null)
+ {
+ if ( ((r_newrefdef.areabits[pleaf.area >> 3] & 0xFF) & (1 << (pleaf.area & 7)) ) == 0 )
+ return; // not visible
+ }
+
+ int markp = 0;
+
+ mark = pleaf.getMarkSurface(markp); // first marked surface
+ c = pleaf.nummarksurfaces;
+
+ if (c != 0)
+ {
+ do
+ {
+ mark.visframe = r_framecount;
+ mark = pleaf.getMarkSurface(++markp); // next surface
+ } while (--c != 0);
+ }
+
+ return;
+ }
+
+ // node is just a decision point, so go down the apropriate sides
+
+ // find which side of the node we are on
+ plane = node.plane;
+
+ switch (plane.type)
+ {
+ case Defines.PLANE_X:
+ dot = modelorg[0] - plane.dist;
+ break;
+ case Defines.PLANE_Y:
+ dot = modelorg[1] - plane.dist;
+ break;
+ case Defines.PLANE_Z:
+ dot = modelorg[2] - plane.dist;
+ break;
+ default:
+ dot = Math3D.DotProduct(modelorg, plane.normal) - plane.dist;
+ break;
+ }
+
+ if (dot >= 0.0f)
+ {
+ side = 0;
+ sidebit = 0;
+ }
+ else
+ {
+ side = 1;
+ sidebit = Defines.SURF_PLANEBACK;
+ }
+
+ // recurse down the children, front side first
+ R_RecursiveWorldNode(node.children[side]);
+
+ // draw stuff
+ //for ( c = node.numsurfaces, surf = r_worldmodel.surfaces[node.firstsurface]; c != 0 ; c--, surf++)
+ for ( c = 0; c < node.numsurfaces; c++)
+ {
+ surf = r_worldmodel.surfaces[node.firstsurface + c];
+ if (surf.visframe != r_framecount)
+ continue;
+
+ if ( (surf.flags & Defines.SURF_PLANEBACK) != sidebit )
+ continue; // wrong side
+
+ if ((surf.texinfo.flags & Defines.SURF_SKY) != 0)
+ { // just adds to visible sky bounds
+ R_AddSkySurface(surf);
+ }
+ else if ((surf.texinfo.flags & (Defines.SURF_TRANS33 | Defines.SURF_TRANS66)) != 0)
+ { // add to the translucent chain
+ surf.texturechain = r_alpha_surfaces;
+ r_alpha_surfaces = surf;
+ }
+ else
+ {
+ if ( ( surf.flags & Defines.SURF_DRAWTURB) == 0 )
+ {
+ GL_RenderLightmappedPoly( surf );
+ }
+ else
+ {
+ // the polygon is visible, so add it to the texture
+ // sorted chain
+ // FIXME: this is a hack for animation
+ image = R_TextureAnimation(surf.texinfo);
+ surf.texturechain = image.texturechain;
+ image.texturechain = surf;
+ }
+ }
+ }
+
+ // recurse down the back side
+ R_RecursiveWorldNode(node.children[1 - side]);
+ }
+
+
+ /*
+ =============
+ R_DrawWorld
+ =============
+ */
+ void R_DrawWorld()
+ {
+ entity_t ent = new entity_t();
+ // auto cycle the world frame for texture animation
+ ent.frame = (int)(r_newrefdef.time*2);
+ currententity = ent;
+
+ if (r_drawworld.value == 0)
+ return;
+
+ if ( (r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0 )
+ return;
+
+ currentmodel = r_worldmodel;
+
+ Math3D.VectorCopy(r_newrefdef.vieworg, modelorg);
+
+ gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;
+
+ gl.glColor3f (1,1,1);
+ // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
+ // TODO wird bei multitexture nicht gebraucht
+ //gl_lms.clearLightmapSurfaces();
+
+ R_ClearSkyBox();
+
+ GL_EnableMultitexture( true );
+
+ GL_SelectTexture( GL_TEXTURE0);
+ GL_TexEnv( GL11.GL_REPLACE );
+ gl.glInterleavedArrays(GL11.GL_T2F_V3F, POLYGON_BYTE_STRIDE, globalPolygonInterleavedBuf);
+ GL_SelectTexture( GL_TEXTURE1);
+ gl.glTexCoordPointer(2, POLYGON_BYTE_STRIDE, globalPolygonTexCoord1Buf);
+ gl.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
+
+ if ( gl_lightmap.value != 0)
+ GL_TexEnv( GL11.GL_REPLACE );
+ else
+ GL_TexEnv( GL11.GL_MODULATE );
+
+ R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node
+
+ gl.glClientActiveTextureARB(GL_TEXTURE1);
+ gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
+
+ GL_EnableMultitexture( false );
+
+ DrawTextureChains();
+ R_DrawSkyBox();
+ R_DrawTriangleOutlines();
+ }
+
+ 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()
+ {
+ //byte[] vis;
+ //byte[] fatvis = new byte[Defines.MAX_MAP_LEAFS / 8];
+
+ //Arrays.fill(fatvis, (byte)0);
+
+ mnode_t node;
+ int i, c;
+ mleaf_t leaf;
+ int cluster;
+
+ 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;
+
+ 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);
+ // 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) / 8);
+ vis = Mod_ClusterPVS(r_viewcluster2, r_worldmodel);
+ c = (r_worldmodel.numleafs + 31) / 32;
+ int k = 0;
+ for (i=0 ; i<c ; i++) {
+ fatvis[k] |= vis[k++];
+ fatvis[k] |= vis[k++];
+ fatvis[k] |= vis[k++];
+ fatvis[k] |= vis[k++];
+ }
+
+ vis = fatvis;
+ }
+
+ 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
+
+ =============================================================================
+ */
+
+ void LM_InitBlock()
+ {
+ Arrays.fill(gl_lms.allocated, 0);
+ }
+
+ void LM_UploadBlock( boolean dynamic )
+ {
+ int texture;
+ int height = 0;
+
+ if ( dynamic )
+ {
+ texture = 0;
+ }
+ else
+ {
+ texture = 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 i;
+
+ for ( 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);
+
+ }
+ }
+
+ // returns a texture number and the position inside it
+ boolean LM_AllocBlock (int w, int h, pos_t pos)
+ {
+ int x = pos.x;
+ int y = pos.y;
+ int i, j;
+ int best, best2;
+
+ best = BLOCK_HEIGHT;
+
+ 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)
+ {
+ int i, lindex, lnumverts;
+ medge_t[] pedges;
+ medge_t r_pedge;
+ int vertpage;
+ float[] vec;
+ float s, t;
+ glpoly_t poly;
+ float[] total = {0, 0, 0};
+
+ // reconstruct the polygon
+ pedges = currentmodel.edges;
+ lnumverts = fa.numedges;
+ vertpage = 0;
+
+ Math3D.VectorClear(total);
+ //
+ // draw texture
+ //
+ // poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+ poly = new glpoly_t(lnumverts);
+
+ poly.next = fa.polys;
+ poly.flags = fa.flags;
+ fa.polys = poly;
+ poly.numverts = lnumverts;
+
+ for (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;
+
+ Math3D.VectorAdd (total, vec, total);
+ Math3D.VectorCopy (vec, poly.verts[i]);
+ poly.verts[i][3] = s;
+ poly.verts[i][4] = 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.verts[i][5] = s;
+ poly.verts[i][6] = t;
+ }
+
+ poly.numverts = lnumverts;
+
+ precompilePolygon(poly);
+
+ }
+
+ /*
+ ========================
+ GL_CreateSurfaceLightmap
+ ========================
+ */
+ void GL_CreateSurfaceLightmap(msurface_t surf)
+ {
+ int smax, tmax;
+ IntBuffer base;
+
+ if ( (surf.flags & (Defines.SURF_DRAWSKY | Defines.SURF_DRAWTURB)) != 0)
+ return;
+
+ smax = (surf.extents[0]>>4)+1;
+ 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;
+
+ 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;
+ 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 functions for vertex array handling
+ */
+ static final int POLYGON_BUFFER_SIZE = 120000;
+ static final int POLYGON_STRIDE = 7;
+ static final int POLYGON_BYTE_STRIDE = POLYGON_STRIDE * Lib.SIZEOF_FLOAT;
+
+ static FloatBuffer globalPolygonInterleavedBuf = BufferUtils.createFloatBuffer(POLYGON_BUFFER_SIZE * 7);
+ static FloatBuffer globalPolygonTexCoord1Buf = null;
+
+ static {
+ globalPolygonInterleavedBuf.position(POLYGON_STRIDE - 2);
+ globalPolygonTexCoord1Buf = globalPolygonInterleavedBuf.slice();
+ globalPolygonInterleavedBuf.position(0);
+ };
+
+ void precompilePolygon(glpoly_t p) {
+
+ p.pos = globalPolygonInterleavedBuf.position() / POLYGON_STRIDE;
+
+ float[] v;
+ FloatBuffer buffer = globalPolygonInterleavedBuf;
+
+ for (int i = 0; i < p.verts.length; i++) {
+ v = p.verts[i];
+ // textureCoord0
+ buffer.put(v[3]);
+ buffer.put(v[4]);
+
+ // vertex
+ buffer.put(v[0]);
+ buffer.put(v[1]);
+ buffer.put(v[2]);
+
+ // textureCoord1
+ buffer.put(v[5]);
+ buffer.put(v[6]);
+ }
+ }
+
+ public static void resetPolygonArrays() {
+ globalPolygonInterleavedBuf.rewind();
+ }
+
+ //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);
+//
+// }
+
+}