diff options
Diffstat (limited to 'src/jake2/render')
-rw-r--r-- | src/jake2/render/fastjogl/Image.java | 3263 | ||||
-rw-r--r-- | src/jake2/render/fastjogl/Light.java | 1414 | ||||
-rw-r--r-- | src/jake2/render/fastjogl/Mesh.java | 1340 | ||||
-rw-r--r-- | src/jake2/render/fastjogl/Misc.java | 272 | ||||
-rw-r--r-- | src/jake2/render/fastjogl/Model.java | 2558 | ||||
-rw-r--r-- | src/jake2/render/fastjogl/Surf.java | 2764 | ||||
-rw-r--r-- | src/jake2/render/fastjogl/Warp.java | 1353 | ||||
-rw-r--r-- | src/jake2/render/jogl/Image.java | 3288 | ||||
-rw-r--r-- | src/jake2/render/jogl/Light.java | 1438 | ||||
-rw-r--r-- | src/jake2/render/jogl/Mesh.java | 1637 | ||||
-rw-r--r-- | src/jake2/render/jogl/Warp.java | 1341 | ||||
-rw-r--r-- | src/jake2/render/medge_t.java | 67 | ||||
-rw-r--r-- | src/jake2/render/mvertex_t.java | 58 |
13 files changed, 10156 insertions, 10637 deletions
diff --git a/src/jake2/render/fastjogl/Image.java b/src/jake2/render/fastjogl/Image.java index 22f3d02..3fd97c0 100644 --- a/src/jake2/render/fastjogl/Image.java +++ b/src/jake2/render/fastjogl/Image.java @@ -2,34 +2,36 @@ * Image.java * Copyright (C) 2003 * - * $Id: Image.java,v 1.5 2004-07-19 19:39:57 hzi Exp $ + * $Id: Image.java,v 1.6 2004-09-22 19:22:10 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.client.VID; import jake2.client.particle_t; import jake2.game.cvar_t; -import jake2.qcommon.*; +import jake2.qcommon.Com; +import jake2.qcommon.Cvar; +import jake2.qcommon.FS; import jake2.qcommon.longjmpException; import jake2.qcommon.qfiles; import jake2.render.image_t; @@ -40,7 +42,9 @@ import java.awt.Dimension; import java.awt.geom.AffineTransform; import java.awt.image.AffineTransformOp; import java.awt.image.BufferedImage; -import java.nio.*; +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.IntBuffer; import java.util.Arrays; import net.java.games.jogl.GL; @@ -52,1628 +56,1605 @@ import net.java.games.jogl.GL; */ public abstract class Image extends Main { - image_t draw_chars; - - image_t[] gltextures = new image_t[MAX_GLTEXTURES]; - //Map gltextures = new Hashtable(MAX_GLTEXTURES); // image_t - int numgltextures; - int base_textureid; // gltextures[i] = base_textureid+i - - byte[] intensitytable = new byte[256]; - byte[] gammatable = new byte[256]; - - cvar_t intensity; - - // - // qboolean GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean is_sky ); - // qboolean GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap); - // - - int gl_solid_format = 3; - int gl_alpha_format = 4; - - int gl_tex_solid_format = 3; - int gl_tex_alpha_format = 4; - - int gl_filter_min = GL.GL_LINEAR_MIPMAP_NEAREST; - int gl_filter_max = GL.GL_LINEAR; - - Image() { - // init the texture cache - for (int i = 0; i < gltextures.length; i++) - { - gltextures[i] = new image_t(i); - } - numgltextures = 0; - } - - void GL_SetTexturePalette(int[] palette) { - - assert(palette != null && palette.length == 256) : "int palette[256] bug"; - - int i; - byte[] temptable = new byte[768]; - - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { - for (i = 0; i < 256; i++) { - temptable[i * 3 + 0] = (byte) ((palette[i] >> 0) & 0xff); - temptable[i * 3 + 1] = (byte) ((palette[i] >> 8) & 0xff); - temptable[i * 3 + 2] = (byte) ((palette[i] >> 16) & 0xff); - } - - gl.glColorTableEXT(GL.GL_SHARED_TEXTURE_PALETTE_EXT, GL.GL_RGB, 256, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, temptable); - } - } - - void GL_EnableMultitexture(boolean enable) { - if (enable) { - GL_SelectTexture(GL_TEXTURE1); - gl.glEnable(GL.GL_TEXTURE_2D); - GL_TexEnv(GL.GL_REPLACE); - } - else { - GL_SelectTexture(GL_TEXTURE1); - gl.glDisable(GL.GL_TEXTURE_2D); - GL_TexEnv(GL.GL_REPLACE); - } - GL_SelectTexture(GL_TEXTURE0); - GL_TexEnv(GL.GL_REPLACE); - } - - void GL_SelectTexture(int texture /* GLenum */) { - int tmu; - - tmu = (texture == GL_TEXTURE0) ? 0 : 1; - - if (tmu == gl_state.currenttmu) { - return; - } - - gl_state.currenttmu = tmu; - - gl.glActiveTextureARB(texture); - gl.glClientActiveTextureARB(texture); - } - - int[] lastmodes = { -1, -1 }; - - void GL_TexEnv(int mode /* GLenum */ - ) { - - if (mode != lastmodes[gl_state.currenttmu]) { - gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, mode); - lastmodes[gl_state.currenttmu] = mode; - } - } - - void GL_Bind(int texnum) { - - if ((gl_nobind.value != 0) && (draw_chars != null)) { - // performance evaluation option - texnum = draw_chars.texnum; - } - if (gl_state.currenttextures[gl_state.currenttmu] == texnum) - return; - - gl_state.currenttextures[gl_state.currenttmu] = texnum; - gl.glBindTexture(GL.GL_TEXTURE_2D, texnum); - } - - void GL_MBind(int target /* GLenum */, int texnum) { - GL_SelectTexture(target); - if (target == GL_TEXTURE0) { - if (gl_state.currenttextures[0] == texnum) - return; - } - else { - if (gl_state.currenttextures[1] == texnum) - return; - } - GL_Bind(texnum); - } - - // glmode_t - static class glmode_t { - String name; - int minimize, maximize; - - glmode_t(String name, int minimize, int maximze) { - this.name = name; - this.minimize = minimize; - this.maximize = maximze; - } - } - - static final glmode_t modes[] = - { - new glmode_t("GL_NEAREST", GL.GL_NEAREST, GL.GL_NEAREST), - new glmode_t("GL_LINEAR", GL.GL_LINEAR, GL.GL_LINEAR), - new glmode_t("GL_NEAREST_MIPMAP_NEAREST", GL.GL_NEAREST_MIPMAP_NEAREST, GL.GL_NEAREST), - new glmode_t("GL_LINEAR_MIPMAP_NEAREST", GL.GL_LINEAR_MIPMAP_NEAREST, GL.GL_LINEAR), - new glmode_t("GL_NEAREST_MIPMAP_LINEAR", GL.GL_NEAREST_MIPMAP_LINEAR, GL.GL_NEAREST), - new glmode_t("GL_LINEAR_MIPMAP_LINEAR", GL.GL_LINEAR_MIPMAP_LINEAR, GL.GL_LINEAR)}; - - static final int NUM_GL_MODES = modes.length; - - // gltmode_t - static class gltmode_t { - String name; - int mode; - - gltmode_t(String name, int mode) { - this.name = name; - this.mode = mode; - } - } - - static final gltmode_t[] gl_alpha_modes = - { - new gltmode_t("default", 4), - new gltmode_t("GL_RGBA", GL.GL_RGBA), - new gltmode_t("GL_RGBA8", GL.GL_RGBA8), - new gltmode_t("GL_RGB5_A1", GL.GL_RGB5_A1), - new gltmode_t("GL_RGBA4", GL.GL_RGBA4), - new gltmode_t("GL_RGBA2", GL.GL_RGBA2), - }; - - static final int NUM_GL_ALPHA_MODES = gl_alpha_modes.length; - - static final gltmode_t[] gl_solid_modes = - { - new gltmode_t("default", 3), - new gltmode_t("GL_RGB", GL.GL_RGB), - new gltmode_t("GL_RGB8", GL.GL_RGB8), - new gltmode_t("GL_RGB5", GL.GL_RGB5), - new gltmode_t("GL_RGB4", GL.GL_RGB4), - new gltmode_t("GL_R3_G3_B2", GL.GL_R3_G3_B2), - // #ifdef GL_RGB2_EXT - new gltmode_t("GL_RGB2", GL.GL_RGB2_EXT) - // #endif - }; - - static final int NUM_GL_SOLID_MODES = gl_solid_modes.length; - - /* - =============== - GL_TextureMode - =============== - */ - void GL_TextureMode(String string) { - - int i; - for (i = 0; i < NUM_GL_MODES; i++) { - if (modes[i].name.equalsIgnoreCase(string)) - break; - } - - if (i == NUM_GL_MODES) { - VID.Printf(Defines.PRINT_ALL, "bad filter name: [" + string + "]\n"); - return; - } - - gl_filter_min = modes[i].minimize; - gl_filter_max = modes[i].maximize; - - image_t glt; - // change all the existing mipmap texture objects - for (i = 0; i < numgltextures; i++) { - glt = gltextures[i]; - - if (glt.type != it_pic && glt.type != it_sky) { - GL_Bind(glt.texnum); - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min); - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - } - } - } - - /* - =============== - GL_TextureAlphaMode - =============== - */ - void GL_TextureAlphaMode(String string) { - - int i; - for (i = 0; i < NUM_GL_ALPHA_MODES; i++) { - if (gl_alpha_modes[i].name.equalsIgnoreCase(string)) - break; - } - - if (i == NUM_GL_ALPHA_MODES) { - VID.Printf(Defines.PRINT_ALL, "bad alpha texture mode name: [" + string + "]\n"); - return; - } - - gl_tex_alpha_format = gl_alpha_modes[i].mode; - } - - /* - =============== - GL_TextureSolidMode - =============== - */ - void GL_TextureSolidMode(String string) { - int i; - for (i = 0; i < NUM_GL_SOLID_MODES; i++) { - if (gl_solid_modes[i].name.equalsIgnoreCase(string)) - break; - } - - if (i == NUM_GL_SOLID_MODES) { - VID.Printf(Defines.PRINT_ALL, "bad solid texture mode name: [" + string + "]\n"); - return; - } - - gl_tex_solid_format = gl_solid_modes[i].mode; - } - - /* - =============== - GL_ImageList_f - =============== - */ - void GL_ImageList_f() { - - image_t image; - int texels; - final String[] palstrings = { "RGB", "PAL" }; - - VID.Printf(Defines.PRINT_ALL, "------------------\n"); - texels = 0; - - for (int i = 0; i < numgltextures; i++) { - image = gltextures[i]; - if (image.texnum <= 0) - continue; - - texels += image.upload_width * image.upload_height; - switch (image.type) { - case it_skin : - VID.Printf(Defines.PRINT_ALL, "M"); - break; - case it_sprite : - VID.Printf(Defines.PRINT_ALL, "S"); - break; - case it_wall : - VID.Printf(Defines.PRINT_ALL, "W"); - break; - case it_pic : - VID.Printf(Defines.PRINT_ALL, "P"); - break; - default : - VID.Printf(Defines.PRINT_ALL, " "); - break; - } - - VID.Printf( - Defines.PRINT_ALL, - " %3i %3i %s: %s\n", - new Vargs(4).add(image.upload_width).add(image.upload_height).add(palstrings[(image.paletted) ? 1 : 0]).add( - image.name)); - } - VID.Printf(Defines.PRINT_ALL, "Total texel count (not counting mipmaps): " + texels + '\n'); - } - - /* - ============================================================================= - - scrap allocation - - Allocate all the little status bar objects into a single texture - to crutch up inefficient hardware / drivers - - ============================================================================= - */ - - static final int MAX_SCRAPS = 1; - static final int BLOCK_WIDTH = 256; - static final int BLOCK_HEIGHT = 256; - - int[][] scrap_allocated = new int[MAX_SCRAPS][BLOCK_WIDTH]; - byte[][] scrap_texels = new byte[MAX_SCRAPS][BLOCK_WIDTH * BLOCK_HEIGHT]; - boolean scrap_dirty; - - static class pos_t { - int x, y; - - pos_t(int x, int y) { - this.x = x; - this.y = y; - } - } - - // returns a texture number and the position inside it - int Scrap_AllocBlock(int w, int h, pos_t pos) { - int i, j; - int best, best2; - int texnum; - - for (texnum = 0; texnum < MAX_SCRAPS; texnum++) { - best = BLOCK_HEIGHT; - - for (i = 0; i < BLOCK_WIDTH - w; i++) { - best2 = 0; - - for (j = 0; j < w; j++) { - if (scrap_allocated[texnum][i + j] >= best) - break; - if (scrap_allocated[texnum][i + j] > best2) - best2 = scrap_allocated[texnum][i + j]; - } - if (j == w) { // this is a valid spot - pos.x = i; - pos.y = best = best2; - } - } - - if (best + h > BLOCK_HEIGHT) - continue; - - for (i = 0; i < w; i++) - scrap_allocated[texnum][pos.x + i] = best + h; - - return texnum; - } - - return -1; - // Sys_Error ("Scrap_AllocBlock: full"); - } - - int scrap_uploads = 0; - - void Scrap_Upload() { - scrap_uploads++; - GL_Bind(TEXNUM_SCRAPS); - GL_Upload8(scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, false); - scrap_dirty = false; - } - - /* - ================================================================= - - PCX LOADING - - ================================================================= - */ - - /* - ============== - LoadPCX - ============== - */ - byte[] LoadPCX(String filename, byte[][] palette, Dimension dim) { - qfiles.pcx_t pcx; - - // - // load the file - // - byte[] raw = FS.LoadFile(filename); - - if (raw == null) { - VID.Printf(Defines.PRINT_DEVELOPER, "Bad pcx file " + filename + '\n'); - return null; - } - - // - // parse the PCX file - // - pcx = new qfiles.pcx_t(raw); - - if (pcx.manufacturer != 0x0a - || pcx.version != 5 - || pcx.encoding != 1 - || pcx.bits_per_pixel != 8 - || pcx.xmax >= 640 - || pcx.ymax >= 480) { - - VID.Printf(Defines.PRINT_ALL, "Bad pcx file " + filename + '\n'); - return null; - } - - int width = pcx.xmax - pcx.xmin + 1; - int height = pcx.ymax - pcx.ymin + 1; - - byte[] pix = new byte[width * height]; - - if (palette != null) { - palette[0] = new byte[768]; - System.arraycopy(raw, raw.length - 768, palette[0], 0, 768); - } - - if (dim != null) { - dim.width = width; - dim.height = height; - } - - // - // decode pcx - // - int count = 0; - byte dataByte = 0; - int runLength = 0; - int x, y; - - for (y = 0; y < height; y++) { - for (x = 0; x < width;) { - - dataByte = pcx.data.get(); - - if ((dataByte & 0xC0) == 0xC0) { - runLength = dataByte & 0x3F; - dataByte = pcx.data.get(); - // write runLength pixel - while (runLength-- > 0) { - pix[count++] = dataByte; - x++; - } - } - else { - // write one pixel - pix[count++] = dataByte; - x++; - } - } - } - return pix; - } - - // /* - // ========================================================= - // - // TARGA LOADING - // - // ========================================================= - // */ - /* - ============= - LoadTGA - ============= - */ - byte[] LoadTGA(String name, Dimension dim) { - int columns, rows, numPixels; - int pixbuf; // index into pic - int row, column; - byte[] raw; - ByteBuffer buf_p; - int length; - qfiles.tga_t targa_header; - byte[] pic = null; - - // - // load the file - // - raw = FS.LoadFile(name); - - if (raw == null) - { - VID.Printf(Defines.PRINT_DEVELOPER, "Bad tga file "+ name +'\n'); - return null; - } - - targa_header = new qfiles.tga_t(raw); - - if (targa_header.image_type != 2 && targa_header.image_type != 10) - Com.Error(Defines.ERR_DROP, "LoadTGA: Only type 2 and 10 targa RGB images supported\n"); - - if (targa_header.colormap_type != 0 || (targa_header.pixel_size != 32 && targa_header.pixel_size != 24)) - Com.Error (Defines.ERR_DROP, "LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n"); - - columns = targa_header.width; - rows = targa_header.height; - numPixels = columns * rows; - - if (dim != null) { - dim.width = columns; - dim.height = rows; - } - - pic = new byte[numPixels * 4]; // targa_rgba; - - if (targa_header.id_length != 0) - targa_header.data.position(targa_header.id_length); // skip TARGA image comment - - buf_p = targa_header.data; - - byte red,green,blue,alphabyte; - red = green = blue = alphabyte = 0; - int packetHeader, packetSize, j; - - if (targa_header.image_type==2) { // Uncompressed, RGB images - for(row=rows-1; row>=0; row--) { - - pixbuf = row * columns * 4; - - for(column=0; column<columns; column++) { - switch (targa_header.pixel_size) { - case 24: - - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = (byte)255; - break; - case 32: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = alphabyte; - break; - } - } - } - } - else if (targa_header.image_type==10) { // Runlength encoded RGB images - for(row=rows-1; row>=0; row--) { - - pixbuf = row * columns * 4; - try { - - for(column=0; column<columns; ) { - - packetHeader= buf_p.get() & 0xFF; - packetSize = 1 + (packetHeader & 0x7f); - - if ((packetHeader & 0x80) != 0) { // run-length packet - switch (targa_header.pixel_size) { - case 24: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = (byte)255; - break; - case 32: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = buf_p.get(); - break; - } - - for(j=0;j<packetSize;j++) { - pic[pixbuf++]=red; - pic[pixbuf++]=green; - pic[pixbuf++]=blue; - pic[pixbuf++]=alphabyte; - column++; - if (column==columns) { // run spans across rows - column=0; - if (row>0) - row--; - else - // goto label breakOut; - throw new longjmpException(); - - pixbuf = row * columns * 4; - } - } - } - else { // non run-length packet - for(j=0;j<packetSize;j++) { - switch (targa_header.pixel_size) { - case 24: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = (byte)255; - break; - case 32: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = alphabyte; - break; - } - column++; - if (column==columns) { // pixel packet run spans across rows - column=0; - if (row>0) - row--; - else - // goto label breakOut; - throw new longjmpException(); - - pixbuf = row * columns * 4; - } - } - } - } - } catch (longjmpException e){ - // label breakOut: - } - } - } - return pic; - } - - /* - ==================================================================== - - IMAGE FLOOD FILLING - - ==================================================================== - */ - - /* - ================= - Mod_FloodFillSkin - - Fill background pixels so mipmapping doesn't have haloes - ================= - */ - - static class floodfill_t { - short x, y; - } - - // must be a power of 2 - static final int FLOODFILL_FIFO_SIZE = 0x1000; - static final int FLOODFILL_FIFO_MASK = FLOODFILL_FIFO_SIZE - 1; - // - // #define FLOODFILL_STEP( off, dx, dy ) \ - // { \ - // if (pos[off] == fillcolor) \ - // { \ - // pos[off] = 255; \ - // fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \ - // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \ - // } \ - // else if (pos[off] != 255) fdc = pos[off]; \ - // } - - // void FLOODFILL_STEP( int off, int dx, int dy ) - // { - // if (pos[off] == fillcolor) - // { - // pos[off] = 255; - // fifo[inpt].x = x + dx; fifo[inpt].y = y + dy; - // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - // } - // else if (pos[off] != 255) fdc = pos[off]; - // } - static floodfill_t[] fifo = new floodfill_t[FLOODFILL_FIFO_SIZE]; - static { - for (int j = 0; j < fifo.length; j++) { - fifo[j] = new floodfill_t(); - } - } - // TODO check this: R_FloodFillSkin( byte[] skin, int skinwidth, int skinheight) - void R_FloodFillSkin(byte[] skin, int skinwidth, int skinheight) { - // byte fillcolor = *skin; // assume this is the pixel to fill - int fillcolor = skin[0] & 0xff; -// floodfill_t[] fifo = new floodfill_t[FLOODFILL_FIFO_SIZE]; - int inpt = 0, outpt = 0; - int filledcolor = -1; - int i; - -// for (int j = 0; j < fifo.length; j++) { -// fifo[j] = new floodfill_t(); -// } - - if (filledcolor == -1) { - filledcolor = 0; - // attempt to find opaque black - for (i = 0; i < 256; ++i) - // TODO check this - if (d_8to24table[i] == 0xFF000000) { // alpha 1.0 - //if (d_8to24table[i] == (255 << 0)) // alpha 1.0 - filledcolor = i; - break; - } - } - - // can't fill to filled color or to transparent color (used as visited marker) - if ((fillcolor == filledcolor) || (fillcolor == 255)) { - return; - } - - fifo[inpt].x = 0; - fifo[inpt].y = 0; - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - - while (outpt != inpt) { - int x = fifo[outpt].x; - int y = fifo[outpt].y; - int fdc = filledcolor; - // byte *pos = &skin[x + skinwidth * y]; - int pos = x + skinwidth * y; - // - outpt = (outpt + 1) & FLOODFILL_FIFO_MASK; - - int off, dx, dy; - - if (x > 0) { - // FLOODFILL_STEP( -1, -1, 0 ); - off = -1; - dx = -1; - dy = 0; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - } - - if (x < skinwidth - 1) { - // FLOODFILL_STEP( 1, 1, 0 ); - off = 1; - dx = 1; - dy = 0; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - } - - if (y > 0) { - // FLOODFILL_STEP( -skinwidth, 0, -1 ); - off = -skinwidth; - dx = 0; - dy = -1; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - } - - if (y < skinheight - 1) { - // FLOODFILL_STEP( skinwidth, 0, 1 ); - off = skinwidth; - dx = 0; - dy = 1; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - - } - - skin[x + skinwidth * y] = (byte) fdc; - } - } - - // ======================================================= - - /* - ================ - GL_ResampleTexture - ================ - */ - // cwei :-) - void GL_ResampleTexture(int[] in, int inwidth, int inheight, int[] out, int outwidth, int outheight) { - // int i, j; - // unsigned *inrow, *inrow2; - // int frac, fracstep; - // int[] p1 = new int[1024]; - // int[] p2 = new int[1024]; - // - - // *** this source do the same *** - BufferedImage image = new BufferedImage(inwidth, inheight, BufferedImage.TYPE_INT_ARGB); - - image.setRGB(0, 0, inwidth, inheight, in, 0, inwidth); - - AffineTransformOp op = - new AffineTransformOp( - AffineTransform.getScaleInstance(outwidth * 1.0 / inwidth, outheight * 1.0 / inheight), - AffineTransformOp.TYPE_NEAREST_NEIGHBOR); - BufferedImage tmp = op.filter(image, null); - - tmp.getRGB(0, 0, outwidth, outheight, out, 0, outwidth); - - // *** end *** - - // byte *pix1, *pix2, *pix3, *pix4; - // - // fracstep = inwidth*0x10000/outwidth; - // - // frac = fracstep>>2; - // for (i=0 ; i<outwidth ; i++) - // { - // p1[i] = 4*(frac>>16); - // frac += fracstep; - // } - // frac = 3*(fracstep>>2); - // for (i=0 ; i<outwidth ; i++) - // { - // p2[i] = 4*(frac>>16); - // frac += fracstep; - // } - // - // for (i=0 ; i<outheight ; i++, out += outwidth) - // { - // inrow = in + inwidth*(int)((i+0.25)*inheight/outheight); - // inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight); - // frac = fracstep >> 1; - // for (j=0 ; j<outwidth ; j++) - // { - // pix1 = (byte *)inrow + p1[j]; - // pix2 = (byte *)inrow + p2[j]; - // pix3 = (byte *)inrow2 + p1[j]; - // pix4 = (byte *)inrow2 + p2[j]; - // ((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2; - // ((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2; - // ((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2; - // ((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2; - // } - // } - } - - /* - ================ - GL_LightScaleTexture - - Scale up the pixel values in a texture to increase the - lighting range - ================ - */ - void GL_LightScaleTexture(int[] in, int inwidth, int inheight, boolean only_gamma) { - if (only_gamma) { - int i, c; - int r, g, b, color; - - c = inwidth * inheight; - for (i = 0; i < c; i++) { - color = in[i]; - r = (color >> 0) & 0xFF; - g = (color >> 8) & 0xFF; - b = (color >> 16) & 0xFF; - - r = gammatable[r] & 0xFF; - g = gammatable[g] & 0xFF; - b = gammatable[b] & 0xFF; - - in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); - } - } - else { - int i, c; - int r, g, b, color; - - c = inwidth * inheight; - for (i = 0; i < c; i++) { - color = in[i]; - r = (color >> 0) & 0xFF; - g = (color >> 8) & 0xFF; - b = (color >> 16) & 0xFF; - - r = gammatable[intensitytable[r] & 0xFF] & 0xFF; - g = gammatable[intensitytable[g] & 0xFF] & 0xFF; - b = gammatable[intensitytable[b] & 0xFF] & 0xFF; - - in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); - } - - } - } - - /* - ================ - GL_MipMap - - Operates in place, quartering the size of the texture - ================ - */ - void GL_MipMap(int[] in, int width, int height) { - int i, j; - int[] out; - - out = in; - - int inIndex = 0; - int outIndex = 0; - - int r, g, b, a; - int p1, p2, p3, p4; - - for (i = 0; i < height; i += 2, inIndex += width) { - for (j = 0; j < width; j += 2, outIndex += 1, inIndex += 2) { - - p1 = in[inIndex + 0]; - p2 = in[inIndex + 1]; - p3 = in[inIndex + width + 0]; - p4 = in[inIndex + width + 1]; - - r = (((p1 >> 0) & 0xFF) + ((p2 >> 0) & 0xFF) + ((p3 >> 0) & 0xFF) + ((p4 >> 0) & 0xFF)) >> 2; - g = (((p1 >> 8) & 0xFF) + ((p2 >> 8) & 0xFF) + ((p3 >> 8) & 0xFF) + ((p4 >> 8) & 0xFF)) >> 2; - b = (((p1 >> 16) & 0xFF) + ((p2 >> 16) & 0xFF) + ((p3 >> 16) & 0xFF) + ((p4 >> 16) & 0xFF)) >> 2; - a = (((p1 >> 24) & 0xFF) + ((p2 >> 24) & 0xFF) + ((p3 >> 24) & 0xFF) + ((p4 >> 24) & 0xFF)) >> 2; - - out[outIndex] = (r << 0) | (g << 8) | (b << 16) | (a << 24); - } - } - } - - /* - =============== - GL_Upload32 - - Returns has_alpha - =============== - */ - void GL_BuildPalettedTexture(byte[] paletted_texture, int[] scaled, int scaled_width, int scaled_height) { - - int r, g, b, c; - int size = scaled_width * scaled_height; - - for (int i = 0; i < size; i++) { - - r = (scaled[i] >> 3) & 31; - g = (scaled[i] >> 10) & 63; - b = (scaled[i] >> 19) & 31; - - c = r | (g << 5) | (b << 11); - - paletted_texture[i] = gl_state.d_16to8table[c]; - } - } - - int upload_width, upload_height; - boolean uploaded_paletted; - - /* - =============== - GL_Upload32 - - Returns has_alpha - =============== - */ - int[] scaled = new int[256 * 256]; - byte[] paletted_texture = new byte[256 * 256]; - IntBuffer tex = Lib.newIntBuffer(512 * 256, ByteOrder.LITTLE_ENDIAN); - - boolean GL_Upload32(int[] data, int width, int height, boolean mipmap) { - int samples; - int scaled_width, scaled_height; - int i, c; - int comp; - - Arrays.fill(scaled, 0); - Arrays.fill(paletted_texture, (byte)0); - - uploaded_paletted = false; - - for (scaled_width = 1; scaled_width < width; scaled_width <<= 1); - if (gl_round_down.value > 0.0f && scaled_width > width && mipmap) - scaled_width >>= 1; - for (scaled_height = 1; scaled_height < height; scaled_height <<= 1); - if (gl_round_down.value > 0.0f && scaled_height > height && mipmap) - scaled_height >>= 1; - - // let people sample down the world textures for speed - if (mipmap) { - scaled_width >>= (int) gl_picmip.value; - scaled_height >>= (int) gl_picmip.value; - } - - // don't ever bother with >256 textures - if (scaled_width > 256) - scaled_width = 256; - if (scaled_height > 256) - scaled_height = 256; - - if (scaled_width < 1) - scaled_width = 1; - if (scaled_height < 1) - scaled_height = 1; - - upload_width = scaled_width; - upload_height = scaled_height; - - if (scaled_width * scaled_height > 256 * 256) - Com.Error(Defines.ERR_DROP, "GL_Upload32: too big"); - - // scan the texture for any non-255 alpha - c = width * height; - samples = gl_solid_format; - - for (i = 0; i < c; i++) { - if ((data[i] & 0xff000000) != 0xff000000) { - samples = gl_alpha_format; - break; - } - } - - if (samples == gl_solid_format) - comp = gl_tex_solid_format; - else if (samples == gl_alpha_format) - comp = gl_tex_alpha_format; - else { - VID.Printf(Defines.PRINT_ALL, "Unknown number of texture components " + samples + '\n'); - comp = samples; - } - - // simulates a goto - try { - if (scaled_width == width && scaled_height == height) { - if (!mipmap) { - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && samples == gl_solid_format) { - uploaded_paletted = true; - GL_BuildPalettedTexture(paletted_texture, data, scaled_width, scaled_height); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - 0, - GL_COLOR_INDEX8_EXT, - scaled_width, - scaled_height, - 0, - GL.GL_COLOR_INDEX, - GL.GL_UNSIGNED_BYTE, - paletted_texture); - } - else { - tex.rewind(); tex.put(data); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - 0, - comp, - scaled_width, - scaled_height, - 0, - GL.GL_RGBA, - GL.GL_UNSIGNED_BYTE, - tex); - } - //goto done; - throw new longjmpException(); - } - //memcpy (scaled, data, width*height*4); were bytes - System.arraycopy(data, 0, scaled, 0, width * height); - } - else - GL_ResampleTexture(data, width, height, scaled, scaled_width, scaled_height); - - GL_LightScaleTexture(scaled, scaled_width, scaled_height, !mipmap); - - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && (samples == gl_solid_format)) { - uploaded_paletted = true; - GL_BuildPalettedTexture(paletted_texture, scaled, scaled_width, scaled_height); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - 0, - GL_COLOR_INDEX8_EXT, - scaled_width, - scaled_height, - 0, - GL.GL_COLOR_INDEX, - GL.GL_UNSIGNED_BYTE, - paletted_texture); - } - else { - tex.rewind(); tex.put(scaled); - gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, comp, scaled_width, scaled_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, tex); - } - - if (mipmap) { - int miplevel; - miplevel = 0; - while (scaled_width > 1 || scaled_height > 1) { - GL_MipMap(scaled, scaled_width, scaled_height); - scaled_width >>= 1; - scaled_height >>= 1; - if (scaled_width < 1) - scaled_width = 1; - if (scaled_height < 1) - scaled_height = 1; - - miplevel++; - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && samples == gl_solid_format) { - uploaded_paletted = true; - GL_BuildPalettedTexture(paletted_texture, scaled, scaled_width, scaled_height); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - miplevel, - GL_COLOR_INDEX8_EXT, - scaled_width, - scaled_height, - 0, - GL.GL_COLOR_INDEX, - GL.GL_UNSIGNED_BYTE, - paletted_texture); - } - else { - tex.rewind(); tex.put(scaled); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - miplevel, - comp, - scaled_width, - scaled_height, - 0, - GL.GL_RGBA, - GL.GL_UNSIGNED_BYTE, - tex); - } - } - } - // label done: - } - catch (longjmpException e) { - ; // replaces label done - } - - if (mipmap) { - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - } - else { - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_max); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - } - - return (samples == gl_alpha_format); - } - - /* - =============== - GL_Upload8 - - Returns has_alpha - =============== - */ - - int[] trans = new int[512 * 256]; - - boolean GL_Upload8(byte[] data, int width, int height, boolean mipmap, boolean is_sky) { - - Arrays.fill(trans, 0); - - int s = width * height; - - if (s > trans.length) - Com.Error(Defines.ERR_DROP, "GL_Upload8: too large"); - - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && is_sky) { - gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, width, height, 0, GL.GL_COLOR_INDEX, GL.GL_UNSIGNED_BYTE, data); - - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_max); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - - // TODO check this - return false; - } - else { - int p; - int rgb; - for (int i = 0; i < s; i++) { - p = data[i] & 0xff; - trans[i] = d_8to24table[p]; - - if (p == 255) { // transparent, so scan around for another color - // to avoid alpha fringes - // FIXME: do a full flood fill so mips work... - if (i > width && (data[i - width] & 0xff) != 255) - p = data[i - width] & 0xff; - else if (i < s - width && (data[i + width] & 0xff) != 255) - p = data[i + width] & 0xff; - else if (i > 0 && (data[i - 1] & 0xff) != 255) - p = data[i - 1] & 0xff; - else if (i < s - 1 && (data[i + 1] & 0xff) != 255) - p = data[i + 1] & 0xff; - else - p = 0; - // copy rgb components - - // ((byte *)&trans[i])[0] = ((byte *)&d_8to24table[p])[0]; - // ((byte *)&trans[i])[1] = ((byte *)&d_8to24table[p])[1]; - // ((byte *)&trans[i])[2] = ((byte *)&d_8to24table[p])[2]; - - trans[i] = d_8to24table[p] & 0x00FFFFFF; // only rgb - } - } - - return GL_Upload32(trans, width, height, mipmap); - } - } - - /* - ================ - GL_LoadPic - - This is also used as an entry point for the generated r_notexture - ================ - */ - image_t GL_LoadPic(String name, byte[] pic, int width, int height, int type, int bits) { - image_t image; - int i; - - // find a free image_t - for (i = 0; i<numgltextures ; i++) - { - image = gltextures[i]; - if (image.texnum == 0) - break; - } - - if (i == numgltextures) - { - if (numgltextures == MAX_GLTEXTURES) - Com.Error (Defines.ERR_DROP, "MAX_GLTEXTURES"); - - numgltextures++; - } - image = gltextures[i]; - - if (name.length() > Defines.MAX_QPATH) - Com.Error(Defines.ERR_DROP, "Draw_LoadPic: \"" + name + "\" is too long"); - - image.name = name; - image.registration_sequence = registration_sequence; - - image.width = width; - image.height = height; - image.type = type; - - - if (type == it_skin && bits == 8) - R_FloodFillSkin(pic, width, height); - - // load little pics into the scrap - if (image.type == it_pic && bits == 8 && image.width < 64 && image.height < 64) { - pos_t pos = new pos_t(0, 0); - int j, k; - - int texnum = Scrap_AllocBlock(image.width, image.height, pos); - - if (texnum == -1) { - // replace goto nonscrap - - image.scrap = false; - - image.texnum = TEXNUM_IMAGES + image.getId(); // image pos in array - GL_Bind(image.texnum); - - if (bits == 8) { - image.has_alpha = - GL_Upload8(pic, width, height, (image.type != it_pic && image.type != it_sky), image.type == it_sky); - } - else { - int[] tmp = new int[pic.length / 4]; - - for (i = 0; i < tmp.length; i++) { - tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & 0x000000FF; - tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & 0x0000FF00; - tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & 0x00FF0000; - tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & 0xFF000000; - } - - image.has_alpha = GL_Upload32(tmp, width, height, (image.type != it_pic && image.type != it_sky)); - } - - image.upload_width = upload_width; // after power of 2 and scales - image.upload_height = upload_height; - image.paletted = uploaded_paletted; - image.sl = 0; - image.sh = 1; - image.tl = 0; - image.th = 1; - - return image; - } - - scrap_dirty = true; - - // copy the texels into the scrap block - k = 0; - for (i = 0; i < image.height; i++) - for (j = 0; j < image.width; j++, k++) - scrap_texels[texnum][(pos.y + i) * BLOCK_WIDTH + pos.x + j] = pic[k]; - - image.texnum = TEXNUM_SCRAPS + texnum; - image.scrap = true; - image.has_alpha = true; - image.sl = (pos.x + 0.01f) / (float) BLOCK_WIDTH; - image.sh = (pos.x + image.width - 0.01f) / (float) BLOCK_WIDTH; - image.tl = (pos.y + 0.01f) / (float) BLOCK_WIDTH; - image.th = (pos.y + image.height - 0.01f) / (float) BLOCK_WIDTH; - - } - else { - // this was label nonscrap - - image.scrap = false; - - image.texnum = TEXNUM_IMAGES + image.getId(); //image pos in array - GL_Bind(image.texnum); - - if (bits == 8) { - image.has_alpha = GL_Upload8(pic, width, height, (image.type != it_pic && image.type != it_sky), image.type == it_sky); - } - else { - int[] tmp = new int[pic.length / 4]; - - for (i = 0; i < tmp.length; i++) { - tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & 0x000000FF; - tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & 0x0000FF00; - tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & 0x00FF0000; - tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & 0xFF000000; - } - - image.has_alpha = GL_Upload32(tmp, width, height, (image.type != it_pic && image.type != it_sky)); - } - image.upload_width = upload_width; // after power of 2 and scales - image.upload_height = upload_height; - image.paletted = uploaded_paletted; - image.sl = 0; - image.sh = 1; - image.tl = 0; - image.th = 1; - } - return image; - } - - /* - ================ - GL_LoadWal - ================ - */ - image_t GL_LoadWal(String name) { - - image_t image = null; - - byte[] raw = FS.LoadFile(name); - if (raw == null) { - VID.Printf(Defines.PRINT_ALL, "GL_FindImage: can't load " + name + '\n'); - return r_notexture; - } - - qfiles.miptex_t mt = new qfiles.miptex_t(raw); - - byte[] pix = new byte[mt.width * mt.height]; - System.arraycopy(raw, mt.offsets[0], pix, 0, pix.length); - - image = GL_LoadPic(name, pix, mt.width, mt.height, it_wall, 8); - - return image; - } - - /* - =============== - GL_FindImage - - Finds or loads the given image - =============== - */ - image_t GL_FindImage(String name, int type) { - image_t image = null; - -// // TODO loest das grossschreibungs problem -// name = name.toLowerCase(); -// // bughack for bad strings (fuck \0) -// int index = name.indexOf('\0'); -// if (index != -1) -// name = name.substring(0, index); - - if (name == null || name.length() < 5) - return null; // Com.Error (ERR_DROP, "GL_FindImage: NULL name"); - // Com.Error (ERR_DROP, "GL_FindImage: bad name: %s", name); - - // look for it - for (int i = 0; i < numgltextures; i++) - { - image = gltextures[i]; - if (name.equals(image.name)) - { - image.registration_sequence = registration_sequence; - return image; - } - } - - // - // load the pic from disk - // - image = null; - byte[] pic = null; - Dimension dim = new Dimension(); - - if (name.endsWith(".pcx")) { - - pic = LoadPCX(name, null, dim); - if (pic == null) - return null; - image = GL_LoadPic(name, pic, dim.width, dim.height, type, 8); - - } - else if (name.endsWith(".wal")) { - - image = GL_LoadWal(name); - - } - else if (name.endsWith(".tga")) { - - pic = LoadTGA(name, dim); - - if (pic == null) - return null; - - image = GL_LoadPic(name, pic, dim.width, dim.height, type, 32); - - } - - return image; - } - - /* - =============== - R_RegisterSkin - =============== - */ - protected image_t R_RegisterSkin(String name) { - return GL_FindImage(name, it_skin); - } - - /* - ================ - GL_FreeUnusedImages - - Any image that was not touched on this registration sequence - will be freed. - ================ - */ - void GL_FreeUnusedImages() { - - // never free r_notexture or particle texture - r_notexture.registration_sequence = registration_sequence; - r_particletexture.registration_sequence = registration_sequence; - - image_t image = null; - - for (int i = 0; i < numgltextures; i++) { - image = gltextures[i]; - // used this sequence - if (image.registration_sequence == registration_sequence) - continue; - // free image_t slot - if (image.registration_sequence == 0) - continue; - // don't free pics - if (image.type == it_pic) - continue; - - // free it - // TODO jogl bug - gl.glDeleteTextures(1, new int[] {image.texnum}); - image.clear(); - } - } - - /* - =============== - Draw_GetPalette - =============== - */ - protected void Draw_GetPalette() { - int r, g, b; - Dimension dim; - byte[] pic; - byte[][] palette = new byte[1][]; //new byte[768]; - - // get the palette - - pic = LoadPCX("pics/colormap.pcx", palette, dim = new Dimension()); - - if (palette[0] == null || palette[0].length != 768) - Com.Error(Defines.ERR_FATAL, "Couldn't load pics/colormap.pcx"); - - byte[] pal = palette[0]; - - int j = 0; - for (int i = 0; i < 256; i++) { - r = pal[j++] & 0xFF; - g = pal[j++] & 0xFF; - b = pal[j++] & 0xFF; - - d_8to24table[i] = (255 << 24) | (b << 16) | (g << 8) | (r << 0); - } - - d_8to24table[255] &= 0x00FFFFFF; // 255 is transparent - - particle_t.setColorPalette(d_8to24table); - } - - /* - =============== - GL_InitImages - =============== - */ - void GL_InitImages() { - int i, j; - float g = vid_gamma.value; - - registration_sequence = 1; - - // init intensity conversions - intensity = Cvar.Get("intensity", "2", 0); - - if (intensity.value <= 1) - Cvar.Set("intensity", "1"); - - gl_state.inverse_intensity = 1 / intensity.value; - - Draw_GetPalette(); - - if (qglColorTableEXT) { - gl_state.d_16to8table = FS.LoadFile("pics/16to8.dat"); - if (gl_state.d_16to8table == null) - Com.Error(Defines.ERR_FATAL, "Couldn't load pics/16to8.pcx"); - } - - if ((gl_config.renderer & (GL_RENDERER_VOODOO | GL_RENDERER_VOODOO2)) != 0) { - g = 1.0F; - } - - for (i = 0; i < 256; i++) { - - if (g == 1.0f) { - gammatable[i] = (byte) i; - } - else { - - int inf = (int) (255.0f * Math.pow((i + 0.5) / 255.5, g) + 0.5); - if (inf < 0) - inf = 0; - if (inf > 255) - inf = 255; - gammatable[i] = (byte) inf; - } - } - - for (i = 0; i < 256; i++) { - j = (int) (i * intensity.value); - if (j > 255) - j = 255; - intensitytable[i] = (byte) j; - } - } - - /* - =============== - GL_ShutdownImages - =============== - */ - void GL_ShutdownImages() { - image_t image; - - for (int i=0; i < numgltextures ; i++) - { - image = gltextures[i]; - - if (image.registration_sequence == 0) - continue; // free image_t slot - // free it - // TODO jogl bug - gl.glDeleteTextures(1, new int[] {image.texnum}); - image.clear(); - } - } - -} + image_t draw_chars; + + image_t[] gltextures = new image_t[MAX_GLTEXTURES]; + + //Map gltextures = new Hashtable(MAX_GLTEXTURES); // image_t + int numgltextures; + + int base_textureid; // gltextures[i] = base_textureid+i + + byte[] intensitytable = new byte[256]; + + byte[] gammatable = new byte[256]; + + cvar_t intensity; + + // + // qboolean GL_Upload8 (byte *data, int width, int height, qboolean mipmap, + // qboolean is_sky ); + // qboolean GL_Upload32 (unsigned *data, int width, int height, qboolean + // mipmap); + // + + int gl_solid_format = 3; + + int gl_alpha_format = 4; + + int gl_tex_solid_format = 3; + + int gl_tex_alpha_format = 4; + + int gl_filter_min = GL.GL_LINEAR_MIPMAP_NEAREST; + + int gl_filter_max = GL.GL_LINEAR; + + Image() { + // init the texture cache + for (int i = 0; i < gltextures.length; i++) { + gltextures[i] = new image_t(i); + } + numgltextures = 0; + } + + void GL_SetTexturePalette(int[] palette) { + + assert (palette != null && palette.length == 256) : "int palette[256] bug"; + + int i; + byte[] temptable = new byte[768]; + + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { + for (i = 0; i < 256; i++) { + temptable[i * 3 + 0] = (byte) ((palette[i] >> 0) & 0xff); + temptable[i * 3 + 1] = (byte) ((palette[i] >> 8) & 0xff); + temptable[i * 3 + 2] = (byte) ((palette[i] >> 16) & 0xff); + } + + gl.glColorTableEXT(GL.GL_SHARED_TEXTURE_PALETTE_EXT, GL.GL_RGB, + 256, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, temptable); + } + } + + void GL_EnableMultitexture(boolean enable) { + if (enable) { + GL_SelectTexture(GL_TEXTURE1); + gl.glEnable(GL.GL_TEXTURE_2D); + GL_TexEnv(GL.GL_REPLACE); + } else { + GL_SelectTexture(GL_TEXTURE1); + gl.glDisable(GL.GL_TEXTURE_2D); + GL_TexEnv(GL.GL_REPLACE); + } + GL_SelectTexture(GL_TEXTURE0); + GL_TexEnv(GL.GL_REPLACE); + } + + void GL_SelectTexture(int texture /* GLenum */ + ) { + int tmu; + + tmu = (texture == GL_TEXTURE0) ? 0 : 1; + + if (tmu == gl_state.currenttmu) { + return; + } + + gl_state.currenttmu = tmu; + + gl.glActiveTextureARB(texture); + gl.glClientActiveTextureARB(texture); + } + + int[] lastmodes = { -1, -1 }; + + void GL_TexEnv(int mode /* GLenum */ + ) { + + if (mode != lastmodes[gl_state.currenttmu]) { + gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, mode); + lastmodes[gl_state.currenttmu] = mode; + } + } + + void GL_Bind(int texnum) { + + if ((gl_nobind.value != 0) && (draw_chars != null)) { + // performance evaluation option + texnum = draw_chars.texnum; + } + if (gl_state.currenttextures[gl_state.currenttmu] == texnum) + return; + + gl_state.currenttextures[gl_state.currenttmu] = texnum; + gl.glBindTexture(GL.GL_TEXTURE_2D, texnum); + } + + void GL_MBind(int target /* GLenum */ + , int texnum) { + GL_SelectTexture(target); + if (target == GL_TEXTURE0) { + if (gl_state.currenttextures[0] == texnum) + return; + } else { + if (gl_state.currenttextures[1] == texnum) + return; + } + GL_Bind(texnum); + } + + // glmode_t + static class glmode_t { + String name; + + int minimize, maximize; + + glmode_t(String name, int minimize, int maximze) { + this.name = name; + this.minimize = minimize; + this.maximize = maximze; + } + } + + static final glmode_t modes[] = { + new glmode_t("GL_NEAREST", GL.GL_NEAREST, GL.GL_NEAREST), + new glmode_t("GL_LINEAR", GL.GL_LINEAR, GL.GL_LINEAR), + new glmode_t("GL_NEAREST_MIPMAP_NEAREST", + GL.GL_NEAREST_MIPMAP_NEAREST, GL.GL_NEAREST), + new glmode_t("GL_LINEAR_MIPMAP_NEAREST", + GL.GL_LINEAR_MIPMAP_NEAREST, GL.GL_LINEAR), + new glmode_t("GL_NEAREST_MIPMAP_LINEAR", + GL.GL_NEAREST_MIPMAP_LINEAR, GL.GL_NEAREST), + new glmode_t("GL_LINEAR_MIPMAP_LINEAR", GL.GL_LINEAR_MIPMAP_LINEAR, + GL.GL_LINEAR) }; + + static final int NUM_GL_MODES = modes.length; + + // gltmode_t + static class gltmode_t { + String name; + + int mode; + + gltmode_t(String name, int mode) { + this.name = name; + this.mode = mode; + } + } + + static final gltmode_t[] gl_alpha_modes = { new gltmode_t("default", 4), + new gltmode_t("GL_RGBA", GL.GL_RGBA), + new gltmode_t("GL_RGBA8", GL.GL_RGBA8), + new gltmode_t("GL_RGB5_A1", GL.GL_RGB5_A1), + new gltmode_t("GL_RGBA4", GL.GL_RGBA4), + new gltmode_t("GL_RGBA2", GL.GL_RGBA2), }; + + static final int NUM_GL_ALPHA_MODES = gl_alpha_modes.length; + + static final gltmode_t[] gl_solid_modes = { new gltmode_t("default", 3), + new gltmode_t("GL_RGB", GL.GL_RGB), + new gltmode_t("GL_RGB8", GL.GL_RGB8), + new gltmode_t("GL_RGB5", GL.GL_RGB5), + new gltmode_t("GL_RGB4", GL.GL_RGB4), + new gltmode_t("GL_R3_G3_B2", GL.GL_R3_G3_B2), + // #ifdef GL_RGB2_EXT + new gltmode_t("GL_RGB2", GL.GL_RGB2_EXT) + // #endif + }; + + static final int NUM_GL_SOLID_MODES = gl_solid_modes.length; + + /* + * =============== GL_TextureMode =============== + */ + void GL_TextureMode(String string) { + + int i; + for (i = 0; i < NUM_GL_MODES; i++) { + if (modes[i].name.equalsIgnoreCase(string)) + break; + } + + if (i == NUM_GL_MODES) { + VID + .Printf(Defines.PRINT_ALL, "bad filter name: [" + string + + "]\n"); + return; + } + + gl_filter_min = modes[i].minimize; + gl_filter_max = modes[i].maximize; + + image_t glt; + // change all the existing mipmap texture objects + for (i = 0; i < numgltextures; i++) { + glt = gltextures[i]; + + if (glt.type != it_pic && glt.type != it_sky) { + GL_Bind(glt.texnum); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_min); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + } + } + } + + /* + * =============== GL_TextureAlphaMode =============== + */ + void GL_TextureAlphaMode(String string) { + + int i; + for (i = 0; i < NUM_GL_ALPHA_MODES; i++) { + if (gl_alpha_modes[i].name.equalsIgnoreCase(string)) + break; + } + + if (i == NUM_GL_ALPHA_MODES) { + VID.Printf(Defines.PRINT_ALL, "bad alpha texture mode name: [" + + string + "]\n"); + return; + } + + gl_tex_alpha_format = gl_alpha_modes[i].mode; + } + + /* + * =============== GL_TextureSolidMode =============== + */ + void GL_TextureSolidMode(String string) { + int i; + for (i = 0; i < NUM_GL_SOLID_MODES; i++) { + if (gl_solid_modes[i].name.equalsIgnoreCase(string)) + break; + } + + if (i == NUM_GL_SOLID_MODES) { + VID.Printf(Defines.PRINT_ALL, "bad solid texture mode name: [" + + string + "]\n"); + return; + } + + gl_tex_solid_format = gl_solid_modes[i].mode; + } + + /* + * =============== GL_ImageList_f =============== + */ + void GL_ImageList_f() { + + image_t image; + int texels; + final String[] palstrings = { "RGB", "PAL" }; + + VID.Printf(Defines.PRINT_ALL, "------------------\n"); + texels = 0; + + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + if (image.texnum <= 0) + continue; + + texels += image.upload_width * image.upload_height; + switch (image.type) { + case it_skin: + VID.Printf(Defines.PRINT_ALL, "M"); + break; + case it_sprite: + VID.Printf(Defines.PRINT_ALL, "S"); + break; + case it_wall: + VID.Printf(Defines.PRINT_ALL, "W"); + break; + case it_pic: + VID.Printf(Defines.PRINT_ALL, "P"); + break; + default: + VID.Printf(Defines.PRINT_ALL, " "); + break; + } + + VID.Printf(Defines.PRINT_ALL, " %3i %3i %s: %s\n", new Vargs(4) + .add(image.upload_width).add(image.upload_height).add( + palstrings[(image.paletted) ? 1 : 0]).add( + image.name)); + } + VID.Printf(Defines.PRINT_ALL, + "Total texel count (not counting mipmaps): " + texels + '\n'); + } + + /* + * ============================================================================= + * + * scrap allocation + * + * Allocate all the little status bar objects into a single texture to + * crutch up inefficient hardware / drivers + * + * ============================================================================= + */ + + static final int MAX_SCRAPS = 1; + + static final int BLOCK_WIDTH = 256; + + static final int BLOCK_HEIGHT = 256; + + int[][] scrap_allocated = new int[MAX_SCRAPS][BLOCK_WIDTH]; + + byte[][] scrap_texels = new byte[MAX_SCRAPS][BLOCK_WIDTH * BLOCK_HEIGHT]; + + boolean scrap_dirty; + + static class pos_t { + int x, y; + + pos_t(int x, int y) { + this.x = x; + this.y = y; + } + } + + // returns a texture number and the position inside it + int Scrap_AllocBlock(int w, int h, pos_t pos) { + int i, j; + int best, best2; + int texnum; + + for (texnum = 0; texnum < MAX_SCRAPS; texnum++) { + best = BLOCK_HEIGHT; + + for (i = 0; i < BLOCK_WIDTH - w; i++) { + best2 = 0; + + for (j = 0; j < w; j++) { + if (scrap_allocated[texnum][i + j] >= best) + break; + if (scrap_allocated[texnum][i + j] > best2) + best2 = scrap_allocated[texnum][i + j]; + } + if (j == w) { // this is a valid spot + pos.x = i; + pos.y = best = best2; + } + } + + if (best + h > BLOCK_HEIGHT) + continue; + + for (i = 0; i < w; i++) + scrap_allocated[texnum][pos.x + i] = best + h; + + return texnum; + } + + return -1; + // Sys_Error ("Scrap_AllocBlock: full"); + } + + int scrap_uploads = 0; + + void Scrap_Upload() { + scrap_uploads++; + GL_Bind(TEXNUM_SCRAPS); + GL_Upload8(scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, false); + scrap_dirty = false; + } + + /* + * ================================================================= + * + * PCX LOADING + * + * ================================================================= + */ + + /* + * ============== LoadPCX ============== + */ + byte[] LoadPCX(String filename, byte[][] palette, Dimension dim) { + qfiles.pcx_t pcx; + + // + // load the file + // + byte[] raw = FS.LoadFile(filename); + + if (raw == null) { + VID.Printf(Defines.PRINT_DEVELOPER, "Bad pcx file " + filename + + '\n'); + return null; + } + + // + // parse the PCX file + // + pcx = new qfiles.pcx_t(raw); + + if (pcx.manufacturer != 0x0a || pcx.version != 5 || pcx.encoding != 1 + || pcx.bits_per_pixel != 8 || pcx.xmax >= 640 + || pcx.ymax >= 480) { + + VID.Printf(Defines.PRINT_ALL, "Bad pcx file " + filename + '\n'); + return null; + } + + int width = pcx.xmax - pcx.xmin + 1; + int height = pcx.ymax - pcx.ymin + 1; + + byte[] pix = new byte[width * height]; + + if (palette != null) { + palette[0] = new byte[768]; + System.arraycopy(raw, raw.length - 768, palette[0], 0, 768); + } + + if (dim != null) { + dim.width = width; + dim.height = height; + } + + // + // decode pcx + // + int count = 0; + byte dataByte = 0; + int runLength = 0; + int x, y; + + for (y = 0; y < height; y++) { + for (x = 0; x < width;) { + + dataByte = pcx.data.get(); + + if ((dataByte & 0xC0) == 0xC0) { + runLength = dataByte & 0x3F; + dataByte = pcx.data.get(); + // write runLength pixel + while (runLength-- > 0) { + pix[count++] = dataByte; + x++; + } + } else { + // write one pixel + pix[count++] = dataByte; + x++; + } + } + } + return pix; + } + + // /* + // ========================================================= + // + // TARGA LOADING + // + // ========================================================= + // */ + /* + * ============= LoadTGA ============= + */ + byte[] LoadTGA(String name, Dimension dim) { + int columns, rows, numPixels; + int pixbuf; // index into pic + int row, column; + byte[] raw; + ByteBuffer buf_p; + int length; + qfiles.tga_t targa_header; + byte[] pic = null; + + // + // load the file + // + raw = FS.LoadFile(name); + + if (raw == null) { + VID.Printf(Defines.PRINT_DEVELOPER, "Bad tga file " + name + '\n'); + return null; + } + + targa_header = new qfiles.tga_t(raw); + + if (targa_header.image_type != 2 && targa_header.image_type != 10) + Com.Error(Defines.ERR_DROP, + "LoadTGA: Only type 2 and 10 targa RGB images supported\n"); + + if (targa_header.colormap_type != 0 + || (targa_header.pixel_size != 32 && targa_header.pixel_size != 24)) + Com + .Error(Defines.ERR_DROP, + "LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n"); + + columns = targa_header.width; + rows = targa_header.height; + numPixels = columns * rows; + + if (dim != null) { + dim.width = columns; + dim.height = rows; + } + + pic = new byte[numPixels * 4]; // targa_rgba; + + if (targa_header.id_length != 0) + targa_header.data.position(targa_header.id_length); // skip TARGA + // image comment + + buf_p = targa_header.data; + + byte red, green, blue, alphabyte; + red = green = blue = alphabyte = 0; + int packetHeader, packetSize, j; + + if (targa_header.image_type == 2) { // Uncompressed, RGB images + for (row = rows - 1; row >= 0; row--) { + + pixbuf = row * columns * 4; + + for (column = 0; column < columns; column++) { + switch (targa_header.pixel_size) { + case 24: + + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = (byte) 255; + break; + case 32: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = alphabyte; + break; + } + } + } + } else if (targa_header.image_type == 10) { // Runlength encoded RGB + // images + for (row = rows - 1; row >= 0; row--) { + + pixbuf = row * columns * 4; + try { + + for (column = 0; column < columns;) { + + packetHeader = buf_p.get() & 0xFF; + packetSize = 1 + (packetHeader & 0x7f); + + if ((packetHeader & 0x80) != 0) { // run-length packet + switch (targa_header.pixel_size) { + case 24: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = (byte) 255; + break; + case 32: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = buf_p.get(); + break; + } + + for (j = 0; j < packetSize; j++) { + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = alphabyte; + column++; + if (column == columns) { // run spans across + // rows + column = 0; + if (row > 0) + row--; + else + // goto label breakOut; + throw new longjmpException(); + + pixbuf = row * columns * 4; + } + } + } else { // non run-length packet + for (j = 0; j < packetSize; j++) { + switch (targa_header.pixel_size) { + case 24: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = (byte) 255; + break; + case 32: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = alphabyte; + break; + } + column++; + if (column == columns) { // pixel packet run + // spans across rows + column = 0; + if (row > 0) + row--; + else + // goto label breakOut; + throw new longjmpException(); + + pixbuf = row * columns * 4; + } + } + } + } + } catch (longjmpException e) { + // label breakOut: + } + } + } + return pic; + } + + /* + * ==================================================================== + * + * IMAGE FLOOD FILLING + * + * ==================================================================== + */ + + /* + * ================= Mod_FloodFillSkin + * + * Fill background pixels so mipmapping doesn't have haloes + * ================= + */ + + static class floodfill_t { + short x, y; + } + + // must be a power of 2 + static final int FLOODFILL_FIFO_SIZE = 0x1000; + + static final int FLOODFILL_FIFO_MASK = FLOODFILL_FIFO_SIZE - 1; + + // + // #define FLOODFILL_STEP( off, dx, dy ) \ + // { \ + // if (pos[off] == fillcolor) \ + // { \ + // pos[off] = 255; \ + // fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \ + // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \ + // } \ + // else if (pos[off] != 255) fdc = pos[off]; \ + // } + + // void FLOODFILL_STEP( int off, int dx, int dy ) + // { + // if (pos[off] == fillcolor) + // { + // pos[off] = 255; + // fifo[inpt].x = x + dx; fifo[inpt].y = y + dy; + // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + // } + // else if (pos[off] != 255) fdc = pos[off]; + // } + static floodfill_t[] fifo = new floodfill_t[FLOODFILL_FIFO_SIZE]; + static { + for (int j = 0; j < fifo.length; j++) { + fifo[j] = new floodfill_t(); + } + } + + // TODO check this: R_FloodFillSkin( byte[] skin, int skinwidth, int + // skinheight) + void R_FloodFillSkin(byte[] skin, int skinwidth, int skinheight) { + // byte fillcolor = *skin; // assume this is the pixel to fill + int fillcolor = skin[0] & 0xff; + // floodfill_t[] fifo = new floodfill_t[FLOODFILL_FIFO_SIZE]; + int inpt = 0, outpt = 0; + int filledcolor = -1; + int i; + + // for (int j = 0; j < fifo.length; j++) { + // fifo[j] = new floodfill_t(); + // } + + if (filledcolor == -1) { + filledcolor = 0; + // attempt to find opaque black + for (i = 0; i < 256; ++i) + // TODO check this + if (d_8to24table[i] == 0xFF000000) { // alpha 1.0 + //if (d_8to24table[i] == (255 << 0)) // alpha 1.0 + filledcolor = i; + break; + } + } + + // can't fill to filled color or to transparent color (used as visited + // marker) + if ((fillcolor == filledcolor) || (fillcolor == 255)) { + return; + } + + fifo[inpt].x = 0; + fifo[inpt].y = 0; + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + + while (outpt != inpt) { + int x = fifo[outpt].x; + int y = fifo[outpt].y; + int fdc = filledcolor; + // byte *pos = &skin[x + skinwidth * y]; + int pos = x + skinwidth * y; + // + outpt = (outpt + 1) & FLOODFILL_FIFO_MASK; + + int off, dx, dy; + + if (x > 0) { + // FLOODFILL_STEP( -1, -1, 0 ); + off = -1; + dx = -1; + dy = 0; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + } + + if (x < skinwidth - 1) { + // FLOODFILL_STEP( 1, 1, 0 ); + off = 1; + dx = 1; + dy = 0; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + } + + if (y > 0) { + // FLOODFILL_STEP( -skinwidth, 0, -1 ); + off = -skinwidth; + dx = 0; + dy = -1; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + } + + if (y < skinheight - 1) { + // FLOODFILL_STEP( skinwidth, 0, 1 ); + off = skinwidth; + dx = 0; + dy = 1; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + + } + + skin[x + skinwidth * y] = (byte) fdc; + } + } + + // ======================================================= + + /* + * ================ GL_ResampleTexture ================ + */ + // cwei :-) + void GL_ResampleTexture(int[] in, int inwidth, int inheight, int[] out, + int outwidth, int outheight) { + // int i, j; + // unsigned *inrow, *inrow2; + // int frac, fracstep; + // int[] p1 = new int[1024]; + // int[] p2 = new int[1024]; + // + + // *** this source do the same *** + BufferedImage image = new BufferedImage(inwidth, inheight, + BufferedImage.TYPE_INT_ARGB); + + image.setRGB(0, 0, inwidth, inheight, in, 0, inwidth); + + AffineTransformOp op = new AffineTransformOp(AffineTransform + .getScaleInstance(outwidth * 1.0 / inwidth, outheight * 1.0 + / inheight), AffineTransformOp.TYPE_NEAREST_NEIGHBOR); + BufferedImage tmp = op.filter(image, null); + + tmp.getRGB(0, 0, outwidth, outheight, out, 0, outwidth); + + // *** end *** + + // byte *pix1, *pix2, *pix3, *pix4; + // + // fracstep = inwidth*0x10000/outwidth; + // + // frac = fracstep>>2; + // for (i=0 ; i<outwidth ; i++) + // { + // p1[i] = 4*(frac>>16); + // frac += fracstep; + // } + // frac = 3*(fracstep>>2); + // for (i=0 ; i<outwidth ; i++) + // { + // p2[i] = 4*(frac>>16); + // frac += fracstep; + // } + // + // for (i=0 ; i<outheight ; i++, out += outwidth) + // { + // inrow = in + inwidth*(int)((i+0.25)*inheight/outheight); + // inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight); + // frac = fracstep >> 1; + // for (j=0 ; j<outwidth ; j++) + // { + // pix1 = (byte *)inrow + p1[j]; + // pix2 = (byte *)inrow + p2[j]; + // pix3 = (byte *)inrow2 + p1[j]; + // pix4 = (byte *)inrow2 + p2[j]; + // ((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2; + // ((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2; + // ((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2; + // ((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2; + // } + // } + } + + /* + * ================ GL_LightScaleTexture + * + * Scale up the pixel values in a texture to increase the lighting range + * ================ + */ + void GL_LightScaleTexture(int[] in, int inwidth, int inheight, + boolean only_gamma) { + if (only_gamma) { + int i, c; + int r, g, b, color; + + c = inwidth * inheight; + for (i = 0; i < c; i++) { + color = in[i]; + r = (color >> 0) & 0xFF; + g = (color >> 8) & 0xFF; + b = (color >> 16) & 0xFF; + + r = gammatable[r] & 0xFF; + g = gammatable[g] & 0xFF; + b = gammatable[b] & 0xFF; + + in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); + } + } else { + int i, c; + int r, g, b, color; + + c = inwidth * inheight; + for (i = 0; i < c; i++) { + color = in[i]; + r = (color >> 0) & 0xFF; + g = (color >> 8) & 0xFF; + b = (color >> 16) & 0xFF; + + r = gammatable[intensitytable[r] & 0xFF] & 0xFF; + g = gammatable[intensitytable[g] & 0xFF] & 0xFF; + b = gammatable[intensitytable[b] & 0xFF] & 0xFF; + + in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); + } + + } + } + + /* + * ================ GL_MipMap + * + * Operates in place, quartering the size of the texture ================ + */ + void GL_MipMap(int[] in, int width, int height) { + int i, j; + int[] out; + + out = in; + + int inIndex = 0; + int outIndex = 0; + + int r, g, b, a; + int p1, p2, p3, p4; + + for (i = 0; i < height; i += 2, inIndex += width) { + for (j = 0; j < width; j += 2, outIndex += 1, inIndex += 2) { + + p1 = in[inIndex + 0]; + p2 = in[inIndex + 1]; + p3 = in[inIndex + width + 0]; + p4 = in[inIndex + width + 1]; + + r = (((p1 >> 0) & 0xFF) + ((p2 >> 0) & 0xFF) + + ((p3 >> 0) & 0xFF) + ((p4 >> 0) & 0xFF)) >> 2; + g = (((p1 >> 8) & 0xFF) + ((p2 >> 8) & 0xFF) + + ((p3 >> 8) & 0xFF) + ((p4 >> 8) & 0xFF)) >> 2; + b = (((p1 >> 16) & 0xFF) + ((p2 >> 16) & 0xFF) + + ((p3 >> 16) & 0xFF) + ((p4 >> 16) & 0xFF)) >> 2; + a = (((p1 >> 24) & 0xFF) + ((p2 >> 24) & 0xFF) + + ((p3 >> 24) & 0xFF) + ((p4 >> 24) & 0xFF)) >> 2; + + out[outIndex] = (r << 0) | (g << 8) | (b << 16) | (a << 24); + } + } + } + + /* + * =============== GL_Upload32 + * + * Returns has_alpha =============== + */ + void GL_BuildPalettedTexture(byte[] paletted_texture, int[] scaled, + int scaled_width, int scaled_height) { + + int r, g, b, c; + int size = scaled_width * scaled_height; + + for (int i = 0; i < size; i++) { + + r = (scaled[i] >> 3) & 31; + g = (scaled[i] >> 10) & 63; + b = (scaled[i] >> 19) & 31; + + c = r | (g << 5) | (b << 11); + + paletted_texture[i] = gl_state.d_16to8table[c]; + } + } + + int upload_width, upload_height; + + boolean uploaded_paletted; + + /* + * =============== GL_Upload32 + * + * Returns has_alpha =============== + */ + int[] scaled = new int[256 * 256]; + + byte[] paletted_texture = new byte[256 * 256]; + + IntBuffer tex = Lib.newIntBuffer(512 * 256, ByteOrder.LITTLE_ENDIAN); + + boolean GL_Upload32(int[] data, int width, int height, boolean mipmap) { + int samples; + int scaled_width, scaled_height; + int i, c; + int comp; + + Arrays.fill(scaled, 0); + Arrays.fill(paletted_texture, (byte) 0); + + uploaded_paletted = false; + + for (scaled_width = 1; scaled_width < width; scaled_width <<= 1) + ; + if (gl_round_down.value > 0.0f && scaled_width > width && mipmap) + scaled_width >>= 1; + for (scaled_height = 1; scaled_height < height; scaled_height <<= 1) + ; + if (gl_round_down.value > 0.0f && scaled_height > height && mipmap) + scaled_height >>= 1; + + // let people sample down the world textures for speed + if (mipmap) { + scaled_width >>= (int) gl_picmip.value; + scaled_height >>= (int) gl_picmip.value; + } + + // don't ever bother with >256 textures + if (scaled_width > 256) + scaled_width = 256; + if (scaled_height > 256) + scaled_height = 256; + + if (scaled_width < 1) + scaled_width = 1; + if (scaled_height < 1) + scaled_height = 1; + + upload_width = scaled_width; + upload_height = scaled_height; + + if (scaled_width * scaled_height > 256 * 256) + Com.Error(Defines.ERR_DROP, "GL_Upload32: too big"); + + // scan the texture for any non-255 alpha + c = width * height; + samples = gl_solid_format; + + for (i = 0; i < c; i++) { + if ((data[i] & 0xff000000) != 0xff000000) { + samples = gl_alpha_format; + break; + } + } + + if (samples == gl_solid_format) + comp = gl_tex_solid_format; + else if (samples == gl_alpha_format) + comp = gl_tex_alpha_format; + else { + VID.Printf(Defines.PRINT_ALL, + "Unknown number of texture components " + samples + '\n'); + comp = samples; + } + + // simulates a goto + try { + if (scaled_width == width && scaled_height == height) { + if (!mipmap) { + if (qglColorTableEXT + && gl_ext_palettedtexture.value != 0.0f + && samples == gl_solid_format) { + uploaded_paletted = true; + GL_BuildPalettedTexture(paletted_texture, data, + scaled_width, scaled_height); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, + GL_COLOR_INDEX8_EXT, scaled_width, + scaled_height, 0, GL.GL_COLOR_INDEX, + GL.GL_UNSIGNED_BYTE, paletted_texture); + } else { + tex.rewind(); + tex.put(data); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, comp, + scaled_width, scaled_height, 0, GL.GL_RGBA, + GL.GL_UNSIGNED_BYTE, tex); + } + //goto done; + throw new longjmpException(); + } + //memcpy (scaled, data, width*height*4); were bytes + System.arraycopy(data, 0, scaled, 0, width * height); + } else + GL_ResampleTexture(data, width, height, scaled, scaled_width, + scaled_height); + + GL_LightScaleTexture(scaled, scaled_width, scaled_height, !mipmap); + + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f + && (samples == gl_solid_format)) { + uploaded_paletted = true; + GL_BuildPalettedTexture(paletted_texture, scaled, scaled_width, + scaled_height); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, + scaled_width, scaled_height, 0, GL.GL_COLOR_INDEX, + GL.GL_UNSIGNED_BYTE, paletted_texture); + } else { + tex.rewind(); + tex.put(scaled); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, comp, scaled_width, + scaled_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, tex); + } + + if (mipmap) { + int miplevel; + miplevel = 0; + while (scaled_width > 1 || scaled_height > 1) { + GL_MipMap(scaled, scaled_width, scaled_height); + scaled_width >>= 1; + scaled_height >>= 1; + if (scaled_width < 1) + scaled_width = 1; + if (scaled_height < 1) + scaled_height = 1; + + miplevel++; + if (qglColorTableEXT + && gl_ext_palettedtexture.value != 0.0f + && samples == gl_solid_format) { + uploaded_paletted = true; + GL_BuildPalettedTexture(paletted_texture, scaled, + scaled_width, scaled_height); + gl.glTexImage2D(GL.GL_TEXTURE_2D, miplevel, + GL_COLOR_INDEX8_EXT, scaled_width, + scaled_height, 0, GL.GL_COLOR_INDEX, + GL.GL_UNSIGNED_BYTE, paletted_texture); + } else { + tex.rewind(); + tex.put(scaled); + gl.glTexImage2D(GL.GL_TEXTURE_2D, miplevel, comp, + scaled_width, scaled_height, 0, GL.GL_RGBA, + GL.GL_UNSIGNED_BYTE, tex); + } + } + } + // label done: + } catch (longjmpException e) { + ; // replaces label done + } + + if (mipmap) { + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_min); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + } else { + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_max); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + } + + return (samples == gl_alpha_format); + } + + /* + * =============== GL_Upload8 + * + * Returns has_alpha =============== + */ + + int[] trans = new int[512 * 256]; + + boolean GL_Upload8(byte[] data, int width, int height, boolean mipmap, + boolean is_sky) { + + Arrays.fill(trans, 0); + + int s = width * height; + + if (s > trans.length) + Com.Error(Defines.ERR_DROP, "GL_Upload8: too large"); + + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && is_sky) { + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, width, + height, 0, GL.GL_COLOR_INDEX, GL.GL_UNSIGNED_BYTE, data); + + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_max); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + + // TODO check this + return false; + } else { + int p; + int rgb; + for (int i = 0; i < s; i++) { + p = data[i] & 0xff; + trans[i] = d_8to24table[p]; + + if (p == 255) { // transparent, so scan around for another color + // to avoid alpha fringes + // FIXME: do a full flood fill so mips work... + if (i > width && (data[i - width] & 0xff) != 255) + p = data[i - width] & 0xff; + else if (i < s - width && (data[i + width] & 0xff) != 255) + p = data[i + width] & 0xff; + else if (i > 0 && (data[i - 1] & 0xff) != 255) + p = data[i - 1] & 0xff; + else if (i < s - 1 && (data[i + 1] & 0xff) != 255) + p = data[i + 1] & 0xff; + else + p = 0; + // copy rgb components + + // ((byte *)&trans[i])[0] = ((byte *)&d_8to24table[p])[0]; + // ((byte *)&trans[i])[1] = ((byte *)&d_8to24table[p])[1]; + // ((byte *)&trans[i])[2] = ((byte *)&d_8to24table[p])[2]; + + trans[i] = d_8to24table[p] & 0x00FFFFFF; // only rgb + } + } + + return GL_Upload32(trans, width, height, mipmap); + } + } + + /* + * ================ GL_LoadPic + * + * This is also used as an entry point for the generated r_notexture + * ================ + */ + image_t GL_LoadPic(String name, byte[] pic, int width, int height, + int type, int bits) { + image_t image; + int i; + + // find a free image_t + for (i = 0; i < numgltextures; i++) { + image = gltextures[i]; + if (image.texnum == 0) + break; + } + + if (i == numgltextures) { + if (numgltextures == MAX_GLTEXTURES) + Com.Error(Defines.ERR_DROP, "MAX_GLTEXTURES"); + + numgltextures++; + } + image = gltextures[i]; + + if (name.length() > Defines.MAX_QPATH) + Com.Error(Defines.ERR_DROP, "Draw_LoadPic: \"" + name + + "\" is too long"); + + image.name = name; + image.registration_sequence = registration_sequence; + + image.width = width; + image.height = height; + image.type = type; + + if (type == it_skin && bits == 8) + R_FloodFillSkin(pic, width, height); + + // load little pics into the scrap + if (image.type == it_pic && bits == 8 && image.width < 64 + && image.height < 64) { + pos_t pos = new pos_t(0, 0); + int j, k; + + int texnum = Scrap_AllocBlock(image.width, image.height, pos); + + if (texnum == -1) { + // replace goto nonscrap + + image.scrap = false; + + image.texnum = TEXNUM_IMAGES + image.getId(); // image pos in + // array + GL_Bind(image.texnum); + + if (bits == 8) { + image.has_alpha = GL_Upload8(pic, width, height, + (image.type != it_pic && image.type != it_sky), + image.type == it_sky); + } else { + int[] tmp = new int[pic.length / 4]; + + for (i = 0; i < tmp.length; i++) { + tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & + // 0x000000FF; + tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & + // 0x0000FF00; + tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & + // 0x00FF0000; + tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & + // 0xFF000000; + } + + image.has_alpha = GL_Upload32(tmp, width, height, + (image.type != it_pic && image.type != it_sky)); + } + + image.upload_width = upload_width; // after power of 2 and + // scales + image.upload_height = upload_height; + image.paletted = uploaded_paletted; + image.sl = 0; + image.sh = 1; + image.tl = 0; + image.th = 1; + + return image; + } + + scrap_dirty = true; + + // copy the texels into the scrap block + k = 0; + for (i = 0; i < image.height; i++) + for (j = 0; j < image.width; j++, k++) + scrap_texels[texnum][(pos.y + i) * BLOCK_WIDTH + pos.x + j] = pic[k]; + + image.texnum = TEXNUM_SCRAPS + texnum; + image.scrap = true; + image.has_alpha = true; + image.sl = (pos.x + 0.01f) / (float) BLOCK_WIDTH; + image.sh = (pos.x + image.width - 0.01f) / (float) BLOCK_WIDTH; + image.tl = (pos.y + 0.01f) / (float) BLOCK_WIDTH; + image.th = (pos.y + image.height - 0.01f) / (float) BLOCK_WIDTH; + + } else { + // this was label nonscrap + + image.scrap = false; + + image.texnum = TEXNUM_IMAGES + image.getId(); //image pos in array + GL_Bind(image.texnum); + + if (bits == 8) { + image.has_alpha = GL_Upload8(pic, width, height, + (image.type != it_pic && image.type != it_sky), + image.type == it_sky); + } else { + int[] tmp = new int[pic.length / 4]; + + for (i = 0; i < tmp.length; i++) { + tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & 0x000000FF; + tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & 0x0000FF00; + tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & 0x00FF0000; + tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & 0xFF000000; + } + + image.has_alpha = GL_Upload32(tmp, width, height, + (image.type != it_pic && image.type != it_sky)); + } + image.upload_width = upload_width; // after power of 2 and scales + image.upload_height = upload_height; + image.paletted = uploaded_paletted; + image.sl = 0; + image.sh = 1; + image.tl = 0; + image.th = 1; + } + return image; + } + + /* + * ================ GL_LoadWal ================ + */ + image_t GL_LoadWal(String name) { + + image_t image = null; + + byte[] raw = FS.LoadFile(name); + if (raw == null) { + VID.Printf(Defines.PRINT_ALL, "GL_FindImage: can't load " + name + + '\n'); + return r_notexture; + } + + qfiles.miptex_t mt = new qfiles.miptex_t(raw); + + byte[] pix = new byte[mt.width * mt.height]; + System.arraycopy(raw, mt.offsets[0], pix, 0, pix.length); + + image = GL_LoadPic(name, pix, mt.width, mt.height, it_wall, 8); + + return image; + } + + /* + * =============== GL_FindImage + * + * Finds or loads the given image =============== + */ + image_t GL_FindImage(String name, int type) { + image_t image = null; + + // // TODO loest das grossschreibungs problem + // name = name.toLowerCase(); + // // bughack for bad strings (fuck \0) + // int index = name.indexOf('\0'); + // if (index != -1) + // name = name.substring(0, index); + + if (name == null || name.length() < 5) + return null; // Com.Error (ERR_DROP, "GL_FindImage: NULL name"); + // Com.Error (ERR_DROP, "GL_FindImage: bad name: %s", name); + + // look for it + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + if (name.equals(image.name)) { + image.registration_sequence = registration_sequence; + return image; + } + } + + // + // load the pic from disk + // + image = null; + byte[] pic = null; + Dimension dim = new Dimension(); + + if (name.endsWith(".pcx")) { + + pic = LoadPCX(name, null, dim); + if (pic == null) + return null; + image = GL_LoadPic(name, pic, dim.width, dim.height, type, 8); + + } else if (name.endsWith(".wal")) { + + image = GL_LoadWal(name); + + } else if (name.endsWith(".tga")) { + + pic = LoadTGA(name, dim); + + if (pic == null) + return null; + + image = GL_LoadPic(name, pic, dim.width, dim.height, type, 32); + + } + + return image; + } + + /* + * =============== R_RegisterSkin =============== + */ + protected image_t R_RegisterSkin(String name) { + return GL_FindImage(name, it_skin); + } + + /* + * ================ GL_FreeUnusedImages + * + * Any image that was not touched on this registration sequence will be + * freed. ================ + */ + void GL_FreeUnusedImages() { + + // never free r_notexture or particle texture + r_notexture.registration_sequence = registration_sequence; + r_particletexture.registration_sequence = registration_sequence; + + image_t image = null; + + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + // used this sequence + if (image.registration_sequence == registration_sequence) + continue; + // free image_t slot + if (image.registration_sequence == 0) + continue; + // don't free pics + if (image.type == it_pic) + continue; + + // free it + // TODO jogl bug + gl.glDeleteTextures(1, new int[] { image.texnum }); + image.clear(); + } + } + + /* + * =============== Draw_GetPalette =============== + */ + protected void Draw_GetPalette() { + int r, g, b; + Dimension dim; + byte[] pic; + byte[][] palette = new byte[1][]; //new byte[768]; + + // get the palette + + pic = LoadPCX("pics/colormap.pcx", palette, dim = new Dimension()); + + if (palette[0] == null || palette[0].length != 768) + Com.Error(Defines.ERR_FATAL, "Couldn't load pics/colormap.pcx"); + + byte[] pal = palette[0]; + + int j = 0; + for (int i = 0; i < 256; i++) { + r = pal[j++] & 0xFF; + g = pal[j++] & 0xFF; + b = pal[j++] & 0xFF; + + d_8to24table[i] = (255 << 24) | (b << 16) | (g << 8) | (r << 0); + } + + d_8to24table[255] &= 0x00FFFFFF; // 255 is transparent + + particle_t.setColorPalette(d_8to24table); + } + + /* + * =============== GL_InitImages =============== + */ + void GL_InitImages() { + int i, j; + float g = vid_gamma.value; + + registration_sequence = 1; + + // init intensity conversions + intensity = Cvar.Get("intensity", "2", 0); + + if (intensity.value <= 1) + Cvar.Set("intensity", "1"); + + gl_state.inverse_intensity = 1 / intensity.value; + + Draw_GetPalette(); + + if (qglColorTableEXT) { + gl_state.d_16to8table = FS.LoadFile("pics/16to8.dat"); + if (gl_state.d_16to8table == null) + Com.Error(Defines.ERR_FATAL, "Couldn't load pics/16to8.pcx"); + } + + if ((gl_config.renderer & (GL_RENDERER_VOODOO | GL_RENDERER_VOODOO2)) != 0) { + g = 1.0F; + } + + for (i = 0; i < 256; i++) { + + if (g == 1.0f) { + gammatable[i] = (byte) i; + } else { + + int inf = (int) (255.0f * Math.pow((i + 0.5) / 255.5, g) + 0.5); + if (inf < 0) + inf = 0; + if (inf > 255) + inf = 255; + gammatable[i] = (byte) inf; + } + } + + for (i = 0; i < 256; i++) { + j = (int) (i * intensity.value); + if (j > 255) + j = 255; + intensitytable[i] = (byte) j; + } + } + + /* + * =============== GL_ShutdownImages =============== + */ + void GL_ShutdownImages() { + image_t image; + + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + + if (image.registration_sequence == 0) + continue; // free image_t slot + // free it + // TODO jogl bug + gl.glDeleteTextures(1, new int[] { image.texnum }); + image.clear(); + } + } + +}
\ No newline at end of file diff --git a/src/jake2/render/fastjogl/Light.java b/src/jake2/render/fastjogl/Light.java index 7dee8fe..97d0e18 100644 --- a/src/jake2/render/fastjogl/Light.java +++ b/src/jake2/render/fastjogl/Light.java @@ -2,37 +2,38 @@ * Light.java * Copyright (C) 2003 * - * $Id: Light.java,v 1.8 2004-09-10 19:02:52 salomo Exp $ + * $Id: Light.java,v 1.9 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.client.dlight_t; -import jake2.game.GameBase; import jake2.game.cplane_t; import jake2.qcommon.Com; import jake2.qcommon.longjmpException; -import jake2.render.*; +import jake2.render.mnode_t; +import jake2.render.msurface_t; +import jake2.render.mtexinfo_t; import jake2.util.Math3D; import java.nio.ByteBuffer; @@ -43,720 +44,673 @@ import net.java.games.jogl.GL; /** * Light - * + * * @author cwei */ public abstract class Light extends Warp { - // r_light.c - - int r_dlightframecount; - - static final int DLIGHT_CUTOFF = 64; - - /* - ============================================================================= - - DYNAMIC LIGHTS BLEND RENDERING - - ============================================================================= - */ - - void R_RenderDlight (dlight_t light) - { - int i, j; - float a; - float[] v = {0, 0, 0}; - float rad; - - rad = light.intensity * 0.35f; - - Math3D.VectorSubtract (light.origin, r_origin, v); - - gl.glBegin (GL.GL_TRIANGLE_FAN); - gl.glColor3f (light.color[0]*0.2f, light.color[1]*0.2f, light.color[2]*0.2f); - for (i=0 ; i<3 ; i++) - v[i] = light.origin[i] - vpn[i]*rad; - gl.glVertex3f(v[0], v[1], v[2]); - gl.glColor3f (0,0,0); - for (i=16 ; i>=0 ; i--) - { - a = (float)(i/16.0f * Math.PI*2); - for (j=0 ; j<3 ; j++) - v[j] = (float)(light.origin[j] + vright[j]*Math.cos(a)*rad - + vup[j]*Math.sin(a)*rad); - gl.glVertex3f(v[0], v[1], v[2]); - } - gl.glEnd (); - } - - /* - ============= - R_RenderDlights - ============= - */ - void R_RenderDlights() - { - if (gl_flashblend.value == 0) - return; - - r_dlightframecount = r_framecount + 1; // because the count hasn't - // advanced yet for this frame - gl.glDepthMask(false); - gl.glDisable(GL.GL_TEXTURE_2D); - gl.glShadeModel (GL.GL_SMOOTH); - gl.glEnable (GL.GL_BLEND); - gl.glBlendFunc (GL.GL_ONE, GL.GL_ONE); - - for (int i=0 ; i<r_newrefdef.num_dlights ; i++) - { - R_RenderDlight(r_newrefdef.dlights[i]); - } - - gl.glColor3f (1,1,1); - gl.glDisable(GL.GL_BLEND); - gl.glEnable(GL.GL_TEXTURE_2D); - gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); - gl.glDepthMask(true); - } - - - /* - ============================================================================= - - DYNAMIC LIGHTS - - ============================================================================= - */ - - /* - ============= - R_MarkLights - ============= - */ - void R_MarkLights (dlight_t light, int bit, mnode_t node) - { - cplane_t splitplane; - float dist; - msurface_t surf; - int i; - int sidebit; - - if (node.contents != -1) - return; - - splitplane = node.plane; - dist = Math3D.DotProduct (light.origin, splitplane.normal) - splitplane.dist; - - if (dist > light.intensity - DLIGHT_CUTOFF) - { - R_MarkLights (light, bit, node.children[0]); - return; - } - if (dist < -light.intensity + DLIGHT_CUTOFF) - { - R_MarkLights (light, bit, node.children[1]); - return; - } - - // mark the polygons - for (i=0 ; i<node.numsurfaces ; i++) - { - - surf = r_worldmodel.surfaces[node.firstsurface + i]; - - /* - * cwei - * bugfix for dlight behind the walls - */ - dist = Math3D.DotProduct (light.origin, surf.plane.normal) - surf.plane.dist; - sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK; - if ( (surf.flags & Defines.SURF_PLANEBACK) != sidebit ) - continue; - /* - * cwei - * bugfix end - */ - - if (surf.dlightframe != r_dlightframecount) - { - surf.dlightbits = 0; - surf.dlightframe = r_dlightframecount; - } - surf.dlightbits |= bit; - } - - R_MarkLights (light, bit, node.children[0]); - R_MarkLights (light, bit, node.children[1]); - } - - - /* - ============= - R_PushDlights - ============= - */ - void R_PushDlights() - { - int i; - dlight_t l; - - if (gl_flashblend.value != 0) - return; - - r_dlightframecount = r_framecount + 1; // because the count hasn't - // advanced yet for this frame - for (i=0 ; i<r_newrefdef.num_dlights ; i++) { - l = r_newrefdef.dlights[i]; - R_MarkLights( l, 1<<i, r_worldmodel.nodes[0] ); - } - } - - - /* - ============================================================================= - - LIGHT SAMPLING - - ============================================================================= - */ - - float[] pointcolor = {0, 0, 0}; // vec3_t - cplane_t lightplane; // used as shadow plane - float[] lightspot = {0, 0, 0}; // vec3_t - - int RecursiveLightPoint (mnode_t node, float[] start, float[] end) - { - if (node.contents != -1) - return -1; // didn't hit anything - - msurface_t surf; - int s, t, ds, dt; - int i; - mtexinfo_t tex; - ByteBuffer lightmap; - int maps; - float[] mid = {0, 0, 0}; - - // calculate mid point - - // FIXME: optimize for axial - cplane_t plane = node.plane; - float front = Math3D.DotProduct (start, plane.normal) - plane.dist; - float back = Math3D.DotProduct (end, plane.normal) - plane.dist; - boolean side = (front < 0); - int sideIndex = (side) ? 1 : 0; - - if ( (back < 0) == side) - return RecursiveLightPoint (node.children[sideIndex], start, end); - - float frac = front / (front-back); - mid[0] = start[0] + (end[0] - start[0])*frac; - mid[1] = start[1] + (end[1] - start[1])*frac; - mid[2] = start[2] + (end[2] - start[2])*frac; - - // go down front side - int r = RecursiveLightPoint (node.children[sideIndex], start, mid); - if (r >= 0) - return r; // hit something - - if ( (back < 0) == side ) - return -1; // didn't hit anuthing - - // check for impact on this node - Math3D.VectorCopy (mid, lightspot); - lightplane = plane; - - int surfIndex = node.firstsurface; - float[] scale = {0, 0, 0}; - for (i=0 ; i<node.numsurfaces ; i++, surfIndex++) - { - surf = r_worldmodel.surfaces[surfIndex]; - - if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0) - continue; // no lightmaps - - tex = surf.texinfo; - - s = (int)(Math3D.DotProduct (mid, tex.vecs[0]) + tex.vecs[0][3]); - t = (int)(Math3D.DotProduct (mid, tex.vecs[1]) + tex.vecs[1][3]); - - if (s < surf.texturemins[0] || t < surf.texturemins[1]) - continue; - - ds = s - surf.texturemins[0]; - dt = t - surf.texturemins[1]; - - if ( ds > surf.extents[0] || dt > surf.extents[1] ) - continue; - - if (surf.samples == null) - return 0; - - ds >>= 4; - dt >>= 4; - - lightmap = surf.samples; - int lightmapIndex = 0; - - Math3D.VectorCopy (Globals.vec3_origin, pointcolor); - if (lightmap != null) - { - //float[] scale = {0, 0, 0}; - float[] rgb; - lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds); - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++) - { - rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb; - scale[0] = gl_modulate.value * rgb[0]; - scale[1] = gl_modulate.value * rgb[1]; - scale[2] = gl_modulate.value * rgb[2]; - - pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) * scale[0] * (1.0f/255); - pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) * scale[1] * (1.0f/255); - pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) * scale[2] * (1.0f/255); - lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) * ((surf.extents[1] >> 4) + 1); - } - } - return 1; - } - - // go down back side - return RecursiveLightPoint (node.children[1 - sideIndex], mid, end); - } - - /* - =============== - R_LightPoint - =============== - */ - void R_LightPoint (float[] p, float[] color) - { - assert (p.length == 3) : "vec3_t bug"; - assert (color.length == 3) : "rgb bug"; - - float[] end = {0, 0, 0}; - dlight_t dl; - float add; - - if (r_worldmodel.lightdata == null) - { - color[0] = color[1] = color[2] = 1.0f; - return; - } - - end[0] = p[0]; - end[1] = p[1]; - end[2] = p[2] - 2048; - - float r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end); - - if (r == -1) - { - Math3D.VectorCopy (GameBase.vec3_origin, color); - } - else - { - Math3D.VectorCopy (pointcolor, color); - } - - // - // add dynamic lights - // - for (int lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) - { - dl = r_newrefdef.dlights[lnum]; - - Math3D.VectorSubtract (currententity.origin, dl.origin, end); - add = dl.intensity - Math3D.VectorLength(end); - add *= (1.0f/256); - if (add > 0) - { - Math3D.VectorMA (color, add, dl.color, color); - } - } - - Math3D.VectorScale (color, gl_modulate.value, color); - } - -// =================================================================== - - float[] s_blocklights = new float[34 * 34 * 3]; - - /* - =============== - R_AddDynamicLights - =============== - */ - // TODO sync with jogl renderer. hoz - void R_AddDynamicLights(msurface_t surf) - { - int sd, td; - float fdist, frad, fminlight; - float[] impact = {0, 0, 0}; - float[] local = {0, 0, 0}; - int s, t; - dlight_t dl; - float[] pfBL; - float fsacc, ftacc; - - int smax = (surf.extents[0]>>4)+1; - int tmax = (surf.extents[1]>>4)+1; - mtexinfo_t tex = surf.texinfo; - - for (int lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) - { - if ( (surf.dlightbits & (1<<lnum)) == 0 ) - continue; // not lit by this light - - dl = r_newrefdef.dlights[lnum]; - frad = dl.intensity; - fdist = Math3D.DotProduct (dl.origin, surf.plane.normal) - - surf.plane.dist; - frad -= Math.abs(fdist); - // rad is now the highest intensity on the plane - - fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? - if (frad < fminlight) - continue; - fminlight = frad - fminlight; - - for (int i=0 ; i<3 ; i++) - { - impact[i] = dl.origin[i] - - surf.plane.normal[i]*fdist; - } - - local[0] = Math3D.DotProduct (impact, tex.vecs[0]) + tex.vecs[0][3] - surf.texturemins[0]; - local[1] = Math3D.DotProduct (impact, tex.vecs[1]) + tex.vecs[1][3] - surf.texturemins[1]; - - pfBL = s_blocklights; - int pfBLindex = 0; - for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16) - { - td = (int)(local[1] - ftacc); - if ( td < 0 ) - td = -td; - - for (s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBLindex += 3) - { - sd = (int)( local[0] - fsacc ); - - if ( sd < 0 ) - sd = -sd; - - if (sd > td) - fdist = sd + (td>>1); - else - fdist = td + (sd>>1); - - if ( fdist < fminlight ) - { - pfBL[pfBLindex + 0] += ( frad - fdist ) * dl.color[0]; - pfBL[pfBLindex + 1] += ( frad - fdist ) * dl.color[1]; - pfBL[pfBLindex + 2] += ( frad - fdist ) * dl.color[2]; - } - } - } - } - } - - - /* - ** R_SetCacheState - */ - void R_SetCacheState( msurface_t surf ) - { - for (int maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ; maps++) - { - surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white; - } - } - - /* - =============== - R_BuildLightMap - - Combine and scale multiple lightmaps into the floating format in blocklights - =============== - */ -// TODO sync with jogl renderer. hoz - void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride) - { - int r, g, b, a, max; - int i, j; - ByteBuffer lightmap; - float[] scale = {0, 0, 0}; - int nummaps; - float[] bl; - //lightstyle_t style; - - if ( (surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0 ) - Com.Error(Defines.ERR_DROP, "R_BuildLightMap called for non-lit surface"); - - int smax = (surf.extents[0] >> 4) + 1; - int tmax = (surf.extents[1] >> 4) + 1; - int size = smax * tmax; - if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4) ) - Com.Error(Defines.ERR_DROP, "Bad s_blocklights size"); - - try { - // set to full bright if no light data - if (surf.samples == null) - { - int maps; - - for (i=0 ; i<size*3 ; i++) - s_blocklights[i] = 255; - -// TODO useless? hoz -// for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++) -// { -// style = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF]; -// } - - // goto store; - throw new longjmpException(); - } - - // count the # of maps - for ( nummaps = 0 ; nummaps < Defines.MAXLIGHTMAPS && surf.styles[nummaps] != (byte)255 ; - nummaps++) - ; - - lightmap = surf.samples; - int lightmapIndex = 0; - - // add all the lightmaps - if ( nummaps == 1 ) - { - int maps; - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ; - maps++) - { - bl = s_blocklights; - int blp = 0; - - for (i=0 ; i<3 ; i++) - scale[i] = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; - - if ( scale[0] == 1.0F && - scale[1] == 1.0F && - scale[2] == 1.0F ) - { - for (i=0 ; i<size ; i++) - { - bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; - } - } - else - { - for (i=0 ; i<size ; i++) - { - bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[0]; - bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[1]; - bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[2]; - } - } - //lightmap += size*3; // skip to next lightmap - } - } - else - { - int maps; - - // memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 ); - - Arrays.fill(s_blocklights, 0, size * 3, 0.0f); - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ; - maps++) - { - bl = s_blocklights; - int blp = 0; - - for (i=0 ; i<3 ; i++) - scale[i] = gl_modulate.value*r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; - - if ( scale[0] == 1.0F && - scale[1] == 1.0F && - scale[2] == 1.0F ) - { - for (i=0 ; i<size ; i++) - { - bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; - } - } - else - { - for (i=0 ; i<size ; i++) - { - bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[0]; - bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[1]; - bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[2]; - } - } - //lightmap += size*3; // skip to next lightmap - } - } - - // add all the dynamic lights - if (surf.dlightframe == r_framecount) - R_AddDynamicLights(surf); - - // label store: - } catch (longjmpException store) {} - - // put into texture format - stride -= smax; - bl = s_blocklights; - int blp = 0; - - int monolightmap = gl_monolightmap.string.charAt(0); - - int destp = 0; - - if ( monolightmap == '0' ) - { - for (i=0 ; i<tmax ; i++, destp += stride) - { - //dest.position(destp); - - for (j=0 ; j<smax ; j++) - { - - r = (int)bl[blp++]; - g = (int)bl[blp++]; - b = (int)bl[blp++]; - - // catch negative lights - if (r < 0) - r = 0; - if (g < 0) - g = 0; - if (b < 0) - b = 0; - - /* - ** determine the brightest of the three color components - */ - if (r > g) - max = r; - else - max = g; - if (b > max) - max = b; - - /* - ** alpha is ONLY used for the mono lightmap case. For this reason - ** we set it to the brightest of the color components so that - ** things don't get too dim. - */ - a = max; - - /* - ** rescale all the color components if the intensity of the greatest - ** channel exceeds 1.0 - */ - if (max > 255) - { - float t = 255.0F / max; - - r = (int)(r*t); - g = (int)(g*t); - b = (int)(b*t); - a = (int)(a*t); - } - //r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; - dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0)); - } - } - } - else - { - for (i=0 ; i<tmax ; i++, destp += stride) - { - //dest.position(destp); - - for (j=0 ; j<smax ; j++) - { - - r = (int) bl[blp++]; - g = (int) bl[blp++]; - b = (int) bl[blp++]; - - // catch negative lights - if (r < 0) - r = 0; - if (g < 0) - g = 0; - if (b < 0) - b = 0; - - /* - ** determine the brightest of the three color components - */ - if (r > g) - max = r; - else - max = g; - if (b > max) - max = b; - - /* - ** alpha is ONLY used for the mono lightmap case. For this reason - ** we set it to the brightest of the color components so that - ** things don't get too dim. - */ - a = max; - - /* - ** rescale all the color components if the intensity of the greatest - ** channel exceeds 1.0 - */ - if (max > 255) - { - float t = 255.0F / max; - - r = (int)(r*t); - g = (int)(g*t); - b = (int)(b*t); - a = (int)(a*t); - } - - /* - ** So if we are doing alpha lightmaps we need to set the R, G, and B - ** components to 0 and we need to set alpha to 1-alpha. - */ - switch ( monolightmap ) - { - case 'L': - case 'I': - r = a; - g = b = 0; - break; - case 'C': - // try faking colored lighting - a = 255 - ((r+g+b)/3); - r *= a/255.0f; - g *= a/255.0f; - b *= a/255.0f; - break; - case 'A': - default: - r = g = b = 0; - a = 255 - a; - break; - } - //r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; - dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0)); - } - } - } - } -} + // r_light.c + + int r_dlightframecount; + + static final int DLIGHT_CUTOFF = 64; + + /* + * ============================================================================= + * + * DYNAMIC LIGHTS BLEND RENDERING + * + * ============================================================================= + */ + + void R_RenderDlight(dlight_t light) { + int i, j; + float a; + float[] v = { 0, 0, 0 }; + float rad; + + rad = light.intensity * 0.35f; + + Math3D.VectorSubtract(light.origin, r_origin, v); + + gl.glBegin(GL.GL_TRIANGLE_FAN); + gl.glColor3f(light.color[0] * 0.2f, light.color[1] * 0.2f, + light.color[2] * 0.2f); + for (i = 0; i < 3; i++) + v[i] = light.origin[i] - vpn[i] * rad; + gl.glVertex3f(v[0], v[1], v[2]); + gl.glColor3f(0, 0, 0); + for (i = 16; i >= 0; i--) { + a = (float) (i / 16.0f * Math.PI * 2); + for (j = 0; j < 3; j++) + v[j] = (float) (light.origin[j] + vright[j] * Math.cos(a) * rad + vup[j] + * Math.sin(a) * rad); + gl.glVertex3f(v[0], v[1], v[2]); + } + gl.glEnd(); + } + + /* + * ============= R_RenderDlights ============= + */ + void R_RenderDlights() { + if (gl_flashblend.value == 0) + return; + + r_dlightframecount = r_framecount + 1; // because the count hasn't + // advanced yet for this frame + gl.glDepthMask(false); + gl.glDisable(GL.GL_TEXTURE_2D); + gl.glShadeModel(GL.GL_SMOOTH); + gl.glEnable(GL.GL_BLEND); + gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE); + + for (int i = 0; i < r_newrefdef.num_dlights; i++) { + R_RenderDlight(r_newrefdef.dlights[i]); + } + + gl.glColor3f(1, 1, 1); + gl.glDisable(GL.GL_BLEND); + gl.glEnable(GL.GL_TEXTURE_2D); + gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); + gl.glDepthMask(true); + } + + /* + * ============================================================================= + * + * DYNAMIC LIGHTS + * + * ============================================================================= + */ + + /* + * ============= R_MarkLights ============= + */ + void R_MarkLights(dlight_t light, int bit, mnode_t node) { + cplane_t splitplane; + float dist; + msurface_t surf; + int i; + int sidebit; + + if (node.contents != -1) + return; + + splitplane = node.plane; + dist = Math3D.DotProduct(light.origin, splitplane.normal) + - splitplane.dist; + + if (dist > light.intensity - DLIGHT_CUTOFF) { + R_MarkLights(light, bit, node.children[0]); + return; + } + if (dist < -light.intensity + DLIGHT_CUTOFF) { + R_MarkLights(light, bit, node.children[1]); + return; + } + + // mark the polygons + for (i = 0; i < node.numsurfaces; i++) { + + surf = r_worldmodel.surfaces[node.firstsurface + i]; + + /* + * cwei bugfix for dlight behind the walls + */ + dist = Math3D.DotProduct(light.origin, surf.plane.normal) + - surf.plane.dist; + sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK; + if ((surf.flags & Defines.SURF_PLANEBACK) != sidebit) + continue; + /* + * cwei bugfix end + */ + + if (surf.dlightframe != r_dlightframecount) { + surf.dlightbits = 0; + surf.dlightframe = r_dlightframecount; + } + surf.dlightbits |= bit; + } + + R_MarkLights(light, bit, node.children[0]); + R_MarkLights(light, bit, node.children[1]); + } + + /* + * ============= R_PushDlights ============= + */ + void R_PushDlights() { + int i; + dlight_t l; + + if (gl_flashblend.value != 0) + return; + + r_dlightframecount = r_framecount + 1; // because the count hasn't + // advanced yet for this frame + for (i = 0; i < r_newrefdef.num_dlights; i++) { + l = r_newrefdef.dlights[i]; + R_MarkLights(l, 1 << i, r_worldmodel.nodes[0]); + } + } + + /* + * ============================================================================= + * + * LIGHT SAMPLING + * + * ============================================================================= + */ + + float[] pointcolor = { 0, 0, 0 }; // vec3_t + + cplane_t lightplane; // used as shadow plane + + float[] lightspot = { 0, 0, 0 }; // vec3_t + + int RecursiveLightPoint(mnode_t node, float[] start, float[] end) { + if (node.contents != -1) + return -1; // didn't hit anything + + msurface_t surf; + int s, t, ds, dt; + int i; + mtexinfo_t tex; + ByteBuffer lightmap; + int maps; + float[] mid = { 0, 0, 0 }; + + // calculate mid point + + // FIXME: optimize for axial + cplane_t plane = node.plane; + float front = Math3D.DotProduct(start, plane.normal) - plane.dist; + float back = Math3D.DotProduct(end, plane.normal) - plane.dist; + boolean side = (front < 0); + int sideIndex = (side) ? 1 : 0; + + if ((back < 0) == side) + return RecursiveLightPoint(node.children[sideIndex], start, end); + + float frac = front / (front - back); + mid[0] = start[0] + (end[0] - start[0]) * frac; + mid[1] = start[1] + (end[1] - start[1]) * frac; + mid[2] = start[2] + (end[2] - start[2]) * frac; + + // go down front side + int r = RecursiveLightPoint(node.children[sideIndex], start, mid); + if (r >= 0) + return r; // hit something + + if ((back < 0) == side) + return -1; // didn't hit anuthing + + // check for impact on this node + Math3D.VectorCopy(mid, lightspot); + lightplane = plane; + + int surfIndex = node.firstsurface; + float[] scale = { 0, 0, 0 }; + for (i = 0; i < node.numsurfaces; i++, surfIndex++) { + surf = r_worldmodel.surfaces[surfIndex]; + + if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0) + continue; // no lightmaps + + tex = surf.texinfo; + + s = (int) (Math3D.DotProduct(mid, tex.vecs[0]) + tex.vecs[0][3]); + t = (int) (Math3D.DotProduct(mid, tex.vecs[1]) + tex.vecs[1][3]); + + if (s < surf.texturemins[0] || t < surf.texturemins[1]) + continue; + + ds = s - surf.texturemins[0]; + dt = t - surf.texturemins[1]; + + if (ds > surf.extents[0] || dt > surf.extents[1]) + continue; + + if (surf.samples == null) + return 0; + + ds >>= 4; + dt >>= 4; + + lightmap = surf.samples; + int lightmapIndex = 0; + + Math3D.VectorCopy(Globals.vec3_origin, pointcolor); + if (lightmap != null) { + //float[] scale = {0, 0, 0}; + float[] rgb; + lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds); + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb; + scale[0] = gl_modulate.value * rgb[0]; + scale[1] = gl_modulate.value * rgb[1]; + scale[2] = gl_modulate.value * rgb[2]; + + pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) + * scale[0] * (1.0f / 255); + pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) + * scale[1] * (1.0f / 255); + pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) + * scale[2] * (1.0f / 255); + lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) + * ((surf.extents[1] >> 4) + 1); + } + } + return 1; + } + + // go down back side + return RecursiveLightPoint(node.children[1 - sideIndex], mid, end); + } + + /* + * =============== R_LightPoint =============== + */ + void R_LightPoint(float[] p, float[] color) { + assert (p.length == 3) : "vec3_t bug"; + assert (color.length == 3) : "rgb bug"; + + float[] end = { 0, 0, 0 }; + dlight_t dl; + float add; + + if (r_worldmodel.lightdata == null) { + color[0] = color[1] = color[2] = 1.0f; + return; + } + + end[0] = p[0]; + end[1] = p[1]; + end[2] = p[2] - 2048; + + float r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end); + + if (r == -1) { + Math3D.VectorCopy(Globals.vec3_origin, color); + } else { + Math3D.VectorCopy(pointcolor, color); + } + + // + // add dynamic lights + // + for (int lnum = 0; lnum < r_newrefdef.num_dlights; lnum++) { + dl = r_newrefdef.dlights[lnum]; + + Math3D.VectorSubtract(currententity.origin, dl.origin, end); + add = dl.intensity - Math3D.VectorLength(end); + add *= (1.0f / 256); + if (add > 0) { + Math3D.VectorMA(color, add, dl.color, color); + } + } + + Math3D.VectorScale(color, gl_modulate.value, color); + } + + // =================================================================== + + float[] s_blocklights = new float[34 * 34 * 3]; + + /* + * =============== R_AddDynamicLights =============== + */ + // TODO sync with jogl renderer. hoz + void R_AddDynamicLights(msurface_t surf) { + int sd, td; + float fdist, frad, fminlight; + float[] impact = { 0, 0, 0 }; + float[] local = { 0, 0, 0 }; + int s, t; + dlight_t dl; + float[] pfBL; + float fsacc, ftacc; + + int smax = (surf.extents[0] >> 4) + 1; + int tmax = (surf.extents[1] >> 4) + 1; + mtexinfo_t tex = surf.texinfo; + + for (int lnum = 0; lnum < r_newrefdef.num_dlights; lnum++) { + if ((surf.dlightbits & (1 << lnum)) == 0) + continue; // not lit by this light + + dl = r_newrefdef.dlights[lnum]; + frad = dl.intensity; + fdist = Math3D.DotProduct(dl.origin, surf.plane.normal) + - surf.plane.dist; + frad -= Math.abs(fdist); + // rad is now the highest intensity on the plane + + fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? + if (frad < fminlight) + continue; + fminlight = frad - fminlight; + + for (int i = 0; i < 3; i++) { + impact[i] = dl.origin[i] - surf.plane.normal[i] * fdist; + } + + local[0] = Math3D.DotProduct(impact, tex.vecs[0]) + tex.vecs[0][3] + - surf.texturemins[0]; + local[1] = Math3D.DotProduct(impact, tex.vecs[1]) + tex.vecs[1][3] + - surf.texturemins[1]; + + pfBL = s_blocklights; + int pfBLindex = 0; + for (t = 0, ftacc = 0; t < tmax; t++, ftacc += 16) { + td = (int) (local[1] - ftacc); + if (td < 0) + td = -td; + + for (s = 0, fsacc = 0; s < smax; s++, fsacc += 16, pfBLindex += 3) { + sd = (int) (local[0] - fsacc); + + if (sd < 0) + sd = -sd; + + if (sd > td) + fdist = sd + (td >> 1); + else + fdist = td + (sd >> 1); + + if (fdist < fminlight) { + pfBL[pfBLindex + 0] += (frad - fdist) * dl.color[0]; + pfBL[pfBLindex + 1] += (frad - fdist) * dl.color[1]; + pfBL[pfBLindex + 2] += (frad - fdist) * dl.color[2]; + } + } + } + } + } + + /* + * * R_SetCacheState + */ + void R_SetCacheState(msurface_t surf) { + for (int maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white; + } + } + + /* + * =============== R_BuildLightMap + * + * Combine and scale multiple lightmaps into the floating format in + * blocklights =============== + */ + // TODO sync with jogl renderer. hoz + void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride) { + int r, g, b, a, max; + int i, j; + ByteBuffer lightmap; + float[] scale = { 0, 0, 0 }; + int nummaps; + float[] bl; + //lightstyle_t style; + + if ((surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 + | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0) + Com.Error(Defines.ERR_DROP, + "R_BuildLightMap called for non-lit surface"); + + int smax = (surf.extents[0] >> 4) + 1; + int tmax = (surf.extents[1] >> 4) + 1; + int size = smax * tmax; + if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4)) + Com.Error(Defines.ERR_DROP, "Bad s_blocklights size"); + + try { + // set to full bright if no light data + if (surf.samples == null) { + int maps; + + for (i = 0; i < size * 3; i++) + s_blocklights[i] = 255; + + // TODO useless? hoz + // for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && + // surf.styles[maps] != (byte)255; maps++) + // { + // style = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF]; + // } + + // goto store; + throw new longjmpException(); + } + + // count the # of maps + for (nummaps = 0; nummaps < Defines.MAXLIGHTMAPS + && surf.styles[nummaps] != (byte) 255; nummaps++) + ; + + lightmap = surf.samples; + int lightmapIndex = 0; + + // add all the lightmaps + if (nummaps == 1) { + int maps; + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + bl = s_blocklights; + int blp = 0; + + for (i = 0; i < 3; i++) + scale[i] = gl_modulate.value + * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; + + if (scale[0] == 1.0F && scale[1] == 1.0F + && scale[2] == 1.0F) { + for (i = 0; i < size; i++) { + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + } + } else { + for (i = 0; i < size; i++) { + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) + * scale[0]; + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) + * scale[1]; + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) + * scale[2]; + } + } + //lightmap += size*3; // skip to next lightmap + } + } else { + int maps; + + // memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * + // 3 ); + + Arrays.fill(s_blocklights, 0, size * 3, 0.0f); + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + bl = s_blocklights; + int blp = 0; + + for (i = 0; i < 3; i++) + scale[i] = gl_modulate.value + * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; + + if (scale[0] == 1.0F && scale[1] == 1.0F + && scale[2] == 1.0F) { + for (i = 0; i < size; i++) { + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + } + } else { + for (i = 0; i < size; i++) { + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) + * scale[0]; + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) + * scale[1]; + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) + * scale[2]; + } + } + //lightmap += size*3; // skip to next lightmap + } + } + + // add all the dynamic lights + if (surf.dlightframe == r_framecount) + R_AddDynamicLights(surf); + + // label store: + } catch (longjmpException store) { + } + + // put into texture format + stride -= smax; + bl = s_blocklights; + int blp = 0; + + int monolightmap = gl_monolightmap.string.charAt(0); + + int destp = 0; + + if (monolightmap == '0') { + for (i = 0; i < tmax; i++, destp += stride) { + //dest.position(destp); + + for (j = 0; j < smax; j++) { + + r = (int) bl[blp++]; + g = (int) bl[blp++]; + b = (int) bl[blp++]; + + // catch negative lights + if (r < 0) + r = 0; + if (g < 0) + g = 0; + if (b < 0) + b = 0; + + /* + * * determine the brightest of the three color components + */ + if (r > g) + max = r; + else + max = g; + if (b > max) + max = b; + + /* + * * alpha is ONLY used for the mono lightmap case. For this + * reason * we set it to the brightest of the color + * components so that * things don't get too dim. + */ + a = max; + + /* + * * rescale all the color components if the intensity of + * the greatest * channel exceeds 1.0 + */ + if (max > 255) { + float t = 255.0F / max; + + r = (int) (r * t); + g = (int) (g * t); + b = (int) (b * t); + a = (int) (a * t); + } + //r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; + dest.put(destp++, (a << 24) | (b << 16) | (g << 8) + | (r << 0)); + } + } + } else { + for (i = 0; i < tmax; i++, destp += stride) { + //dest.position(destp); + + for (j = 0; j < smax; j++) { + + r = (int) bl[blp++]; + g = (int) bl[blp++]; + b = (int) bl[blp++]; + + // catch negative lights + if (r < 0) + r = 0; + if (g < 0) + g = 0; + if (b < 0) + b = 0; + + /* + * * determine the brightest of the three color components + */ + if (r > g) + max = r; + else + max = g; + if (b > max) + max = b; + + /* + * * alpha is ONLY used for the mono lightmap case. For this + * reason * we set it to the brightest of the color + * components so that * things don't get too dim. + */ + a = max; + + /* + * * rescale all the color components if the intensity of + * the greatest * channel exceeds 1.0 + */ + if (max > 255) { + float t = 255.0F / max; + + r = (int) (r * t); + g = (int) (g * t); + b = (int) (b * t); + a = (int) (a * t); + } + + /* + * * So if we are doing alpha lightmaps we need to set the + * R, G, and B * components to 0 and we need to set alpha to + * 1-alpha. + */ + switch (monolightmap) { + case 'L': + case 'I': + r = a; + g = b = 0; + break; + case 'C': + // try faking colored lighting + a = 255 - ((r + g + b) / 3); + r *= a / 255.0f; + g *= a / 255.0f; + b *= a / 255.0f; + break; + case 'A': + default: + r = g = b = 0; + a = 255 - a; + break; + } + //r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; + dest.put(destp++, (a << 24) | (b << 16) | (g << 8) + | (r << 0)); + } + } + } + } +}
\ No newline at end of file diff --git a/src/jake2/render/fastjogl/Mesh.java b/src/jake2/render/fastjogl/Mesh.java index bff8756..63c8ad4 100644 --- a/src/jake2/render/fastjogl/Mesh.java +++ b/src/jake2/render/fastjogl/Mesh.java @@ -2,27 +2,27 @@ * Mesh.java * Copyright (C) 2003 * - * $Id: Mesh.java,v 1.5 2004-07-19 19:39:57 hzi Exp $ + * $Id: Mesh.java,v 1.6 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; @@ -40,667 +40,659 @@ import net.java.games.jogl.util.BufferUtils; /** * Mesh - * + * * @author cwei */ public abstract class Mesh extends Light { - // g_mesh.c: triangle model functions - - /* - ============================================================= - - ALIAS MODELS - - ============================================================= - */ - - static final int NUMVERTEXNORMALS = 162; - - float[][] r_avertexnormals = Anorms.VERTEXNORMALS; - float[] shadevector = {0, 0, 0}; - float[] shadelight = {0, 0, 0}; - - // precalculated dot products for quantized angles - static final int SHADEDOT_QUANT = 16; - - float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; - - float[] shadedots = r_avertexnormal_dots[0]; - - void GL_LerpVerts(int nverts, qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, float[] move, float[] frontv, float[] backv ) - { - int[] ovv; - int[] vv; - FloatBuffer lerp = vertexArrayBuf; - - //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) - { - float[] normal; - int j = 0; - for (int i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */) - { - normal = r_avertexnormals[verts[i].lightnormalindex]; - ovv = ov[i].v; - vv = verts[i].v; - - lerp.put(j++, move[0] + ovv[0]*backv[0] + vv[0]*frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); - lerp.put(j++, move[1] + ovv[1]*backv[1] + vv[1]*frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); - lerp.put(j++, move[2] + ovv[2]*backv[2] + vv[2]*frontv[2] + normal[2] * Defines.POWERSUIT_SCALE); - } - } - else - { - int j = 0; - for (int i=0 ; i < nverts; i++ /* , v++, ov++, lerp+=4 */) - { - ovv = ov[i].v; - vv = verts[i].v; - - lerp.put(j++, move[0] + ovv[0]*backv[0] + vv[0]*frontv[0]); - lerp.put(j++, move[1] + ovv[1]*backv[1] + vv[1]*frontv[1]); - lerp.put(j++, move[2] + ovv[2]*backv[2] + vv[2]*frontv[2]); - } - } - } - - FloatBuffer colorArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 4); - FloatBuffer vertexArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 3); - FloatBuffer textureArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 2); - boolean isFilled = false; - float[] tmpVec = {0, 0, 0}; - float[][] vectors = { - {0, 0, 0}, {0, 0, 0}, {0, 0, 0} // 3 mal vec3_t - }; - - /* - ============= - GL_DrawAliasFrameLerp - - interpolates between two frames and origins - FIXME: batch lerp all vertexes - ============= - */ - - void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) - { - int count; - float alpha; - - float[] move = {0, 0, 0}; // vec3_t - float[] frontv = {0, 0, 0}; // vec3_t - float[] backv = {0, 0, 0}; // vec3_t - - qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; - - qfiles.dtrivertx_t[] verts = frame.verts; - - qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe]; - - qfiles.dtrivertx_t[] ov = oldframe.verts; - - if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) - alpha = currententity.alpha; - else - alpha = 1.0f; - - // PMM - added double shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) - gl.glDisable( GL.GL_TEXTURE_2D ); - - float frontlerp = 1.0f - backlerp; - - // move should be the delta back to the previous frame * backlerp - Math3D.VectorSubtract (currententity.oldorigin, currententity.origin, frontv); - Math3D.AngleVectors (currententity.angles, vectors[0], vectors[1], vectors[2]); - - move[0] = Math3D.DotProduct (frontv, vectors[0]); // forward - move[1] = -Math3D.DotProduct (frontv, vectors[1]); // left - move[2] = Math3D.DotProduct (frontv, vectors[2]); // up - - Math3D.VectorAdd (move, oldframe.translate, move); - - for (int i=0 ; i<3 ; i++) - { - move[i] = backlerp*move[i] + frontlerp*frame.translate[i]; - frontv[i] = frontlerp*frame.scale[i]; - backv[i] = backlerp*oldframe.scale[i]; - } - - // ab hier wird optimiert - - GL_LerpVerts( paliashdr.num_xyz, ov, verts, move, frontv, backv ); - - //gl.glEnableClientState( GL.GL_VERTEX_ARRAY ); - gl.glVertexPointer( 3, GL.GL_FLOAT, 0, vertexArrayBuf ); - - // PMM - added double damage shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) - { - gl.glColor4f( shadelight[0], shadelight[1], shadelight[2], alpha ); - } - else - { - gl.glEnableClientState( GL.GL_COLOR_ARRAY ); - gl.glColorPointer( 4, GL.GL_FLOAT, 0, colorArrayBuf ); - - // - // pre light everything - // - FloatBuffer color = colorArrayBuf; - int j = 0; - float l; - for (int i = 0; i < paliashdr.num_xyz; i++ ) - { - l = shadedots[verts[i].lightnormalindex]; - color.put(j++, l * shadelight[0]); - color.put(j++, l * shadelight[1]); - color.put(j++, l * shadelight[2]); - color.put(j++, alpha); - } - } - - gl.glClientActiveTextureARB(GL_TEXTURE0); - gl.glTexCoordPointer( 2, GL.GL_FLOAT, 0, textureArrayBuf); - //gl.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY); - - int pos = 0; - int[] counts = paliashdr.counts; - - IntBuffer srcIndexBuf = null; - - FloatBuffer dstTextureCoords = textureArrayBuf; - FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; - - int size = 0; - int dstIndex = 0; - int srcIndex = 0; - - for (int j = 0; j < counts.length; j++) { - - // get the vertex count and primitive type - count = counts[j]; - if (count == 0) - break; // done - - srcIndexBuf = paliashdr.indexElements[j]; - - int mode = GL.GL_TRIANGLE_STRIP; - if (count < 0) { - mode = GL.GL_TRIANGLE_FAN; - count = -count; - } - size = count + pos; - srcIndex = 2 * pos; - for (int k = pos; k < size; k++) { - dstIndex = 2 * srcIndexBuf.get(k-pos); - dstTextureCoords.put(dstIndex++, srcTextureCoords.get(srcIndex++)); - dstTextureCoords.put(dstIndex, srcTextureCoords.get(srcIndex++)); - } - - gl.glDrawElements(mode, count, GL.GL_UNSIGNED_INT, srcIndexBuf); - - pos += count; - } - - // PMM - added double damage shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) - gl.glEnable( GL.GL_TEXTURE_2D ); - - gl.glDisableClientState( GL.GL_COLOR_ARRAY ); - - } - - /* - ============= - GL_DrawAliasShadow - ============= - */ - void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) - { - qfiles.dtrivertx_t[] verts; - int[] order; - float[] point = {0, 0, 0}; - float height, lheight; - int count; - qfiles.daliasframe_t frame; - - lheight = currententity.origin[2] - lightspot[2]; - - frame = paliashdr.aliasFrames[currententity.frame]; - - verts = frame.verts; - - height = 0; - - order = paliashdr.glCmds; - - height = -lheight + 1.0f; - - int orderIndex = 0; - int index = 0; - - // TODO shadow drawing with vertex arrays - - while (true) - { - // get the vertex count and primitive type - count = order[orderIndex++]; - if (count == 0) - break; // done - if (count < 0) - { - count = -count; - gl.glBegin (GL.GL_TRIANGLE_FAN); - } - else - gl.glBegin (GL.GL_TRIANGLE_STRIP); - - do - { - index = order[orderIndex + 2] * 3; - point[0] = vertexArrayBuf.get(index); - point[1] = vertexArrayBuf.get(index + 1); - point[2] = vertexArrayBuf.get(index + 2); - - point[0] -= shadevector[0]*(point[2]+lheight); - point[1] -= shadevector[1]*(point[2]+lheight); - point[2] = height; - gl.glVertex3f(point[0], point[1], point[2]); - - orderIndex += 3; - - } while (--count != 0); - - gl.glEnd (); - } - } - - - /* - ** R_CullAliasModel - */ -// TODO sync with jogl renderer. hoz - boolean R_CullAliasModel(entity_t e) { - float[] mins = { 0, 0, 0 }; - float[] maxs = { 0, 0, 0 }; - - qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; - - if ((e.frame >= paliashdr.num_frames) || (e.frame < 0)) { - VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such frame " + e.frame + '\n'); - e.frame = 0; - } - if ((e.oldframe >= paliashdr.num_frames) || (e.oldframe < 0)) { - VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such oldframe " + e.oldframe + '\n'); - e.oldframe = 0; - } - - qfiles.daliasframe_t pframe = paliashdr.aliasFrames[e.frame]; - qfiles.daliasframe_t poldframe = paliashdr.aliasFrames[e.oldframe]; - - /* - ** compute axially aligned mins and maxs - */ - if (pframe == poldframe) { - for (int i = 0; i < 3; i++) { - mins[i] = pframe.translate[i]; - maxs[i] = mins[i] + pframe.scale[i] * 255; - } - } else { - float thismaxs, oldmaxs; - for (int i = 0; i < 3; i++) { - thismaxs = pframe.translate[i] + pframe.scale[i] * 255; - - oldmaxs = poldframe.translate[i] + poldframe.scale[i] * 255; - - if (pframe.translate[i] < poldframe.translate[i]) - mins[i] = pframe.translate[i]; - else - mins[i] = poldframe.translate[i]; - - if (thismaxs > oldmaxs) - maxs[i] = thismaxs; - else - maxs[i] = oldmaxs; - } - } - - /* - ** compute a full bounding box - */ - float[] tmp; - for (int i = 0; i < 8; i++) { - tmp = bbox[i]; - if ((i & 1) != 0) - tmp[0] = mins[0]; - else - tmp[0] = maxs[0]; - - if ((i & 2) != 0) - tmp[1] = mins[1]; - else - tmp[1] = maxs[1]; - - if ((i & 4) != 0) - tmp[2] = mins[2]; - else - tmp[2] = maxs[2]; - } - - /* - ** rotate the bounding box - */ - tmp = mins; - Math3D.VectorCopy(e.angles, tmp); - tmp[YAW] = -tmp[YAW]; - Math3D.AngleVectors(tmp, vectors[0], vectors[1], vectors[2]); - - for (int i = 0; i < 8; i++) { - Math3D.VectorCopy(bbox[i], tmp); - - bbox[i][0] = Math3D.DotProduct(vectors[0], tmp); - bbox[i][1] = -Math3D.DotProduct(vectors[1], tmp); - bbox[i][2] = Math3D.DotProduct(vectors[2], tmp); - - Math3D.VectorAdd(e.origin, bbox[i], bbox[i]); - } - - int f, mask; - int aggregatemask = ~0; // 0xFFFFFFFF - - for (int p = 0; p < 8; p++) { - mask = 0; - - for (f = 0; f < 4; f++) { - float dp = Math3D.DotProduct(frustum[f].normal, bbox[p]); - - if ((dp - frustum[f].dist) < 0) { - mask |= (1 << f); - } - } - - aggregatemask &= mask; - } - - if (aggregatemask != 0) { - return true; - } - - return false; - } - - - // bounding box - float[][] bbox = { - {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, - {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0} - }; - - /* - ================= - R_DrawAliasModel - - ================= - */ -// TODO sync with jogl renderer. hoz - void R_DrawAliasModel(entity_t e) - { - int i; - //qfiles.dmdl_t paliashdr; - //float an; - - image_t skin; - - if ( ( e.flags & Defines.RF_WEAPONMODEL ) == 0) - { - if ( R_CullAliasModel(e) ) - return; - } - - if ( (e.flags & Defines.RF_WEAPONMODEL) != 0 ) - { - if ( r_lefthand.value == 2.0f ) - return; - } - - qfiles.dmdl_t paliashdr = (qfiles.dmdl_t)currentmodel.extradata; - - // - // get lighting information - // - // PMM - rewrote, reordered to handle new shells & mixing - // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy - // - if ( (currententity.flags & ( Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE )) != 0 ) - { - Math3D.VectorClear(shadelight); - if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) - { - shadelight[0] = 0.56f; - shadelight[1] = 0.59f; - shadelight[2] = 0.45f; - } - if ( (currententity.flags & Defines.RF_SHELL_DOUBLE) != 0 ) - { - shadelight[0] = 0.9f; - shadelight[1] = 0.7f; - } - if ( (currententity.flags & Defines.RF_SHELL_RED) != 0 ) - shadelight[0] = 1.0f; - if ( (currententity.flags & Defines.RF_SHELL_GREEN) != 0 ) - shadelight[1] = 1.0f; - if ( (currententity.flags & Defines.RF_SHELL_BLUE) != 0 ) - shadelight[2] = 1.0f; - } - - else if ( (currententity.flags & Defines.RF_FULLBRIGHT) != 0 ) - { - for (i=0 ; i<3 ; i++) - shadelight[i] = 1.0f; - } - else - { - R_LightPoint (currententity.origin, shadelight); - - // player lighting hack for communication back to server - // big hack! - if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 ) - { - // pick the greatest component, which should be the same - // as the mono value returned by software - if (shadelight[0] > shadelight[1]) - { - if (shadelight[0] > shadelight[2]) - r_lightlevel.value = 150*shadelight[0]; - else - r_lightlevel.value = 150*shadelight[2]; - } - else - { - if (shadelight[1] > shadelight[2]) - r_lightlevel.value = 150*shadelight[1]; - else - r_lightlevel.value = 150*shadelight[2]; - } - } - - if ( gl_monolightmap.string.charAt(0) != '0' ) - { - float s = shadelight[0]; - - if ( s < shadelight[1] ) - s = shadelight[1]; - if ( s < shadelight[2] ) - s = shadelight[2]; - - shadelight[0] = s; - shadelight[1] = s; - shadelight[2] = s; - } - } - - if ( (currententity.flags & Defines.RF_MINLIGHT) != 0 ) - { - for (i=0 ; i<3 ; i++) - if (shadelight[i] > 0.1f) - break; - if (i == 3) - { - shadelight[0] = 0.1f; - shadelight[1] = 0.1f; - shadelight[2] = 0.1f; - } - } - - if ( (currententity.flags & Defines.RF_GLOW) != 0 ) - { // bonus items will pulse with time - float scale; - float min; - - scale = (float)(0.1f * Math.sin(r_newrefdef.time*7)); - for (i=0 ; i<3 ; i++) - { - min = shadelight[i] * 0.8f; - shadelight[i] += scale; - if (shadelight[i] < min) - shadelight[i] = min; - } - } - - // ================= - // PGM ir goggles color override - if ( (r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) - { - shadelight[0] = 1.0f; - shadelight[1] = 0.0f; - shadelight[2] = 0.0f; - } - // PGM - // ================= - - shadedots = r_avertexnormal_dots[((int)(currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; - - float an = (float)(currententity.angles[1]/180*Math.PI); - shadevector[0] = (float)Math.cos(-an); - shadevector[1] = (float)Math.sin(-an); - shadevector[2] = 1; - Math3D.VectorNormalize(shadevector); - - // - // locate the proper data - // - - c_alias_polys += paliashdr.num_tris; - - // - // draw all the triangles - // - if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls - gl.glDepthRange(gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - - if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f) ) - { - gl.glMatrixMode( GL.GL_PROJECTION ); - gl.glPushMatrix(); - gl.glLoadIdentity(); - gl.glScalef( -1, 1, 1 ); - MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, 4096); - gl.glMatrixMode( GL.GL_MODELVIEW ); - - gl.glCullFace( GL.GL_BACK ); - } - - gl.glPushMatrix (); - e.angles[PITCH] = -e.angles[PITCH]; // sigh. - R_RotateForEntity (e); - e.angles[PITCH] = -e.angles[PITCH]; // sigh. - - // select skin - if (currententity.skin != null) - skin = currententity.skin; // custom player skin - else - { - if (currententity.skinnum >= qfiles.MAX_MD2SKINS) - skin = currentmodel.skins[0]; - else - { - skin = currentmodel.skins[currententity.skinnum]; - if (skin == null) - skin = currentmodel.skins[0]; - } - } - if (skin == null) - skin = r_notexture; // fallback... - GL_Bind(skin.texnum); - - // draw it - - gl.glShadeModel (GL.GL_SMOOTH); - - GL_TexEnv( GL.GL_MODULATE ); - if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) - { - gl.glEnable (GL.GL_BLEND); - } - - - if ( (currententity.frame >= paliashdr.num_frames) - || (currententity.frame < 0) ) - { - VID.Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such frame " + currententity.frame + '\n'); - currententity.frame = 0; - currententity.oldframe = 0; - } - - if ( (currententity.oldframe >= paliashdr.num_frames) - || (currententity.oldframe < 0)) - { - VID.Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such oldframe " + currententity.oldframe + '\n'); - currententity.frame = 0; - currententity.oldframe = 0; - } - - if ( r_lerpmodels.value == 0.0f) - currententity.backlerp = 0; - - GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); - - GL_TexEnv( GL.GL_REPLACE ); - gl.glShadeModel (GL.GL_FLAT); - - gl.glPopMatrix (); - - if ( ( currententity.flags & Defines.RF_WEAPONMODEL ) != 0 && ( r_lefthand.value == 1.0F ) ) - { - gl.glMatrixMode( GL.GL_PROJECTION ); - gl.glPopMatrix(); - gl.glMatrixMode( GL.GL_MODELVIEW ); - gl.glCullFace( GL.GL_FRONT ); - } - - if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) - { - gl.glDisable (GL.GL_BLEND); - } - - if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) - gl.glDepthRange (gldepthmin, gldepthmax); - - if ( gl_shadows.value != 0.0f && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) - { - gl.glPushMatrix (); - R_RotateForEntity (e); - gl.glDisable (GL.GL_TEXTURE_2D); - gl.glEnable (GL.GL_BLEND); - gl.glColor4f (0,0,0,0.5f); - GL_DrawAliasShadow (paliashdr, currententity.frame ); - gl.glEnable (GL.GL_TEXTURE_2D); - gl.glDisable (GL.GL_BLEND); - gl.glPopMatrix (); - } - gl.glColor4f (1,1,1,1); - } - -} + // g_mesh.c: triangle model functions + + /* + * ============================================================= + * + * ALIAS MODELS + * + * ============================================================= + */ + + static final int NUMVERTEXNORMALS = 162; + + float[][] r_avertexnormals = Anorms.VERTEXNORMALS; + + float[] shadevector = { 0, 0, 0 }; + + float[] shadelight = { 0, 0, 0 }; + + // precalculated dot products for quantized angles + static final int SHADEDOT_QUANT = 16; + + float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; + + float[] shadedots = r_avertexnormal_dots[0]; + + void GL_LerpVerts(int nverts, qfiles.dtrivertx_t[] ov, + qfiles.dtrivertx_t[] verts, float[] move, float[] frontv, + float[] backv) { + int[] ovv; + int[] vv; + FloatBuffer lerp = vertexArrayBuf; + + //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + float[] normal; + int j = 0; + for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + normal = r_avertexnormals[verts[i].lightnormalindex]; + ovv = ov[i].v; + vv = verts[i].v; + + lerp.put(j++, move[0] + ovv[0] * backv[0] + vv[0] * frontv[0] + + normal[0] * Defines.POWERSUIT_SCALE); + lerp.put(j++, move[1] + ovv[1] * backv[1] + vv[1] * frontv[1] + + normal[1] * Defines.POWERSUIT_SCALE); + lerp.put(j++, move[2] + ovv[2] * backv[2] + vv[2] * frontv[2] + + normal[2] * Defines.POWERSUIT_SCALE); + } + } else { + int j = 0; + for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + ovv = ov[i].v; + vv = verts[i].v; + + lerp.put(j++, move[0] + ovv[0] * backv[0] + vv[0] * frontv[0]); + lerp.put(j++, move[1] + ovv[1] * backv[1] + vv[1] * frontv[1]); + lerp.put(j++, move[2] + ovv[2] * backv[2] + vv[2] * frontv[2]); + } + } + } + + FloatBuffer colorArrayBuf = BufferUtils + .newFloatBuffer(qfiles.MAX_VERTS * 4); + + FloatBuffer vertexArrayBuf = BufferUtils + .newFloatBuffer(qfiles.MAX_VERTS * 3); + + FloatBuffer textureArrayBuf = BufferUtils + .newFloatBuffer(qfiles.MAX_VERTS * 2); + + boolean isFilled = false; + + float[] tmpVec = { 0, 0, 0 }; + + float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } // 3 mal vec3_t + }; + + /* + * ============= GL_DrawAliasFrameLerp + * + * interpolates between two frames and origins FIXME: batch lerp all + * vertexes ============= + */ + + void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { + int count; + float alpha; + + float[] move = { 0, 0, 0 }; // vec3_t + float[] frontv = { 0, 0, 0 }; // vec3_t + float[] backv = { 0, 0, 0 }; // vec3_t + + qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; + + qfiles.dtrivertx_t[] verts = frame.verts; + + qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe]; + + qfiles.dtrivertx_t[] ov = oldframe.verts; + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) + alpha = currententity.alpha; + else + alpha = 1.0f; + + // PMM - added double shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glDisable(GL.GL_TEXTURE_2D); + + float frontlerp = 1.0f - backlerp; + + // move should be the delta back to the previous frame * backlerp + Math3D.VectorSubtract(currententity.oldorigin, currententity.origin, + frontv); + Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], + vectors[2]); + + move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward + move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left + move[2] = Math3D.DotProduct(frontv, vectors[2]); // up + + Math3D.VectorAdd(move, oldframe.translate, move); + + for (int i = 0; i < 3; i++) { + move[i] = backlerp * move[i] + frontlerp * frame.translate[i]; + frontv[i] = frontlerp * frame.scale[i]; + backv[i] = backlerp * oldframe.scale[i]; + } + + // ab hier wird optimiert + + GL_LerpVerts(paliashdr.num_xyz, ov, verts, move, frontv, backv); + + //gl.glEnableClientState( GL.GL_VERTEX_ARRAY ); + gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArrayBuf); + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + gl.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha); + } else { + gl.glEnableClientState(GL.GL_COLOR_ARRAY); + gl.glColorPointer(4, GL.GL_FLOAT, 0, colorArrayBuf); + + // + // pre light everything + // + FloatBuffer color = colorArrayBuf; + int j = 0; + float l; + for (int i = 0; i < paliashdr.num_xyz; i++) { + l = shadedots[verts[i].lightnormalindex]; + color.put(j++, l * shadelight[0]); + color.put(j++, l * shadelight[1]); + color.put(j++, l * shadelight[2]); + color.put(j++, alpha); + } + } + + gl.glClientActiveTextureARB(GL_TEXTURE0); + gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, textureArrayBuf); + //gl.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY); + + int pos = 0; + int[] counts = paliashdr.counts; + + IntBuffer srcIndexBuf = null; + + FloatBuffer dstTextureCoords = textureArrayBuf; + FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; + + int size = 0; + int dstIndex = 0; + int srcIndex = 0; + + for (int j = 0; j < counts.length; j++) { + + // get the vertex count and primitive type + count = counts[j]; + if (count == 0) + break; // done + + srcIndexBuf = paliashdr.indexElements[j]; + + int mode = GL.GL_TRIANGLE_STRIP; + if (count < 0) { + mode = GL.GL_TRIANGLE_FAN; + count = -count; + } + size = count + pos; + srcIndex = 2 * pos; + for (int k = pos; k < size; k++) { + dstIndex = 2 * srcIndexBuf.get(k - pos); + dstTextureCoords.put(dstIndex++, srcTextureCoords + .get(srcIndex++)); + dstTextureCoords + .put(dstIndex, srcTextureCoords.get(srcIndex++)); + } + + gl.glDrawElements(mode, count, GL.GL_UNSIGNED_INT, srcIndexBuf); + + pos += count; + } + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glEnable(GL.GL_TEXTURE_2D); + + gl.glDisableClientState(GL.GL_COLOR_ARRAY); + + } + + /* + * ============= GL_DrawAliasShadow ============= + */ + void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { + qfiles.dtrivertx_t[] verts; + int[] order; + float[] point = { 0, 0, 0 }; + float height, lheight; + int count; + qfiles.daliasframe_t frame; + + lheight = currententity.origin[2] - lightspot[2]; + + frame = paliashdr.aliasFrames[currententity.frame]; + + verts = frame.verts; + + height = 0; + + order = paliashdr.glCmds; + + height = -lheight + 1.0f; + + int orderIndex = 0; + int index = 0; + + // TODO shadow drawing with vertex arrays + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL.GL_TRIANGLE_FAN); + } else + gl.glBegin(GL.GL_TRIANGLE_STRIP); + + do { + index = order[orderIndex + 2] * 3; + point[0] = vertexArrayBuf.get(index); + point[1] = vertexArrayBuf.get(index + 1); + point[2] = vertexArrayBuf.get(index + 2); + + point[0] -= shadevector[0] * (point[2] + lheight); + point[1] -= shadevector[1] * (point[2] + lheight); + point[2] = height; + gl.glVertex3f(point[0], point[1], point[2]); + + orderIndex += 3; + + } while (--count != 0); + + gl.glEnd(); + } + } + + /* + * * R_CullAliasModel + */ + // TODO sync with jogl renderer. hoz + boolean R_CullAliasModel(entity_t e) { + float[] mins = { 0, 0, 0 }; + float[] maxs = { 0, 0, 0 }; + + qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; + + if ((e.frame >= paliashdr.num_frames) || (e.frame < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + + currentmodel.name + ": no such frame " + e.frame + '\n'); + e.frame = 0; + } + if ((e.oldframe >= paliashdr.num_frames) || (e.oldframe < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + + currentmodel.name + ": no such oldframe " + e.oldframe + + '\n'); + e.oldframe = 0; + } + + qfiles.daliasframe_t pframe = paliashdr.aliasFrames[e.frame]; + qfiles.daliasframe_t poldframe = paliashdr.aliasFrames[e.oldframe]; + + /* + * * compute axially aligned mins and maxs + */ + if (pframe == poldframe) { + for (int i = 0; i < 3; i++) { + mins[i] = pframe.translate[i]; + maxs[i] = mins[i] + pframe.scale[i] * 255; + } + } else { + float thismaxs, oldmaxs; + for (int i = 0; i < 3; i++) { + thismaxs = pframe.translate[i] + pframe.scale[i] * 255; + + oldmaxs = poldframe.translate[i] + poldframe.scale[i] * 255; + + if (pframe.translate[i] < poldframe.translate[i]) + mins[i] = pframe.translate[i]; + else + mins[i] = poldframe.translate[i]; + + if (thismaxs > oldmaxs) + maxs[i] = thismaxs; + else + maxs[i] = oldmaxs; + } + } + + /* + * * compute a full bounding box + */ + float[] tmp; + for (int i = 0; i < 8; i++) { + tmp = bbox[i]; + if ((i & 1) != 0) + tmp[0] = mins[0]; + else + tmp[0] = maxs[0]; + + if ((i & 2) != 0) + tmp[1] = mins[1]; + else + tmp[1] = maxs[1]; + + if ((i & 4) != 0) + tmp[2] = mins[2]; + else + tmp[2] = maxs[2]; + } + + /* + * * rotate the bounding box + */ + tmp = mins; + Math3D.VectorCopy(e.angles, tmp); + tmp[YAW] = -tmp[YAW]; + Math3D.AngleVectors(tmp, vectors[0], vectors[1], vectors[2]); + + for (int i = 0; i < 8; i++) { + Math3D.VectorCopy(bbox[i], tmp); + + bbox[i][0] = Math3D.DotProduct(vectors[0], tmp); + bbox[i][1] = -Math3D.DotProduct(vectors[1], tmp); + bbox[i][2] = Math3D.DotProduct(vectors[2], tmp); + + Math3D.VectorAdd(e.origin, bbox[i], bbox[i]); + } + + int f, mask; + int aggregatemask = ~0; // 0xFFFFFFFF + + for (int p = 0; p < 8; p++) { + mask = 0; + + for (f = 0; f < 4; f++) { + float dp = Math3D.DotProduct(frustum[f].normal, bbox[p]); + + if ((dp - frustum[f].dist) < 0) { + mask |= (1 << f); + } + } + + aggregatemask &= mask; + } + + if (aggregatemask != 0) { + return true; + } + + return false; + } + + // bounding box + float[][] bbox = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, + { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }; + + /* + * ================= R_DrawAliasModel + * + * ================= + */ + // TODO sync with jogl renderer. hoz + void R_DrawAliasModel(entity_t e) { + int i; + //qfiles.dmdl_t paliashdr; + //float an; + + image_t skin; + + if ((e.flags & Defines.RF_WEAPONMODEL) == 0) { + if (R_CullAliasModel(e)) + return; + } + + if ((e.flags & Defines.RF_WEAPONMODEL) != 0) { + if (r_lefthand.value == 2.0f) + return; + } + + qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; + + // + // get lighting information + // + // PMM - rewrote, reordered to handle new shells & mixing + // PMM - 3.20 code .. replaced with original way of doing it to keep mod + // authors happy + // + if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED + | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) { + Math3D.VectorClear(shadelight); + if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { + shadelight[0] = 0.56f; + shadelight[1] = 0.59f; + shadelight[2] = 0.45f; + } + if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) { + shadelight[0] = 0.9f; + shadelight[1] = 0.7f; + } + if ((currententity.flags & Defines.RF_SHELL_RED) != 0) + shadelight[0] = 1.0f; + if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0) + shadelight[1] = 1.0f; + if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0) + shadelight[2] = 1.0f; + } + + else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { + for (i = 0; i < 3; i++) + shadelight[i] = 1.0f; + } else { + R_LightPoint(currententity.origin, shadelight); + + // player lighting hack for communication back to server + // big hack! + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) { + // pick the greatest component, which should be the same + // as the mono value returned by software + if (shadelight[0] > shadelight[1]) { + if (shadelight[0] > shadelight[2]) + r_lightlevel.value = 150 * shadelight[0]; + else + r_lightlevel.value = 150 * shadelight[2]; + } else { + if (shadelight[1] > shadelight[2]) + r_lightlevel.value = 150 * shadelight[1]; + else + r_lightlevel.value = 150 * shadelight[2]; + } + } + + if (gl_monolightmap.string.charAt(0) != '0') { + float s = shadelight[0]; + + if (s < shadelight[1]) + s = shadelight[1]; + if (s < shadelight[2]) + s = shadelight[2]; + + shadelight[0] = s; + shadelight[1] = s; + shadelight[2] = s; + } + } + + if ((currententity.flags & Defines.RF_MINLIGHT) != 0) { + for (i = 0; i < 3; i++) + if (shadelight[i] > 0.1f) + break; + if (i == 3) { + shadelight[0] = 0.1f; + shadelight[1] = 0.1f; + shadelight[2] = 0.1f; + } + } + + if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will + // pulse with time + float scale; + float min; + + scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7)); + for (i = 0; i < 3; i++) { + min = shadelight[i] * 0.8f; + shadelight[i] += scale; + if (shadelight[i] < min) + shadelight[i] = min; + } + } + + // ================= + // PGM ir goggles color override + if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 + && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { + shadelight[0] = 1.0f; + shadelight[1] = 0.0f; + shadelight[2] = 0.0f; + } + // PGM + // ================= + + shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) + & (SHADEDOT_QUANT - 1)]; + + float an = (float) (currententity.angles[1] / 180 * Math.PI); + shadevector[0] = (float) Math.cos(-an); + shadevector[1] = (float) Math.sin(-an); + shadevector[2] = 1; + Math3D.VectorNormalize(shadevector); + + // + // locate the proper data + // + + c_alias_polys += paliashdr.num_tris; + + // + // draw all the triangles + // + if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) + // hack the depth range to prevent view model from poking into walls + gl.glDepthRange(gldepthmin, gldepthmin + 0.3 + * (gldepthmax - gldepthmin)); + + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 + && (r_lefthand.value == 1.0f)) { + gl.glMatrixMode(GL.GL_PROJECTION); + gl.glPushMatrix(); + gl.glLoadIdentity(); + gl.glScalef(-1, 1, 1); + MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width + / r_newrefdef.height, 4, 4096); + gl.glMatrixMode(GL.GL_MODELVIEW); + + gl.glCullFace(GL.GL_BACK); + } + + gl.glPushMatrix(); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + R_RotateForEntity(e); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + + // select skin + if (currententity.skin != null) + skin = currententity.skin; // custom player skin + else { + if (currententity.skinnum >= qfiles.MAX_MD2SKINS) + skin = currentmodel.skins[0]; + else { + skin = currentmodel.skins[currententity.skinnum]; + if (skin == null) + skin = currentmodel.skins[0]; + } + } + if (skin == null) + skin = r_notexture; // fallback... + GL_Bind(skin.texnum); + + // draw it + + gl.glShadeModel(GL.GL_SMOOTH); + + GL_TexEnv(GL.GL_MODULATE); + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { + gl.glEnable(GL.GL_BLEND); + } + + if ((currententity.frame >= paliashdr.num_frames) + || (currententity.frame < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + + currentmodel.name + ": no such frame " + + currententity.frame + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if ((currententity.oldframe >= paliashdr.num_frames) + || (currententity.oldframe < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + + currentmodel.name + ": no such oldframe " + + currententity.oldframe + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if (r_lerpmodels.value == 0.0f) + currententity.backlerp = 0; + + GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); + + GL_TexEnv(GL.GL_REPLACE); + gl.glShadeModel(GL.GL_FLAT); + + gl.glPopMatrix(); + + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 + && (r_lefthand.value == 1.0F)) { + gl.glMatrixMode(GL.GL_PROJECTION); + gl.glPopMatrix(); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glCullFace(GL.GL_FRONT); + } + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { + gl.glDisable(GL.GL_BLEND); + } + + if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) + gl.glDepthRange(gldepthmin, gldepthmax); + + if (gl_shadows.value != 0.0f + && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { + gl.glPushMatrix(); + R_RotateForEntity(e); + gl.glDisable(GL.GL_TEXTURE_2D); + gl.glEnable(GL.GL_BLEND); + gl.glColor4f(0, 0, 0, 0.5f); + GL_DrawAliasShadow(paliashdr, currententity.frame); + gl.glEnable(GL.GL_TEXTURE_2D); + gl.glDisable(GL.GL_BLEND); + gl.glPopMatrix(); + } + gl.glColor4f(1, 1, 1, 1); + } + +}
\ No newline at end of file diff --git a/src/jake2/render/fastjogl/Misc.java b/src/jake2/render/fastjogl/Misc.java index dad5ae0..68e4ea4 100644 --- a/src/jake2/render/fastjogl/Misc.java +++ b/src/jake2/render/fastjogl/Misc.java @@ -2,7 +2,7 @@ * Misc.java * Copyright (C) 2003 * - * $Id: Misc.java,v 1.2 2004-07-16 10:11:35 cawe Exp $ + * $Id: Misc.java,v 1.3 2004-09-22 19:22:10 salomo Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. @@ -25,11 +25,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ package jake2.render.fastjogl; -import net.java.games.jogl.GL; -import net.java.games.jogl.WGL; - import jake2.Defines; import jake2.client.VID; +import net.java.games.jogl.GL; +import net.java.games.jogl.WGL; /** * Misc @@ -43,34 +42,28 @@ public abstract class Misc extends Mesh { R_InitParticleTexture ================== */ - byte[][] dottexture = - { - {0,0,0,0,0,0,0,0}, - {0,0,1,1,0,0,0,0}, - {0,1,1,1,1,0,0,0}, - {0,1,1,1,1,0,0,0}, - {0,0,1,1,0,0,0,0}, - {0,0,0,0,0,0,0,0}, - {0,0,0,0,0,0,0,0}, - {0,0,0,0,0,0,0,0}, - }; - - void R_InitParticleTexture() - { - int x,y; + byte[][] dottexture = { { 0, 0, 0, 0, 0, 0, 0, 0 }, { + 0, 0, 1, 1, 0, 0, 0, 0 }, { + 0, 1, 1, 1, 1, 0, 0, 0 }, + { 0, 1, 1, 1, 1, 0, 0, 0 }, { + 0, 0, 1, 1, 0, 0, 0, 0 }, { + 0, 0, 0, 0, 0, 0, 0, 0 }, { + 0, 0, 0, 0, 0, 0, 0, 0 }, { + 0, 0, 0, 0, 0, 0, 0, 0 }, }; + + void R_InitParticleTexture() { + int x, y; byte[] data = new byte[8 * 8 * 4]; // // particle texture // - for (x=0 ; x<8 ; x++) - { - for (y=0 ; y<8 ; y++) - { - data[y * 32 + x * 4 + 0] = (byte)255; - data[y * 32 + x * 4 + 1] = (byte)255; - data[y * 32 + x * 4 + 2] = (byte)255; - data[y * 32 + x * 4 + 3] = (byte)(dottexture[x][y]*255); + for (x = 0; x < 8; x++) { + for (y = 0; y < 8; y++) { + data[y * 32 + x * 4 + 0] = (byte) 255; + data[y * 32 + x * 4 + 1] = (byte) 255; + data[y * 32 + x * 4 + 2] = (byte) 255; + data[y * 32 + x * 4 + 3] = (byte) (dottexture[x][y] * 255); } } @@ -79,108 +72,103 @@ public abstract class Misc extends Mesh { // // also use this for bad textures, but without alpha // - for (x=0 ; x<8 ; x++) - { - for (y=0 ; y<8 ; y++) - { - data[y * 32 + x * 4 + 0] = (byte)(dottexture[x&3][y&3]*255); + for (x = 0; x < 8; x++) { + for (y = 0; y < 8; y++) { + data[y * 32 + x * 4 + 0] = (byte) (dottexture[x & 3][y & 3] * 255); data[y * 32 + x * 4 + 1] = 0; // dottexture[x&3][y&3]*255; data[y * 32 + x * 4 + 2] = 0; //dottexture[x&3][y&3]*255; - data[y * 32 + x * 4 + 3] = (byte)255; + data[y * 32 + x * 4 + 3] = (byte) 255; } } r_notexture = GL_LoadPic("***r_notexture***", data, 8, 8, it_wall, 32); } - -// /* -// ============================================================================== -// -// SCREEN SHOTS -// -// ============================================================================== -// */ -// -// typedef struct _TargaHeader { -// unsigned char id_length, colormap_type, image_type; -// unsigned short colormap_index, colormap_length; -// unsigned char colormap_size; -// unsigned short x_origin, y_origin, width, height; -// unsigned char pixel_size, attributes; -// } TargaHeader; - + // /* + // ============================================================================== + // + // SCREEN SHOTS + // + // ============================================================================== + // */ + // + // typedef struct _TargaHeader { + // unsigned char id_length, colormap_type, image_type; + // unsigned short colormap_index, colormap_length; + // unsigned char colormap_size; + // unsigned short x_origin, y_origin, width, height; + // unsigned char pixel_size, attributes; + // } TargaHeader; /* ================== GL_ScreenShot_f ================== - */ - void GL_ScreenShot_f() - { -// byte *buffer; -// char picname[80]; -// char checkname[MAX_OSPATH]; -// int i, c, temp; -// FILE *f; -// -// // create the scrnshots directory if it doesn't exist -// Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir()); -// Sys_Mkdir (checkname); -// -//// -//// find a file name to save it to -//// -// strcpy(picname,"quake00.tga"); -// -// for (i=0 ; i<=99 ; i++) -// { -// picname[5] = i/10 + '0'; -// picname[6] = i%10 + '0'; -// Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname); -// f = fopen (checkname, "r"); -// if (!f) -// break; // file doesn't exist -// fclose (f); -// } -// if (i==100) -// { -// VID.Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n"); -// return; -// } -// -// -// buffer = malloc(vid.width*vid.height*3 + 18); -// memset (buffer, 0, 18); -// buffer[2] = 2; // uncompressed type -// buffer[12] = vid.width&255; -// buffer[13] = vid.width>>8; -// buffer[14] = vid.height&255; -// buffer[15] = vid.height>>8; -// buffer[16] = 24; // pixel size -// -// qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 ); -// -// // swap rgb to bgr -// c = 18+vid.width*vid.height*3; -// for (i=18 ; i<c ; i+=3) -// { -// temp = buffer[i]; -// buffer[i] = buffer[i+2]; -// buffer[i+2] = temp; -// } -// -// f = fopen (checkname, "rw"); -// fwrite (buffer, 1, c, f); -// fclose (f); -// -// free (buffer); -// VID.Printf (PRINT_ALL, "Wrote %s\n", picname); - } + */ + void GL_ScreenShot_f() { + // byte *buffer; + // char picname[80]; + // char checkname[MAX_OSPATH]; + // int i, c, temp; + // FILE *f; + // + // // create the scrnshots directory if it doesn't exist + // Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir()); + // Sys_Mkdir (checkname); + // + //// + //// find a file name to save it to + //// + // strcpy(picname,"quake00.tga"); + // + // for (i=0 ; i<=99 ; i++) + // { + // picname[5] = i/10 + '0'; + // picname[6] = i%10 + '0'; + // Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname); + // f = fopen (checkname, "r"); + // if (!f) + // break; // file doesn't exist + // fclose (f); + // } + // if (i==100) + // { + // VID.Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n"); + // return; + // } + // + // + // buffer = malloc(vid.width*vid.height*3 + 18); + // memset (buffer, 0, 18); + // buffer[2] = 2; // uncompressed type + // buffer[12] = vid.width&255; + // buffer[13] = vid.width>>8; + // buffer[14] = vid.height&255; + // buffer[15] = vid.height>>8; + // buffer[16] = 24; // pixel size + // + // qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 ); + // + // // swap rgb to bgr + // c = 18+vid.width*vid.height*3; + // for (i=18 ; i<c ; i+=3) + // { + // temp = buffer[i]; + // buffer[i] = buffer[i+2]; + // buffer[i+2] = temp; + // } + // + // f = fopen (checkname, "rw"); + // fwrite (buffer, 1, c, f); + // fclose (f); + // + // free (buffer); + // VID.Printf (PRINT_ALL, "Wrote %s\n", picname); + } /* ** GL_Strings_f */ - void GL_Strings_f() { + void GL_Strings_f() { VID.Printf(Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n'); VID.Printf(Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n'); VID.Printf(Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n'); @@ -190,9 +178,8 @@ public abstract class Misc extends Mesh { /* ** GL_SetDefaultState */ - void GL_SetDefaultState() - { - gl.glClearColor(1f,0f, 0.5f , 0.5f); // original quake2 + void GL_SetDefaultState() { + gl.glClearColor(1f, 0f, 0.5f, 0.5f); // original quake2 //gl.glClearColor(0, 0, 0, 0); // replaced with black gl.glCullFace(GL.GL_FRONT); gl.glEnable(GL.GL_TEXTURE_2D); @@ -200,18 +187,18 @@ public abstract class Misc extends Mesh { gl.glEnable(GL.GL_ALPHA_TEST); gl.glAlphaFunc(GL.GL_GREATER, 0.666f); - gl.glDisable (GL.GL_DEPTH_TEST); - gl.glDisable (GL.GL_CULL_FACE); - gl.glDisable (GL.GL_BLEND); + gl.glDisable(GL.GL_DEPTH_TEST); + gl.glDisable(GL.GL_CULL_FACE); + gl.glDisable(GL.GL_BLEND); - gl.glColor4f (1,1,1,1); + gl.glColor4f(1, 1, 1, 1); - gl.glPolygonMode (GL.GL_FRONT_AND_BACK, GL.GL_FILL); - gl.glShadeModel (GL.GL_FLAT); + gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL); + gl.glShadeModel(GL.GL_FLAT); - GL_TextureMode( gl_texturemode.string ); - GL_TextureAlphaMode( gl_texturealphamode.string ); - GL_TextureSolidMode( gl_texturesolidmode.string ); + GL_TextureMode(gl_texturemode.string); + GL_TextureAlphaMode(gl_texturealphamode.string); + GL_TextureSolidMode(gl_texturesolidmode.string); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); @@ -219,29 +206,27 @@ public abstract class Misc extends Mesh { gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); - gl.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); + gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); - GL_TexEnv( GL.GL_REPLACE ); + GL_TexEnv(GL.GL_REPLACE); - if ( qglPointParameterfEXT ) - { + if (qglPointParameterfEXT) { float[] attenuations = { gl_particle_att_a.value, gl_particle_att_b.value, gl_particle_att_c.value }; - gl.glEnable( GL.GL_POINT_SMOOTH ); - gl.glPointParameterfEXT( GL.GL_POINT_SIZE_MIN_EXT, gl_particle_min_size.value ); - gl.glPointParameterfEXT( GL.GL_POINT_SIZE_MAX_EXT, gl_particle_max_size.value ); - gl.glPointParameterfvEXT( GL.GL_DISTANCE_ATTENUATION_EXT, attenuations ); + gl.glEnable(GL.GL_POINT_SMOOTH); + gl.glPointParameterfEXT(GL.GL_POINT_SIZE_MIN_EXT, gl_particle_min_size.value); + gl.glPointParameterfEXT(GL.GL_POINT_SIZE_MAX_EXT, gl_particle_max_size.value); + gl.glPointParameterfvEXT(GL.GL_DISTANCE_ATTENUATION_EXT, attenuations); } - if ( qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f ) - { - gl.glEnable( GL.GL_SHARED_TEXTURE_PALETTE_EXT ); + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { + gl.glEnable(GL.GL_SHARED_TEXTURE_PALETTE_EXT); - GL_SetTexturePalette( d_8to24table ); + GL_SetTexturePalette(d_8to24table); } GL_UpdateSwapInterval(); - + /* * vertex array extension */ @@ -250,15 +235,12 @@ public abstract class Misc extends Mesh { gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); } - void GL_UpdateSwapInterval() - { - if ( gl_swapinterval.modified ) - { + void GL_UpdateSwapInterval() { + if (gl_swapinterval.modified) { gl_swapinterval.modified = false; - if ( !gl_state.stereo_enabled ) - { + if (!gl_state.stereo_enabled) { if (qwglSwapIntervalEXT) { - ((WGL)gl).wglSwapIntervalEXT((int)gl_swapinterval.value); + ((WGL) gl).wglSwapIntervalEXT((int) gl_swapinterval.value); } } } diff --git a/src/jake2/render/fastjogl/Model.java b/src/jake2/render/fastjogl/Model.java index 90cb7c9..080f6dd 100644 --- a/src/jake2/render/fastjogl/Model.java +++ b/src/jake2/render/fastjogl/Model.java @@ -2,39 +2,54 @@ * Model.java * Copyright (C) 2003 * - * $Id: Model.java,v 1.4 2004-07-19 19:39:57 hzi Exp $ + * $Id: Model.java,v 1.5 2004-09-22 19:22:10 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.client.VID; import jake2.game.cplane_t; import jake2.game.cvar_t; -import jake2.qcommon.*; -import jake2.render.*; +import jake2.qcommon.Com; +import jake2.qcommon.Cvar; +import jake2.qcommon.FS; +import jake2.qcommon.lump_t; +import jake2.qcommon.qfiles; +import jake2.qcommon.texinfo_t; +import jake2.render.medge_t; +import jake2.render.mleaf_t; +import jake2.render.mmodel_t; +import jake2.render.mnode_t; +import jake2.render.model_t; +import jake2.render.msurface_t; +import jake2.render.mtexinfo_t; +import jake2.render.mvertex_t; import jake2.util.Math3D; import jake2.util.Vargs; -import java.nio.*; +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; +import java.nio.IntBuffer; import java.util.Arrays; import java.util.Vector; @@ -42,1310 +57,1211 @@ import net.java.games.jogl.util.BufferUtils; /** * Model - * + * * @author cwei */ public abstract class Model extends Surf { - - // models.c -- model loading and caching - - model_t loadmodel; - int modfilelen; - - byte[] mod_novis = new byte[Defines.MAX_MAP_LEAFS/8]; - - static final int MAX_MOD_KNOWN = 512; - model_t[] mod_known = new model_t[MAX_MOD_KNOWN]; - int mod_numknown; - - // the inline * models from the current map are kept seperate - model_t[] mod_inline = new model_t[MAX_MOD_KNOWN]; - - abstract void GL_SubdivideSurface(msurface_t surface); // Warp.java - - /* - =============== - Mod_PointInLeaf - =============== - */ - mleaf_t Mod_PointInLeaf(float[] p, model_t model) - { - mnode_t node; - float d; - cplane_t plane; - - if (model == null || model.nodes == null) - Com.Error (Defines.ERR_DROP, "Mod_PointInLeaf: bad model"); - - node = model.nodes[0]; // root node - while (true) - { - if (node.contents != -1) - return (mleaf_t)node; - - plane = node.plane; - d = Math3D.DotProduct(p, plane.normal) - plane.dist; - if (d > 0) - node = node.children[0]; - else - node = node.children[1]; - } - // never reached - } - - - byte[] decompressed = new byte[Defines.MAX_MAP_LEAFS / 8]; - byte[] model_visibility = new byte[Defines.MAX_MAP_VISIBILITY]; - - /* - =================== - Mod_DecompressVis - =================== - */ - byte[] Mod_DecompressVis(byte[] in, int offset, model_t model) - { - int c; - byte[] out; - int outp, inp; - int row; - - row = (model.vis.numclusters+7)>>3; - out = decompressed; - outp = 0; - inp = offset; - - if (in == null) - { // no vis info, so make all visible - while (row != 0) - { - out[outp++] = (byte)0xFF; - row--; - } - return decompressed; - } - - do - { - if (in[inp] != 0) - { - out[outp++] = in[inp++]; - continue; - } - - c = in[inp + 1] & 0xFF; - inp += 2; - while (c != 0) - { - out[outp++] = 0; - c--; - } - } while (outp < row); - - return decompressed; - } - - /* - ============== - Mod_ClusterPVS - ============== - */ - byte[] Mod_ClusterPVS(int cluster, model_t model) - { - if (cluster == -1 || model.vis == null) - return mod_novis; - //return Mod_DecompressVis( (byte *)model.vis + model.vis.bitofs[cluster][Defines.DVIS_PVS], model); - return Mod_DecompressVis(model_visibility, model.vis.bitofs[cluster][Defines.DVIS_PVS], model); - } - - -// =============================================================================== - - /* - ================ - Mod_Modellist_f - ================ - */ - void Mod_Modellist_f() - { - int i; - model_t mod; - int total; - - total = 0; - VID.Printf(Defines.PRINT_ALL,"Loaded models:\n"); - for (i=0; i < mod_numknown ; i++) - { - mod = mod_known[i]; - if (mod.name == "") - continue; - - VID.Printf (Defines.PRINT_ALL, "%8i : %s\n", new Vargs(2).add(mod.extradatasize).add(mod.name)); - total += mod.extradatasize; - } - VID.Printf (Defines.PRINT_ALL, "Total resident: " + total +'\n'); - } - - /* - =============== - Mod_Init - =============== - */ - void Mod_Init() - { - // init mod_known - for (int i=0; i < MAX_MOD_KNOWN; i++) { - mod_known[i] = new model_t(); - } - Arrays.fill(mod_novis, (byte)0xff); - } - - byte[] fileBuffer; - - /* - ================== - Mod_ForName - - Loads in a model for the given name - ================== - */ - model_t Mod_ForName(String name, boolean crash) - { - model_t mod = null; - int i; - - if (name == null || name.length() == 0) - Com.Error(Defines.ERR_DROP, "Mod_ForName: NULL name"); - - // - // inline models are grabbed only from worldmodel - // - if (name.charAt(0) == '*') - { - i = Integer.parseInt(name.substring(1)); - if (i < 1 || r_worldmodel == null || i >= r_worldmodel.numsubmodels) - Com.Error (Defines.ERR_DROP, "bad inline model number"); - return mod_inline[i]; - } - - // - // search the currently loaded models - // - for (i=0; i<mod_numknown ; i++) - { - mod = mod_known[i]; - - if (mod.name == "") - continue; - if (mod.name.equals(name) ) - return mod; - } - - // - // find a free model slot spot - // - for (i=0; i<mod_numknown ; i++) - { - mod = mod_known[i]; - - if (mod.name == "") - break; // free spot - } - if (i == mod_numknown) - { - if (mod_numknown == MAX_MOD_KNOWN) - Com.Error (Defines.ERR_DROP, "mod_numknown == MAX_MOD_KNOWN"); - mod_numknown++; - mod = mod_known[i]; - } - - mod.name = name; - - // - // load the file - // - fileBuffer = FS.LoadFile(name); - - if (fileBuffer == null) - { - if (crash) - Com.Error(Defines.ERR_DROP, "Mod_NumForName: " + mod.name + " not found"); - - mod.name = ""; - return null; - } - - modfilelen = fileBuffer.length; - - loadmodel = mod; - - // - // fill it in - // - ByteBuffer bb = ByteBuffer.wrap(fileBuffer); - bb.order(ByteOrder.LITTLE_ENDIAN); - - // call the apropriate loader - - bb.mark(); - int ident = bb.getInt(); - - bb.reset(); - - switch (ident) - { - case qfiles.IDALIASHEADER: - Mod_LoadAliasModel(mod, bb); - break; - case qfiles.IDSPRITEHEADER: - Mod_LoadSpriteModel(mod, bb); - break; - case qfiles.IDBSPHEADER: - Mod_LoadBrushModel(mod, bb); - break; - default: - Com.Error(Defines.ERR_DROP,"Mod_NumForName: unknown fileid for " + mod.name); - break; - } - - this.fileBuffer = null; // free it for garbage collection - return mod; - } - - /* - =============================================================================== - - BRUSHMODEL LOADING - - =============================================================================== - */ - - byte[] mod_base; - - - /* - ================= - Mod_LoadLighting - ================= - */ - void Mod_LoadLighting(lump_t l) - { - if (l.filelen == 0) - { - loadmodel.lightdata = null; - return; - } - // memcpy (loadmodel.lightdata, mod_base + l.fileofs, l.filelen); - loadmodel.lightdata = new byte[l.filelen]; - System.arraycopy(mod_base, l.fileofs, loadmodel.lightdata, 0, l.filelen); - } - - - /* - ================= - Mod_LoadVisibility - ================= - */ - void Mod_LoadVisibility(lump_t l) - { - int i; - - if (l.filelen == 0) - { - loadmodel.vis = null; - return; - } - - System.arraycopy(mod_base, l.fileofs, model_visibility, 0, l.filelen); - - ByteBuffer bb = ByteBuffer.wrap(model_visibility, 0, l.filelen); - - loadmodel.vis = new qfiles.dvis_t(bb.order(ByteOrder.LITTLE_ENDIAN)); - - /* done: - memcpy (loadmodel.vis, mod_base + l.fileofs, l.filelen); - - loadmodel.vis.numclusters = LittleLong (loadmodel.vis.numclusters); - for (i=0 ; i<loadmodel.vis.numclusters ; i++) - { - loadmodel.vis.bitofs[i][0] = LittleLong (loadmodel.vis.bitofs[i][0]); - loadmodel.vis.bitofs[i][1] = LittleLong (loadmodel.vis.bitofs[i][1]); - } - */ - } - - - /* - ================= - Mod_LoadVertexes - ================= - */ - void Mod_LoadVertexes(lump_t l) - { - mvertex_t[] vertexes; - int i, count; - - if ( (l.filelen % mvertex_t.DISK_SIZE) != 0) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / mvertex_t.DISK_SIZE; - - vertexes = new mvertex_t[count]; - - loadmodel.vertexes = vertexes; - loadmodel.numvertexes = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) - { - vertexes[i] = new mvertex_t(bb); - } - } - - /* - ================= - RadiusFromBounds - ================= - */ - float RadiusFromBounds(float[] mins, float[] maxs) - { - float[] corner = {0, 0, 0}; - - for (int i=0 ; i<3 ; i++) - { - corner[i] = Math.abs(mins[i]) > Math.abs(maxs[i]) ? Math.abs(mins[i]) : Math.abs(maxs[i]); - } - return Math3D.VectorLength(corner); - } - - - /* - ================= - Mod_LoadSubmodels - ================= - */ - void Mod_LoadSubmodels(lump_t l) - { - qfiles.dmodel_t in; - mmodel_t[] out; - int i, j, count; - - if ((l.filelen % qfiles.dmodel_t.SIZE) != 0) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / qfiles.dmodel_t.SIZE; - // out = Hunk_Alloc ( count*sizeof(*out)); - out = new mmodel_t[count]; - - loadmodel.submodels = out; - loadmodel.numsubmodels = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) - { - in = new qfiles.dmodel_t(bb); - out[i] = new mmodel_t(); - for (j=0 ; j<3 ; j++) - { // spread the mins / maxs by a pixel - out[i].mins[j] = in.mins[j] - 1; - out[i].maxs[j] = in.maxs[j] + 1; - out[i].origin[j] = in.origin[j]; - } - out[i].radius = RadiusFromBounds(out[i].mins, out[i].maxs); - out[i].headnode = in.headnode; - out[i].firstface = in.firstface; - out[i].numfaces = in.numfaces; - } - } - - /* - ================= - Mod_LoadEdges - ================= - */ - void Mod_LoadEdges (lump_t l) - { - medge_t[] edges; - int i, count; - - if ( (l.filelen % medge_t.DISK_SIZE) != 0) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / medge_t.DISK_SIZE; - // out = Hunk_Alloc ( (count + 1) * sizeof(*out)); - edges = new medge_t[count + 1]; - - loadmodel.edges = edges; - loadmodel.numedges = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) - { - edges[i] = new medge_t(bb); - } - } - - /* - ================= - Mod_LoadTexinfo - ================= - */ - void Mod_LoadTexinfo(lump_t l) - { - texinfo_t in; - mtexinfo_t[] out; - mtexinfo_t step; - int i, j, count; - int next; - String name; - - if ((l.filelen % texinfo_t.SIZE) != 0) - Com.Error (Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / texinfo_t.SIZE; - // out = Hunk_Alloc ( count*sizeof(*out)); - out = new mtexinfo_t[count]; - for ( i=0 ; i<count ; i++) { - out[i] = new mtexinfo_t(); - } - - loadmodel.texinfo = out; - loadmodel.numtexinfo = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) { - - in = new texinfo_t(bb); - out[i].vecs = in.vecs; - out[i].flags = in.flags; - next = in.nexttexinfo; - if (next > 0) - out[i].next = loadmodel.texinfo[next]; - else - out[i].next = null; - - name = "textures/" + in.texture + ".wal"; - - out[i].image = GL_FindImage(name, it_wall); - if (out[i].image == null) { - VID.Printf(Defines.PRINT_ALL, "Couldn't load " + name + '\n'); - out[i].image = r_notexture; - } - } - - // count animation frames - for (i=0 ; i<count ; i++) { - out[i].numframes = 1; - for (step = out[i].next ; (step != null) && (step != out[i]) ; step=step.next) - out[i].numframes++; - } - } - - /* - ================ - CalcSurfaceExtents - - Fills in s.texturemins[] and s.extents[] - ================ - */ - void CalcSurfaceExtents(msurface_t s) - { - float[] mins = {0, 0}; - float[] maxs = {0, 0}; - float val; - - int j, e; - mvertex_t v; - int[] bmins = {0, 0}; - int[] bmaxs = {0, 0}; - - mins[0] = mins[1] = 999999; - maxs[0] = maxs[1] = -99999; - - mtexinfo_t tex = s.texinfo; - - for (int i=0 ; i<s.numedges ; i++) - { - e = loadmodel.surfedges[s.firstedge+i]; - if (e >= 0) - v = loadmodel.vertexes[loadmodel.edges[e].v[0]]; - else - v = loadmodel.vertexes[loadmodel.edges[-e].v[1]]; - - for (j=0 ; j<2 ; j++) - { - val = v.position[0] * tex.vecs[j][0] + - v.position[1] * tex.vecs[j][1] + - v.position[2] * tex.vecs[j][2] + - tex.vecs[j][3]; - if (val < mins[j]) - mins[j] = val; - if (val > maxs[j]) - maxs[j] = val; - } - } - - for (int i=0 ; i<2 ; i++) - { - bmins[i] = (int)Math.floor(mins[i]/16); - bmaxs[i] = (int)Math.ceil(maxs[i]/16); - - s.texturemins[i] = (short)(bmins[i] * 16); - s.extents[i] = (short)((bmaxs[i] - bmins[i]) * 16); - - } - } - - /* - ================= - Mod_LoadFaces - ================= - */ - void Mod_LoadFaces (lump_t l) - { - qfiles.dface_t in; - msurface_t[] out; - int i, count, surfnum; - int planenum, side; - int ti; - - if ((l.filelen % qfiles.dface_t.SIZE) != 0) - Com.Error (Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / qfiles.dface_t.SIZE; - // out = Hunk_Alloc ( count*sizeof(*out)); - out = new msurface_t[count]; - - loadmodel.surfaces = out; - loadmodel.numsurfaces = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - currentmodel = loadmodel; - - GL_BeginBuildingLightmaps(loadmodel); - - for ( surfnum=0 ; surfnum<count ; surfnum++) - { - in = new qfiles.dface_t(bb); - out[surfnum] = new msurface_t(); - out[surfnum].firstedge = in.firstedge; - out[surfnum].numedges = in.numedges; - out[surfnum].flags = 0; - out[surfnum].polys = null; - - planenum = in.planenum; - side = in.side; - if (side != 0) - out[surfnum].flags |= Defines.SURF_PLANEBACK; - - out[surfnum].plane = loadmodel.planes[planenum]; - - ti = in.texinfo; - if (ti < 0 || ti >= loadmodel.numtexinfo) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: bad texinfo number"); - - out[surfnum].texinfo = loadmodel.texinfo[ti]; - - CalcSurfaceExtents(out[surfnum]); - - // lighting info - - for (i=0 ; i<Defines.MAXLIGHTMAPS ; i++) - out[surfnum].styles[i] = in.styles[i]; - - i = in.lightofs; - if (i == -1) - out[surfnum].samples = null; - else { - ByteBuffer pointer = ByteBuffer.wrap(loadmodel.lightdata); - pointer.position(i); - pointer = pointer.slice(); - pointer.mark(); - out[surfnum].samples = pointer; // subarray - } - - // set the drawing flags - - if ((out[surfnum].texinfo.flags & Defines.SURF_WARP) != 0) - { - out[surfnum].flags |= Defines.SURF_DRAWTURB; - for (i=0 ; i<2 ; i++) - { - out[surfnum].extents[i] = 16384; - out[surfnum].texturemins[i] = -8192; - } - GL_SubdivideSurface(out[surfnum]); // cut up polygon for warps - } - - // create lightmaps and polygons - if ((out[surfnum].texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP)) == 0) - GL_CreateSurfaceLightmap(out[surfnum]); - - if ((out[surfnum].texinfo.flags & Defines.SURF_WARP) == 0) - GL_BuildPolygonFromSurface(out[surfnum]); - - } - GL_EndBuildingLightmaps (); - } - - - /* - ================= - Mod_SetParent - ================= - */ - void Mod_SetParent(mnode_t node, mnode_t parent) - { - node.parent = parent; - if (node.contents != -1) return; - Mod_SetParent(node.children[0], node); - Mod_SetParent(node.children[1], node); - } - - /* - ================= - Mod_LoadNodes - ================= - */ - void Mod_LoadNodes(lump_t l) - { - int i, j, count, p; - qfiles.dnode_t in; - mnode_t[] out; - - if ((l.filelen % qfiles.dnode_t.SIZE) != 0) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / qfiles.dnode_t.SIZE; - // out = Hunk_Alloc ( count*sizeof(*out)); - out = new mnode_t[count]; - - loadmodel.nodes = out; - loadmodel.numnodes = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - // initialize the tree array - for ( i=0 ; i<count ; i++) out[i] = new mnode_t(); // do first before linking - - // fill and link the nodes - for ( i=0 ; i<count ; i++) - { - in = new qfiles.dnode_t(bb); - for (j=0 ; j<3 ; j++) - { - out[i].mins[j] = in.mins[j]; - out[i].maxs[j] = in.maxs[j]; - } - - p = in.planenum; - out[i].plane = loadmodel.planes[p]; - - out[i].firstsurface = in.firstface; - out[i].numsurfaces = in.numfaces; - out[i].contents = -1; // differentiate from leafs - - for (j=0 ; j<2 ; j++) - { - p = in.children[j]; - if (p >= 0) - out[i].children[j] = loadmodel.nodes[p]; - else - out[i].children[j] = loadmodel.leafs[-1 - p]; // mleaf_t extends mnode_t - } - } - - Mod_SetParent(loadmodel.nodes[0], null); // sets nodes and leafs - } - - /* - ================= - Mod_LoadLeafs - ================= - */ - void Mod_LoadLeafs(lump_t l) - { - qfiles.dleaf_t in; - mleaf_t[] out; - int i, j, count, p; - - if ((l.filelen % qfiles.dleaf_t.SIZE) != 0) - Com.Error (Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / qfiles.dleaf_t.SIZE; - // out = Hunk_Alloc ( count*sizeof(*out)); - out = new mleaf_t[count]; - - loadmodel.leafs = out; - loadmodel.numleafs = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) - { - in = new qfiles.dleaf_t(bb); - out[i] = new mleaf_t(); - for (j=0 ; j<3 ; j++) - { - out[i].mins[j] = in.mins[j]; - out[i].maxs[j] = in.maxs[j]; - - } - - out[i].contents = in.contents; - out[i].cluster = in.cluster; - out[i].area = in.area; - - out[i].setMarkSurface(in.firstleafface, loadmodel.marksurfaces); - out[i].nummarksurfaces = in.numleaffaces; - } - } - - - /* - ================= - Mod_LoadMarksurfaces - ================= - */ - void Mod_LoadMarksurfaces(lump_t l) - { - int i, j, count; - - msurface_t[] out; - - if ((l.filelen % Defines.SIZE_OF_SHORT) != 0) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - count = l.filelen / Defines.SIZE_OF_SHORT; - // out = Hunk_Alloc ( count*sizeof(*out)); - out = new msurface_t[count]; - - loadmodel.marksurfaces = out; - loadmodel.nummarksurfaces = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) - { - j = bb.getShort(); - if (j < 0 || j >= loadmodel.numsurfaces) - Com.Error(Defines.ERR_DROP, "Mod_ParseMarksurfaces: bad surface number"); - - out[i] = loadmodel.surfaces[j]; - } - } - - - /* - ================= - Mod_LoadSurfedges - ================= - */ - void Mod_LoadSurfedges(lump_t l) - { - int i, count; - int[] offsets; - - if ( (l.filelen % Defines.SIZE_OF_INT) != 0) - Com.Error (Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / Defines.SIZE_OF_INT; - if (count < 1 || count >= Defines.MAX_MAP_SURFEDGES) - Com.Error (Defines.ERR_DROP, "MOD_LoadBmodel: bad surfedges count in " + loadmodel.name + ": " + count); - - offsets = new int[count]; - - loadmodel.surfedges = offsets; - loadmodel.numsurfedges = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) offsets[i] = bb.getInt(); - } - - - /* - ================= - Mod_LoadPlanes - ================= - */ - void Mod_LoadPlanes(lump_t l) - { - int i, j; - cplane_t[] out; - qfiles.dplane_t in; - int count; - int bits; - - if ((l.filelen % qfiles.dplane_t.SIZE) != 0) - Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + loadmodel.name); - - count = l.filelen / qfiles.dplane_t.SIZE; - // out = Hunk_Alloc ( count*2*sizeof(*out)); - out = new cplane_t[count * 2]; - - loadmodel.planes = out; - loadmodel.numplanes = count; - - ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); - bb.order(ByteOrder.LITTLE_ENDIAN); - - for ( i=0 ; i<count ; i++) - { - bits = 0; - in = new qfiles.dplane_t(bb); - out[i] = new cplane_t(); - for (j=0 ; j<3 ; j++) - { - out[i].normal[j] = in.normal[j]; - if (out[i].normal[j] < 0) - bits |= (1<<j); - } - - out[i].dist = in.dist; - out[i].type = (byte)in.type; - out[i].signbits = (byte)bits; - } - } - - /* - ================= - Mod_LoadBrushModel - ================= - */ - void Mod_LoadBrushModel(model_t mod, ByteBuffer buffer) - { - int i; - qfiles.dheader_t header; - mmodel_t bm; - - loadmodel.type = mod_brush; - if (loadmodel != mod_known[0]) - Com.Error(Defines.ERR_DROP, "Loaded a brush model after the world"); - - header = new qfiles.dheader_t(buffer); - - i = header.version; - if (i != Defines.BSPVERSION) - Com.Error (Defines.ERR_DROP, "Mod_LoadBrushModel: " + mod.name + " has wrong version number (" + i + " should be " + Defines.BSPVERSION + ")"); - - mod_base = fileBuffer; //(byte *)header; - - // load into heap - Mod_LoadVertexes(header.lumps[Defines.LUMP_VERTEXES]); // ok - Mod_LoadEdges(header.lumps[Defines.LUMP_EDGES]); // ok - Mod_LoadSurfedges(header.lumps[Defines.LUMP_SURFEDGES]); // ok - Mod_LoadLighting(header.lumps[Defines.LUMP_LIGHTING]); // ok - Mod_LoadPlanes(header.lumps[Defines.LUMP_PLANES]); // ok - Mod_LoadTexinfo(header.lumps[Defines.LUMP_TEXINFO]); // ok - Mod_LoadFaces(header.lumps[Defines.LUMP_FACES]); // ok - Mod_LoadMarksurfaces(header.lumps[Defines.LUMP_LEAFFACES]); - Mod_LoadVisibility(header.lumps[Defines.LUMP_VISIBILITY]); // ok - Mod_LoadLeafs(header.lumps[Defines.LUMP_LEAFS]); // ok - Mod_LoadNodes(header.lumps[Defines.LUMP_NODES]); // ok - Mod_LoadSubmodels(header.lumps[Defines.LUMP_MODELS]); - mod.numframes = 2; // regular and alternate animation - - // - // set up the submodels - // - model_t starmod; - - for (i=0 ; i<mod.numsubmodels ; i++) - { - - bm = mod.submodels[i]; - starmod = mod_inline[i] = loadmodel.copy(); - - starmod.firstmodelsurface = bm.firstface; - starmod.nummodelsurfaces = bm.numfaces; - starmod.firstnode = bm.headnode; - if (starmod.firstnode >= loadmodel.numnodes) - Com.Error(Defines.ERR_DROP, "Inline model " + i + " has bad firstnode"); - - Math3D.VectorCopy(bm.maxs, starmod.maxs); - Math3D.VectorCopy(bm.mins, starmod.mins); - starmod.radius = bm.radius; - - if (i == 0) - loadmodel = starmod.copy(); - - starmod.numleafs = bm.visleafs; - } - } - - /* - ============================================================================== - - ALIAS MODELS - - ============================================================================== - */ - - /* - ================= - Mod_LoadAliasModel - ================= - */ - void Mod_LoadAliasModel (model_t mod, ByteBuffer buffer) - { - int i, j; - qfiles.dmdl_t pheader; - qfiles.dstvert_t[] poutst; - qfiles.dtriangle_t[] pouttri; - qfiles.daliasframe_t[] poutframe; - int[] poutcmd; - - pheader = new qfiles.dmdl_t(buffer); - - if (pheader.version != qfiles.ALIAS_VERSION) - Com.Error(Defines.ERR_DROP, "%s has wrong version number (%i should be %i)", - new Vargs(3).add(mod.name).add(pheader.version).add(qfiles.ALIAS_VERSION)); - - if (pheader.skinheight > MAX_LBM_HEIGHT) - Com.Error(Defines.ERR_DROP, "model "+ mod.name +" has a skin taller than " + MAX_LBM_HEIGHT); - - if (pheader.num_xyz <= 0) - Com.Error(Defines.ERR_DROP, "model " + mod.name + " has no vertices"); - - if (pheader.num_xyz > qfiles.MAX_VERTS) - Com.Error(Defines.ERR_DROP, "model " + mod.name +" has too many vertices"); - - if (pheader.num_st <= 0) - Com.Error(Defines.ERR_DROP, "model " + mod.name + " has no st vertices"); - - if (pheader.num_tris <= 0) - Com.Error(Defines.ERR_DROP, "model " + mod.name + " has no triangles"); - - if (pheader.num_frames <= 0) - Com.Error(Defines.ERR_DROP, "model " + mod.name + " has no frames"); - - // - // load base s and t vertices (not used in gl version) - // - poutst = new qfiles.dstvert_t[pheader.num_st]; - buffer.position(pheader.ofs_st); - for (i=0 ; i<pheader.num_st ; i++) - { - poutst[i] = new qfiles.dstvert_t(buffer); - } - - // - // load triangle lists - // - pouttri = new qfiles.dtriangle_t[pheader.num_tris]; - buffer.position(pheader.ofs_tris); - for (i=0 ; i<pheader.num_tris ; i++) - { - pouttri[i] = new qfiles.dtriangle_t(buffer); - } - - // - // load the frames - // - poutframe = new qfiles.daliasframe_t[pheader.num_frames]; - buffer.position(pheader.ofs_frames); - for (i=0 ; i<pheader.num_frames ; i++) - { - poutframe[i] = new qfiles.daliasframe_t(buffer); - // verts are all 8 bit, so no swapping needed - poutframe[i].verts = new qfiles.dtrivertx_t[pheader.num_xyz]; - for (int k=0; k < pheader.num_xyz; k++) { - poutframe[i].verts[k] = new qfiles.dtrivertx_t(buffer); - } - } - - mod.type = mod_alias; - - // - // load the glcmds - // - poutcmd = new int[pheader.num_glcmds]; - buffer.position(pheader.ofs_glcmds); - for (i=0 ; i<pheader.num_glcmds ; i++) - poutcmd[i] = buffer.getInt(); // LittleLong (pincmd[i]); - - // register all skins - String[] skinNames = new String[pheader.num_skins]; - byte[] nameBuf = new byte[qfiles.MAX_SKINNAME]; - buffer.position(pheader.ofs_skins); - for (i=0 ; i<pheader.num_skins ; i++) - { - buffer.get(nameBuf); - skinNames[i] = new String(nameBuf); - int n = skinNames[i].indexOf('\0'); - if (n > -1) { - skinNames[i] = skinNames[i].substring(0, n); - } - mod.skins[i] = GL_FindImage(skinNames[i], it_skin); - } - - // set the model arrays - pheader.skinNames = skinNames; // skin names - pheader.stVerts = poutst; // textur koordinaten - pheader.triAngles = pouttri; // dreiecke - pheader.glCmds = poutcmd; // STRIP or FAN - pheader.aliasFrames = poutframe; // frames mit vertex array - - mod.extradata = pheader; - - mod.mins[0] = -32; - mod.mins[1] = -32; - mod.mins[2] = -32; - mod.maxs[0] = 32; - mod.maxs[1] = 32; - mod.maxs[2] = 32; - - precompileGLCmds(pheader); - } - - /* - ============================================================================== - - SPRITE MODELS - - ============================================================================== - */ - - /* - ================= - Mod_LoadSpriteModel - ================= - */ - void Mod_LoadSpriteModel(model_t mod, ByteBuffer buffer) - { - qfiles.dsprite_t sprout = new qfiles.dsprite_t(buffer); - - if (sprout.version != qfiles.SPRITE_VERSION) - Com.Error(Defines.ERR_DROP, "%s has wrong version number (%i should be %i)", - new Vargs(3).add(mod.name).add(sprout.version).add(qfiles.SPRITE_VERSION)); - - if (sprout.numframes > qfiles.MAX_MD2SKINS) - Com.Error(Defines.ERR_DROP, "%s has too many frames (%i > %i)", - new Vargs(3).add(mod.name).add(sprout.numframes).add(qfiles.MAX_MD2SKINS)); - - for (int i=0 ; i<sprout.numframes ; i++) - { - mod.skins[i] = GL_FindImage(sprout.frames[i].name, it_sprite); - } - - mod.type = mod_sprite; - mod.extradata = sprout; - } - -// ============================================================================= - - /* - @@@@@@@@@@@@@@@@@@@@@ - R_BeginRegistration - - Specifies the model that will be used as the world - @@@@@@@@@@@@@@@@@@@@@ - */ - protected void R_BeginRegistration(String model) - { - resetModelArrays(); - resetPolygonArrays(); - - cvar_t flushmap; - - registration_sequence++; - r_oldviewcluster = -1; // force markleafs - - String fullname = "maps/" + model + ".bsp"; - - // explicitly free the old map if different - // this guarantees that mod_known[0] is the world map - flushmap = Cvar.Get("flushmap", "0", 0); - if ( !mod_known[0].name.equals(fullname) || flushmap.value != 0.0f) - Mod_Free(mod_known[0]); - r_worldmodel = Mod_ForName(fullname, true); - - r_viewcluster = -1; - } - - - /* - @@@@@@@@@@@@@@@@@@@@@ - R_RegisterModel - - @@@@@@@@@@@@@@@@@@@@@ - */ - protected model_t R_RegisterModel(String name) - { - model_t mod = null; - int i; - qfiles.dsprite_t sprout; - qfiles.dmdl_t pheader; - - mod = Mod_ForName(name, false); - if (mod != null) - { - mod.registration_sequence = registration_sequence; - - // register any images used by the models - if (mod.type == mod_sprite) - { - sprout = (qfiles.dsprite_t)mod.extradata; - for (i=0 ; i<sprout.numframes ; i++) - mod.skins[i] = GL_FindImage(sprout.frames[i].name, it_sprite); - } - else if (mod.type == mod_alias) - { - pheader = (qfiles.dmdl_t)mod.extradata; - for (i=0 ; i<pheader.num_skins ; i++) - mod.skins[i] = GL_FindImage(pheader.skinNames[i], it_skin); - // PGM - mod.numframes = pheader.num_frames; - // PGM - } - else if (mod.type == mod_brush) - { - for (i=0 ; i<mod.numtexinfo ; i++) - mod.texinfo[i].image.registration_sequence = registration_sequence; - } - } - return mod; - } - - - /* - @@@@@@@@@@@@@@@@@@@@@ - R_EndRegistration - - @@@@@@@@@@@@@@@@@@@@@ - */ - protected void R_EndRegistration() - { - model_t mod; - - for (int i=0; i<mod_numknown ; i++) - { - mod = mod_known[i]; - if (mod.name == "") - continue; - if (mod.registration_sequence != registration_sequence) - { // don't need this model - Mod_Free(mod); - } else { - // precompile AliasModels - if (mod.type == mod_alias) - precompileGLCmds((qfiles.dmdl_t)mod.extradata); - } - } - GL_FreeUnusedImages(); - - //modelMemoryUsage(); - } - - -// ============================================================================= - - - /* - ================ - Mod_Free - ================ - */ - void Mod_Free (model_t mod) - { - mod.clear(); - } - - /* - ================ - Mod_FreeAll - ================ - */ - void Mod_FreeAll() - { - for (int i=0 ; i<mod_numknown ; i++) - { - if (mod_known[i].extradata != null) - Mod_Free(mod_known[i]); - } - } - - /* - * new functions for vertex array handling - */ - static final int MODEL_BUFFER_SIZE = 50000; - static FloatBuffer globalModelTextureCoordBuf = BufferUtils.newFloatBuffer(MODEL_BUFFER_SIZE * 2); - static IntBuffer globalModelVertexIndexBuf = BufferUtils.newIntBuffer(MODEL_BUFFER_SIZE); - - void precompileGLCmds(qfiles.dmdl_t model) { - model.textureCoordBuf = globalModelTextureCoordBuf.slice(); - model.vertexIndexBuf = globalModelVertexIndexBuf.slice(); - Vector tmp = new Vector(); - - int count = 0; - int[] order = model.glCmds; - int orderIndex = 0; - while (true) - { - // get the vertex count and primitive type - count = order[orderIndex++]; - if (count == 0) - break; // done - - tmp.addElement(new Integer(count)); - - if (count < 0) - { - count = -count; - //gl.glBegin (GL.GL_TRIANGLE_FAN); - } - else - { - //gl.glBegin (GL.GL_TRIANGLE_STRIP); - } - - do { - // texture coordinates come from the draw list - globalModelTextureCoordBuf.put(Float.intBitsToFloat(order[orderIndex + 0])); - globalModelTextureCoordBuf.put(Float.intBitsToFloat(order[orderIndex + 1])); - globalModelVertexIndexBuf.put(order[orderIndex + 2]); - - orderIndex += 3; - } while (--count != 0); - } - - int size = tmp.size(); - - model.counts = new int[size]; - model.indexElements = new IntBuffer[size]; - - count = 0; - int pos = 0; - for (int i = 0; i < model.counts.length; i++) { - count = ((Integer)tmp.get(i)).intValue(); - model.counts[i] = count; - - count = (count < 0) ? -count : count; - model.vertexIndexBuf.position(pos); - model.indexElements[i] = model.vertexIndexBuf.slice(); - pos += count; - } - } - - static void resetModelArrays() { - globalModelTextureCoordBuf.rewind(); - globalModelVertexIndexBuf.rewind(); - } - - static void modelMemoryUsage() { - System.out.println("AliasModels: globalVertexBuffer size " + globalModelVertexIndexBuf.position()); - } -} + + // models.c -- model loading and caching + + model_t loadmodel; + + int modfilelen; + + byte[] mod_novis = new byte[Defines.MAX_MAP_LEAFS / 8]; + + static final int MAX_MOD_KNOWN = 512; + + model_t[] mod_known = new model_t[MAX_MOD_KNOWN]; + + int mod_numknown; + + // the inline * models from the current map are kept seperate + model_t[] mod_inline = new model_t[MAX_MOD_KNOWN]; + + abstract void GL_SubdivideSurface(msurface_t surface); // Warp.java + + /* + * =============== Mod_PointInLeaf =============== + */ + mleaf_t Mod_PointInLeaf(float[] p, model_t model) { + mnode_t node; + float d; + cplane_t plane; + + if (model == null || model.nodes == null) + Com.Error(Defines.ERR_DROP, "Mod_PointInLeaf: bad model"); + + node = model.nodes[0]; // root node + while (true) { + if (node.contents != -1) + return (mleaf_t) node; + + plane = node.plane; + d = Math3D.DotProduct(p, plane.normal) - plane.dist; + if (d > 0) + node = node.children[0]; + else + node = node.children[1]; + } + // never reached + } + + byte[] decompressed = new byte[Defines.MAX_MAP_LEAFS / 8]; + + byte[] model_visibility = new byte[Defines.MAX_MAP_VISIBILITY]; + + /* + * =================== Mod_DecompressVis =================== + */ + byte[] Mod_DecompressVis(byte[] in, int offset, model_t model) { + int c; + byte[] out; + int outp, inp; + int row; + + row = (model.vis.numclusters + 7) >> 3; + out = decompressed; + outp = 0; + inp = offset; + + if (in == null) { // no vis info, so make all visible + while (row != 0) { + out[outp++] = (byte) 0xFF; + row--; + } + return decompressed; + } + + do { + if (in[inp] != 0) { + out[outp++] = in[inp++]; + continue; + } + + c = in[inp + 1] & 0xFF; + inp += 2; + while (c != 0) { + out[outp++] = 0; + c--; + } + } while (outp < row); + + return decompressed; + } + + /* + * ============== Mod_ClusterPVS ============== + */ + byte[] Mod_ClusterPVS(int cluster, model_t model) { + if (cluster == -1 || model.vis == null) + return mod_novis; + //return Mod_DecompressVis( (byte *)model.vis + + // model.vis.bitofs[cluster][Defines.DVIS_PVS], model); + return Mod_DecompressVis(model_visibility, + model.vis.bitofs[cluster][Defines.DVIS_PVS], model); + } + + // =============================================================================== + + /* + * ================ Mod_Modellist_f ================ + */ + void Mod_Modellist_f() { + int i; + model_t mod; + int total; + + total = 0; + VID.Printf(Defines.PRINT_ALL, "Loaded models:\n"); + for (i = 0; i < mod_numknown; i++) { + mod = mod_known[i]; + if (mod.name == "") + continue; + + VID.Printf(Defines.PRINT_ALL, "%8i : %s\n", new Vargs(2).add( + mod.extradatasize).add(mod.name)); + total += mod.extradatasize; + } + VID.Printf(Defines.PRINT_ALL, "Total resident: " + total + '\n'); + } + + /* + * =============== Mod_Init =============== + */ + void Mod_Init() { + // init mod_known + for (int i = 0; i < MAX_MOD_KNOWN; i++) { + mod_known[i] = new model_t(); + } + Arrays.fill(mod_novis, (byte) 0xff); + } + + byte[] fileBuffer; + + /* + * ================== Mod_ForName + * + * Loads in a model for the given name ================== + */ + model_t Mod_ForName(String name, boolean crash) { + model_t mod = null; + int i; + + if (name == null || name.length() == 0) + Com.Error(Defines.ERR_DROP, "Mod_ForName: NULL name"); + + // + // inline models are grabbed only from worldmodel + // + if (name.charAt(0) == '*') { + i = Integer.parseInt(name.substring(1)); + if (i < 1 || r_worldmodel == null || i >= r_worldmodel.numsubmodels) + Com.Error(Defines.ERR_DROP, "bad inline model number"); + return mod_inline[i]; + } + + // + // search the currently loaded models + // + for (i = 0; i < mod_numknown; i++) { + mod = mod_known[i]; + + if (mod.name == "") + continue; + if (mod.name.equals(name)) + return mod; + } + + // + // find a free model slot spot + // + for (i = 0; i < mod_numknown; i++) { + mod = mod_known[i]; + + if (mod.name == "") + break; // free spot + } + if (i == mod_numknown) { + if (mod_numknown == MAX_MOD_KNOWN) + Com.Error(Defines.ERR_DROP, "mod_numknown == MAX_MOD_KNOWN"); + mod_numknown++; + mod = mod_known[i]; + } + + mod.name = name; + + // + // load the file + // + fileBuffer = FS.LoadFile(name); + + if (fileBuffer == null) { + if (crash) + Com.Error(Defines.ERR_DROP, "Mod_NumForName: " + mod.name + + " not found"); + + mod.name = ""; + return null; + } + + modfilelen = fileBuffer.length; + + loadmodel = mod; + + // + // fill it in + // + ByteBuffer bb = ByteBuffer.wrap(fileBuffer); + bb.order(ByteOrder.LITTLE_ENDIAN); + + // call the apropriate loader + + bb.mark(); + int ident = bb.getInt(); + + bb.reset(); + + switch (ident) { + case qfiles.IDALIASHEADER: + Mod_LoadAliasModel(mod, bb); + break; + case qfiles.IDSPRITEHEADER: + Mod_LoadSpriteModel(mod, bb); + break; + case qfiles.IDBSPHEADER: + Mod_LoadBrushModel(mod, bb); + break; + default: + Com.Error(Defines.ERR_DROP, "Mod_NumForName: unknown fileid for " + + mod.name); + break; + } + + this.fileBuffer = null; // free it for garbage collection + return mod; + } + + /* + * =============================================================================== + * + * BRUSHMODEL LOADING + * + * =============================================================================== + */ + + byte[] mod_base; + + /* + * ================= Mod_LoadLighting ================= + */ + void Mod_LoadLighting(lump_t l) { + if (l.filelen == 0) { + loadmodel.lightdata = null; + return; + } + // memcpy (loadmodel.lightdata, mod_base + l.fileofs, l.filelen); + loadmodel.lightdata = new byte[l.filelen]; + System + .arraycopy(mod_base, l.fileofs, loadmodel.lightdata, 0, + l.filelen); + } + + /* + * ================= Mod_LoadVisibility ================= + */ + void Mod_LoadVisibility(lump_t l) { + int i; + + if (l.filelen == 0) { + loadmodel.vis = null; + return; + } + + System.arraycopy(mod_base, l.fileofs, model_visibility, 0, l.filelen); + + ByteBuffer bb = ByteBuffer.wrap(model_visibility, 0, l.filelen); + + loadmodel.vis = new qfiles.dvis_t(bb.order(ByteOrder.LITTLE_ENDIAN)); + + /* + * done: memcpy (loadmodel.vis, mod_base + l.fileofs, l.filelen); + * + * loadmodel.vis.numclusters = LittleLong (loadmodel.vis.numclusters); + * for (i=0 ; i <loadmodel.vis.numclusters ; i++) { + * loadmodel.vis.bitofs[i][0] = LittleLong (loadmodel.vis.bitofs[i][0]); + * loadmodel.vis.bitofs[i][1] = LittleLong (loadmodel.vis.bitofs[i][1]); } + */ + } + + /* + * ================= Mod_LoadVertexes ================= + */ + void Mod_LoadVertexes(lump_t l) { + mvertex_t[] vertexes; + int i, count; + + if ((l.filelen % mvertex_t.DISK_SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / mvertex_t.DISK_SIZE; + + vertexes = new mvertex_t[count]; + + loadmodel.vertexes = vertexes; + loadmodel.numvertexes = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + vertexes[i] = new mvertex_t(bb); + } + } + + /* + * ================= RadiusFromBounds ================= + */ + float RadiusFromBounds(float[] mins, float[] maxs) { + float[] corner = { 0, 0, 0 }; + + for (int i = 0; i < 3; i++) { + corner[i] = Math.abs(mins[i]) > Math.abs(maxs[i]) ? Math + .abs(mins[i]) : Math.abs(maxs[i]); + } + return Math3D.VectorLength(corner); + } + + /* + * ================= Mod_LoadSubmodels ================= + */ + void Mod_LoadSubmodels(lump_t l) { + qfiles.dmodel_t in; + mmodel_t[] out; + int i, j, count; + + if ((l.filelen % qfiles.dmodel_t.SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / qfiles.dmodel_t.SIZE; + // out = Hunk_Alloc ( count*sizeof(*out)); + out = new mmodel_t[count]; + + loadmodel.submodels = out; + loadmodel.numsubmodels = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + in = new qfiles.dmodel_t(bb); + out[i] = new mmodel_t(); + for (j = 0; j < 3; j++) { // spread the mins / maxs by a pixel + out[i].mins[j] = in.mins[j] - 1; + out[i].maxs[j] = in.maxs[j] + 1; + out[i].origin[j] = in.origin[j]; + } + out[i].radius = RadiusFromBounds(out[i].mins, out[i].maxs); + out[i].headnode = in.headnode; + out[i].firstface = in.firstface; + out[i].numfaces = in.numfaces; + } + } + + /* + * ================= Mod_LoadEdges ================= + */ + void Mod_LoadEdges(lump_t l) { + medge_t[] edges; + int i, count; + + if ((l.filelen % medge_t.DISK_SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / medge_t.DISK_SIZE; + // out = Hunk_Alloc ( (count + 1) * sizeof(*out)); + edges = new medge_t[count + 1]; + + loadmodel.edges = edges; + loadmodel.numedges = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + edges[i] = new medge_t(bb); + } + } + + /* + * ================= Mod_LoadTexinfo ================= + */ + void Mod_LoadTexinfo(lump_t l) { + texinfo_t in; + mtexinfo_t[] out; + mtexinfo_t step; + int i, j, count; + int next; + String name; + + if ((l.filelen % texinfo_t.SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / texinfo_t.SIZE; + // out = Hunk_Alloc ( count*sizeof(*out)); + out = new mtexinfo_t[count]; + for (i = 0; i < count; i++) { + out[i] = new mtexinfo_t(); + } + + loadmodel.texinfo = out; + loadmodel.numtexinfo = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + + in = new texinfo_t(bb); + out[i].vecs = in.vecs; + out[i].flags = in.flags; + next = in.nexttexinfo; + if (next > 0) + out[i].next = loadmodel.texinfo[next]; + else + out[i].next = null; + + name = "textures/" + in.texture + ".wal"; + + out[i].image = GL_FindImage(name, it_wall); + if (out[i].image == null) { + VID.Printf(Defines.PRINT_ALL, "Couldn't load " + name + '\n'); + out[i].image = r_notexture; + } + } + + // count animation frames + for (i = 0; i < count; i++) { + out[i].numframes = 1; + for (step = out[i].next; (step != null) && (step != out[i]); step = step.next) + out[i].numframes++; + } + } + + /* + * ================ CalcSurfaceExtents + * + * Fills in s.texturemins[] and s.extents[] ================ + */ + void CalcSurfaceExtents(msurface_t s) { + float[] mins = { 0, 0 }; + float[] maxs = { 0, 0 }; + float val; + + int j, e; + mvertex_t v; + int[] bmins = { 0, 0 }; + int[] bmaxs = { 0, 0 }; + + mins[0] = mins[1] = 999999; + maxs[0] = maxs[1] = -99999; + + mtexinfo_t tex = s.texinfo; + + for (int i = 0; i < s.numedges; i++) { + e = loadmodel.surfedges[s.firstedge + i]; + if (e >= 0) + v = loadmodel.vertexes[loadmodel.edges[e].v[0]]; + else + v = loadmodel.vertexes[loadmodel.edges[-e].v[1]]; + + for (j = 0; j < 2; j++) { + val = v.position[0] * tex.vecs[j][0] + v.position[1] + * tex.vecs[j][1] + v.position[2] * tex.vecs[j][2] + + tex.vecs[j][3]; + if (val < mins[j]) + mins[j] = val; + if (val > maxs[j]) + maxs[j] = val; + } + } + + for (int i = 0; i < 2; i++) { + bmins[i] = (int) Math.floor(mins[i] / 16); + bmaxs[i] = (int) Math.ceil(maxs[i] / 16); + + s.texturemins[i] = (short) (bmins[i] * 16); + s.extents[i] = (short) ((bmaxs[i] - bmins[i]) * 16); + + } + } + + /* + * ================= Mod_LoadFaces ================= + */ + void Mod_LoadFaces(lump_t l) { + qfiles.dface_t in; + msurface_t[] out; + int i, count, surfnum; + int planenum, side; + int ti; + + if ((l.filelen % qfiles.dface_t.SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / qfiles.dface_t.SIZE; + // out = Hunk_Alloc ( count*sizeof(*out)); + out = new msurface_t[count]; + + loadmodel.surfaces = out; + loadmodel.numsurfaces = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + currentmodel = loadmodel; + + GL_BeginBuildingLightmaps(loadmodel); + + for (surfnum = 0; surfnum < count; surfnum++) { + in = new qfiles.dface_t(bb); + out[surfnum] = new msurface_t(); + out[surfnum].firstedge = in.firstedge; + out[surfnum].numedges = in.numedges; + out[surfnum].flags = 0; + out[surfnum].polys = null; + + planenum = in.planenum; + side = in.side; + if (side != 0) + out[surfnum].flags |= Defines.SURF_PLANEBACK; + + out[surfnum].plane = loadmodel.planes[planenum]; + + ti = in.texinfo; + if (ti < 0 || ti >= loadmodel.numtexinfo) + Com.Error(Defines.ERR_DROP, + "MOD_LoadBmodel: bad texinfo number"); + + out[surfnum].texinfo = loadmodel.texinfo[ti]; + + CalcSurfaceExtents(out[surfnum]); + + // lighting info + + for (i = 0; i < Defines.MAXLIGHTMAPS; i++) + out[surfnum].styles[i] = in.styles[i]; + + i = in.lightofs; + if (i == -1) + out[surfnum].samples = null; + else { + ByteBuffer pointer = ByteBuffer.wrap(loadmodel.lightdata); + pointer.position(i); + pointer = pointer.slice(); + pointer.mark(); + out[surfnum].samples = pointer; // subarray + } + + // set the drawing flags + + if ((out[surfnum].texinfo.flags & Defines.SURF_WARP) != 0) { + out[surfnum].flags |= Defines.SURF_DRAWTURB; + for (i = 0; i < 2; i++) { + out[surfnum].extents[i] = 16384; + out[surfnum].texturemins[i] = -8192; + } + GL_SubdivideSurface(out[surfnum]); // cut up polygon for warps + } + + // create lightmaps and polygons + if ((out[surfnum].texinfo.flags & (Defines.SURF_SKY + | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP)) == 0) + GL_CreateSurfaceLightmap(out[surfnum]); + + if ((out[surfnum].texinfo.flags & Defines.SURF_WARP) == 0) + GL_BuildPolygonFromSurface(out[surfnum]); + + } + GL_EndBuildingLightmaps(); + } + + /* + * ================= Mod_SetParent ================= + */ + void Mod_SetParent(mnode_t node, mnode_t parent) { + node.parent = parent; + if (node.contents != -1) + return; + Mod_SetParent(node.children[0], node); + Mod_SetParent(node.children[1], node); + } + + /* + * ================= Mod_LoadNodes ================= + */ + void Mod_LoadNodes(lump_t l) { + int i, j, count, p; + qfiles.dnode_t in; + mnode_t[] out; + + if ((l.filelen % qfiles.dnode_t.SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / qfiles.dnode_t.SIZE; + // out = Hunk_Alloc ( count*sizeof(*out)); + out = new mnode_t[count]; + + loadmodel.nodes = out; + loadmodel.numnodes = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + // initialize the tree array + for (i = 0; i < count; i++) + out[i] = new mnode_t(); // do first before linking + + // fill and link the nodes + for (i = 0; i < count; i++) { + in = new qfiles.dnode_t(bb); + for (j = 0; j < 3; j++) { + out[i].mins[j] = in.mins[j]; + out[i].maxs[j] = in.maxs[j]; + } + + p = in.planenum; + out[i].plane = loadmodel.planes[p]; + + out[i].firstsurface = in.firstface; + out[i].numsurfaces = in.numfaces; + out[i].contents = -1; // differentiate from leafs + + for (j = 0; j < 2; j++) { + p = in.children[j]; + if (p >= 0) + out[i].children[j] = loadmodel.nodes[p]; + else + out[i].children[j] = loadmodel.leafs[-1 - p]; // mleaf_t + // extends + // mnode_t + } + } + + Mod_SetParent(loadmodel.nodes[0], null); // sets nodes and leafs + } + + /* + * ================= Mod_LoadLeafs ================= + */ + void Mod_LoadLeafs(lump_t l) { + qfiles.dleaf_t in; + mleaf_t[] out; + int i, j, count, p; + + if ((l.filelen % qfiles.dleaf_t.SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / qfiles.dleaf_t.SIZE; + // out = Hunk_Alloc ( count*sizeof(*out)); + out = new mleaf_t[count]; + + loadmodel.leafs = out; + loadmodel.numleafs = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + in = new qfiles.dleaf_t(bb); + out[i] = new mleaf_t(); + for (j = 0; j < 3; j++) { + out[i].mins[j] = in.mins[j]; + out[i].maxs[j] = in.maxs[j]; + + } + + out[i].contents = in.contents; + out[i].cluster = in.cluster; + out[i].area = in.area; + + out[i].setMarkSurface(in.firstleafface, loadmodel.marksurfaces); + out[i].nummarksurfaces = in.numleaffaces; + } + } + + /* + * ================= Mod_LoadMarksurfaces ================= + */ + void Mod_LoadMarksurfaces(lump_t l) { + int i, j, count; + + msurface_t[] out; + + if ((l.filelen % Defines.SIZE_OF_SHORT) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + count = l.filelen / Defines.SIZE_OF_SHORT; + // out = Hunk_Alloc ( count*sizeof(*out)); + out = new msurface_t[count]; + + loadmodel.marksurfaces = out; + loadmodel.nummarksurfaces = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + j = bb.getShort(); + if (j < 0 || j >= loadmodel.numsurfaces) + Com.Error(Defines.ERR_DROP, + "Mod_ParseMarksurfaces: bad surface number"); + + out[i] = loadmodel.surfaces[j]; + } + } + + /* + * ================= Mod_LoadSurfedges ================= + */ + void Mod_LoadSurfedges(lump_t l) { + int i, count; + int[] offsets; + + if ((l.filelen % Defines.SIZE_OF_INT) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / Defines.SIZE_OF_INT; + if (count < 1 || count >= Defines.MAX_MAP_SURFEDGES) + Com.Error(Defines.ERR_DROP, + "MOD_LoadBmodel: bad surfedges count in " + loadmodel.name + + ": " + count); + + offsets = new int[count]; + + loadmodel.surfedges = offsets; + loadmodel.numsurfedges = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) + offsets[i] = bb.getInt(); + } + + /* + * ================= Mod_LoadPlanes ================= + */ + void Mod_LoadPlanes(lump_t l) { + int i, j; + cplane_t[] out; + qfiles.dplane_t in; + int count; + int bits; + + if ((l.filelen % qfiles.dplane_t.SIZE) != 0) + Com.Error(Defines.ERR_DROP, "MOD_LoadBmodel: funny lump size in " + + loadmodel.name); + + count = l.filelen / qfiles.dplane_t.SIZE; + // out = Hunk_Alloc ( count*2*sizeof(*out)); + out = new cplane_t[count * 2]; + + loadmodel.planes = out; + loadmodel.numplanes = count; + + ByteBuffer bb = ByteBuffer.wrap(mod_base, l.fileofs, l.filelen); + bb.order(ByteOrder.LITTLE_ENDIAN); + + for (i = 0; i < count; i++) { + bits = 0; + in = new qfiles.dplane_t(bb); + out[i] = new cplane_t(); + for (j = 0; j < 3; j++) { + out[i].normal[j] = in.normal[j]; + if (out[i].normal[j] < 0) + bits |= (1 << j); + } + + out[i].dist = in.dist; + out[i].type = (byte) in.type; + out[i].signbits = (byte) bits; + } + } + + /* + * ================= Mod_LoadBrushModel ================= + */ + void Mod_LoadBrushModel(model_t mod, ByteBuffer buffer) { + int i; + qfiles.dheader_t header; + mmodel_t bm; + + loadmodel.type = mod_brush; + if (loadmodel != mod_known[0]) + Com.Error(Defines.ERR_DROP, "Loaded a brush model after the world"); + + header = new qfiles.dheader_t(buffer); + + i = header.version; + if (i != Defines.BSPVERSION) + Com.Error(Defines.ERR_DROP, "Mod_LoadBrushModel: " + mod.name + + " has wrong version number (" + i + " should be " + + Defines.BSPVERSION + ")"); + + mod_base = fileBuffer; //(byte *)header; + + // load into heap + Mod_LoadVertexes(header.lumps[Defines.LUMP_VERTEXES]); // ok + Mod_LoadEdges(header.lumps[Defines.LUMP_EDGES]); // ok + Mod_LoadSurfedges(header.lumps[Defines.LUMP_SURFEDGES]); // ok + Mod_LoadLighting(header.lumps[Defines.LUMP_LIGHTING]); // ok + Mod_LoadPlanes(header.lumps[Defines.LUMP_PLANES]); // ok + Mod_LoadTexinfo(header.lumps[Defines.LUMP_TEXINFO]); // ok + Mod_LoadFaces(header.lumps[Defines.LUMP_FACES]); // ok + Mod_LoadMarksurfaces(header.lumps[Defines.LUMP_LEAFFACES]); + Mod_LoadVisibility(header.lumps[Defines.LUMP_VISIBILITY]); // ok + Mod_LoadLeafs(header.lumps[Defines.LUMP_LEAFS]); // ok + Mod_LoadNodes(header.lumps[Defines.LUMP_NODES]); // ok + Mod_LoadSubmodels(header.lumps[Defines.LUMP_MODELS]); + mod.numframes = 2; // regular and alternate animation + + // + // set up the submodels + // + model_t starmod; + + for (i = 0; i < mod.numsubmodels; i++) { + + bm = mod.submodels[i]; + starmod = mod_inline[i] = loadmodel.copy(); + + starmod.firstmodelsurface = bm.firstface; + starmod.nummodelsurfaces = bm.numfaces; + starmod.firstnode = bm.headnode; + if (starmod.firstnode >= loadmodel.numnodes) + Com.Error(Defines.ERR_DROP, "Inline model " + i + + " has bad firstnode"); + + Math3D.VectorCopy(bm.maxs, starmod.maxs); + Math3D.VectorCopy(bm.mins, starmod.mins); + starmod.radius = bm.radius; + + if (i == 0) + loadmodel = starmod.copy(); + + starmod.numleafs = bm.visleafs; + } + } + + /* + * ============================================================================== + * + * ALIAS MODELS + * + * ============================================================================== + */ + + /* + * ================= Mod_LoadAliasModel ================= + */ + void Mod_LoadAliasModel(model_t mod, ByteBuffer buffer) { + int i, j; + qfiles.dmdl_t pheader; + qfiles.dstvert_t[] poutst; + qfiles.dtriangle_t[] pouttri; + qfiles.daliasframe_t[] poutframe; + int[] poutcmd; + + pheader = new qfiles.dmdl_t(buffer); + + if (pheader.version != qfiles.ALIAS_VERSION) + Com.Error(Defines.ERR_DROP, + "%s has wrong version number (%i should be %i)", new Vargs( + 3).add(mod.name).add(pheader.version).add( + qfiles.ALIAS_VERSION)); + + if (pheader.skinheight > MAX_LBM_HEIGHT) + Com.Error(Defines.ERR_DROP, "model " + mod.name + + " has a skin taller than " + MAX_LBM_HEIGHT); + + if (pheader.num_xyz <= 0) + Com.Error(Defines.ERR_DROP, "model " + mod.name + + " has no vertices"); + + if (pheader.num_xyz > qfiles.MAX_VERTS) + Com.Error(Defines.ERR_DROP, "model " + mod.name + + " has too many vertices"); + + if (pheader.num_st <= 0) + Com.Error(Defines.ERR_DROP, "model " + mod.name + + " has no st vertices"); + + if (pheader.num_tris <= 0) + Com.Error(Defines.ERR_DROP, "model " + mod.name + + " has no triangles"); + + if (pheader.num_frames <= 0) + Com.Error(Defines.ERR_DROP, "model " + mod.name + " has no frames"); + + // + // load base s and t vertices (not used in gl version) + // + poutst = new qfiles.dstvert_t[pheader.num_st]; + buffer.position(pheader.ofs_st); + for (i = 0; i < pheader.num_st; i++) { + poutst[i] = new qfiles.dstvert_t(buffer); + } + + // + // load triangle lists + // + pouttri = new qfiles.dtriangle_t[pheader.num_tris]; + buffer.position(pheader.ofs_tris); + for (i = 0; i < pheader.num_tris; i++) { + pouttri[i] = new qfiles.dtriangle_t(buffer); + } + + // + // load the frames + // + poutframe = new qfiles.daliasframe_t[pheader.num_frames]; + buffer.position(pheader.ofs_frames); + for (i = 0; i < pheader.num_frames; i++) { + poutframe[i] = new qfiles.daliasframe_t(buffer); + // verts are all 8 bit, so no swapping needed + poutframe[i].verts = new qfiles.dtrivertx_t[pheader.num_xyz]; + for (int k = 0; k < pheader.num_xyz; k++) { + poutframe[i].verts[k] = new qfiles.dtrivertx_t(buffer); + } + } + + mod.type = mod_alias; + + // + // load the glcmds + // + poutcmd = new int[pheader.num_glcmds]; + buffer.position(pheader.ofs_glcmds); + for (i = 0; i < pheader.num_glcmds; i++) + poutcmd[i] = buffer.getInt(); // LittleLong (pincmd[i]); + + // register all skins + String[] skinNames = new String[pheader.num_skins]; + byte[] nameBuf = new byte[qfiles.MAX_SKINNAME]; + buffer.position(pheader.ofs_skins); + for (i = 0; i < pheader.num_skins; i++) { + buffer.get(nameBuf); + skinNames[i] = new String(nameBuf); + int n = skinNames[i].indexOf('\0'); + if (n > -1) { + skinNames[i] = skinNames[i].substring(0, n); + } + mod.skins[i] = GL_FindImage(skinNames[i], it_skin); + } + + // set the model arrays + pheader.skinNames = skinNames; // skin names + pheader.stVerts = poutst; // textur koordinaten + pheader.triAngles = pouttri; // dreiecke + pheader.glCmds = poutcmd; // STRIP or FAN + pheader.aliasFrames = poutframe; // frames mit vertex array + + mod.extradata = pheader; + + mod.mins[0] = -32; + mod.mins[1] = -32; + mod.mins[2] = -32; + mod.maxs[0] = 32; + mod.maxs[1] = 32; + mod.maxs[2] = 32; + + precompileGLCmds(pheader); + } + + /* + * ============================================================================== + * + * SPRITE MODELS + * + * ============================================================================== + */ + + /* + * ================= Mod_LoadSpriteModel ================= + */ + void Mod_LoadSpriteModel(model_t mod, ByteBuffer buffer) { + qfiles.dsprite_t sprout = new qfiles.dsprite_t(buffer); + + if (sprout.version != qfiles.SPRITE_VERSION) + Com.Error(Defines.ERR_DROP, + "%s has wrong version number (%i should be %i)", new Vargs( + 3).add(mod.name).add(sprout.version).add( + qfiles.SPRITE_VERSION)); + + if (sprout.numframes > qfiles.MAX_MD2SKINS) + Com.Error(Defines.ERR_DROP, "%s has too many frames (%i > %i)", + new Vargs(3).add(mod.name).add(sprout.numframes).add( + qfiles.MAX_MD2SKINS)); + + for (int i = 0; i < sprout.numframes; i++) { + mod.skins[i] = GL_FindImage(sprout.frames[i].name, it_sprite); + } + + mod.type = mod_sprite; + mod.extradata = sprout; + } + + // ============================================================================= + + /* + * @@@@@@@@@@@@@@@@@@@@@ R_BeginRegistration + * + * Specifies the model that will be used as the world @@@@@@@@@@@@@@@@@@@@@ + */ + protected void R_BeginRegistration(String model) { + resetModelArrays(); + resetPolygonArrays(); + + cvar_t flushmap; + + registration_sequence++; + r_oldviewcluster = -1; // force markleafs + + String fullname = "maps/" + model + ".bsp"; + + // explicitly free the old map if different + // this guarantees that mod_known[0] is the world map + flushmap = Cvar.Get("flushmap", "0", 0); + if (!mod_known[0].name.equals(fullname) || flushmap.value != 0.0f) + Mod_Free(mod_known[0]); + r_worldmodel = Mod_ForName(fullname, true); + + r_viewcluster = -1; + } + + /* + * @@@@@@@@@@@@@@@@@@@@@ R_RegisterModel + * + * @@@@@@@@@@@@@@@@@@@@@ + */ + protected model_t R_RegisterModel(String name) { + model_t mod = null; + int i; + qfiles.dsprite_t sprout; + qfiles.dmdl_t pheader; + + mod = Mod_ForName(name, false); + if (mod != null) { + mod.registration_sequence = registration_sequence; + + // register any images used by the models + if (mod.type == mod_sprite) { + sprout = (qfiles.dsprite_t) mod.extradata; + for (i = 0; i < sprout.numframes; i++) + mod.skins[i] = GL_FindImage(sprout.frames[i].name, + it_sprite); + } else if (mod.type == mod_alias) { + pheader = (qfiles.dmdl_t) mod.extradata; + for (i = 0; i < pheader.num_skins; i++) + mod.skins[i] = GL_FindImage(pheader.skinNames[i], it_skin); + // PGM + mod.numframes = pheader.num_frames; + // PGM + } else if (mod.type == mod_brush) { + for (i = 0; i < mod.numtexinfo; i++) + mod.texinfo[i].image.registration_sequence = registration_sequence; + } + } + return mod; + } + + /* + * @@@@@@@@@@@@@@@@@@@@@ R_EndRegistration + * + * @@@@@@@@@@@@@@@@@@@@@ + */ + protected void R_EndRegistration() { + model_t mod; + + for (int i = 0; i < mod_numknown; i++) { + mod = mod_known[i]; + if (mod.name == "") + continue; + if (mod.registration_sequence != registration_sequence) { // don't + // need + // this + // model + Mod_Free(mod); + } else { + // precompile AliasModels + if (mod.type == mod_alias) + precompileGLCmds((qfiles.dmdl_t) mod.extradata); + } + } + GL_FreeUnusedImages(); + + //modelMemoryUsage(); + } + + // ============================================================================= + + /* + * ================ Mod_Free ================ + */ + void Mod_Free(model_t mod) { + mod.clear(); + } + + /* + * ================ Mod_FreeAll ================ + */ + void Mod_FreeAll() { + for (int i = 0; i < mod_numknown; i++) { + if (mod_known[i].extradata != null) + Mod_Free(mod_known[i]); + } + } + + /* + * new functions for vertex array handling + */ + static final int MODEL_BUFFER_SIZE = 50000; + + static FloatBuffer globalModelTextureCoordBuf = BufferUtils + .newFloatBuffer(MODEL_BUFFER_SIZE * 2); + + static IntBuffer globalModelVertexIndexBuf = BufferUtils + .newIntBuffer(MODEL_BUFFER_SIZE); + + void precompileGLCmds(qfiles.dmdl_t model) { + model.textureCoordBuf = globalModelTextureCoordBuf.slice(); + model.vertexIndexBuf = globalModelVertexIndexBuf.slice(); + Vector tmp = new Vector(); + + int count = 0; + int[] order = model.glCmds; + int orderIndex = 0; + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + + tmp.addElement(new Integer(count)); + + if (count < 0) { + count = -count; + //gl.glBegin (GL.GL_TRIANGLE_FAN); + } else { + //gl.glBegin (GL.GL_TRIANGLE_STRIP); + } + + do { + // texture coordinates come from the draw list + globalModelTextureCoordBuf.put(Float + .intBitsToFloat(order[orderIndex + 0])); + globalModelTextureCoordBuf.put(Float + .intBitsToFloat(order[orderIndex + 1])); + globalModelVertexIndexBuf.put(order[orderIndex + 2]); + + orderIndex += 3; + } while (--count != 0); + } + + int size = tmp.size(); + + model.counts = new int[size]; + model.indexElements = new IntBuffer[size]; + + count = 0; + int pos = 0; + for (int i = 0; i < model.counts.length; i++) { + count = ((Integer) tmp.get(i)).intValue(); + model.counts[i] = count; + + count = (count < 0) ? -count : count; + model.vertexIndexBuf.position(pos); + model.indexElements[i] = model.vertexIndexBuf.slice(); + pos += count; + } + } + + static void resetModelArrays() { + globalModelTextureCoordBuf.rewind(); + globalModelVertexIndexBuf.rewind(); + } + + static void modelMemoryUsage() { + System.out.println("AliasModels: globalVertexBuffer size " + + globalModelVertexIndexBuf.position()); + } +}
\ No newline at end of file diff --git a/src/jake2/render/fastjogl/Surf.java b/src/jake2/render/fastjogl/Surf.java index 32f1a92..e15e1d8 100644 --- a/src/jake2/render/fastjogl/Surf.java +++ b/src/jake2/render/fastjogl/Surf.java @@ -2,38 +2,49 @@ * Surf.java * Copyright (C) 2003 * - * $Id: Surf.java,v 1.4 2004-07-19 19:39:57 hzi Exp $ + * $Id: Surf.java,v 1.5 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.client.*; +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.*; +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.*; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; +import java.nio.IntBuffer; import java.util.Arrays; import net.java.games.jogl.GL; @@ -41,1423 +52,1310 @@ import net.java.games.jogl.util.BufferUtils; /** * 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 = GL.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(GL.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(GL.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 (GL.GL_TEXTURE_2D); - gl.glDisable (GL.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++ ) - { - gl.glBegin (GL.GL_LINE_STRIP); - gl.glVertex3fv (p.verts[0]); - gl.glVertex3fv (p.verts[j-1]); - gl.glVertex3fv (p.verts[j]); - gl.glVertex3fv (p.verts[0]); - gl.glEnd (); - } - } - } - } - - gl.glEnable (GL.GL_DEPTH_TEST); - gl.glEnable (GL.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( GL.GL_MODULATE ); - gl.glColor4f( gl_state.inverse_intensity, - gl_state.inverse_intensity, - gl_state.inverse_intensity, - 1.0F ); - EmitWaterPolys (fa); - GL_TexEnv( GL.GL_REPLACE ); - - return; - } - else - { - GL_Bind( image.texnum ); - GL_TexEnv( GL.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( GL.GL_TEXTURE_2D, 0, - fa.light_s, fa.light_t, - smax, tmax, - GL_LIGHTMAP_FORMAT, - GL.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; - - // - // go back to the world matrix - // - gl.glLoadMatrixf(r_world_matrix); - - gl.glEnable (GL.GL_BLEND); - GL_TexEnv(GL.GL_MODULATE ); - - - // the textures are prescaled up for a better lighting range, - // so scale it back down - intens = gl_state.inverse_intensity; - - gl.glInterleavedArrays(GL.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( GL.GL_REPLACE ); - gl.glColor4f (1,1,1,1); - gl.glDisable (GL.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( GL.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( GL.GL_TEXTURE_2D, 0, - surf.light_s, surf.light_t, - smax, tmax, - GL_LIGHTMAP_FORMAT, - GL.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( GL.GL_TEXTURE_2D, 0, - surf.light_s, surf.light_t, - smax, tmax, - GL_LIGHTMAP_FORMAT, - GL.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(GL.GL_POLYGON, p.pos, p.numverts); - } - } - else - { - for ( p = surf.polys; p != null; p = p.chain ) - { - gl.glDrawArrays(GL.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(GL.GL_POLYGON, p.pos, p.numverts); - } - } - else - { - // PGM - // ========== - for ( p = surf.polys; p != null; p = p.chain ) - { - gl.glDrawArrays(GL.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 = ¤tmodel->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 (GL.GL_BLEND); - gl.glColor4f (1,1,1,0.25f); - GL_TexEnv( GL.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 (GL.GL_BLEND); - gl.glColor4f (1,1,1,1); - GL_TexEnv( GL.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( GL.GL_REPLACE ); - gl.glInterleavedArrays(GL.GL_T2F_V3F, POLYGON_BYTE_STRIDE, globalPolygonInterleavedBuf); - GL_SelectTexture(GL_TEXTURE1); - GL_TexEnv( GL.GL_MODULATE ); - gl.glTexCoordPointer(2, GL.GL_FLOAT, POLYGON_BYTE_STRIDE, globalPolygonTexCoord1Buf); - gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); - - R_DrawInlineBModel(); - - gl.glClientActiveTextureARB(GL_TEXTURE1); - gl.glDisableClientState(GL.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( GL.GL_REPLACE ); - gl.glInterleavedArrays(GL.GL_T2F_V3F, POLYGON_BYTE_STRIDE, globalPolygonInterleavedBuf); - GL_SelectTexture( GL_TEXTURE1); - gl.glTexCoordPointer(2, GL.GL_FLOAT, POLYGON_BYTE_STRIDE, globalPolygonTexCoord1Buf); - gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); - - if ( gl_lightmap.value != 0) - GL_TexEnv( GL.GL_REPLACE ); - else - GL_TexEnv( GL.GL_MODULATE ); - - R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node - - gl.glClientActiveTextureARB(GL_TEXTURE1); - gl.glDisableClientState(GL.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(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); - - if ( dynamic ) - { - int i; - - for ( i = 0; i < BLOCK_WIDTH; i++ ) - { - if ( gl_lms.allocated[i] > height ) - height = gl_lms.allocated[i]; - } - - gl.glTexSubImage2D( GL.GL_TEXTURE_2D, - 0, - 0, 0, - BLOCK_WIDTH, height, - GL_LIGHTMAP_FORMAT, - GL.GL_UNSIGNED_BYTE, - gl_lms.lightmap_buffer ); - } - else - { - gl.glTexImage2D( GL.GL_TEXTURE_2D, - 0, - gl_lms.internal_format, - BLOCK_WIDTH, BLOCK_HEIGHT, - 0, - GL_LIGHTMAP_FORMAT, - GL.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.newIntBuffer(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 = GL.GL_INTENSITY8; - } - else if ( format == 'L' ) - { - gl_lms.internal_format = GL.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(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); - gl.glTexImage2D( GL.GL_TEXTURE_2D, - 0, - gl_lms.internal_format, - BLOCK_WIDTH, BLOCK_HEIGHT, - 0, - GL_LIGHTMAP_FORMAT, - GL.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 * BufferUtils.SIZEOF_FLOAT; - - static FloatBuffer globalPolygonInterleavedBuf = BufferUtils.newFloatBuffer(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); -// -// } - -} + // 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 = GL.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(GL.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(GL.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(GL.GL_TEXTURE_2D); + gl.glDisable(GL.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++) { + gl.glBegin(GL.GL_LINE_STRIP); + gl.glVertex3fv(p.verts[0]); + gl.glVertex3fv(p.verts[j - 1]); + gl.glVertex3fv(p.verts[j]); + gl.glVertex3fv(p.verts[0]); + gl.glEnd(); + } + } + } + } + + gl.glEnable(GL.GL_DEPTH_TEST); + gl.glEnable(GL.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(GL.GL_MODULATE); + gl.glColor4f(gl_state.inverse_intensity, + gl_state.inverse_intensity, gl_state.inverse_intensity, + 1.0F); + EmitWaterPolys(fa); + GL_TexEnv(GL.GL_REPLACE); + + return; + } else { + GL_Bind(image.texnum); + GL_TexEnv(GL.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(GL.GL_TEXTURE_2D, 0, fa.light_s, fa.light_t, + smax, tmax, GL_LIGHTMAP_FORMAT, GL.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; + + // + // go back to the world matrix + // + gl.glLoadMatrixf(r_world_matrix); + + gl.glEnable(GL.GL_BLEND); + GL_TexEnv(GL.GL_MODULATE); + + // the textures are prescaled up for a better lighting range, + // so scale it back down + intens = gl_state.inverse_intensity; + + gl.glInterleavedArrays(GL.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(GL.GL_REPLACE); + gl.glColor4f(1, 1, 1, 1); + gl.glDisable(GL.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(GL.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(GL.GL_TEXTURE_2D, 0, surf.light_s, + surf.light_t, smax, tmax, GL_LIGHTMAP_FORMAT, + GL.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(GL.GL_TEXTURE_2D, 0, surf.light_s, + surf.light_t, smax, tmax, GL_LIGHTMAP_FORMAT, + GL.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(GL.GL_POLYGON, p.pos, p.numverts); + } + } else { + for (p = surf.polys; p != null; p = p.chain) { + gl.glDrawArrays(GL.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(GL.GL_POLYGON, p.pos, p.numverts); + } + } else { + // PGM + // ========== + for (p = surf.polys; p != null; p = p.chain) { + gl.glDrawArrays(GL.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 = ¤tmodel->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(GL.GL_BLEND); + gl.glColor4f(1, 1, 1, 0.25f); + GL_TexEnv(GL.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(GL.GL_BLEND); + gl.glColor4f(1, 1, 1, 1); + GL_TexEnv(GL.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(GL.GL_REPLACE); + gl.glInterleavedArrays(GL.GL_T2F_V3F, POLYGON_BYTE_STRIDE, + globalPolygonInterleavedBuf); + GL_SelectTexture(GL_TEXTURE1); + GL_TexEnv(GL.GL_MODULATE); + gl.glTexCoordPointer(2, GL.GL_FLOAT, POLYGON_BYTE_STRIDE, + globalPolygonTexCoord1Buf); + gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); + + R_DrawInlineBModel(); + + gl.glClientActiveTextureARB(GL_TEXTURE1); + gl.glDisableClientState(GL.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(GL.GL_REPLACE); + gl.glInterleavedArrays(GL.GL_T2F_V3F, POLYGON_BYTE_STRIDE, + globalPolygonInterleavedBuf); + GL_SelectTexture(GL_TEXTURE1); + gl.glTexCoordPointer(2, GL.GL_FLOAT, POLYGON_BYTE_STRIDE, + globalPolygonTexCoord1Buf); + gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); + + if (gl_lightmap.value != 0) + GL_TexEnv(GL.GL_REPLACE); + else + GL_TexEnv(GL.GL_MODULATE); + + R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node + + gl.glClientActiveTextureARB(GL_TEXTURE1); + gl.glDisableClientState(GL.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(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + GL.GL_LINEAR); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + GL.GL_LINEAR); + + if (dynamic) { + int i; + + for (i = 0; i < BLOCK_WIDTH; i++) { + if (gl_lms.allocated[i] > height) + height = gl_lms.allocated[i]; + } + + gl.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, BLOCK_WIDTH, height, + GL_LIGHTMAP_FORMAT, GL.GL_UNSIGNED_BYTE, + gl_lms.lightmap_buffer); + } else { + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, gl_lms.internal_format, + BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, + GL.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.newIntBuffer(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 = GL.GL_INTENSITY8; + } else if (format == 'L') { + gl_lms.internal_format = GL.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(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + GL.GL_LINEAR); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + GL.GL_LINEAR); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, gl_lms.internal_format, + BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT, + GL.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 + * BufferUtils.SIZEOF_FLOAT; + + static FloatBuffer globalPolygonInterleavedBuf = BufferUtils + .newFloatBuffer(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); + // + // } + +}
\ No newline at end of file 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 diff --git a/src/jake2/render/jogl/Image.java b/src/jake2/render/jogl/Image.java index 64588ef..1edb8fe 100644 --- a/src/jake2/render/jogl/Image.java +++ b/src/jake2/render/jogl/Image.java @@ -2,34 +2,36 @@ * Image.java * Copyright (C) 2003 * - * $Id: Image.java,v 1.5 2004-07-16 10:11:35 cawe Exp $ + * $Id: Image.java,v 1.6 2004-09-22 19:22:16 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.jogl; import jake2.Defines; import jake2.client.VID; import jake2.client.particle_t; import jake2.game.cvar_t; -import jake2.qcommon.*; +import jake2.qcommon.Com; +import jake2.qcommon.Cvar; +import jake2.qcommon.FS; import jake2.qcommon.longjmpException; import jake2.qcommon.qfiles; import jake2.render.image_t; @@ -40,7 +42,9 @@ import java.awt.Dimension; import java.awt.geom.AffineTransform; import java.awt.image.AffineTransformOp; import java.awt.image.BufferedImage; -import java.nio.*; +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.IntBuffer; import java.util.Arrays; import net.java.games.jogl.GL; @@ -52,1643 +56,1615 @@ import net.java.games.jogl.GL; */ public abstract class Image extends Main { - image_t draw_chars; - - image_t[] gltextures = new image_t[MAX_GLTEXTURES]; - //Map gltextures = new Hashtable(MAX_GLTEXTURES); // image_t - int numgltextures; - int base_textureid; // gltextures[i] = base_textureid+i - - byte[] intensitytable = new byte[256]; - byte[] gammatable = new byte[256]; - - cvar_t intensity; - - // - // qboolean GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean is_sky ); - // qboolean GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap); - // - - int gl_solid_format = 3; - int gl_alpha_format = 4; - - int gl_tex_solid_format = 3; - int gl_tex_alpha_format = 4; - - int gl_filter_min = GL.GL_LINEAR_MIPMAP_NEAREST; - int gl_filter_max = GL.GL_LINEAR; - - Image() { - // init the texture cache - for (int i = 0; i < gltextures.length; i++) - { - gltextures[i] = new image_t(i); - } - numgltextures = 0; - } - - void GL_SetTexturePalette(int[] palette) { - - assert(palette != null && palette.length == 256) : "int palette[256] bug"; - - int i; - byte[] temptable = new byte[768]; - - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { - for (i = 0; i < 256; i++) { - temptable[i * 3 + 0] = (byte) ((palette[i] >> 0) & 0xff); - temptable[i * 3 + 1] = (byte) ((palette[i] >> 8) & 0xff); - temptable[i * 3 + 2] = (byte) ((palette[i] >> 16) & 0xff); - } - - gl.glColorTableEXT(GL.GL_SHARED_TEXTURE_PALETTE_EXT, GL.GL_RGB, 256, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, temptable); - } - } - - void GL_EnableMultitexture(boolean enable) { - if (!qglSelectTextureSGIS && !qglActiveTextureARB) - return; - - if (enable) { - GL_SelectTexture(GL_TEXTURE1); - gl.glEnable(GL.GL_TEXTURE_2D); - GL_TexEnv(GL.GL_REPLACE); - } - else { - GL_SelectTexture(GL_TEXTURE1); - gl.glDisable(GL.GL_TEXTURE_2D); - GL_TexEnv(GL.GL_REPLACE); - } - GL_SelectTexture(GL_TEXTURE0); - GL_TexEnv(GL.GL_REPLACE); - } - - void GL_SelectTexture(int texture /* GLenum */) { - int tmu; - - if (!qglSelectTextureSGIS && !qglActiveTextureARB) - return; - - if (texture == GL_TEXTURE0) { - tmu = 0; - } - else { - tmu = 1; - } - - if (tmu == gl_state.currenttmu) { - return; - } - - gl_state.currenttmu = tmu; - - if (qglSelectTextureSGIS) { - // TODO handle this: gl.glSelectTextureSGIS(texture); - gl.glActiveTexture(texture); - } - else if (qglActiveTextureARB) { - gl.glActiveTextureARB(texture); - gl.glClientActiveTextureARB(texture); - } - } - - int[] lastmodes = { -1, -1 }; - - void GL_TexEnv(int mode /* GLenum */ - ) { - - if (mode != lastmodes[gl_state.currenttmu]) { - gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, mode); - lastmodes[gl_state.currenttmu] = mode; - } - } - - void GL_Bind(int texnum) { - - if ((gl_nobind.value != 0) && (draw_chars != null)) { - // performance evaluation option - texnum = draw_chars.texnum; - } - if (gl_state.currenttextures[gl_state.currenttmu] == texnum) - return; - - gl_state.currenttextures[gl_state.currenttmu] = texnum; - gl.glBindTexture(GL.GL_TEXTURE_2D, texnum); - } - - void GL_MBind(int target /* GLenum */ - , int texnum) { - GL_SelectTexture(target); - if (target == GL_TEXTURE0) { - if (gl_state.currenttextures[0] == texnum) - return; - } - else { - if (gl_state.currenttextures[1] == texnum) - return; - } - GL_Bind(texnum); - } - - // glmode_t - static class glmode_t { - String name; - int minimize, maximize; - - glmode_t(String name, int minimize, int maximze) { - this.name = name; - this.minimize = minimize; - this.maximize = maximze; - } - } - - static final glmode_t modes[] = - { - new glmode_t("GL_NEAREST", GL.GL_NEAREST, GL.GL_NEAREST), - new glmode_t("GL_LINEAR", GL.GL_LINEAR, GL.GL_LINEAR), - new glmode_t("GL_NEAREST_MIPMAP_NEAREST", GL.GL_NEAREST_MIPMAP_NEAREST, GL.GL_NEAREST), - new glmode_t("GL_LINEAR_MIPMAP_NEAREST", GL.GL_LINEAR_MIPMAP_NEAREST, GL.GL_LINEAR), - new glmode_t("GL_NEAREST_MIPMAP_LINEAR", GL.GL_NEAREST_MIPMAP_LINEAR, GL.GL_NEAREST), - new glmode_t("GL_LINEAR_MIPMAP_LINEAR", GL.GL_LINEAR_MIPMAP_LINEAR, GL.GL_LINEAR)}; - - static final int NUM_GL_MODES = modes.length; - - // gltmode_t - static class gltmode_t { - String name; - int mode; - - gltmode_t(String name, int mode) { - this.name = name; - this.mode = mode; - } - } - - static final gltmode_t[] gl_alpha_modes = - { - new gltmode_t("default", 4), - new gltmode_t("GL_RGBA", GL.GL_RGBA), - new gltmode_t("GL_RGBA8", GL.GL_RGBA8), - new gltmode_t("GL_RGB5_A1", GL.GL_RGB5_A1), - new gltmode_t("GL_RGBA4", GL.GL_RGBA4), - new gltmode_t("GL_RGBA2", GL.GL_RGBA2), - }; - - static final int NUM_GL_ALPHA_MODES = gl_alpha_modes.length; - - static final gltmode_t[] gl_solid_modes = - { - new gltmode_t("default", 3), - new gltmode_t("GL_RGB", GL.GL_RGB), - new gltmode_t("GL_RGB8", GL.GL_RGB8), - new gltmode_t("GL_RGB5", GL.GL_RGB5), - new gltmode_t("GL_RGB4", GL.GL_RGB4), - new gltmode_t("GL_R3_G3_B2", GL.GL_R3_G3_B2), - // #ifdef GL_RGB2_EXT - new gltmode_t("GL_RGB2", GL.GL_RGB2_EXT) - // #endif - }; - - static final int NUM_GL_SOLID_MODES = gl_solid_modes.length; - - /* - =============== - GL_TextureMode - =============== - */ - void GL_TextureMode(String string) { - - int i; - for (i = 0; i < NUM_GL_MODES; i++) { - if (modes[i].name.equalsIgnoreCase(string)) - break; - } - - if (i == NUM_GL_MODES) { - VID.Printf(Defines.PRINT_ALL, "bad filter name: [" + string + "]\n"); - return; - } - - gl_filter_min = modes[i].minimize; - gl_filter_max = modes[i].maximize; - - image_t glt; - // change all the existing mipmap texture objects - for (i = 0; i < numgltextures; i++) { - glt = gltextures[i]; - - if (glt.type != it_pic && glt.type != it_sky) { - GL_Bind(glt.texnum); - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min); - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - } - } - } - - /* - =============== - GL_TextureAlphaMode - =============== - */ - void GL_TextureAlphaMode(String string) { - - int i; - for (i = 0; i < NUM_GL_ALPHA_MODES; i++) { - if (gl_alpha_modes[i].name.equalsIgnoreCase(string)) - break; - } - - if (i == NUM_GL_ALPHA_MODES) { - VID.Printf(Defines.PRINT_ALL, "bad alpha texture mode name: [" + string + "]\n"); - return; - } - - gl_tex_alpha_format = gl_alpha_modes[i].mode; - } - - /* - =============== - GL_TextureSolidMode - =============== - */ - void GL_TextureSolidMode(String string) { - int i; - for (i = 0; i < NUM_GL_SOLID_MODES; i++) { - if (gl_solid_modes[i].name.equalsIgnoreCase(string)) - break; - } - - if (i == NUM_GL_SOLID_MODES) { - VID.Printf(Defines.PRINT_ALL, "bad solid texture mode name: [" + string + "]\n"); - return; - } - - gl_tex_solid_format = gl_solid_modes[i].mode; - } - - /* - =============== - GL_ImageList_f - =============== - */ - void GL_ImageList_f() { - - image_t image; - int texels; - final String[] palstrings = { "RGB", "PAL" }; - - VID.Printf(Defines.PRINT_ALL, "------------------\n"); - texels = 0; - - for (int i = 0; i < numgltextures; i++) { - image = gltextures[i]; - if (image.texnum <= 0) - continue; - - texels += image.upload_width * image.upload_height; - switch (image.type) { - case it_skin : - VID.Printf(Defines.PRINT_ALL, "M"); - break; - case it_sprite : - VID.Printf(Defines.PRINT_ALL, "S"); - break; - case it_wall : - VID.Printf(Defines.PRINT_ALL, "W"); - break; - case it_pic : - VID.Printf(Defines.PRINT_ALL, "P"); - break; - default : - VID.Printf(Defines.PRINT_ALL, " "); - break; - } - - VID.Printf( - Defines.PRINT_ALL, - " %3i %3i %s: %s\n", - new Vargs(4).add(image.upload_width).add(image.upload_height).add(palstrings[(image.paletted) ? 1 : 0]).add( - image.name)); - } - VID.Printf(Defines.PRINT_ALL, "Total texel count (not counting mipmaps): " + texels + '\n'); - } - - /* - ============================================================================= - - scrap allocation - - Allocate all the little status bar objects into a single texture - to crutch up inefficient hardware / drivers - - ============================================================================= - */ - - static final int MAX_SCRAPS = 1; - static final int BLOCK_WIDTH = 256; - static final int BLOCK_HEIGHT = 256; - - int[][] scrap_allocated = new int[MAX_SCRAPS][BLOCK_WIDTH]; - byte[][] scrap_texels = new byte[MAX_SCRAPS][BLOCK_WIDTH * BLOCK_HEIGHT]; - boolean scrap_dirty; - - static class pos_t { - int x, y; - - pos_t(int x, int y) { - this.x = x; - this.y = y; - } - } - - // returns a texture number and the position inside it - int Scrap_AllocBlock(int w, int h, pos_t pos) { - int i, j; - int best, best2; - int texnum; - - for (texnum = 0; texnum < MAX_SCRAPS; texnum++) { - best = BLOCK_HEIGHT; - - for (i = 0; i < BLOCK_WIDTH - w; i++) { - best2 = 0; - - for (j = 0; j < w; j++) { - if (scrap_allocated[texnum][i + j] >= best) - break; - if (scrap_allocated[texnum][i + j] > best2) - best2 = scrap_allocated[texnum][i + j]; - } - if (j == w) { // this is a valid spot - pos.x = i; - pos.y = best = best2; - } - } - - if (best + h > BLOCK_HEIGHT) - continue; - - for (i = 0; i < w; i++) - scrap_allocated[texnum][pos.x + i] = best + h; - - return texnum; - } - - return -1; - // Sys_Error ("Scrap_AllocBlock: full"); - } - - int scrap_uploads = 0; - - void Scrap_Upload() { - scrap_uploads++; - GL_Bind(TEXNUM_SCRAPS); - GL_Upload8(scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, false); - scrap_dirty = false; - } - - /* - ================================================================= - - PCX LOADING - - ================================================================= - */ - - /* - ============== - LoadPCX - ============== - */ - byte[] LoadPCX(String filename, byte[][] palette, Dimension dim) { - qfiles.pcx_t pcx; - - // - // load the file - // - byte[] raw = FS.LoadFile(filename); - - if (raw == null) { - VID.Printf(Defines.PRINT_DEVELOPER, "Bad pcx file " + filename + '\n'); - return null; - } - - // - // parse the PCX file - // - pcx = new qfiles.pcx_t(raw); - - if (pcx.manufacturer != 0x0a - || pcx.version != 5 - || pcx.encoding != 1 - || pcx.bits_per_pixel != 8 - || pcx.xmax >= 640 - || pcx.ymax >= 480) { - - VID.Printf(Defines.PRINT_ALL, "Bad pcx file " + filename + '\n'); - return null; - } - - int width = pcx.xmax - pcx.xmin + 1; - int height = pcx.ymax - pcx.ymin + 1; - - byte[] pix = new byte[width * height]; - - if (palette != null) { - palette[0] = new byte[768]; - System.arraycopy(raw, raw.length - 768, palette[0], 0, 768); - } - - if (dim != null) { - dim.width = width; - dim.height = height; - } - - // - // decode pcx - // - int count = 0; - byte dataByte = 0; - int runLength = 0; - int x, y; - - for (y = 0; y < height; y++) { - for (x = 0; x < width;) { - - dataByte = pcx.data.get(); - - if ((dataByte & 0xC0) == 0xC0) { - runLength = dataByte & 0x3F; - dataByte = pcx.data.get(); - // write runLength pixel - while (runLength-- > 0) { - pix[count++] = dataByte; - x++; - } - } - else { - // write one pixel - pix[count++] = dataByte; - x++; - } - } - } - return pix; - } - - // /* - // ========================================================= - // - // TARGA LOADING - // - // ========================================================= - // */ - /* - ============= - LoadTGA - ============= - */ - byte[] LoadTGA(String name, Dimension dim) { - int columns, rows, numPixels; - int pixbuf; // index into pic - int row, column; - byte[] raw; - ByteBuffer buf_p; - int length; - qfiles.tga_t targa_header; - byte[] pic = null; - - // - // load the file - // - raw = FS.LoadFile (name); - - if (raw == null) - { - VID.Printf(Defines.PRINT_DEVELOPER, "Bad tga file "+ name +'\n'); - return null; - } - - targa_header = new qfiles.tga_t(raw); - - if (targa_header.image_type != 2 && targa_header.image_type != 10) - Com.Error(Defines.ERR_DROP, "LoadTGA: Only type 2 and 10 targa RGB images supported\n"); - - if (targa_header.colormap_type != 0 || (targa_header.pixel_size != 32 && targa_header.pixel_size != 24)) - Com.Error (Defines.ERR_DROP, "LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n"); - - columns = targa_header.width; - rows = targa_header.height; - numPixels = columns * rows; - - if (dim != null) { - dim.width = columns; - dim.height = rows; - } - - pic = new byte[numPixels * 4]; // targa_rgba; - - if (targa_header.id_length != 0) - targa_header.data.position(targa_header.id_length); // skip TARGA image comment - - buf_p = targa_header.data; - - byte red,green,blue,alphabyte; - red = green = blue = alphabyte = 0; - int packetHeader, packetSize, j; - - if (targa_header.image_type==2) { // Uncompressed, RGB images - for(row=rows-1; row>=0; row--) { - - pixbuf = row * columns * 4; - - for(column=0; column<columns; column++) { - switch (targa_header.pixel_size) { - case 24: - - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = (byte)255; - break; - case 32: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = alphabyte; - break; - } - } - } - } - else if (targa_header.image_type==10) { // Runlength encoded RGB images - for(row=rows-1; row>=0; row--) { - - pixbuf = row * columns * 4; - try { - - for(column=0; column<columns; ) { - - packetHeader= buf_p.get() & 0xFF; - packetSize = 1 + (packetHeader & 0x7f); - - if ((packetHeader & 0x80) != 0) { // run-length packet - switch (targa_header.pixel_size) { - case 24: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = (byte)255; - break; - case 32: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = buf_p.get(); - break; - } - - for(j=0;j<packetSize;j++) { - pic[pixbuf++]=red; - pic[pixbuf++]=green; - pic[pixbuf++]=blue; - pic[pixbuf++]=alphabyte; - column++; - if (column==columns) { // run spans across rows - column=0; - if (row>0) - row--; - else - // goto label breakOut; - throw new longjmpException(); - - pixbuf = row * columns * 4; - } - } - } - else { // non run-length packet - for(j=0;j<packetSize;j++) { - switch (targa_header.pixel_size) { - case 24: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = (byte)255; - break; - case 32: - blue = buf_p.get(); - green = buf_p.get(); - red = buf_p.get(); - alphabyte = buf_p.get(); - pic[pixbuf++] = red; - pic[pixbuf++] = green; - pic[pixbuf++] = blue; - pic[pixbuf++] = alphabyte; - break; - } - column++; - if (column==columns) { // pixel packet run spans across rows - column=0; - if (row>0) - row--; - else - // goto label breakOut; - throw new longjmpException(); - - pixbuf = row * columns * 4; - } - } - } - } - } catch (longjmpException e){ - // label breakOut: - } - } - } - return pic; - } - - /* - ==================================================================== - - IMAGE FLOOD FILLING - - ==================================================================== - */ - - /* - ================= - Mod_FloodFillSkin - - Fill background pixels so mipmapping doesn't have haloes - ================= - */ - - static class floodfill_t { - short x, y; - } - - // must be a power of 2 - static final int FLOODFILL_FIFO_SIZE = 0x1000; - static final int FLOODFILL_FIFO_MASK = FLOODFILL_FIFO_SIZE - 1; - // - // #define FLOODFILL_STEP( off, dx, dy ) \ - // { \ - // if (pos[off] == fillcolor) \ - // { \ - // pos[off] = 255; \ - // fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \ - // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \ - // } \ - // else if (pos[off] != 255) fdc = pos[off]; \ - // } - - // void FLOODFILL_STEP( int off, int dx, int dy ) - // { - // if (pos[off] == fillcolor) - // { - // pos[off] = 255; - // fifo[inpt].x = x + dx; fifo[inpt].y = y + dy; - // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - // } - // else if (pos[off] != 255) fdc = pos[off]; - // } - static floodfill_t[] fifo = new floodfill_t[FLOODFILL_FIFO_SIZE]; - static { - for (int j = 0; j < fifo.length; j++) { - fifo[j] = new floodfill_t(); - } - } - // TODO check this: R_FloodFillSkin( byte[] skin, int skinwidth, int skinheight) - void R_FloodFillSkin(byte[] skin, int skinwidth, int skinheight) { - // byte fillcolor = *skin; // assume this is the pixel to fill - int fillcolor = skin[0] & 0xff; - int inpt = 0, outpt = 0; - int filledcolor = -1; - int i; - - if (filledcolor == -1) { - filledcolor = 0; - // attempt to find opaque black - for (i = 0; i < 256; ++i) - // TODO check this - if (d_8to24table[i] == 0xFF000000) { // alpha 1.0 - //if (d_8to24table[i] == (255 << 0)) // alpha 1.0 - filledcolor = i; - break; - } - } - - // can't fill to filled color or to transparent color (used as visited marker) - if ((fillcolor == filledcolor) || (fillcolor == 255)) { - return; - } - - fifo[inpt].x = 0; - fifo[inpt].y = 0; - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - - while (outpt != inpt) { - int x = fifo[outpt].x; - int y = fifo[outpt].y; - int fdc = filledcolor; - // byte *pos = &skin[x + skinwidth * y]; - int pos = x + skinwidth * y; - // - outpt = (outpt + 1) & FLOODFILL_FIFO_MASK; - - int off, dx, dy; - - if (x > 0) { - // FLOODFILL_STEP( -1, -1, 0 ); - off = -1; - dx = -1; - dy = 0; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - } - - if (x < skinwidth - 1) { - // FLOODFILL_STEP( 1, 1, 0 ); - off = 1; - dx = 1; - dy = 0; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - } - - if (y > 0) { - // FLOODFILL_STEP( -skinwidth, 0, -1 ); - off = -skinwidth; - dx = 0; - dy = -1; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - } - - if (y < skinheight - 1) { - // FLOODFILL_STEP( skinwidth, 0, 1 ); - off = skinwidth; - dx = 0; - dy = 1; - if (skin[pos + off] == (byte) fillcolor) { - skin[pos + off] = (byte) 255; - fifo[inpt].x = (short) (x + dx); - fifo[inpt].y = (short) (y + dy); - inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; - } - else if (skin[pos + off] != (byte) 255) - fdc = skin[pos + off] & 0xff; - - } - - skin[x + skinwidth * y] = (byte) fdc; - } - } - - // ======================================================= - - /* - ================ - GL_ResampleTexture - ================ - */ - // cwei :-) - void GL_ResampleTexture(int[] in, int inwidth, int inheight, int[] out, int outwidth, int outheight) { - // int i, j; - // unsigned *inrow, *inrow2; - // int frac, fracstep; - // int[] p1 = new int[1024]; - // int[] p2 = new int[1024]; - // - - // *** this source do the same *** - BufferedImage image = new BufferedImage(inwidth, inheight, BufferedImage.TYPE_INT_ARGB); - - image.setRGB(0, 0, inwidth, inheight, in, 0, inwidth); - - AffineTransformOp op = - new AffineTransformOp( - AffineTransform.getScaleInstance(outwidth * 1.0 / inwidth, outheight * 1.0 / inheight), - AffineTransformOp.TYPE_NEAREST_NEIGHBOR); - BufferedImage tmp = op.filter(image, null); - - tmp.getRGB(0, 0, outwidth, outheight, out, 0, outwidth); - - // *** end *** - - // byte *pix1, *pix2, *pix3, *pix4; - // - // fracstep = inwidth*0x10000/outwidth; - // - // frac = fracstep>>2; - // for (i=0 ; i<outwidth ; i++) - // { - // p1[i] = 4*(frac>>16); - // frac += fracstep; - // } - // frac = 3*(fracstep>>2); - // for (i=0 ; i<outwidth ; i++) - // { - // p2[i] = 4*(frac>>16); - // frac += fracstep; - // } - // - // for (i=0 ; i<outheight ; i++, out += outwidth) - // { - // inrow = in + inwidth*(int)((i+0.25)*inheight/outheight); - // inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight); - // frac = fracstep >> 1; - // for (j=0 ; j<outwidth ; j++) - // { - // pix1 = (byte *)inrow + p1[j]; - // pix2 = (byte *)inrow + p2[j]; - // pix3 = (byte *)inrow2 + p1[j]; - // pix4 = (byte *)inrow2 + p2[j]; - // ((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2; - // ((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2; - // ((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2; - // ((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2; - // } - // } - } - - /* - ================ - GL_LightScaleTexture - - Scale up the pixel values in a texture to increase the - lighting range - ================ - */ - void GL_LightScaleTexture(int[] in, int inwidth, int inheight, boolean only_gamma) { - if (only_gamma) { - int i, c; - int r, g, b, color; - - c = inwidth * inheight; - for (i = 0; i < c; i++) { - color = in[i]; - r = (color >> 0) & 0xFF; - g = (color >> 8) & 0xFF; - b = (color >> 16) & 0xFF; - - r = gammatable[r] & 0xFF; - g = gammatable[g] & 0xFF; - b = gammatable[b] & 0xFF; - - in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); - } - } - else { - int i, c; - int r, g, b, color; - - c = inwidth * inheight; - for (i = 0; i < c; i++) { - color = in[i]; - r = (color >> 0) & 0xFF; - g = (color >> 8) & 0xFF; - b = (color >> 16) & 0xFF; - - r = gammatable[intensitytable[r] & 0xFF] & 0xFF; - g = gammatable[intensitytable[g] & 0xFF] & 0xFF; - b = gammatable[intensitytable[b] & 0xFF] & 0xFF; - - in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); - } - - } - } - - /* - ================ - GL_MipMap - - Operates in place, quartering the size of the texture - ================ - */ - void GL_MipMap(int[] in, int width, int height) { - int i, j; - int[] out; - - out = in; - - int inIndex = 0; - int outIndex = 0; - - int r, g, b, a; - int p1, p2, p3, p4; - - for (i = 0; i < height; i += 2, inIndex += width) { - for (j = 0; j < width; j += 2, outIndex += 1, inIndex += 2) { - - p1 = in[inIndex + 0]; - p2 = in[inIndex + 1]; - p3 = in[inIndex + width + 0]; - p4 = in[inIndex + width + 1]; - - r = (((p1 >> 0) & 0xFF) + ((p2 >> 0) & 0xFF) + ((p3 >> 0) & 0xFF) + ((p4 >> 0) & 0xFF)) >> 2; - g = (((p1 >> 8) & 0xFF) + ((p2 >> 8) & 0xFF) + ((p3 >> 8) & 0xFF) + ((p4 >> 8) & 0xFF)) >> 2; - b = (((p1 >> 16) & 0xFF) + ((p2 >> 16) & 0xFF) + ((p3 >> 16) & 0xFF) + ((p4 >> 16) & 0xFF)) >> 2; - a = (((p1 >> 24) & 0xFF) + ((p2 >> 24) & 0xFF) + ((p3 >> 24) & 0xFF) + ((p4 >> 24) & 0xFF)) >> 2; - - out[outIndex] = (r << 0) | (g << 8) | (b << 16) | (a << 24); - } - } - } - - /* - =============== - GL_Upload32 - - Returns has_alpha - =============== - */ - void GL_BuildPalettedTexture(byte[] paletted_texture, int[] scaled, int scaled_width, int scaled_height) { - - int r, g, b, c; - int size = scaled_width * scaled_height; - - for (int i = 0; i < size; i++) { - - r = (scaled[i] >> 3) & 31; - g = (scaled[i] >> 10) & 63; - b = (scaled[i] >> 19) & 31; - - c = r | (g << 5) | (b << 11); - - paletted_texture[i] = gl_state.d_16to8table[c]; - } - } - - int upload_width, upload_height; - boolean uploaded_paletted; - - /* - =============== - GL_Upload32 - - Returns has_alpha - =============== - */ - int[] scaled = new int[256 * 256]; - byte[] paletted_texture = new byte[256 * 256]; - IntBuffer tex = Lib.newIntBuffer(512 * 256, ByteOrder.LITTLE_ENDIAN); - - boolean GL_Upload32(int[] data, int width, int height, boolean mipmap) { - int samples; - int scaled_width, scaled_height; - int i, c; - int comp; - - Arrays.fill(scaled, 0); - Arrays.fill(paletted_texture, (byte)0); - - uploaded_paletted = false; - - for (scaled_width = 1; scaled_width < width; scaled_width <<= 1); - if (gl_round_down.value > 0.0f && scaled_width > width && mipmap) - scaled_width >>= 1; - for (scaled_height = 1; scaled_height < height; scaled_height <<= 1); - if (gl_round_down.value > 0.0f && scaled_height > height && mipmap) - scaled_height >>= 1; - - // let people sample down the world textures for speed - if (mipmap) { - scaled_width >>= (int) gl_picmip.value; - scaled_height >>= (int) gl_picmip.value; - } - - // don't ever bother with >256 textures - if (scaled_width > 256) - scaled_width = 256; - if (scaled_height > 256) - scaled_height = 256; - - if (scaled_width < 1) - scaled_width = 1; - if (scaled_height < 1) - scaled_height = 1; - - upload_width = scaled_width; - upload_height = scaled_height; - - if (scaled_width * scaled_height > 256 * 256) - Com.Error(Defines.ERR_DROP, "GL_Upload32: too big"); - - // scan the texture for any non-255 alpha - c = width * height; - samples = gl_solid_format; - - for (i = 0; i < c; i++) { - if ((data[i] & 0xff000000) != 0xff000000) { - samples = gl_alpha_format; - break; - } - } - - if (samples == gl_solid_format) - comp = gl_tex_solid_format; - else if (samples == gl_alpha_format) - comp = gl_tex_alpha_format; - else { - VID.Printf(Defines.PRINT_ALL, "Unknown number of texture components " + samples + '\n'); - comp = samples; - } - - // simulates a goto - try { - if (scaled_width == width && scaled_height == height) { - if (!mipmap) { - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && samples == gl_solid_format) { - uploaded_paletted = true; - GL_BuildPalettedTexture(paletted_texture, data, scaled_width, scaled_height); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - 0, - GL_COLOR_INDEX8_EXT, - scaled_width, - scaled_height, - 0, - GL.GL_COLOR_INDEX, - GL.GL_UNSIGNED_BYTE, - paletted_texture); - } - else { - tex.rewind(); tex.put(data); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - 0, - comp, - scaled_width, - scaled_height, - 0, - GL.GL_RGBA, - GL.GL_UNSIGNED_BYTE, - tex); - } - //goto done; - throw new longjmpException(); - } - //memcpy (scaled, data, width*height*4); were bytes - System.arraycopy(data, 0, scaled, 0, width * height); - - } - else - GL_ResampleTexture(data, width, height, scaled, scaled_width, scaled_height); - - GL_LightScaleTexture(scaled, scaled_width, scaled_height, !mipmap); - - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && (samples == gl_solid_format)) { - uploaded_paletted = true; - GL_BuildPalettedTexture(paletted_texture, scaled, scaled_width, scaled_height); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - 0, - GL_COLOR_INDEX8_EXT, - scaled_width, - scaled_height, - 0, - GL.GL_COLOR_INDEX, - GL.GL_UNSIGNED_BYTE, - paletted_texture); - } - else { - tex.rewind(); tex.put(scaled); - gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, comp, scaled_width, scaled_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, tex); - } - - if (mipmap) { - int miplevel; - miplevel = 0; - while (scaled_width > 1 || scaled_height > 1) { - GL_MipMap(scaled, scaled_width, scaled_height); - scaled_width >>= 1; - scaled_height >>= 1; - if (scaled_width < 1) - scaled_width = 1; - if (scaled_height < 1) - scaled_height = 1; - - miplevel++; - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && samples == gl_solid_format) { - uploaded_paletted = true; - GL_BuildPalettedTexture(paletted_texture, scaled, scaled_width, scaled_height); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - miplevel, - GL_COLOR_INDEX8_EXT, - scaled_width, - scaled_height, - 0, - GL.GL_COLOR_INDEX, - GL.GL_UNSIGNED_BYTE, - paletted_texture); - } - else { - tex.rewind(); tex.put(scaled); - gl.glTexImage2D( - GL.GL_TEXTURE_2D, - miplevel, - comp, - scaled_width, - scaled_height, - 0, - GL.GL_RGBA, - GL.GL_UNSIGNED_BYTE, - tex); - } - } - } - // label done: - } - catch (longjmpException e) { - ; // replaces label done - } - - if (mipmap) { - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - } - else { - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_max); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - } - - return (samples == gl_alpha_format); - } - - /* - =============== - GL_Upload8 - - Returns has_alpha - =============== - */ - - int[] trans = new int[512 * 256]; - - boolean GL_Upload8(byte[] data, int width, int height, boolean mipmap, boolean is_sky) { - - Arrays.fill(trans, 0); - - int s = width * height; - - if (s > trans.length) - Com.Error(Defines.ERR_DROP, "GL_Upload8: too large"); - - if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && is_sky) { - gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, width, height, 0, GL.GL_COLOR_INDEX, GL.GL_UNSIGNED_BYTE, data); - - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_max); - gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max); - - // TODO check this - return false; - } - else { - int p; - int rgb; - for (int i = 0; i < s; i++) { - p = data[i] & 0xff; - trans[i] = d_8to24table[p]; - - if (p == 255) { // transparent, so scan around for another color - // to avoid alpha fringes - // FIXME: do a full flood fill so mips work... - if (i > width && (data[i - width] & 0xff) != 255) - p = data[i - width] & 0xff; - else if (i < s - width && (data[i + width] & 0xff) != 255) - p = data[i + width] & 0xff; - else if (i > 0 && (data[i - 1] & 0xff) != 255) - p = data[i - 1] & 0xff; - else if (i < s - 1 && (data[i + 1] & 0xff) != 255) - p = data[i + 1] & 0xff; - else - p = 0; - // copy rgb components - - // ((byte *)&trans[i])[0] = ((byte *)&d_8to24table[p])[0]; - // ((byte *)&trans[i])[1] = ((byte *)&d_8to24table[p])[1]; - // ((byte *)&trans[i])[2] = ((byte *)&d_8to24table[p])[2]; - - trans[i] = d_8to24table[p] & 0x00FFFFFF; // only rgb - } - } - - return GL_Upload32(trans, width, height, mipmap); - } - } - - /* - ================ - GL_LoadPic - - This is also used as an entry point for the generated r_notexture - ================ - */ - image_t GL_LoadPic(String name, byte[] pic, int width, int height, int type, int bits) { - image_t image; - int i; - - // find a free image_t - for (i = 0; i<numgltextures ; i++) - { - image = gltextures[i]; - if (image.texnum == 0) - break; - } - - if (i == numgltextures) - { - if (numgltextures == MAX_GLTEXTURES) - Com.Error (Defines.ERR_DROP, "MAX_GLTEXTURES"); - - numgltextures++; - } - image = gltextures[i]; - - if (name.length() > Defines.MAX_QPATH) - Com.Error(Defines.ERR_DROP, "Draw_LoadPic: \"" + name + "\" is too long"); - - image.name = name; - image.registration_sequence = registration_sequence; - - image.width = width; - image.height = height; - image.type = type; - - - if (type == it_skin && bits == 8) - R_FloodFillSkin(pic, width, height); - - // load little pics into the scrap - if (image.type == it_pic && bits == 8 && image.width < 64 && image.height < 64) { - pos_t pos = new pos_t(0, 0); - int j, k; - - int texnum = Scrap_AllocBlock(image.width, image.height, pos); - - if (texnum == -1) { - // replace goto nonscrap - - image.scrap = false; - - image.texnum = TEXNUM_IMAGES + image.getId(); // image pos in array - GL_Bind(image.texnum); - - if (bits == 8) { - image.has_alpha = - GL_Upload8(pic, width, height, (image.type != it_pic && image.type != it_sky), image.type == it_sky); - } - else { - int[] tmp = new int[pic.length / 4]; - - for (i = 0; i < tmp.length; i++) { - tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & 0x000000FF; - tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & 0x0000FF00; - tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & 0x00FF0000; - tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & 0xFF000000; - } - - image.has_alpha = GL_Upload32(tmp, width, height, (image.type != it_pic && image.type != it_sky)); - } - - image.upload_width = upload_width; // after power of 2 and scales - image.upload_height = upload_height; - image.paletted = uploaded_paletted; - image.sl = 0; - image.sh = 1; - image.tl = 0; - image.th = 1; - - return image; - } - - scrap_dirty = true; - - // copy the texels into the scrap block - k = 0; - for (i = 0; i < image.height; i++) - for (j = 0; j < image.width; j++, k++) - scrap_texels[texnum][(pos.y + i) * BLOCK_WIDTH + pos.x + j] = pic[k]; - - image.texnum = TEXNUM_SCRAPS + texnum; - image.scrap = true; - image.has_alpha = true; - image.sl = (pos.x + 0.01f) / (float) BLOCK_WIDTH; - image.sh = (pos.x + image.width - 0.01f) / (float) BLOCK_WIDTH; - image.tl = (pos.y + 0.01f) / (float) BLOCK_WIDTH; - image.th = (pos.y + image.height - 0.01f) / (float) BLOCK_WIDTH; - - } - else { - // this was label nonscrap - - image.scrap = false; - - image.texnum = TEXNUM_IMAGES + image.getId(); //image pos in array - GL_Bind(image.texnum); - - if (bits == 8) { - image.has_alpha = GL_Upload8(pic, width, height, (image.type != it_pic && image.type != it_sky), image.type == it_sky); - } - else { - int[] tmp = new int[pic.length / 4]; - - for (i = 0; i < tmp.length; i++) { - tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & 0x000000FF; - tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & 0x0000FF00; - tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & 0x00FF0000; - tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & 0xFF000000; - } - - image.has_alpha = GL_Upload32(tmp, width, height, (image.type != it_pic && image.type != it_sky)); - } - image.upload_width = upload_width; // after power of 2 and scales - image.upload_height = upload_height; - image.paletted = uploaded_paletted; - image.sl = 0; - image.sh = 1; - image.tl = 0; - image.th = 1; - } - return image; - } - - /* - ================ - GL_LoadWal - ================ - */ - image_t GL_LoadWal(String name) { - - image_t image = null; - - byte[] raw = FS.LoadFile(name); - if (raw == null) { - VID.Printf(Defines.PRINT_ALL, "GL_FindImage: can't load " + name + '\n'); - return r_notexture; - } - - qfiles.miptex_t mt = new qfiles.miptex_t(raw); - - byte[] pix = new byte[mt.width * mt.height]; - System.arraycopy(raw, mt.offsets[0], pix, 0, pix.length); - - image = GL_LoadPic(name, pix, mt.width, mt.height, it_wall, 8); - - return image; - } - - /* - =============== - GL_FindImage - - Finds or loads the given image - =============== - */ - image_t GL_FindImage(String name, int type) { - image_t image = null; - - // TODO loest das grossschreibungs problem - name = name.toLowerCase(); - // bughack for bad strings (fuck \0) - int index = name.indexOf('\0'); - if (index != -1) - name = name.substring(0, index); - - if (name == null || name.length() < 5) - return null; // Com.Error (ERR_DROP, "GL_FindImage: NULL name"); - // Com.Error (ERR_DROP, "GL_FindImage: bad name: %s", name); - - // look for it - for (int i = 0; i < numgltextures; i++) - { - image = gltextures[i]; - if (name.equals(image.name)) - { - image.registration_sequence = registration_sequence; - return image; - } - } - - // - // load the pic from disk - // - byte[] pic = null; - Dimension dim = new Dimension(); - - if (name.endsWith(".pcx")) { - - pic = LoadPCX(name, null, dim); - if (pic == null) - return null; - image = GL_LoadPic(name, pic, dim.width, dim.height, type, 8); - - } - else if (name.endsWith(".wal")) { - - image = GL_LoadWal(name); - - } - else if (name.endsWith(".tga")) { - - pic = LoadTGA(name, dim); - - if (pic == null) - return null; - - image = GL_LoadPic(name, pic, dim.width, dim.height, type, 32); - - } - else - return null; - - return image; - } - - /* - =============== - R_RegisterSkin - =============== - */ - protected image_t R_RegisterSkin(String name) { - return GL_FindImage(name, it_skin); - } - - /* - ================ - GL_FreeUnusedImages - - Any image that was not touched on this registration sequence - will be freed. - ================ - */ - void GL_FreeUnusedImages() { - - // never free r_notexture or particle texture - r_notexture.registration_sequence = registration_sequence; - r_particletexture.registration_sequence = registration_sequence; - - image_t image = null; - - for (int i = 0; i < numgltextures; i++) { - image = gltextures[i]; - // used this sequence - if (image.registration_sequence == registration_sequence) - continue; - // free image_t slot - if (image.registration_sequence == 0) - continue; - // don't free pics - if (image.type == it_pic) - continue; - - // free it - // TODO jogl bug - gl.glDeleteTextures(1, new int[] {image.texnum}); - image.clear(); - } - } - - /* - =============== - Draw_GetPalette - =============== - */ - protected void Draw_GetPalette() { - int r, g, b; - Dimension dim; - byte[] pic; - byte[][] palette = new byte[1][]; //new byte[768]; - - // get the palette - - pic = LoadPCX("pics/colormap.pcx", palette, dim = new Dimension()); - - if (palette[0] == null || palette[0].length != 768) - Com.Error(Defines.ERR_FATAL, "Couldn't load pics/colormap.pcx"); - - byte[] pal = palette[0]; - - int j = 0; - for (int i = 0; i < 256; i++) { - r = pal[j++] & 0xFF; - g = pal[j++] & 0xFF; - b = pal[j++] & 0xFF; - - d_8to24table[i] = (255 << 24) | (b << 16) | (g << 8) | (r << 0); - } - - d_8to24table[255] &= 0x00FFFFFF; // 255 is transparent - - particle_t.setColorPalette(d_8to24table); - } - - /* - =============== - GL_InitImages - =============== - */ - void GL_InitImages() { - int i, j; - float g = vid_gamma.value; - - registration_sequence = 1; - - // init intensity conversions - intensity = Cvar.Get("intensity", "2", 0); - - if (intensity.value <= 1) - Cvar.Set("intensity", "1"); - - gl_state.inverse_intensity = 1 / intensity.value; - - Draw_GetPalette(); - - if (qglColorTableEXT) { - gl_state.d_16to8table = FS.LoadFile("pics/16to8.dat"); - if (gl_state.d_16to8table == null) - Com.Error(Defines.ERR_FATAL, "Couldn't load pics/16to8.pcx"); - } - - if ((gl_config.renderer & (GL_RENDERER_VOODOO | GL_RENDERER_VOODOO2)) != 0) { - g = 1.0F; - } - - for (i = 0; i < 256; i++) { - - if (g == 1.0f) { - gammatable[i] = (byte) i; - } - else { - - int inf = (int) (255.0f * Math.pow((i + 0.5) / 255.5, g) + 0.5); - if (inf < 0) - inf = 0; - if (inf > 255) - inf = 255; - gammatable[i] = (byte) inf; - } - } - - for (i = 0; i < 256; i++) { - j = (int) (i * intensity.value); - if (j > 255) - j = 255; - intensitytable[i] = (byte) j; - } - } - - /* - =============== - GL_ShutdownImages - =============== - */ - void GL_ShutdownImages() { - image_t image; - - for (int i=0; i < numgltextures ; i++) - { - image = gltextures[i]; - - if (image.registration_sequence == 0) - continue; // free image_t slot - // free it - // TODO jogl bug - gl.glDeleteTextures(1, new int[] {image.texnum}); - image.clear(); - } - } - -} + image_t draw_chars; + + image_t[] gltextures = new image_t[MAX_GLTEXTURES]; + + //Map gltextures = new Hashtable(MAX_GLTEXTURES); // image_t + int numgltextures; + + int base_textureid; // gltextures[i] = base_textureid+i + + byte[] intensitytable = new byte[256]; + + byte[] gammatable = new byte[256]; + + cvar_t intensity; + + // + // qboolean GL_Upload8 (byte *data, int width, int height, qboolean mipmap, + // qboolean is_sky ); + // qboolean GL_Upload32 (unsigned *data, int width, int height, qboolean + // mipmap); + // + + int gl_solid_format = 3; + + int gl_alpha_format = 4; + + int gl_tex_solid_format = 3; + + int gl_tex_alpha_format = 4; + + int gl_filter_min = GL.GL_LINEAR_MIPMAP_NEAREST; + + int gl_filter_max = GL.GL_LINEAR; + + Image() { + // init the texture cache + for (int i = 0; i < gltextures.length; i++) { + gltextures[i] = new image_t(i); + } + numgltextures = 0; + } + + void GL_SetTexturePalette(int[] palette) { + + assert (palette != null && palette.length == 256) : "int palette[256] bug"; + + int i; + byte[] temptable = new byte[768]; + + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { + for (i = 0; i < 256; i++) { + temptable[i * 3 + 0] = (byte) ((palette[i] >> 0) & 0xff); + temptable[i * 3 + 1] = (byte) ((palette[i] >> 8) & 0xff); + temptable[i * 3 + 2] = (byte) ((palette[i] >> 16) & 0xff); + } + + gl.glColorTableEXT(GL.GL_SHARED_TEXTURE_PALETTE_EXT, GL.GL_RGB, + 256, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, temptable); + } + } + + void GL_EnableMultitexture(boolean enable) { + if (!qglSelectTextureSGIS && !qglActiveTextureARB) + return; + + if (enable) { + GL_SelectTexture(GL_TEXTURE1); + gl.glEnable(GL.GL_TEXTURE_2D); + GL_TexEnv(GL.GL_REPLACE); + } else { + GL_SelectTexture(GL_TEXTURE1); + gl.glDisable(GL.GL_TEXTURE_2D); + GL_TexEnv(GL.GL_REPLACE); + } + GL_SelectTexture(GL_TEXTURE0); + GL_TexEnv(GL.GL_REPLACE); + } + + void GL_SelectTexture(int texture /* GLenum */) { + int tmu; + + if (!qglSelectTextureSGIS && !qglActiveTextureARB) + return; + + if (texture == GL_TEXTURE0) { + tmu = 0; + } else { + tmu = 1; + } + + if (tmu == gl_state.currenttmu) { + return; + } + + gl_state.currenttmu = tmu; + + if (qglSelectTextureSGIS) { + // TODO handle this: gl.glSelectTextureSGIS(texture); + gl.glActiveTexture(texture); + } else if (qglActiveTextureARB) { + gl.glActiveTextureARB(texture); + gl.glClientActiveTextureARB(texture); + } + } + + int[] lastmodes = { -1, -1 }; + + void GL_TexEnv(int mode /* GLenum */ + ) { + + if (mode != lastmodes[gl_state.currenttmu]) { + gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, mode); + lastmodes[gl_state.currenttmu] = mode; + } + } + + void GL_Bind(int texnum) { + + if ((gl_nobind.value != 0) && (draw_chars != null)) { + // performance evaluation option + texnum = draw_chars.texnum; + } + if (gl_state.currenttextures[gl_state.currenttmu] == texnum) + return; + + gl_state.currenttextures[gl_state.currenttmu] = texnum; + gl.glBindTexture(GL.GL_TEXTURE_2D, texnum); + } + + void GL_MBind(int target /* GLenum */ + , int texnum) { + GL_SelectTexture(target); + if (target == GL_TEXTURE0) { + if (gl_state.currenttextures[0] == texnum) + return; + } else { + if (gl_state.currenttextures[1] == texnum) + return; + } + GL_Bind(texnum); + } + + // glmode_t + static class glmode_t { + String name; + + int minimize, maximize; + + glmode_t(String name, int minimize, int maximze) { + this.name = name; + this.minimize = minimize; + this.maximize = maximze; + } + } + + static final glmode_t modes[] = { + new glmode_t("GL_NEAREST", GL.GL_NEAREST, GL.GL_NEAREST), + new glmode_t("GL_LINEAR", GL.GL_LINEAR, GL.GL_LINEAR), + new glmode_t("GL_NEAREST_MIPMAP_NEAREST", + GL.GL_NEAREST_MIPMAP_NEAREST, GL.GL_NEAREST), + new glmode_t("GL_LINEAR_MIPMAP_NEAREST", + GL.GL_LINEAR_MIPMAP_NEAREST, GL.GL_LINEAR), + new glmode_t("GL_NEAREST_MIPMAP_LINEAR", + GL.GL_NEAREST_MIPMAP_LINEAR, GL.GL_NEAREST), + new glmode_t("GL_LINEAR_MIPMAP_LINEAR", GL.GL_LINEAR_MIPMAP_LINEAR, + GL.GL_LINEAR) }; + + static final int NUM_GL_MODES = modes.length; + + // gltmode_t + static class gltmode_t { + String name; + + int mode; + + gltmode_t(String name, int mode) { + this.name = name; + this.mode = mode; + } + } + + static final gltmode_t[] gl_alpha_modes = { new gltmode_t("default", 4), + new gltmode_t("GL_RGBA", GL.GL_RGBA), + new gltmode_t("GL_RGBA8", GL.GL_RGBA8), + new gltmode_t("GL_RGB5_A1", GL.GL_RGB5_A1), + new gltmode_t("GL_RGBA4", GL.GL_RGBA4), + new gltmode_t("GL_RGBA2", GL.GL_RGBA2), }; + + static final int NUM_GL_ALPHA_MODES = gl_alpha_modes.length; + + static final gltmode_t[] gl_solid_modes = { new gltmode_t("default", 3), + new gltmode_t("GL_RGB", GL.GL_RGB), + new gltmode_t("GL_RGB8", GL.GL_RGB8), + new gltmode_t("GL_RGB5", GL.GL_RGB5), + new gltmode_t("GL_RGB4", GL.GL_RGB4), + new gltmode_t("GL_R3_G3_B2", GL.GL_R3_G3_B2), + // #ifdef GL_RGB2_EXT + new gltmode_t("GL_RGB2", GL.GL_RGB2_EXT) + // #endif + }; + + static final int NUM_GL_SOLID_MODES = gl_solid_modes.length; + + /* + * =============== GL_TextureMode =============== + */ + void GL_TextureMode(String string) { + + int i; + for (i = 0; i < NUM_GL_MODES; i++) { + if (modes[i].name.equalsIgnoreCase(string)) + break; + } + + if (i == NUM_GL_MODES) { + VID + .Printf(Defines.PRINT_ALL, "bad filter name: [" + string + + "]\n"); + return; + } + + gl_filter_min = modes[i].minimize; + gl_filter_max = modes[i].maximize; + + image_t glt; + // change all the existing mipmap texture objects + for (i = 0; i < numgltextures; i++) { + glt = gltextures[i]; + + if (glt.type != it_pic && glt.type != it_sky) { + GL_Bind(glt.texnum); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_min); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + } + } + } + + /* + * =============== GL_TextureAlphaMode =============== + */ + void GL_TextureAlphaMode(String string) { + + int i; + for (i = 0; i < NUM_GL_ALPHA_MODES; i++) { + if (gl_alpha_modes[i].name.equalsIgnoreCase(string)) + break; + } + + if (i == NUM_GL_ALPHA_MODES) { + VID.Printf(Defines.PRINT_ALL, "bad alpha texture mode name: [" + + string + "]\n"); + return; + } + + gl_tex_alpha_format = gl_alpha_modes[i].mode; + } + + /* + * =============== GL_TextureSolidMode =============== + */ + void GL_TextureSolidMode(String string) { + int i; + for (i = 0; i < NUM_GL_SOLID_MODES; i++) { + if (gl_solid_modes[i].name.equalsIgnoreCase(string)) + break; + } + + if (i == NUM_GL_SOLID_MODES) { + VID.Printf(Defines.PRINT_ALL, "bad solid texture mode name: [" + + string + "]\n"); + return; + } + + gl_tex_solid_format = gl_solid_modes[i].mode; + } + + /* + * =============== GL_ImageList_f =============== + */ + void GL_ImageList_f() { + + image_t image; + int texels; + final String[] palstrings = { "RGB", "PAL" }; + + VID.Printf(Defines.PRINT_ALL, "------------------\n"); + texels = 0; + + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + if (image.texnum <= 0) + continue; + + texels += image.upload_width * image.upload_height; + switch (image.type) { + case it_skin: + VID.Printf(Defines.PRINT_ALL, "M"); + break; + case it_sprite: + VID.Printf(Defines.PRINT_ALL, "S"); + break; + case it_wall: + VID.Printf(Defines.PRINT_ALL, "W"); + break; + case it_pic: + VID.Printf(Defines.PRINT_ALL, "P"); + break; + default: + VID.Printf(Defines.PRINT_ALL, " "); + break; + } + + VID.Printf(Defines.PRINT_ALL, " %3i %3i %s: %s\n", new Vargs(4) + .add(image.upload_width).add(image.upload_height).add( + palstrings[(image.paletted) ? 1 : 0]).add( + image.name)); + } + VID.Printf(Defines.PRINT_ALL, + "Total texel count (not counting mipmaps): " + texels + '\n'); + } + + /* + * ============================================================================= + * + * scrap allocation + * + * Allocate all the little status bar objects into a single texture to + * crutch up inefficient hardware / drivers + * + * ============================================================================= + */ + + static final int MAX_SCRAPS = 1; + + static final int BLOCK_WIDTH = 256; + + static final int BLOCK_HEIGHT = 256; + + int[][] scrap_allocated = new int[MAX_SCRAPS][BLOCK_WIDTH]; + + byte[][] scrap_texels = new byte[MAX_SCRAPS][BLOCK_WIDTH * BLOCK_HEIGHT]; + + boolean scrap_dirty; + + static class pos_t { + int x, y; + + pos_t(int x, int y) { + this.x = x; + this.y = y; + } + } + + // returns a texture number and the position inside it + int Scrap_AllocBlock(int w, int h, pos_t pos) { + int i, j; + int best, best2; + int texnum; + + for (texnum = 0; texnum < MAX_SCRAPS; texnum++) { + best = BLOCK_HEIGHT; + + for (i = 0; i < BLOCK_WIDTH - w; i++) { + best2 = 0; + + for (j = 0; j < w; j++) { + if (scrap_allocated[texnum][i + j] >= best) + break; + if (scrap_allocated[texnum][i + j] > best2) + best2 = scrap_allocated[texnum][i + j]; + } + if (j == w) { // this is a valid spot + pos.x = i; + pos.y = best = best2; + } + } + + if (best + h > BLOCK_HEIGHT) + continue; + + for (i = 0; i < w; i++) + scrap_allocated[texnum][pos.x + i] = best + h; + + return texnum; + } + + return -1; + // Sys_Error ("Scrap_AllocBlock: full"); + } + + int scrap_uploads = 0; + + void Scrap_Upload() { + scrap_uploads++; + GL_Bind(TEXNUM_SCRAPS); + GL_Upload8(scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, false); + scrap_dirty = false; + } + + /* + * ================================================================= + * + * PCX LOADING + * + * ================================================================= + */ + + /* + * ============== LoadPCX ============== + */ + byte[] LoadPCX(String filename, byte[][] palette, Dimension dim) { + qfiles.pcx_t pcx; + + // + // load the file + // + byte[] raw = FS.LoadFile(filename); + + if (raw == null) { + VID.Printf(Defines.PRINT_DEVELOPER, "Bad pcx file " + filename + + '\n'); + return null; + } + + // + // parse the PCX file + // + pcx = new qfiles.pcx_t(raw); + + if (pcx.manufacturer != 0x0a || pcx.version != 5 || pcx.encoding != 1 + || pcx.bits_per_pixel != 8 || pcx.xmax >= 640 + || pcx.ymax >= 480) { + + VID.Printf(Defines.PRINT_ALL, "Bad pcx file " + filename + '\n'); + return null; + } + + int width = pcx.xmax - pcx.xmin + 1; + int height = pcx.ymax - pcx.ymin + 1; + + byte[] pix = new byte[width * height]; + + if (palette != null) { + palette[0] = new byte[768]; + System.arraycopy(raw, raw.length - 768, palette[0], 0, 768); + } + + if (dim != null) { + dim.width = width; + dim.height = height; + } + + // + // decode pcx + // + int count = 0; + byte dataByte = 0; + int runLength = 0; + int x, y; + + for (y = 0; y < height; y++) { + for (x = 0; x < width;) { + + dataByte = pcx.data.get(); + + if ((dataByte & 0xC0) == 0xC0) { + runLength = dataByte & 0x3F; + dataByte = pcx.data.get(); + // write runLength pixel + while (runLength-- > 0) { + pix[count++] = dataByte; + x++; + } + } else { + // write one pixel + pix[count++] = dataByte; + x++; + } + } + } + return pix; + } + + // /* + // ========================================================= + // + // TARGA LOADING + // + // ========================================================= + // */ + /* + * ============= LoadTGA ============= + */ + byte[] LoadTGA(String name, Dimension dim) { + int columns, rows, numPixels; + int pixbuf; // index into pic + int row, column; + byte[] raw; + ByteBuffer buf_p; + int length; + qfiles.tga_t targa_header; + byte[] pic = null; + + // + // load the file + // + raw = FS.LoadFile(name); + + if (raw == null) { + VID.Printf(Defines.PRINT_DEVELOPER, "Bad tga file " + name + '\n'); + return null; + } + + targa_header = new qfiles.tga_t(raw); + + if (targa_header.image_type != 2 && targa_header.image_type != 10) + Com.Error(Defines.ERR_DROP, + "LoadTGA: Only type 2 and 10 targa RGB images supported\n"); + + if (targa_header.colormap_type != 0 + || (targa_header.pixel_size != 32 && targa_header.pixel_size != 24)) + Com + .Error(Defines.ERR_DROP, + "LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n"); + + columns = targa_header.width; + rows = targa_header.height; + numPixels = columns * rows; + + if (dim != null) { + dim.width = columns; + dim.height = rows; + } + + pic = new byte[numPixels * 4]; // targa_rgba; + + if (targa_header.id_length != 0) + targa_header.data.position(targa_header.id_length); // skip TARGA + // image comment + + buf_p = targa_header.data; + + byte red, green, blue, alphabyte; + red = green = blue = alphabyte = 0; + int packetHeader, packetSize, j; + + if (targa_header.image_type == 2) { // Uncompressed, RGB images + for (row = rows - 1; row >= 0; row--) { + + pixbuf = row * columns * 4; + + for (column = 0; column < columns; column++) { + switch (targa_header.pixel_size) { + case 24: + + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = (byte) 255; + break; + case 32: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = alphabyte; + break; + } + } + } + } else if (targa_header.image_type == 10) { // Runlength encoded RGB + // images + for (row = rows - 1; row >= 0; row--) { + + pixbuf = row * columns * 4; + try { + + for (column = 0; column < columns;) { + + packetHeader = buf_p.get() & 0xFF; + packetSize = 1 + (packetHeader & 0x7f); + + if ((packetHeader & 0x80) != 0) { // run-length packet + switch (targa_header.pixel_size) { + case 24: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = (byte) 255; + break; + case 32: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = buf_p.get(); + break; + } + + for (j = 0; j < packetSize; j++) { + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = alphabyte; + column++; + if (column == columns) { // run spans across + // rows + column = 0; + if (row > 0) + row--; + else + // goto label breakOut; + throw new longjmpException(); + + pixbuf = row * columns * 4; + } + } + } else { // non run-length packet + for (j = 0; j < packetSize; j++) { + switch (targa_header.pixel_size) { + case 24: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = (byte) 255; + break; + case 32: + blue = buf_p.get(); + green = buf_p.get(); + red = buf_p.get(); + alphabyte = buf_p.get(); + pic[pixbuf++] = red; + pic[pixbuf++] = green; + pic[pixbuf++] = blue; + pic[pixbuf++] = alphabyte; + break; + } + column++; + if (column == columns) { // pixel packet run + // spans across rows + column = 0; + if (row > 0) + row--; + else + // goto label breakOut; + throw new longjmpException(); + + pixbuf = row * columns * 4; + } + } + } + } + } catch (longjmpException e) { + // label breakOut: + } + } + } + return pic; + } + + /* + * ==================================================================== + * + * IMAGE FLOOD FILLING + * + * ==================================================================== + */ + + /* + * ================= Mod_FloodFillSkin + * + * Fill background pixels so mipmapping doesn't have haloes + * ================= + */ + + static class floodfill_t { + short x, y; + } + + // must be a power of 2 + static final int FLOODFILL_FIFO_SIZE = 0x1000; + + static final int FLOODFILL_FIFO_MASK = FLOODFILL_FIFO_SIZE - 1; + + // + // #define FLOODFILL_STEP( off, dx, dy ) \ + // { \ + // if (pos[off] == fillcolor) \ + // { \ + // pos[off] = 255; \ + // fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \ + // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \ + // } \ + // else if (pos[off] != 255) fdc = pos[off]; \ + // } + + // void FLOODFILL_STEP( int off, int dx, int dy ) + // { + // if (pos[off] == fillcolor) + // { + // pos[off] = 255; + // fifo[inpt].x = x + dx; fifo[inpt].y = y + dy; + // inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + // } + // else if (pos[off] != 255) fdc = pos[off]; + // } + static floodfill_t[] fifo = new floodfill_t[FLOODFILL_FIFO_SIZE]; + static { + for (int j = 0; j < fifo.length; j++) { + fifo[j] = new floodfill_t(); + } + } + + // TODO check this: R_FloodFillSkin( byte[] skin, int skinwidth, int + // skinheight) + void R_FloodFillSkin(byte[] skin, int skinwidth, int skinheight) { + // byte fillcolor = *skin; // assume this is the pixel to fill + int fillcolor = skin[0] & 0xff; + int inpt = 0, outpt = 0; + int filledcolor = -1; + int i; + + if (filledcolor == -1) { + filledcolor = 0; + // attempt to find opaque black + for (i = 0; i < 256; ++i) + // TODO check this + if (d_8to24table[i] == 0xFF000000) { // alpha 1.0 + //if (d_8to24table[i] == (255 << 0)) // alpha 1.0 + filledcolor = i; + break; + } + } + + // can't fill to filled color or to transparent color (used as visited + // marker) + if ((fillcolor == filledcolor) || (fillcolor == 255)) { + return; + } + + fifo[inpt].x = 0; + fifo[inpt].y = 0; + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + + while (outpt != inpt) { + int x = fifo[outpt].x; + int y = fifo[outpt].y; + int fdc = filledcolor; + // byte *pos = &skin[x + skinwidth * y]; + int pos = x + skinwidth * y; + // + outpt = (outpt + 1) & FLOODFILL_FIFO_MASK; + + int off, dx, dy; + + if (x > 0) { + // FLOODFILL_STEP( -1, -1, 0 ); + off = -1; + dx = -1; + dy = 0; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + } + + if (x < skinwidth - 1) { + // FLOODFILL_STEP( 1, 1, 0 ); + off = 1; + dx = 1; + dy = 0; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + } + + if (y > 0) { + // FLOODFILL_STEP( -skinwidth, 0, -1 ); + off = -skinwidth; + dx = 0; + dy = -1; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + } + + if (y < skinheight - 1) { + // FLOODFILL_STEP( skinwidth, 0, 1 ); + off = skinwidth; + dx = 0; + dy = 1; + if (skin[pos + off] == (byte) fillcolor) { + skin[pos + off] = (byte) 255; + fifo[inpt].x = (short) (x + dx); + fifo[inpt].y = (short) (y + dy); + inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; + } else if (skin[pos + off] != (byte) 255) + fdc = skin[pos + off] & 0xff; + + } + + skin[x + skinwidth * y] = (byte) fdc; + } + } + + // ======================================================= + + /* + * ================ GL_ResampleTexture ================ + */ + // cwei :-) + void GL_ResampleTexture(int[] in, int inwidth, int inheight, int[] out, + int outwidth, int outheight) { + // int i, j; + // unsigned *inrow, *inrow2; + // int frac, fracstep; + // int[] p1 = new int[1024]; + // int[] p2 = new int[1024]; + // + + // *** this source do the same *** + BufferedImage image = new BufferedImage(inwidth, inheight, + BufferedImage.TYPE_INT_ARGB); + + image.setRGB(0, 0, inwidth, inheight, in, 0, inwidth); + + AffineTransformOp op = new AffineTransformOp(AffineTransform + .getScaleInstance(outwidth * 1.0 / inwidth, outheight * 1.0 + / inheight), AffineTransformOp.TYPE_NEAREST_NEIGHBOR); + BufferedImage tmp = op.filter(image, null); + + tmp.getRGB(0, 0, outwidth, outheight, out, 0, outwidth); + + // *** end *** + + // byte *pix1, *pix2, *pix3, *pix4; + // + // fracstep = inwidth*0x10000/outwidth; + // + // frac = fracstep>>2; + // for (i=0 ; i<outwidth ; i++) + // { + // p1[i] = 4*(frac>>16); + // frac += fracstep; + // } + // frac = 3*(fracstep>>2); + // for (i=0 ; i<outwidth ; i++) + // { + // p2[i] = 4*(frac>>16); + // frac += fracstep; + // } + // + // for (i=0 ; i<outheight ; i++, out += outwidth) + // { + // inrow = in + inwidth*(int)((i+0.25)*inheight/outheight); + // inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight); + // frac = fracstep >> 1; + // for (j=0 ; j<outwidth ; j++) + // { + // pix1 = (byte *)inrow + p1[j]; + // pix2 = (byte *)inrow + p2[j]; + // pix3 = (byte *)inrow2 + p1[j]; + // pix4 = (byte *)inrow2 + p2[j]; + // ((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2; + // ((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2; + // ((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2; + // ((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2; + // } + // } + } + + /* + * ================ GL_LightScaleTexture + * + * Scale up the pixel values in a texture to increase the lighting range + * ================ + */ + void GL_LightScaleTexture(int[] in, int inwidth, int inheight, + boolean only_gamma) { + if (only_gamma) { + int i, c; + int r, g, b, color; + + c = inwidth * inheight; + for (i = 0; i < c; i++) { + color = in[i]; + r = (color >> 0) & 0xFF; + g = (color >> 8) & 0xFF; + b = (color >> 16) & 0xFF; + + r = gammatable[r] & 0xFF; + g = gammatable[g] & 0xFF; + b = gammatable[b] & 0xFF; + + in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); + } + } else { + int i, c; + int r, g, b, color; + + c = inwidth * inheight; + for (i = 0; i < c; i++) { + color = in[i]; + r = (color >> 0) & 0xFF; + g = (color >> 8) & 0xFF; + b = (color >> 16) & 0xFF; + + r = gammatable[intensitytable[r] & 0xFF] & 0xFF; + g = gammatable[intensitytable[g] & 0xFF] & 0xFF; + b = gammatable[intensitytable[b] & 0xFF] & 0xFF; + + in[i] = (r << 0) | (g << 8) | (b << 16) | (color & 0xFF000000); + } + + } + } + + /* + * ================ GL_MipMap + * + * Operates in place, quartering the size of the texture ================ + */ + void GL_MipMap(int[] in, int width, int height) { + int i, j; + int[] out; + + out = in; + + int inIndex = 0; + int outIndex = 0; + + int r, g, b, a; + int p1, p2, p3, p4; + + for (i = 0; i < height; i += 2, inIndex += width) { + for (j = 0; j < width; j += 2, outIndex += 1, inIndex += 2) { + + p1 = in[inIndex + 0]; + p2 = in[inIndex + 1]; + p3 = in[inIndex + width + 0]; + p4 = in[inIndex + width + 1]; + + r = (((p1 >> 0) & 0xFF) + ((p2 >> 0) & 0xFF) + + ((p3 >> 0) & 0xFF) + ((p4 >> 0) & 0xFF)) >> 2; + g = (((p1 >> 8) & 0xFF) + ((p2 >> 8) & 0xFF) + + ((p3 >> 8) & 0xFF) + ((p4 >> 8) & 0xFF)) >> 2; + b = (((p1 >> 16) & 0xFF) + ((p2 >> 16) & 0xFF) + + ((p3 >> 16) & 0xFF) + ((p4 >> 16) & 0xFF)) >> 2; + a = (((p1 >> 24) & 0xFF) + ((p2 >> 24) & 0xFF) + + ((p3 >> 24) & 0xFF) + ((p4 >> 24) & 0xFF)) >> 2; + + out[outIndex] = (r << 0) | (g << 8) | (b << 16) | (a << 24); + } + } + } + + /* + * =============== GL_Upload32 + * + * Returns has_alpha =============== + */ + void GL_BuildPalettedTexture(byte[] paletted_texture, int[] scaled, + int scaled_width, int scaled_height) { + + int r, g, b, c; + int size = scaled_width * scaled_height; + + for (int i = 0; i < size; i++) { + + r = (scaled[i] >> 3) & 31; + g = (scaled[i] >> 10) & 63; + b = (scaled[i] >> 19) & 31; + + c = r | (g << 5) | (b << 11); + + paletted_texture[i] = gl_state.d_16to8table[c]; + } + } + + int upload_width, upload_height; + + boolean uploaded_paletted; + + /* + * =============== GL_Upload32 + * + * Returns has_alpha =============== + */ + int[] scaled = new int[256 * 256]; + + byte[] paletted_texture = new byte[256 * 256]; + + IntBuffer tex = Lib.newIntBuffer(512 * 256, ByteOrder.LITTLE_ENDIAN); + + boolean GL_Upload32(int[] data, int width, int height, boolean mipmap) { + int samples; + int scaled_width, scaled_height; + int i, c; + int comp; + + Arrays.fill(scaled, 0); + Arrays.fill(paletted_texture, (byte) 0); + + uploaded_paletted = false; + + for (scaled_width = 1; scaled_width < width; scaled_width <<= 1) + ; + if (gl_round_down.value > 0.0f && scaled_width > width && mipmap) + scaled_width >>= 1; + for (scaled_height = 1; scaled_height < height; scaled_height <<= 1) + ; + if (gl_round_down.value > 0.0f && scaled_height > height && mipmap) + scaled_height >>= 1; + + // let people sample down the world textures for speed + if (mipmap) { + scaled_width >>= (int) gl_picmip.value; + scaled_height >>= (int) gl_picmip.value; + } + + // don't ever bother with >256 textures + if (scaled_width > 256) + scaled_width = 256; + if (scaled_height > 256) + scaled_height = 256; + + if (scaled_width < 1) + scaled_width = 1; + if (scaled_height < 1) + scaled_height = 1; + + upload_width = scaled_width; + upload_height = scaled_height; + + if (scaled_width * scaled_height > 256 * 256) + Com.Error(Defines.ERR_DROP, "GL_Upload32: too big"); + + // scan the texture for any non-255 alpha + c = width * height; + samples = gl_solid_format; + + for (i = 0; i < c; i++) { + if ((data[i] & 0xff000000) != 0xff000000) { + samples = gl_alpha_format; + break; + } + } + + if (samples == gl_solid_format) + comp = gl_tex_solid_format; + else if (samples == gl_alpha_format) + comp = gl_tex_alpha_format; + else { + VID.Printf(Defines.PRINT_ALL, + "Unknown number of texture components " + samples + '\n'); + comp = samples; + } + + // simulates a goto + try { + if (scaled_width == width && scaled_height == height) { + if (!mipmap) { + if (qglColorTableEXT + && gl_ext_palettedtexture.value != 0.0f + && samples == gl_solid_format) { + uploaded_paletted = true; + GL_BuildPalettedTexture(paletted_texture, data, + scaled_width, scaled_height); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, + GL_COLOR_INDEX8_EXT, scaled_width, + scaled_height, 0, GL.GL_COLOR_INDEX, + GL.GL_UNSIGNED_BYTE, paletted_texture); + } else { + tex.rewind(); + tex.put(data); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, comp, + scaled_width, scaled_height, 0, GL.GL_RGBA, + GL.GL_UNSIGNED_BYTE, tex); + } + //goto done; + throw new longjmpException(); + } + //memcpy (scaled, data, width*height*4); were bytes + System.arraycopy(data, 0, scaled, 0, width * height); + + } else + GL_ResampleTexture(data, width, height, scaled, scaled_width, + scaled_height); + + GL_LightScaleTexture(scaled, scaled_width, scaled_height, !mipmap); + + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f + && (samples == gl_solid_format)) { + uploaded_paletted = true; + GL_BuildPalettedTexture(paletted_texture, scaled, scaled_width, + scaled_height); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, + scaled_width, scaled_height, 0, GL.GL_COLOR_INDEX, + GL.GL_UNSIGNED_BYTE, paletted_texture); + } else { + tex.rewind(); + tex.put(scaled); + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, comp, scaled_width, + scaled_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, tex); + } + + if (mipmap) { + int miplevel; + miplevel = 0; + while (scaled_width > 1 || scaled_height > 1) { + GL_MipMap(scaled, scaled_width, scaled_height); + scaled_width >>= 1; + scaled_height >>= 1; + if (scaled_width < 1) + scaled_width = 1; + if (scaled_height < 1) + scaled_height = 1; + + miplevel++; + if (qglColorTableEXT + && gl_ext_palettedtexture.value != 0.0f + && samples == gl_solid_format) { + uploaded_paletted = true; + GL_BuildPalettedTexture(paletted_texture, scaled, + scaled_width, scaled_height); + gl.glTexImage2D(GL.GL_TEXTURE_2D, miplevel, + GL_COLOR_INDEX8_EXT, scaled_width, + scaled_height, 0, GL.GL_COLOR_INDEX, + GL.GL_UNSIGNED_BYTE, paletted_texture); + } else { + tex.rewind(); + tex.put(scaled); + gl.glTexImage2D(GL.GL_TEXTURE_2D, miplevel, comp, + scaled_width, scaled_height, 0, GL.GL_RGBA, + GL.GL_UNSIGNED_BYTE, tex); + } + } + } + // label done: + } catch (longjmpException e) { + ; // replaces label done + } + + if (mipmap) { + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_min); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + } else { + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_max); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + } + + return (samples == gl_alpha_format); + } + + /* + * =============== GL_Upload8 + * + * Returns has_alpha =============== + */ + + int[] trans = new int[512 * 256]; + + boolean GL_Upload8(byte[] data, int width, int height, boolean mipmap, + boolean is_sky) { + + Arrays.fill(trans, 0); + + int s = width * height; + + if (s > trans.length) + Com.Error(Defines.ERR_DROP, "GL_Upload8: too large"); + + if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f && is_sky) { + gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, width, + height, 0, GL.GL_COLOR_INDEX, GL.GL_UNSIGNED_BYTE, data); + + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, + gl_filter_max); + gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, + gl_filter_max); + + // TODO check this + return false; + } else { + int p; + int rgb; + for (int i = 0; i < s; i++) { + p = data[i] & 0xff; + trans[i] = d_8to24table[p]; + + if (p == 255) { // transparent, so scan around for another color + // to avoid alpha fringes + // FIXME: do a full flood fill so mips work... + if (i > width && (data[i - width] & 0xff) != 255) + p = data[i - width] & 0xff; + else if (i < s - width && (data[i + width] & 0xff) != 255) + p = data[i + width] & 0xff; + else if (i > 0 && (data[i - 1] & 0xff) != 255) + p = data[i - 1] & 0xff; + else if (i < s - 1 && (data[i + 1] & 0xff) != 255) + p = data[i + 1] & 0xff; + else + p = 0; + // copy rgb components + + // ((byte *)&trans[i])[0] = ((byte *)&d_8to24table[p])[0]; + // ((byte *)&trans[i])[1] = ((byte *)&d_8to24table[p])[1]; + // ((byte *)&trans[i])[2] = ((byte *)&d_8to24table[p])[2]; + + trans[i] = d_8to24table[p] & 0x00FFFFFF; // only rgb + } + } + + return GL_Upload32(trans, width, height, mipmap); + } + } + + /* + * ================ GL_LoadPic + * + * This is also used as an entry point for the generated r_notexture + * ================ + */ + image_t GL_LoadPic(String name, byte[] pic, int width, int height, + int type, int bits) { + image_t image; + int i; + + // find a free image_t + for (i = 0; i < numgltextures; i++) { + image = gltextures[i]; + if (image.texnum == 0) + break; + } + + if (i == numgltextures) { + if (numgltextures == MAX_GLTEXTURES) + Com.Error(Defines.ERR_DROP, "MAX_GLTEXTURES"); + + numgltextures++; + } + image = gltextures[i]; + + if (name.length() > Defines.MAX_QPATH) + Com.Error(Defines.ERR_DROP, "Draw_LoadPic: \"" + name + + "\" is too long"); + + image.name = name; + image.registration_sequence = registration_sequence; + + image.width = width; + image.height = height; + image.type = type; + + if (type == it_skin && bits == 8) + R_FloodFillSkin(pic, width, height); + + // load little pics into the scrap + if (image.type == it_pic && bits == 8 && image.width < 64 + && image.height < 64) { + pos_t pos = new pos_t(0, 0); + int j, k; + + int texnum = Scrap_AllocBlock(image.width, image.height, pos); + + if (texnum == -1) { + // replace goto nonscrap + + image.scrap = false; + + image.texnum = TEXNUM_IMAGES + image.getId(); // image pos in + // array + GL_Bind(image.texnum); + + if (bits == 8) { + image.has_alpha = GL_Upload8(pic, width, height, + (image.type != it_pic && image.type != it_sky), + image.type == it_sky); + } else { + int[] tmp = new int[pic.length / 4]; + + for (i = 0; i < tmp.length; i++) { + tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & + // 0x000000FF; + tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & + // 0x0000FF00; + tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & + // 0x00FF0000; + tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & + // 0xFF000000; + } + + image.has_alpha = GL_Upload32(tmp, width, height, + (image.type != it_pic && image.type != it_sky)); + } + + image.upload_width = upload_width; // after power of 2 and + // scales + image.upload_height = upload_height; + image.paletted = uploaded_paletted; + image.sl = 0; + image.sh = 1; + image.tl = 0; + image.th = 1; + + return image; + } + + scrap_dirty = true; + + // copy the texels into the scrap block + k = 0; + for (i = 0; i < image.height; i++) + for (j = 0; j < image.width; j++, k++) + scrap_texels[texnum][(pos.y + i) * BLOCK_WIDTH + pos.x + j] = pic[k]; + + image.texnum = TEXNUM_SCRAPS + texnum; + image.scrap = true; + image.has_alpha = true; + image.sl = (pos.x + 0.01f) / (float) BLOCK_WIDTH; + image.sh = (pos.x + image.width - 0.01f) / (float) BLOCK_WIDTH; + image.tl = (pos.y + 0.01f) / (float) BLOCK_WIDTH; + image.th = (pos.y + image.height - 0.01f) / (float) BLOCK_WIDTH; + + } else { + // this was label nonscrap + + image.scrap = false; + + image.texnum = TEXNUM_IMAGES + image.getId(); //image pos in array + GL_Bind(image.texnum); + + if (bits == 8) { + image.has_alpha = GL_Upload8(pic, width, height, + (image.type != it_pic && image.type != it_sky), + image.type == it_sky); + } else { + int[] tmp = new int[pic.length / 4]; + + for (i = 0; i < tmp.length; i++) { + tmp[i] = ((pic[4 * i + 0] & 0xFF) << 0); // & 0x000000FF; + tmp[i] |= ((pic[4 * i + 1] & 0xFF) << 8); // & 0x0000FF00; + tmp[i] |= ((pic[4 * i + 2] & 0xFF) << 16); // & 0x00FF0000; + tmp[i] |= ((pic[4 * i + 3] & 0xFF) << 24); // & 0xFF000000; + } + + image.has_alpha = GL_Upload32(tmp, width, height, + (image.type != it_pic && image.type != it_sky)); + } + image.upload_width = upload_width; // after power of 2 and scales + image.upload_height = upload_height; + image.paletted = uploaded_paletted; + image.sl = 0; + image.sh = 1; + image.tl = 0; + image.th = 1; + } + return image; + } + + /* + * ================ GL_LoadWal ================ + */ + image_t GL_LoadWal(String name) { + + image_t image = null; + + byte[] raw = FS.LoadFile(name); + if (raw == null) { + VID.Printf(Defines.PRINT_ALL, "GL_FindImage: can't load " + name + + '\n'); + return r_notexture; + } + + qfiles.miptex_t mt = new qfiles.miptex_t(raw); + + byte[] pix = new byte[mt.width * mt.height]; + System.arraycopy(raw, mt.offsets[0], pix, 0, pix.length); + + image = GL_LoadPic(name, pix, mt.width, mt.height, it_wall, 8); + + return image; + } + + /* + * =============== GL_FindImage + * + * Finds or loads the given image =============== + */ + image_t GL_FindImage(String name, int type) { + image_t image = null; + + // TODO loest das grossschreibungs problem + name = name.toLowerCase(); + // bughack for bad strings (fuck \0) + int index = name.indexOf('\0'); + if (index != -1) + name = name.substring(0, index); + + if (name == null || name.length() < 5) + return null; // Com.Error (ERR_DROP, "GL_FindImage: NULL name"); + // Com.Error (ERR_DROP, "GL_FindImage: bad name: %s", name); + + // look for it + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + if (name.equals(image.name)) { + image.registration_sequence = registration_sequence; + return image; + } + } + + // + // load the pic from disk + // + byte[] pic = null; + Dimension dim = new Dimension(); + + if (name.endsWith(".pcx")) { + + pic = LoadPCX(name, null, dim); + if (pic == null) + return null; + image = GL_LoadPic(name, pic, dim.width, dim.height, type, 8); + + } else if (name.endsWith(".wal")) { + + image = GL_LoadWal(name); + + } else if (name.endsWith(".tga")) { + + pic = LoadTGA(name, dim); + + if (pic == null) + return null; + + image = GL_LoadPic(name, pic, dim.width, dim.height, type, 32); + + } else + return null; + + return image; + } + + /* + * =============== R_RegisterSkin =============== + */ + protected image_t R_RegisterSkin(String name) { + return GL_FindImage(name, it_skin); + } + + /* + * ================ GL_FreeUnusedImages + * + * Any image that was not touched on this registration sequence will be + * freed. ================ + */ + void GL_FreeUnusedImages() { + + // never free r_notexture or particle texture + r_notexture.registration_sequence = registration_sequence; + r_particletexture.registration_sequence = registration_sequence; + + image_t image = null; + + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + // used this sequence + if (image.registration_sequence == registration_sequence) + continue; + // free image_t slot + if (image.registration_sequence == 0) + continue; + // don't free pics + if (image.type == it_pic) + continue; + + // free it + // TODO jogl bug + gl.glDeleteTextures(1, new int[] { image.texnum }); + image.clear(); + } + } + + /* + * =============== Draw_GetPalette =============== + */ + protected void Draw_GetPalette() { + int r, g, b; + Dimension dim; + byte[] pic; + byte[][] palette = new byte[1][]; //new byte[768]; + + // get the palette + + pic = LoadPCX("pics/colormap.pcx", palette, dim = new Dimension()); + + if (palette[0] == null || palette[0].length != 768) + Com.Error(Defines.ERR_FATAL, "Couldn't load pics/colormap.pcx"); + + byte[] pal = palette[0]; + + int j = 0; + for (int i = 0; i < 256; i++) { + r = pal[j++] & 0xFF; + g = pal[j++] & 0xFF; + b = pal[j++] & 0xFF; + + d_8to24table[i] = (255 << 24) | (b << 16) | (g << 8) | (r << 0); + } + + d_8to24table[255] &= 0x00FFFFFF; // 255 is transparent + + particle_t.setColorPalette(d_8to24table); + } + + /* + * =============== GL_InitImages =============== + */ + void GL_InitImages() { + int i, j; + float g = vid_gamma.value; + + registration_sequence = 1; + + // init intensity conversions + intensity = Cvar.Get("intensity", "2", 0); + + if (intensity.value <= 1) + Cvar.Set("intensity", "1"); + + gl_state.inverse_intensity = 1 / intensity.value; + + Draw_GetPalette(); + + if (qglColorTableEXT) { + gl_state.d_16to8table = FS.LoadFile("pics/16to8.dat"); + if (gl_state.d_16to8table == null) + Com.Error(Defines.ERR_FATAL, "Couldn't load pics/16to8.pcx"); + } + + if ((gl_config.renderer & (GL_RENDERER_VOODOO | GL_RENDERER_VOODOO2)) != 0) { + g = 1.0F; + } + + for (i = 0; i < 256; i++) { + + if (g == 1.0f) { + gammatable[i] = (byte) i; + } else { + + int inf = (int) (255.0f * Math.pow((i + 0.5) / 255.5, g) + 0.5); + if (inf < 0) + inf = 0; + if (inf > 255) + inf = 255; + gammatable[i] = (byte) inf; + } + } + + for (i = 0; i < 256; i++) { + j = (int) (i * intensity.value); + if (j > 255) + j = 255; + intensitytable[i] = (byte) j; + } + } + + /* + * =============== GL_ShutdownImages =============== + */ + void GL_ShutdownImages() { + image_t image; + + for (int i = 0; i < numgltextures; i++) { + image = gltextures[i]; + + if (image.registration_sequence == 0) + continue; // free image_t slot + // free it + // TODO jogl bug + gl.glDeleteTextures(1, new int[] { image.texnum }); + image.clear(); + } + } + +}
\ No newline at end of file diff --git a/src/jake2/render/jogl/Light.java b/src/jake2/render/jogl/Light.java index de23629..f6b8e10 100644 --- a/src/jake2/render/jogl/Light.java +++ b/src/jake2/render/jogl/Light.java @@ -2,38 +2,39 @@ * Light.java * Copyright (C) 2003 * - * $Id: Light.java,v 1.6 2004-07-16 10:11:35 cawe Exp $ + * $Id: Light.java,v 1.7 2004-09-22 19:22:16 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.jogl; import jake2.Defines; import jake2.Globals; import jake2.client.dlight_t; import jake2.client.lightstyle_t; -import jake2.game.GameBase; import jake2.game.cplane_t; import jake2.qcommon.Com; import jake2.qcommon.longjmpException; -import jake2.render.*; +import jake2.render.mnode_t; +import jake2.render.msurface_t; +import jake2.render.mtexinfo_t; import jake2.util.Math3D; import java.nio.ByteBuffer; @@ -44,730 +45,687 @@ import net.java.games.jogl.GL; /** * Light - * + * * @author cwei */ public abstract class Light extends Warp { - // r_light.c - - int r_dlightframecount; - - static final int DLIGHT_CUTOFF = 64; - - /* - ============================================================================= - - DYNAMIC LIGHTS BLEND RENDERING - - ============================================================================= - */ - - void R_RenderDlight (dlight_t light) - { - int i, j; - float a; - float[] v = {0, 0, 0}; - float rad; - - rad = light.intensity * 0.35f; - - Math3D.VectorSubtract (light.origin, r_origin, v); - - gl.glBegin (GL.GL_TRIANGLE_FAN); - gl.glColor3f (light.color[0]*0.2f, light.color[1]*0.2f, light.color[2]*0.2f); - for (i=0 ; i<3 ; i++) - v[i] = light.origin[i] - vpn[i]*rad; - gl.glVertex3f(v[0], v[1], v[2]); - gl.glColor3f (0,0,0); - for (i=16 ; i>=0 ; i--) - { - a = (float)(i/16.0f * Math.PI*2); - for (j=0 ; j<3 ; j++) - v[j] = (float)(light.origin[j] + vright[j]*Math.cos(a)*rad - + vup[j]*Math.sin(a)*rad); - gl.glVertex3f(v[0], v[1], v[2]); - } - gl.glEnd (); - } - - /* - ============= - R_RenderDlights - ============= - */ - void R_RenderDlights() - { - int i; - dlight_t l; - - if (gl_flashblend.value == 0) - return; - - r_dlightframecount = r_framecount + 1; // because the count hasn't - // advanced yet for this frame - gl.glDepthMask(false); - gl.glDisable(GL.GL_TEXTURE_2D); - gl.glShadeModel (GL.GL_SMOOTH); - gl.glEnable (GL.GL_BLEND); - gl.glBlendFunc (GL.GL_ONE, GL.GL_ONE); - - for (i=0 ; i<r_newrefdef.num_dlights ; i++) - { - l = r_newrefdef.dlights[i]; - R_RenderDlight (l); - } - - gl.glColor3f (1,1,1); - gl.glDisable(GL.GL_BLEND); - gl.glEnable(GL.GL_TEXTURE_2D); - gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); - gl.glDepthMask(true); - } - - - /* - ============================================================================= - - DYNAMIC LIGHTS - - ============================================================================= - */ - - /* - ============= - R_MarkLights - ============= - */ - void R_MarkLights (dlight_t light, int bit, mnode_t node) - { - cplane_t splitplane; - float dist; - msurface_t surf; - int i; - int sidebit; - - if (node.contents != -1) - return; - - splitplane = node.plane; - dist = Math3D.DotProduct (light.origin, splitplane.normal) - splitplane.dist; - - if (dist > light.intensity - DLIGHT_CUTOFF) - { - R_MarkLights (light, bit, node.children[0]); - return; - } - if (dist < -light.intensity + DLIGHT_CUTOFF) - { - R_MarkLights (light, bit, node.children[1]); - return; - } - - // mark the polygons - for (i=0 ; i<node.numsurfaces ; i++) - { - - surf = r_worldmodel.surfaces[node.firstsurface + i]; - - /* - * cwei - * bugfix for dlight behind the walls - */ - dist = Math3D.DotProduct (light.origin, surf.plane.normal) - surf.plane.dist; - sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK; - if ( (surf.flags & Defines.SURF_PLANEBACK) != sidebit ) - continue; - /* - * cwei - * bugfix end - */ - - if (surf.dlightframe != r_dlightframecount) - { - surf.dlightbits = 0; - surf.dlightframe = r_dlightframecount; - } - surf.dlightbits |= bit; - } - - R_MarkLights (light, bit, node.children[0]); - R_MarkLights (light, bit, node.children[1]); - } - - - /* - ============= - R_PushDlights - ============= - */ - void R_PushDlights() - { - int i; - dlight_t l; - - if (gl_flashblend.value != 0) - return; - - r_dlightframecount = r_framecount + 1; // because the count hasn't - // advanced yet for this frame - for (i=0 ; i<r_newrefdef.num_dlights ; i++) { - l = r_newrefdef.dlights[i]; - R_MarkLights( l, 1<<i, r_worldmodel.nodes[0] ); - } - } - - - /* - ============================================================================= - - LIGHT SAMPLING - - ============================================================================= - */ - - float[] pointcolor = {0, 0, 0}; // vec3_t - cplane_t lightplane; // used as shadow plane - float[] lightspot = {0, 0, 0}; // vec3_t - - int RecursiveLightPoint (mnode_t node, float[] start, float[] end) - { - if (node.contents != -1) - return -1; // didn't hit anything - - msurface_t surf; - int s, t, ds, dt; - int i; - mtexinfo_t tex; - ByteBuffer lightmap; - int maps; - float[] mid = {0, 0, 0}; - - // calculate mid point - - // FIXME: optimize for axial - cplane_t plane = node.plane; - float front = Math3D.DotProduct (start, plane.normal) - plane.dist; - float back = Math3D.DotProduct (end, plane.normal) - plane.dist; - boolean side = (front < 0); - int sideIndex = (side) ? 1 : 0; - - if ( (back < 0) == side) - return RecursiveLightPoint (node.children[sideIndex], start, end); - - float frac = front / (front-back); - mid[0] = start[0] + (end[0] - start[0])*frac; - mid[1] = start[1] + (end[1] - start[1])*frac; - mid[2] = start[2] + (end[2] - start[2])*frac; - - // go down front side - int r = RecursiveLightPoint (node.children[sideIndex], start, mid); - if (r >= 0) - return r; // hit something - - if ( (back < 0) == side ) - return -1; // didn't hit anuthing - - // check for impact on this node - Math3D.VectorCopy (mid, lightspot); - lightplane = plane; - - int surfIndex = node.firstsurface; - float[] scale = {0, 0, 0}; - for (i=0 ; i<node.numsurfaces ; i++, surfIndex++) - { - surf = r_worldmodel.surfaces[surfIndex]; - - if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0) - continue; // no lightmaps - - tex = surf.texinfo; - - s = (int)(Math3D.DotProduct (mid, tex.vecs[0]) + tex.vecs[0][3]); - t = (int)(Math3D.DotProduct (mid, tex.vecs[1]) + tex.vecs[1][3]); - - if (s < surf.texturemins[0] || t < surf.texturemins[1]) - continue; - - ds = s - surf.texturemins[0]; - dt = t - surf.texturemins[1]; - - if ( ds > surf.extents[0] || dt > surf.extents[1] ) - continue; - - if (surf.samples == null) - return 0; - - ds >>= 4; - dt >>= 4; - - lightmap = surf.samples; - int lightmapIndex = 0; - - Math3D.VectorCopy (Globals.vec3_origin, pointcolor); - if (lightmap != null) - { - //float[] scale = {0, 0, 0}; - float[] rgb; - lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds); - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++) - { - rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb; - scale[0] = gl_modulate.value * rgb[0]; - scale[1] = gl_modulate.value * rgb[1]; - scale[2] = gl_modulate.value * rgb[2]; - - pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) * scale[0] * (1.0f/255); - pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) * scale[1] * (1.0f/255); - pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) * scale[2] * (1.0f/255); - lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) * ((surf.extents[1] >> 4) + 1); - } - } - return 1; - } - - // go down back side - return RecursiveLightPoint (node.children[1 - sideIndex], mid, end); - } - - /* - =============== - R_LightPoint - =============== - */ - void R_LightPoint (float[] p, float[] color) - { - assert (p.length == 3) : "vec3_t bug"; - assert (color.length == 3) : "rgb bug"; - - float[] end = {0, 0, 0}; - dlight_t dl; - float add; - - if (r_worldmodel.lightdata == null) - { - color[0] = color[1] = color[2] = 1.0f; - return; - } - - end[0] = p[0]; - end[1] = p[1]; - end[2] = p[2] - 2048; - - float r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end); - - if (r == -1) - { - Math3D.VectorCopy (GameBase.vec3_origin, color); - } - else - { - Math3D.VectorCopy (pointcolor, color); - } - - // - // add dynamic lights - // - for (int lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) - { - dl = r_newrefdef.dlights[lnum]; - - Math3D.VectorSubtract (currententity.origin, dl.origin, end); - add = dl.intensity - Math3D.VectorLength(end); - add *= (1.0f/256); - if (add > 0) - { - Math3D.VectorMA (color, add, dl.color, color); - } - } - - Math3D.VectorScale (color, gl_modulate.value, color); - } - -// =================================================================== - - float[] s_blocklights = new float[34 * 34 * 3]; - - /* - =============== - R_AddDynamicLights - =============== - */ - void R_AddDynamicLights(msurface_t surf) - { - int lnum; - int sd, td; - float fdist, frad, fminlight; - float[] impact = {0, 0, 0}; - float[] local = {0, 0, 0}; - int s, t; - int i; - int smax, tmax; - mtexinfo_t tex; - dlight_t dl; - float[] pfBL; - float fsacc, ftacc; - - smax = (surf.extents[0]>>4)+1; - tmax = (surf.extents[1]>>4)+1; - tex = surf.texinfo; - - for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) - { - if ( (surf.dlightbits & (1<<lnum)) == 0 ) - continue; // not lit by this light - - dl = r_newrefdef.dlights[lnum]; - frad = dl.intensity; - fdist = Math3D.DotProduct (dl.origin, surf.plane.normal) - - surf.plane.dist; - frad -= Math.abs(fdist); - // rad is now the highest intensity on the plane - - fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? - if (frad < fminlight) - continue; - fminlight = frad - fminlight; - - for (i=0 ; i<3 ; i++) - { - impact[i] = dl.origin[i] - - surf.plane.normal[i]*fdist; - } - - local[0] = Math3D.DotProduct (impact, tex.vecs[0]) + tex.vecs[0][3] - surf.texturemins[0]; - local[1] = Math3D.DotProduct (impact, tex.vecs[1]) + tex.vecs[1][3] - surf.texturemins[1]; - - pfBL = s_blocklights; - int pfBLindex = 0; - for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16) - { - td = (int)(local[1] - ftacc); - if ( td < 0 ) - td = -td; - - for ( s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBLindex += 3) - { - sd = (int)( local[0] - fsacc ); - - if ( sd < 0 ) - sd = -sd; - - if (sd > td) - fdist = sd + (td>>1); - else - fdist = td + (sd>>1); - - if ( fdist < fminlight ) - { - pfBL[pfBLindex + 0] += ( frad - fdist ) * dl.color[0]; - pfBL[pfBLindex + 1] += ( frad - fdist ) * dl.color[1]; - pfBL[pfBLindex + 2] += ( frad - fdist ) * dl.color[2]; - } - } - } - } - } - - - /* - ** R_SetCacheState - */ - void R_SetCacheState( msurface_t surf ) - { - int maps; - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ; - maps++) - { - surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white; - } - } - - /* - =============== - R_BuildLightMap - - Combine and scale multiple lightmaps into the floating format in blocklights - =============== - */ - void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride) - { - int smax, tmax; - int r, g, b, a, max; - int i, j, size; - ByteBuffer lightmap; - float[] scale = {0, 0, 0, 0}; - int nummaps; - float[] bl; - lightstyle_t style; - int monolightmap; - - if ( (surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0 ) - Com.Error(Defines.ERR_DROP, "R_BuildLightMap called for non-lit surface"); - - smax = (surf.extents[0] >> 4) + 1; - tmax = (surf.extents[1] >> 4) + 1; - size = smax * tmax; - if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4) ) - Com.Error(Defines.ERR_DROP, "Bad s_blocklights size"); - - try { - // set to full bright if no light data - if (surf.samples == null) - { - int maps; - - for (i=0 ; i<size*3 ; i++) - s_blocklights[i] = 255; - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++) - { - style = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF]; - } - // goto store; - throw new longjmpException(); - } - - // count the # of maps - for ( nummaps = 0 ; nummaps < Defines.MAXLIGHTMAPS && surf.styles[nummaps] != (byte)255 ; - nummaps++) - ; - - lightmap = surf.samples; - int lightmapIndex = 0; - - // add all the lightmaps - if ( nummaps == 1 ) - { - int maps; - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ; - maps++) - { - bl = s_blocklights; - int blp = 0; - - for (i=0 ; i<3 ; i++) - scale[i] = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; - - if ( scale[0] == 1.0F && - scale[1] == 1.0F && - scale[2] == 1.0F ) - { - for (i=0 ; i<size ; i++) - { - bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; - } - } - else - { - for (i=0 ; i<size ; i++) - { - bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[0]; - bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[1]; - bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[2]; - } - } - //lightmap += size*3; // skip to next lightmap - } - } - else - { - int maps; - - // memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 ); - - Arrays.fill(s_blocklights, 0, size * 3, 0.0f); - - for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ; - maps++) - { - bl = s_blocklights; - int blp = 0; - - for (i=0 ; i<3 ; i++) - scale[i] = gl_modulate.value*r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; - - if ( scale[0] == 1.0F && - scale[1] == 1.0F && - scale[2] == 1.0F ) - { - for (i=0 ; i<size ; i++) - { - bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; - bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; - } - } - else - { - for (i=0 ; i<size ; i++) - { - bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[0]; - bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[1]; - bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[2]; - } - } - //lightmap += size*3; // skip to next lightmap - } - } - - // add all the dynamic lights - if (surf.dlightframe == r_framecount) - R_AddDynamicLights(surf); - - // label store: - } catch (longjmpException store) {} - - // put into texture format - stride -= smax; - bl = s_blocklights; - int blp = 0; - - monolightmap = gl_monolightmap.string.charAt(0); - - int destp = 0; - - if ( monolightmap == '0' ) - { - for (i=0 ; i<tmax ; i++, destp += stride) - { - dest.position(destp); - - for (j=0 ; j<smax ; j++) - { - - r = (int)bl[blp++]; - g = (int)bl[blp++]; - b = (int)bl[blp++]; - - // catch negative lights - if (r < 0) - r = 0; - if (g < 0) - g = 0; - if (b < 0) - b = 0; - - /* - ** determine the brightest of the three color components - */ - if (r > g) - max = r; - else - max = g; - if (b > max) - max = b; - - /* - ** alpha is ONLY used for the mono lightmap case. For this reason - ** we set it to the brightest of the color components so that - ** things don't get too dim. - */ - a = max; - - /* - ** rescale all the color components if the intensity of the greatest - ** channel exceeds 1.0 - */ - if (max > 255) - { - float t = 255.0F / max; - - r = (int)(r*t); - g = (int)(g*t); - b = (int)(b*t); - a = (int)(a*t); - } - r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; - dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0)); - } - } - } - else - { - for (i=0 ; i<tmax ; i++, destp += stride) - { - dest.position(destp); - - for (j=0 ; j<smax ; j++) - { - - r = (int) bl[blp++]; - g = (int) bl[blp++]; - b = (int) bl[blp++]; - - // catch negative lights - if (r < 0) - r = 0; - if (g < 0) - g = 0; - if (b < 0) - b = 0; - - /* - ** determine the brightest of the three color components - */ - if (r > g) - max = r; - else - max = g; - if (b > max) - max = b; - - /* - ** alpha is ONLY used for the mono lightmap case. For this reason - ** we set it to the brightest of the color components so that - ** things don't get too dim. - */ - a = max; - - /* - ** rescale all the color components if the intensity of the greatest - ** channel exceeds 1.0 - */ - if (max > 255) - { - float t = 255.0F / max; - - r = (int)(r*t); - g = (int)(g*t); - b = (int)(b*t); - a = (int)(a*t); - } - - /* - ** So if we are doing alpha lightmaps we need to set the R, G, and B - ** components to 0 and we need to set alpha to 1-alpha. - */ - switch ( monolightmap ) - { - case 'L': - case 'I': - r = a; - g = b = 0; - break; - case 'C': - // try faking colored lighting - a = 255 - ((r+g+b)/3); - r *= a/255.0f; - g *= a/255.0f; - b *= a/255.0f; - break; - case 'A': - default: - r = g = b = 0; - a = 255 - a; - break; - } - r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; - dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0)); - } - } - } - } - -} + // r_light.c + + int r_dlightframecount; + + static final int DLIGHT_CUTOFF = 64; + + /* + * ============================================================================= + * + * DYNAMIC LIGHTS BLEND RENDERING + * + * ============================================================================= + */ + + void R_RenderDlight(dlight_t light) { + int i, j; + float a; + float[] v = { 0, 0, 0 }; + float rad; + + rad = light.intensity * 0.35f; + + Math3D.VectorSubtract(light.origin, r_origin, v); + + gl.glBegin(GL.GL_TRIANGLE_FAN); + gl.glColor3f(light.color[0] * 0.2f, light.color[1] * 0.2f, + light.color[2] * 0.2f); + for (i = 0; i < 3; i++) + v[i] = light.origin[i] - vpn[i] * rad; + gl.glVertex3f(v[0], v[1], v[2]); + gl.glColor3f(0, 0, 0); + for (i = 16; i >= 0; i--) { + a = (float) (i / 16.0f * Math.PI * 2); + for (j = 0; j < 3; j++) + v[j] = (float) (light.origin[j] + vright[j] * Math.cos(a) * rad + vup[j] + * Math.sin(a) * rad); + gl.glVertex3f(v[0], v[1], v[2]); + } + gl.glEnd(); + } + + /* + * ============= R_RenderDlights ============= + */ + void R_RenderDlights() { + int i; + dlight_t l; + + if (gl_flashblend.value == 0) + return; + + r_dlightframecount = r_framecount + 1; // because the count hasn't + // advanced yet for this frame + gl.glDepthMask(false); + gl.glDisable(GL.GL_TEXTURE_2D); + gl.glShadeModel(GL.GL_SMOOTH); + gl.glEnable(GL.GL_BLEND); + gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE); + + for (i = 0; i < r_newrefdef.num_dlights; i++) { + l = r_newrefdef.dlights[i]; + R_RenderDlight(l); + } + + gl.glColor3f(1, 1, 1); + gl.glDisable(GL.GL_BLEND); + gl.glEnable(GL.GL_TEXTURE_2D); + gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); + gl.glDepthMask(true); + } + + /* + * ============================================================================= + * + * DYNAMIC LIGHTS + * + * ============================================================================= + */ + + /* + * ============= R_MarkLights ============= + */ + void R_MarkLights(dlight_t light, int bit, mnode_t node) { + cplane_t splitplane; + float dist; + msurface_t surf; + int i; + int sidebit; + + if (node.contents != -1) + return; + + splitplane = node.plane; + dist = Math3D.DotProduct(light.origin, splitplane.normal) + - splitplane.dist; + + if (dist > light.intensity - DLIGHT_CUTOFF) { + R_MarkLights(light, bit, node.children[0]); + return; + } + if (dist < -light.intensity + DLIGHT_CUTOFF) { + R_MarkLights(light, bit, node.children[1]); + return; + } + + // mark the polygons + for (i = 0; i < node.numsurfaces; i++) { + + surf = r_worldmodel.surfaces[node.firstsurface + i]; + + /* + * cwei bugfix for dlight behind the walls + */ + dist = Math3D.DotProduct(light.origin, surf.plane.normal) + - surf.plane.dist; + sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK; + if ((surf.flags & Defines.SURF_PLANEBACK) != sidebit) + continue; + /* + * cwei bugfix end + */ + + if (surf.dlightframe != r_dlightframecount) { + surf.dlightbits = 0; + surf.dlightframe = r_dlightframecount; + } + surf.dlightbits |= bit; + } + + R_MarkLights(light, bit, node.children[0]); + R_MarkLights(light, bit, node.children[1]); + } + + /* + * ============= R_PushDlights ============= + */ + void R_PushDlights() { + int i; + dlight_t l; + + if (gl_flashblend.value != 0) + return; + + r_dlightframecount = r_framecount + 1; // because the count hasn't + // advanced yet for this frame + for (i = 0; i < r_newrefdef.num_dlights; i++) { + l = r_newrefdef.dlights[i]; + R_MarkLights(l, 1 << i, r_worldmodel.nodes[0]); + } + } + + /* + * ============================================================================= + * + * LIGHT SAMPLING + * + * ============================================================================= + */ + + float[] pointcolor = { 0, 0, 0 }; // vec3_t + + cplane_t lightplane; // used as shadow plane + + float[] lightspot = { 0, 0, 0 }; // vec3_t + + int RecursiveLightPoint(mnode_t node, float[] start, float[] end) { + if (node.contents != -1) + return -1; // didn't hit anything + + msurface_t surf; + int s, t, ds, dt; + int i; + mtexinfo_t tex; + ByteBuffer lightmap; + int maps; + float[] mid = { 0, 0, 0 }; + + // calculate mid point + + // FIXME: optimize for axial + cplane_t plane = node.plane; + float front = Math3D.DotProduct(start, plane.normal) - plane.dist; + float back = Math3D.DotProduct(end, plane.normal) - plane.dist; + boolean side = (front < 0); + int sideIndex = (side) ? 1 : 0; + + if ((back < 0) == side) + return RecursiveLightPoint(node.children[sideIndex], start, end); + + float frac = front / (front - back); + mid[0] = start[0] + (end[0] - start[0]) * frac; + mid[1] = start[1] + (end[1] - start[1]) * frac; + mid[2] = start[2] + (end[2] - start[2]) * frac; + + // go down front side + int r = RecursiveLightPoint(node.children[sideIndex], start, mid); + if (r >= 0) + return r; // hit something + + if ((back < 0) == side) + return -1; // didn't hit anuthing + + // check for impact on this node + Math3D.VectorCopy(mid, lightspot); + lightplane = plane; + + int surfIndex = node.firstsurface; + float[] scale = { 0, 0, 0 }; + for (i = 0; i < node.numsurfaces; i++, surfIndex++) { + surf = r_worldmodel.surfaces[surfIndex]; + + if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0) + continue; // no lightmaps + + tex = surf.texinfo; + + s = (int) (Math3D.DotProduct(mid, tex.vecs[0]) + tex.vecs[0][3]); + t = (int) (Math3D.DotProduct(mid, tex.vecs[1]) + tex.vecs[1][3]); + + if (s < surf.texturemins[0] || t < surf.texturemins[1]) + continue; + + ds = s - surf.texturemins[0]; + dt = t - surf.texturemins[1]; + + if (ds > surf.extents[0] || dt > surf.extents[1]) + continue; + + if (surf.samples == null) + return 0; + + ds >>= 4; + dt >>= 4; + + lightmap = surf.samples; + int lightmapIndex = 0; + + Math3D.VectorCopy(Globals.vec3_origin, pointcolor); + if (lightmap != null) { + //float[] scale = {0, 0, 0}; + float[] rgb; + lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds); + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb; + scale[0] = gl_modulate.value * rgb[0]; + scale[1] = gl_modulate.value * rgb[1]; + scale[2] = gl_modulate.value * rgb[2]; + + pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) + * scale[0] * (1.0f / 255); + pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) + * scale[1] * (1.0f / 255); + pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) + * scale[2] * (1.0f / 255); + lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) + * ((surf.extents[1] >> 4) + 1); + } + } + return 1; + } + + // go down back side + return RecursiveLightPoint(node.children[1 - sideIndex], mid, end); + } + + /* + * =============== R_LightPoint =============== + */ + void R_LightPoint(float[] p, float[] color) { + assert (p.length == 3) : "vec3_t bug"; + assert (color.length == 3) : "rgb bug"; + + float[] end = { 0, 0, 0 }; + dlight_t dl; + float add; + + if (r_worldmodel.lightdata == null) { + color[0] = color[1] = color[2] = 1.0f; + return; + } + + end[0] = p[0]; + end[1] = p[1]; + end[2] = p[2] - 2048; + + float r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end); + + if (r == -1) { + Math3D.VectorCopy(Globals.vec3_origin, color); + } else { + Math3D.VectorCopy(pointcolor, color); + } + + // + // add dynamic lights + // + for (int lnum = 0; lnum < r_newrefdef.num_dlights; lnum++) { + dl = r_newrefdef.dlights[lnum]; + + Math3D.VectorSubtract(currententity.origin, dl.origin, end); + add = dl.intensity - Math3D.VectorLength(end); + add *= (1.0f / 256); + if (add > 0) { + Math3D.VectorMA(color, add, dl.color, color); + } + } + + Math3D.VectorScale(color, gl_modulate.value, color); + } + + // =================================================================== + + float[] s_blocklights = new float[34 * 34 * 3]; + + /* + * =============== R_AddDynamicLights =============== + */ + void R_AddDynamicLights(msurface_t surf) { + int lnum; + int sd, td; + float fdist, frad, fminlight; + float[] impact = { 0, 0, 0 }; + float[] local = { 0, 0, 0 }; + int s, t; + int i; + int smax, tmax; + mtexinfo_t tex; + dlight_t dl; + float[] pfBL; + float fsacc, ftacc; + + smax = (surf.extents[0] >> 4) + 1; + tmax = (surf.extents[1] >> 4) + 1; + tex = surf.texinfo; + + for (lnum = 0; lnum < r_newrefdef.num_dlights; lnum++) { + if ((surf.dlightbits & (1 << lnum)) == 0) + continue; // not lit by this light + + dl = r_newrefdef.dlights[lnum]; + frad = dl.intensity; + fdist = Math3D.DotProduct(dl.origin, surf.plane.normal) + - surf.plane.dist; + frad -= Math.abs(fdist); + // rad is now the highest intensity on the plane + + fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? + if (frad < fminlight) + continue; + fminlight = frad - fminlight; + + for (i = 0; i < 3; i++) { + impact[i] = dl.origin[i] - surf.plane.normal[i] * fdist; + } + + local[0] = Math3D.DotProduct(impact, tex.vecs[0]) + tex.vecs[0][3] + - surf.texturemins[0]; + local[1] = Math3D.DotProduct(impact, tex.vecs[1]) + tex.vecs[1][3] + - surf.texturemins[1]; + + pfBL = s_blocklights; + int pfBLindex = 0; + for (t = 0, ftacc = 0; t < tmax; t++, ftacc += 16) { + td = (int) (local[1] - ftacc); + if (td < 0) + td = -td; + + for (s = 0, fsacc = 0; s < smax; s++, fsacc += 16, pfBLindex += 3) { + sd = (int) (local[0] - fsacc); + + if (sd < 0) + sd = -sd; + + if (sd > td) + fdist = sd + (td >> 1); + else + fdist = td + (sd >> 1); + + if (fdist < fminlight) { + pfBL[pfBLindex + 0] += (frad - fdist) * dl.color[0]; + pfBL[pfBLindex + 1] += (frad - fdist) * dl.color[1]; + pfBL[pfBLindex + 2] += (frad - fdist) * dl.color[2]; + } + } + } + } + } + + /* + * * R_SetCacheState + */ + void R_SetCacheState(msurface_t surf) { + int maps; + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white; + } + } + + /* + * =============== R_BuildLightMap + * + * Combine and scale multiple lightmaps into the floating format in + * blocklights =============== + */ + void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride) { + int smax, tmax; + int r, g, b, a, max; + int i, j, size; + ByteBuffer lightmap; + float[] scale = { 0, 0, 0, 0 }; + int nummaps; + float[] bl; + lightstyle_t style; + int monolightmap; + + if ((surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 + | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0) + Com.Error(Defines.ERR_DROP, + "R_BuildLightMap called for non-lit surface"); + + smax = (surf.extents[0] >> 4) + 1; + tmax = (surf.extents[1] >> 4) + 1; + size = smax * tmax; + if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4)) + Com.Error(Defines.ERR_DROP, "Bad s_blocklights size"); + + try { + // set to full bright if no light data + if (surf.samples == null) { + int maps; + + for (i = 0; i < size * 3; i++) + s_blocklights[i] = 255; + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + style = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF]; + } + // goto store; + throw new longjmpException(); + } + + // count the # of maps + for (nummaps = 0; nummaps < Defines.MAXLIGHTMAPS + && surf.styles[nummaps] != (byte) 255; nummaps++) + ; + + lightmap = surf.samples; + int lightmapIndex = 0; + + // add all the lightmaps + if (nummaps == 1) { + int maps; + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + bl = s_blocklights; + int blp = 0; + + for (i = 0; i < 3; i++) + scale[i] = gl_modulate.value + * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; + + if (scale[0] == 1.0F && scale[1] == 1.0F + && scale[2] == 1.0F) { + for (i = 0; i < size; i++) { + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + } + } else { + for (i = 0; i < size; i++) { + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) + * scale[0]; + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) + * scale[1]; + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) + * scale[2]; + } + } + //lightmap += size*3; // skip to next lightmap + } + } else { + int maps; + + // memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * + // 3 ); + + Arrays.fill(s_blocklights, 0, size * 3, 0.0f); + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + bl = s_blocklights; + int blp = 0; + + for (i = 0; i < 3; i++) + scale[i] = gl_modulate.value + * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; + + if (scale[0] == 1.0F && scale[1] == 1.0F + && scale[2] == 1.0F) { + for (i = 0; i < size; i++) { + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + } + } else { + for (i = 0; i < size; i++) { + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) + * scale[0]; + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) + * scale[1]; + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) + * scale[2]; + } + } + //lightmap += size*3; // skip to next lightmap + } + } + + // add all the dynamic lights + if (surf.dlightframe == r_framecount) + R_AddDynamicLights(surf); + + // label store: + } catch (longjmpException store) { + } + + // put into texture format + stride -= smax; + bl = s_blocklights; + int blp = 0; + + monolightmap = gl_monolightmap.string.charAt(0); + + int destp = 0; + + if (monolightmap == '0') { + for (i = 0; i < tmax; i++, destp += stride) { + dest.position(destp); + + for (j = 0; j < smax; j++) { + + r = (int) bl[blp++]; + g = (int) bl[blp++]; + b = (int) bl[blp++]; + + // catch negative lights + if (r < 0) + r = 0; + if (g < 0) + g = 0; + if (b < 0) + b = 0; + + /* + * * determine the brightest of the three color components + */ + if (r > g) + max = r; + else + max = g; + if (b > max) + max = b; + + /* + * * alpha is ONLY used for the mono lightmap case. For this + * reason * we set it to the brightest of the color + * components so that * things don't get too dim. + */ + a = max; + + /* + * * rescale all the color components if the intensity of + * the greatest * channel exceeds 1.0 + */ + if (max > 255) { + float t = 255.0F / max; + + r = (int) (r * t); + g = (int) (g * t); + b = (int) (b * t); + a = (int) (a * t); + } + r &= 0xFF; + g &= 0xFF; + b &= 0xFF; + a &= 0xFF; + dest.put(destp++, (a << 24) | (b << 16) | (g << 8) + | (r << 0)); + } + } + } else { + for (i = 0; i < tmax; i++, destp += stride) { + dest.position(destp); + + for (j = 0; j < smax; j++) { + + r = (int) bl[blp++]; + g = (int) bl[blp++]; + b = (int) bl[blp++]; + + // catch negative lights + if (r < 0) + r = 0; + if (g < 0) + g = 0; + if (b < 0) + b = 0; + + /* + * * determine the brightest of the three color components + */ + if (r > g) + max = r; + else + max = g; + if (b > max) + max = b; + + /* + * * alpha is ONLY used for the mono lightmap case. For this + * reason * we set it to the brightest of the color + * components so that * things don't get too dim. + */ + a = max; + + /* + * * rescale all the color components if the intensity of + * the greatest * channel exceeds 1.0 + */ + if (max > 255) { + float t = 255.0F / max; + + r = (int) (r * t); + g = (int) (g * t); + b = (int) (b * t); + a = (int) (a * t); + } + + /* + * * So if we are doing alpha lightmaps we need to set the + * R, G, and B * components to 0 and we need to set alpha to + * 1-alpha. + */ + switch (monolightmap) { + case 'L': + case 'I': + r = a; + g = b = 0; + break; + case 'C': + // try faking colored lighting + a = 255 - ((r + g + b) / 3); + r *= a / 255.0f; + g *= a / 255.0f; + b *= a / 255.0f; + break; + case 'A': + default: + r = g = b = 0; + a = 255 - a; + break; + } + r &= 0xFF; + g &= 0xFF; + b &= 0xFF; + a &= 0xFF; + dest.put(destp++, (a << 24) | (b << 16) | (g << 8) + | (r << 0)); + } + } + } + } + +}
\ No newline at end of file diff --git a/src/jake2/render/jogl/Mesh.java b/src/jake2/render/jogl/Mesh.java index 4a8aed3..d6dc90c 100644 --- a/src/jake2/render/jogl/Mesh.java +++ b/src/jake2/render/jogl/Mesh.java @@ -2,27 +2,27 @@ * Mesh.java * Copyright (C) 2003 * - * $Id: Mesh.java,v 1.6 2004-07-16 10:11:35 cawe Exp $ + * $Id: Mesh.java,v 1.7 2004-09-22 19:22:16 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.jogl; import jake2.Defines; @@ -39,828 +39,795 @@ import net.java.games.jogl.util.BufferUtils; /** * Mesh - * + * * @author cwei */ public abstract class Mesh extends Light { - // g_mesh.c: triangle model functions - - /* - ============================================================= - - ALIAS MODELS - - ============================================================= - */ - - static final int NUMVERTEXNORMALS = 162; - - float[][] r_avertexnormals = Anorms.VERTEXNORMALS; - - float[][] s_lerped = new float[qfiles.MAX_VERTS][4]; - - - float[] shadevector = {0, 0, 0}; - float[] shadelight = {0, 0, 0}; - - // precalculated dot products for quantized angles - static final int SHADEDOT_QUANT = 16; - - float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; - - float[] shadedots = r_avertexnormal_dots[0]; - - void GL_LerpVerts( int nverts, qfiles.dtrivertx_t[] v, qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, float[][] lerp, float[] move, float[] frontv, float[] backv ) - { - int i; - int lerpIndex = 0; - - //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) - { - float[] normal; - for (i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */) - { - normal = r_avertexnormals[verts[i].lightnormalindex]; - - lerp[i][0] = move[0] + ov[i].v[0]*backv[0] + v[i].v[0]*frontv[0] + normal[0] * Defines.POWERSUIT_SCALE; - lerp[i][1] = move[1] + ov[i].v[1]*backv[1] + v[i].v[1]*frontv[1] + normal[1] * Defines.POWERSUIT_SCALE; - lerp[i][2] = move[2] + ov[i].v[2]*backv[2] + v[i].v[2]*frontv[2] + normal[2] * Defines.POWERSUIT_SCALE; - } - } - else - { - for (i=0 ; i < nverts; i++ /* , v++, ov++, lerp+=4 */) - { - lerp[i][0] = move[0] + ov[i].v[0]*backv[0] + v[i].v[0]*frontv[0]; - lerp[i][1] = move[1] + ov[i].v[1]*backv[1] + v[i].v[1]*frontv[1]; - lerp[i][2] = move[2] + ov[i].v[2]*backv[2] + v[i].v[2]*frontv[2]; - } - } - } - - void GL_LerpVerts( int nverts, qfiles.dtrivertx_t[] v, qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, float[] move, float[] frontv, float[] backv ) - { - int lerpIndex = 0; - - int[] ovv; - int[] vv; - FloatBuffer lerp = vertexArrayBuf; - - //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) - { - float[] normal; - int j = 0; - for (int i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */) - { - normal = r_avertexnormals[verts[i].lightnormalindex]; - ovv = ov[i].v; - vv = v[i].v; - - lerp.put(j, move[0] + ovv[0]*backv[0] + vv[0]*frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); - lerp.put(j + 1, move[1] + ovv[1]*backv[1] + vv[1]*frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); - lerp.put(j + 2, move[2] + ovv[2]*backv[2] + vv[2]*frontv[2] + normal[2] * Defines.POWERSUIT_SCALE); - j+=3; - } - } - else - { - int j = 0; - for (int i=0 ; i < nverts; i++ /* , v++, ov++, lerp+=4 */) - { - ovv = ov[i].v; - vv = v[i].v; - - lerp.put(j, move[0] + ovv[0]*backv[0] + vv[0]*frontv[0]); - lerp.put(j + 1, move[1] + ovv[1]*backv[1] + vv[1]*frontv[1]); - lerp.put(j + 2, move[2] + ovv[2]*backv[2] + vv[2]*frontv[2]); - j+=3; - } - } - } - - FloatBuffer colorArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 4); - FloatBuffer vertexArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 3); - boolean isFilled = false; - float[] tmpVec = {0, 0, 0}; - - /* - ============= - GL_DrawAliasFrameLerp - - interpolates between two frames and origins - FIXME: batch lerp all vertexes - ============= - */ - void GL_DrawAliasFrameLerp (qfiles.dmdl_t paliashdr, float backlerp) - { - float l; - qfiles.daliasframe_t frame, oldframe; - qfiles.dtrivertx_t[] v, ov, verts; - - int[] order; - int orderIndex = 0; - int count; - - float frontlerp; - float alpha; - - float[] move = {0, 0, 0}; // vec3_t - float[][] vectors = { - {0, 0, 0}, {0, 0, 0}, {0, 0, 0} // 3 mal vec3_t - }; - - float[] frontv = {0, 0, 0}; // vec3_t - float[] backv = {0, 0, 0}; // vec3_t - - int i; - int index_xyz; - //float[][] lerp; - - frame = paliashdr.aliasFrames[currententity.frame]; - - verts = v = frame.verts; - - oldframe = paliashdr.aliasFrames[currententity.oldframe]; - - ov = oldframe.verts; - - order = paliashdr.glCmds; - - if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) - alpha = currententity.alpha; - else - alpha = 1.0f; - - // PMM - added double shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) - gl.glDisable( GL.GL_TEXTURE_2D ); - - frontlerp = 1.0f - backlerp; - - // move should be the delta back to the previous frame * backlerp - Math3D.VectorSubtract (currententity.oldorigin, currententity.origin, frontv); - Math3D.AngleVectors (currententity.angles, vectors[0], vectors[1], vectors[2]); - - move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward - move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left - move[2] = Math3D.DotProduct(frontv, vectors[2]); // up - - Math3D.VectorAdd (move, oldframe.translate, move); - - for (i=0 ; i<3 ; i++) - { - move[i] = backlerp*move[i] + frontlerp*frame.translate[i]; - frontv[i] = frontlerp*frame.scale[i]; - backv[i] = backlerp*oldframe.scale[i]; - } - - if ( gl_vertex_arrays.value != 0.0f ) - { - GL_LerpVerts( paliashdr.num_xyz, v, ov, verts, move, frontv, backv ); - - gl.glEnableClientState( GL.GL_VERTEX_ARRAY ); - gl.glVertexPointer( 3, GL.GL_FLOAT, 0, vertexArrayBuf ); - - // PMM - added double damage shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) - { - gl.glColor4f( shadelight[0], shadelight[1], shadelight[2], alpha ); - } - else - { - gl.glEnableClientState( GL.GL_COLOR_ARRAY ); - gl.glColorPointer( 4, GL.GL_FLOAT, 0, colorArrayBuf ); - - // - // pre light everything - // - FloatBuffer color = colorArrayBuf; - int j = 0; - for ( i = 0; i < paliashdr.num_xyz; i++ ) - { - l = shadedots[verts[i].lightnormalindex]; - color.put(j++, l * shadelight[0]); - color.put(j++, l * shadelight[1]); - color.put(j++, l * shadelight[2]); - color.put(j++, alpha); - } - } - - if ( qglLockArraysEXT ) - gl.glLockArraysEXT( 0, paliashdr.num_xyz ); - - while (true) - { - // get the vertex count and primitive type - count = order[orderIndex++]; - if (count == 0) - break; // done - if (count < 0) - { - count = -count; - gl.glBegin (GL.GL_TRIANGLE_FAN); - } - else - { - gl.glBegin (GL.GL_TRIANGLE_STRIP); - } - - // PMM - added double damage shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) - { - do - { - index_xyz = order[orderIndex + 2]; - orderIndex += 3; - /* - vertexArrayBuf.position(4 * index_xyz); - vertexArrayBuf.get(tmpVec); - gl.glVertex3fv( tmpVec ); - */ - gl.glArrayElement( index_xyz ); - - } while (--count != 0); - } - else - { - do - { - // texture coordinates come from the draw list - gl.glTexCoord2f (Float.intBitsToFloat(order[orderIndex + 0]), Float.intBitsToFloat(order[orderIndex + 1])); - - index_xyz = order[orderIndex + 2]; - orderIndex += 3; - - // normals and vertexes come from the frame list - gl.glArrayElement( index_xyz ); - - } while (--count != 0); - } - gl.glEnd (); - } - - if ( qglLockArraysEXT ) - gl.glUnlockArraysEXT(); - } - else - { - GL_LerpVerts( paliashdr.num_xyz, v, ov, verts, s_lerped, move, frontv, backv ); - - float[] tmp; - - while (true) - { - // get the vertex count and primitive type - count = order[orderIndex++]; - if (count == 0) - break; // done - if (count < 0) - { - count = -count; - gl.glBegin (GL.GL_TRIANGLE_FAN); - } - else - { - gl.glBegin (GL.GL_TRIANGLE_STRIP); - } - - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE )) != 0 ) - { - do - { - index_xyz = order[orderIndex + 2]; - orderIndex += 3; - - gl.glColor4f( shadelight[0], shadelight[1], shadelight[2], alpha); - tmp = s_lerped[index_xyz]; - gl.glVertex3f(tmp[0], tmp[1], tmp[2]); - - } while (--count != 0); - } - else - { - do - { - // texture coordinates come from the draw list - // gl.glTexCoord2f (((float *)order)[0], ((float *)order)[1]); - - gl.glTexCoord2f (Float.intBitsToFloat(order[orderIndex + 0]), Float.intBitsToFloat(order[orderIndex + 1])); - index_xyz = order[orderIndex + 2]; - orderIndex += 3; - - // normals and vertexes come from the frame list - l = shadedots[verts[index_xyz].lightnormalindex]; - - gl.glColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha); - tmp = s_lerped[index_xyz]; - gl.glVertex3f(tmp[0], tmp[1], tmp[2]); - } while (--count != 0); - } - gl.glEnd (); - } - } - - // PMM - added double damage shell - if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) - gl.glEnable( GL.GL_TEXTURE_2D ); - } - - - /* - ============= - GL_DrawAliasShadow - ============= - */ - void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) - { - qfiles.dtrivertx_t[] verts; - int[] order; - float[] point = {0, 0, 0}; - float height, lheight; - int count; - qfiles.daliasframe_t frame; - - lheight = currententity.origin[2] - lightspot[2]; - - frame = paliashdr.aliasFrames[currententity.frame]; - - verts = frame.verts; - - height = 0; - - order = paliashdr.glCmds; - - height = -lheight + 1.0f; - - int orderIndex = 0; - int index = 0; - - while (true) - { - // get the vertex count and primitive type - count = order[orderIndex++]; - if (count == 0) - break; // done - if (count < 0) - { - count = -count; - gl.glBegin (GL.GL_TRIANGLE_FAN); - } - else - gl.glBegin (GL.GL_TRIANGLE_STRIP); - - do - { - // normals and vertexes come from the frame list - /* - point[0] = verts[order[2]].v[0] * frame.scale[0] + frame.translate[0]; - point[1] = verts[order[2]].v[1] * frame.scale[1] + frame.translate[1]; - point[2] = verts[order[2]].v[2] * frame.scale[2] + frame.translate[2]; - */ - - if ( gl_vertex_arrays.value != 0.0f ) - { - index = order[orderIndex + 2] * 3; - point[0] = vertexArrayBuf.get(index); - point[1] = vertexArrayBuf.get(index + 1); - point[2] = vertexArrayBuf.get(index + 2); - } - else - { - Math3D.VectorCopy(s_lerped[order[orderIndex + 2]], point); - } - - point[0] -= shadevector[0]*(point[2]+lheight); - point[1] -= shadevector[1]*(point[2]+lheight); - point[2] = height; - gl.glVertex3f(point[0], point[1], point[2]); - - orderIndex += 3; - - } while (--count != 0); - - gl.glEnd (); - } - } - - - /* - ** R_CullAliasModel - */ - boolean R_CullAliasModel( float[][] bbox, entity_t e ) - { - int i; - float[] mins = {0, 0, 0}; - float[] maxs = {0, 0, 0}; - - qfiles.dmdl_t paliashdr; - - float[][] vectors = { - {0, 0, 0}, - {0, 0, 0}, - {0, 0, 0} - }; - - float[] thismins = {0, 0, 0}; - float[] oldmins = {0, 0, 0}; - float[] thismaxs = {0, 0, 0}; - float[] oldmaxs = {0, 0, 0}; - qfiles.daliasframe_t pframe, poldframe; - float[] angles = {0, 0, 0}; - - paliashdr = (qfiles.dmdl_t)currentmodel.extradata; - - if ( ( e.frame >= paliashdr.num_frames ) || ( e.frame < 0 ) ) - { - VID.Printf (Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name +": no such frame " + e.frame + '\n'); - e.frame = 0; - } - if ( ( e.oldframe >= paliashdr.num_frames ) || ( e.oldframe < 0 ) ) - { - VID.Printf (Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such oldframe " + e.oldframe + '\n'); - e.oldframe = 0; - } - - pframe = paliashdr.aliasFrames[e.frame]; - poldframe = paliashdr.aliasFrames[e.oldframe]; - - /* - ** compute axially aligned mins and maxs - */ - if ( pframe == poldframe ) - { - for ( i = 0; i < 3; i++ ) - { - mins[i] = pframe.translate[i]; - maxs[i] = mins[i] + pframe.scale[i]*255; - } - } - else - { - for ( i = 0; i < 3; i++ ) - { - thismins[i] = pframe.translate[i]; - thismaxs[i] = thismins[i] + pframe.scale[i]*255; - - oldmins[i] = poldframe.translate[i]; - oldmaxs[i] = oldmins[i] + poldframe.scale[i]*255; - - if ( thismins[i] < oldmins[i] ) - mins[i] = thismins[i]; - else - mins[i] = oldmins[i]; - - if ( thismaxs[i] > oldmaxs[i] ) - maxs[i] = thismaxs[i]; - else - maxs[i] = oldmaxs[i]; - } - } - - /* - ** compute a full bounding box - */ - for ( i = 0; i < 8; i++ ) - { - float[] tmp = {0, 0, 0}; - - if ( (i & 1) != 0 ) - tmp[0] = mins[0]; - else - tmp[0] = maxs[0]; - - if ( (i & 2) != 0) - tmp[1] = mins[1]; - else - tmp[1] = maxs[1]; - - if ( (i & 4) != 0) - tmp[2] = mins[2]; - else - tmp[2] = maxs[2]; - - Math3D.VectorCopy( tmp, bbox[i] ); - } - - /* - ** rotate the bounding box - */ - Math3D.VectorCopy( e.angles, angles ); - angles[YAW] = -angles[YAW]; - Math3D.AngleVectors( angles, vectors[0], vectors[1], vectors[2] ); - - for ( i = 0; i < 8; i++ ) - { - float[] tmp = {0, 0, 0}; - - Math3D.VectorCopy( bbox[i], tmp ); - - bbox[i][0] = Math3D.DotProduct( vectors[0], tmp ); - bbox[i][1] = -Math3D.DotProduct( vectors[1], tmp ); - bbox[i][2] = Math3D.DotProduct( vectors[2], tmp ); - - Math3D.VectorAdd( e.origin, bbox[i], bbox[i] ); - } - - { - int p, f; - int aggregatemask = ~0; // 0xFFFFFFFF - - for ( p = 0; p < 8; p++ ) - { - int mask = 0; - - for ( f = 0; f < 4; f++ ) - { - float dp = Math3D.DotProduct( frustum[f].normal, bbox[p] ); - - if ( ( dp - frustum[f].dist ) < 0 ) - { - mask |= ( 1 << f ); - } - } - - aggregatemask &= mask; - } - - if ( aggregatemask != 0 ) - { - return true; - } - - return false; - } - } - - /* - ================= - R_DrawAliasModel - - ================= - */ - void R_DrawAliasModel(entity_t e) - { - int i; - qfiles.dmdl_t paliashdr; - float an; - - // bounding box - float[][] bbox = { - {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, - {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0} - }; - image_t skin; - - if ( ( e.flags & Defines.RF_WEAPONMODEL ) == 0) - { - if ( R_CullAliasModel( bbox, e ) ) - return; - } - - if ( (e.flags & Defines.RF_WEAPONMODEL) != 0 ) - { - if ( r_lefthand.value == 2.0f ) - return; - } - - paliashdr = (qfiles.dmdl_t)currentmodel.extradata; - - // - // get lighting information - // - // PMM - rewrote, reordered to handle new shells & mixing - // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy - // - if ( (currententity.flags & ( Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE )) != 0 ) - { - Math3D.VectorClear(shadelight); - if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) - { - shadelight[0] = 0.56f; - shadelight[1] = 0.59f; - shadelight[2] = 0.45f; - } - if ( (currententity.flags & Defines.RF_SHELL_DOUBLE) != 0 ) - { - shadelight[0] = 0.9f; - shadelight[1] = 0.7f; - } - if ( (currententity.flags & Defines.RF_SHELL_RED) != 0 ) - shadelight[0] = 1.0f; - if ( (currententity.flags & Defines.RF_SHELL_GREEN) != 0 ) - shadelight[1] = 1.0f; - if ( (currententity.flags & Defines.RF_SHELL_BLUE) != 0 ) - shadelight[2] = 1.0f; - } - - else if ( (currententity.flags & Defines.RF_FULLBRIGHT) != 0 ) - { - for (i=0 ; i<3 ; i++) - shadelight[i] = 1.0f; - } - else - { - R_LightPoint (currententity.origin, shadelight); - - // player lighting hack for communication back to server - // big hack! - if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 ) - { - // pick the greatest component, which should be the same - // as the mono value returned by software - if (shadelight[0] > shadelight[1]) - { - if (shadelight[0] > shadelight[2]) - r_lightlevel.value = 150*shadelight[0]; - else - r_lightlevel.value = 150*shadelight[2]; - } - else - { - if (shadelight[1] > shadelight[2]) - r_lightlevel.value = 150*shadelight[1]; - else - r_lightlevel.value = 150*shadelight[2]; - } - } - - if ( gl_monolightmap.string.charAt(0) != '0' ) - { - float s = shadelight[0]; - - if ( s < shadelight[1] ) - s = shadelight[1]; - if ( s < shadelight[2] ) - s = shadelight[2]; - - shadelight[0] = s; - shadelight[1] = s; - shadelight[2] = s; - } - } - - if ( (currententity.flags & Defines.RF_MINLIGHT) != 0 ) - { - for (i=0 ; i<3 ; i++) - if (shadelight[i] > 0.1f) - break; - if (i == 3) - { - shadelight[0] = 0.1f; - shadelight[1] = 0.1f; - shadelight[2] = 0.1f; - } - } - - if ( (currententity.flags & Defines.RF_GLOW) != 0 ) - { // bonus items will pulse with time - float scale; - float min; - - scale = (float)(0.1f * Math.sin(r_newrefdef.time*7)); - for (i=0 ; i<3 ; i++) - { - min = shadelight[i] * 0.8f; - shadelight[i] += scale; - if (shadelight[i] < min) - shadelight[i] = min; - } - } - - // ================= - // PGM ir goggles color override - if ( (r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) - { - shadelight[0] = 1.0f; - shadelight[1] = 0.0f; - shadelight[2] = 0.0f; - } - // PGM - // ================= - - shadedots = r_avertexnormal_dots[((int)(currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; - - an = (float)(currententity.angles[1]/180*Math.PI); - shadevector[0] = (float)Math.cos(-an); - shadevector[1] = (float)Math.sin(-an); - shadevector[2] = 1; - Math3D.VectorNormalize(shadevector); - - // - // locate the proper data - // - - c_alias_polys += paliashdr.num_tris; - - // - // draw all the triangles - // - if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls - gl.glDepthRange(gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - - if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f) ) - { - gl.glMatrixMode( GL.GL_PROJECTION ); - gl.glPushMatrix(); - gl.glLoadIdentity(); - gl.glScalef( -1, 1, 1 ); - MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, 4096); - gl.glMatrixMode( GL.GL_MODELVIEW ); - - gl.glCullFace( GL.GL_BACK ); - } - - gl.glPushMatrix (); - e.angles[PITCH] = -e.angles[PITCH]; // sigh. - R_RotateForEntity (e); - e.angles[PITCH] = -e.angles[PITCH]; // sigh. - - // select skin - if (currententity.skin != null) - skin = currententity.skin; // custom player skin - else - { - if (currententity.skinnum >= qfiles.MAX_MD2SKINS) - skin = currentmodel.skins[0]; - else - { - skin = currentmodel.skins[currententity.skinnum]; - if (skin == null) - skin = currentmodel.skins[0]; - } - } - if (skin == null) - skin = r_notexture; // fallback... - GL_Bind(skin.texnum); - - // draw it - - gl.glShadeModel (GL.GL_SMOOTH); - - GL_TexEnv( GL.GL_MODULATE ); - if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) - { - gl.glEnable (GL.GL_BLEND); - } - - - if ( (currententity.frame >= paliashdr.num_frames) - || (currententity.frame < 0) ) - { - VID.Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such frame " + currententity.frame + '\n'); - currententity.frame = 0; - currententity.oldframe = 0; - } - - if ( (currententity.oldframe >= paliashdr.num_frames) - || (currententity.oldframe < 0)) - { - VID.Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such oldframe " + currententity.oldframe + '\n'); - currententity.frame = 0; - currententity.oldframe = 0; - } - - if ( r_lerpmodels.value == 0.0f) - currententity.backlerp = 0; - GL_DrawAliasFrameLerp (paliashdr, currententity.backlerp); - - GL_TexEnv( GL.GL_REPLACE ); - gl.glShadeModel (GL.GL_FLAT); - - gl.glPopMatrix (); - - if ( ( currententity.flags & Defines.RF_WEAPONMODEL ) != 0 && ( r_lefthand.value == 1.0F ) ) - { - gl.glMatrixMode( GL.GL_PROJECTION ); - gl.glPopMatrix(); - gl.glMatrixMode( GL.GL_MODELVIEW ); - gl.glCullFace( GL.GL_FRONT ); - } - - if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) - { - gl.glDisable (GL.GL_BLEND); - } - - if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) - gl.glDepthRange (gldepthmin, gldepthmax); - - if ( gl_shadows.value != 0.0f && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) - { - gl.glPushMatrix (); - R_RotateForEntity (e); - gl.glDisable (GL.GL_TEXTURE_2D); - gl.glEnable (GL.GL_BLEND); - gl.glColor4f (0,0,0,0.5f); - GL_DrawAliasShadow (paliashdr, currententity.frame ); - gl.glEnable (GL.GL_TEXTURE_2D); - gl.glDisable (GL.GL_BLEND); - gl.glPopMatrix (); - } - gl.glColor4f (1,1,1,1); - } - -} + // g_mesh.c: triangle model functions + + /* + * ============================================================= + * + * ALIAS MODELS + * + * ============================================================= + */ + + static final int NUMVERTEXNORMALS = 162; + + float[][] r_avertexnormals = Anorms.VERTEXNORMALS; + + float[][] s_lerped = new float[qfiles.MAX_VERTS][4]; + + float[] shadevector = { 0, 0, 0 }; + + float[] shadelight = { 0, 0, 0 }; + + // precalculated dot products for quantized angles + static final int SHADEDOT_QUANT = 16; + + float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; + + float[] shadedots = r_avertexnormal_dots[0]; + + void GL_LerpVerts(int nverts, qfiles.dtrivertx_t[] v, + qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, + float[][] lerp, float[] move, float[] frontv, float[] backv) { + int i; + int lerpIndex = 0; + + //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + float[] normal; + for (i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + normal = r_avertexnormals[verts[i].lightnormalindex]; + + lerp[i][0] = move[0] + ov[i].v[0] * backv[0] + v[i].v[0] + * frontv[0] + normal[0] * Defines.POWERSUIT_SCALE; + lerp[i][1] = move[1] + ov[i].v[1] * backv[1] + v[i].v[1] + * frontv[1] + normal[1] * Defines.POWERSUIT_SCALE; + lerp[i][2] = move[2] + ov[i].v[2] * backv[2] + v[i].v[2] + * frontv[2] + normal[2] * Defines.POWERSUIT_SCALE; + } + } else { + for (i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + lerp[i][0] = move[0] + ov[i].v[0] * backv[0] + v[i].v[0] + * frontv[0]; + lerp[i][1] = move[1] + ov[i].v[1] * backv[1] + v[i].v[1] + * frontv[1]; + lerp[i][2] = move[2] + ov[i].v[2] * backv[2] + v[i].v[2] + * frontv[2]; + } + } + } + + void GL_LerpVerts(int nverts, qfiles.dtrivertx_t[] v, + qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, float[] move, + float[] frontv, float[] backv) { + int lerpIndex = 0; + + int[] ovv; + int[] vv; + FloatBuffer lerp = vertexArrayBuf; + + //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + float[] normal; + int j = 0; + for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + normal = r_avertexnormals[verts[i].lightnormalindex]; + ovv = ov[i].v; + vv = v[i].v; + + lerp.put(j, move[0] + ovv[0] * backv[0] + vv[0] * frontv[0] + + normal[0] * Defines.POWERSUIT_SCALE); + lerp.put(j + 1, move[1] + ovv[1] * backv[1] + vv[1] * frontv[1] + + normal[1] * Defines.POWERSUIT_SCALE); + lerp.put(j + 2, move[2] + ovv[2] * backv[2] + vv[2] * frontv[2] + + normal[2] * Defines.POWERSUIT_SCALE); + j += 3; + } + } else { + int j = 0; + for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + ovv = ov[i].v; + vv = v[i].v; + + lerp.put(j, move[0] + ovv[0] * backv[0] + vv[0] * frontv[0]); + lerp + .put(j + 1, move[1] + ovv[1] * backv[1] + vv[1] + * frontv[1]); + lerp + .put(j + 2, move[2] + ovv[2] * backv[2] + vv[2] + * frontv[2]); + j += 3; + } + } + } + + FloatBuffer colorArrayBuf = BufferUtils + .newFloatBuffer(qfiles.MAX_VERTS * 4); + + FloatBuffer vertexArrayBuf = BufferUtils + .newFloatBuffer(qfiles.MAX_VERTS * 3); + + boolean isFilled = false; + + float[] tmpVec = { 0, 0, 0 }; + + /* + * ============= GL_DrawAliasFrameLerp + * + * interpolates between two frames and origins FIXME: batch lerp all + * vertexes ============= + */ + void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { + float l; + qfiles.daliasframe_t frame, oldframe; + qfiles.dtrivertx_t[] v, ov, verts; + + int[] order; + int orderIndex = 0; + int count; + + float frontlerp; + float alpha; + + float[] move = { 0, 0, 0 }; // vec3_t + float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } // 3 mal + // vec3_t + }; + + float[] frontv = { 0, 0, 0 }; // vec3_t + float[] backv = { 0, 0, 0 }; // vec3_t + + int i; + int index_xyz; + //float[][] lerp; + + frame = paliashdr.aliasFrames[currententity.frame]; + + verts = v = frame.verts; + + oldframe = paliashdr.aliasFrames[currententity.oldframe]; + + ov = oldframe.verts; + + order = paliashdr.glCmds; + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) + alpha = currententity.alpha; + else + alpha = 1.0f; + + // PMM - added double shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glDisable(GL.GL_TEXTURE_2D); + + frontlerp = 1.0f - backlerp; + + // move should be the delta back to the previous frame * backlerp + Math3D.VectorSubtract(currententity.oldorigin, currententity.origin, + frontv); + Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], + vectors[2]); + + move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward + move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left + move[2] = Math3D.DotProduct(frontv, vectors[2]); // up + + Math3D.VectorAdd(move, oldframe.translate, move); + + for (i = 0; i < 3; i++) { + move[i] = backlerp * move[i] + frontlerp * frame.translate[i]; + frontv[i] = frontlerp * frame.scale[i]; + backv[i] = backlerp * oldframe.scale[i]; + } + + if (gl_vertex_arrays.value != 0.0f) { + GL_LerpVerts(paliashdr.num_xyz, v, ov, verts, move, frontv, backv); + + gl.glEnableClientState(GL.GL_VERTEX_ARRAY); + gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArrayBuf); + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + gl + .glColor4f(shadelight[0], shadelight[1], shadelight[2], + alpha); + } else { + gl.glEnableClientState(GL.GL_COLOR_ARRAY); + gl.glColorPointer(4, GL.GL_FLOAT, 0, colorArrayBuf); + + // + // pre light everything + // + FloatBuffer color = colorArrayBuf; + int j = 0; + for (i = 0; i < paliashdr.num_xyz; i++) { + l = shadedots[verts[i].lightnormalindex]; + color.put(j++, l * shadelight[0]); + color.put(j++, l * shadelight[1]); + color.put(j++, l * shadelight[2]); + color.put(j++, alpha); + } + } + + if (qglLockArraysEXT) + gl.glLockArraysEXT(0, paliashdr.num_xyz); + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL.GL_TRIANGLE_FAN); + } else { + gl.glBegin(GL.GL_TRIANGLE_STRIP); + } + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + do { + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + /* + * vertexArrayBuf.position(4 * index_xyz); + * vertexArrayBuf.get(tmpVec); gl.glVertex3fv( tmpVec ); + */ + gl.glArrayElement(index_xyz); + + } while (--count != 0); + } else { + do { + // texture coordinates come from the draw list + gl.glTexCoord2f(Float + .intBitsToFloat(order[orderIndex + 0]), Float + .intBitsToFloat(order[orderIndex + 1])); + + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + + // normals and vertexes come from the frame list + gl.glArrayElement(index_xyz); + + } while (--count != 0); + } + gl.glEnd(); + } + + if (qglLockArraysEXT) + gl.glUnlockArraysEXT(); + } else { + GL_LerpVerts(paliashdr.num_xyz, v, ov, verts, s_lerped, move, + frontv, backv); + + float[] tmp; + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL.GL_TRIANGLE_FAN); + } else { + gl.glBegin(GL.GL_TRIANGLE_STRIP); + } + + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE)) != 0) { + do { + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + + gl.glColor4f(shadelight[0], shadelight[1], + shadelight[2], alpha); + tmp = s_lerped[index_xyz]; + gl.glVertex3f(tmp[0], tmp[1], tmp[2]); + + } while (--count != 0); + } else { + do { + // texture coordinates come from the draw list + // gl.glTexCoord2f (((float *)order)[0], ((float + // *)order)[1]); + + gl.glTexCoord2f(Float + .intBitsToFloat(order[orderIndex + 0]), Float + .intBitsToFloat(order[orderIndex + 1])); + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + + // normals and vertexes come from the frame list + l = shadedots[verts[index_xyz].lightnormalindex]; + + gl.glColor4f(l * shadelight[0], l * shadelight[1], l + * shadelight[2], alpha); + tmp = s_lerped[index_xyz]; + gl.glVertex3f(tmp[0], tmp[1], tmp[2]); + } while (--count != 0); + } + gl.glEnd(); + } + } + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glEnable(GL.GL_TEXTURE_2D); + } + + /* + * ============= GL_DrawAliasShadow ============= + */ + void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { + qfiles.dtrivertx_t[] verts; + int[] order; + float[] point = { 0, 0, 0 }; + float height, lheight; + int count; + qfiles.daliasframe_t frame; + + lheight = currententity.origin[2] - lightspot[2]; + + frame = paliashdr.aliasFrames[currententity.frame]; + + verts = frame.verts; + + height = 0; + + order = paliashdr.glCmds; + + height = -lheight + 1.0f; + + int orderIndex = 0; + int index = 0; + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL.GL_TRIANGLE_FAN); + } else + gl.glBegin(GL.GL_TRIANGLE_STRIP); + + do { + // normals and vertexes come from the frame list + /* + * point[0] = verts[order[2]].v[0] * frame.scale[0] + + * frame.translate[0]; point[1] = verts[order[2]].v[1] * + * frame.scale[1] + frame.translate[1]; point[2] = + * verts[order[2]].v[2] * frame.scale[2] + frame.translate[2]; + */ + + if (gl_vertex_arrays.value != 0.0f) { + index = order[orderIndex + 2] * 3; + point[0] = vertexArrayBuf.get(index); + point[1] = vertexArrayBuf.get(index + 1); + point[2] = vertexArrayBuf.get(index + 2); + } else { + Math3D.VectorCopy(s_lerped[order[orderIndex + 2]], point); + } + + point[0] -= shadevector[0] * (point[2] + lheight); + point[1] -= shadevector[1] * (point[2] + lheight); + point[2] = height; + gl.glVertex3f(point[0], point[1], point[2]); + + orderIndex += 3; + + } while (--count != 0); + + gl.glEnd(); + } + } + + /* + * * R_CullAliasModel + */ + boolean R_CullAliasModel(float[][] bbox, entity_t e) { + int i; + float[] mins = { 0, 0, 0 }; + float[] maxs = { 0, 0, 0 }; + + qfiles.dmdl_t paliashdr; + + float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }; + + float[] thismins = { 0, 0, 0 }; + float[] oldmins = { 0, 0, 0 }; + float[] thismaxs = { 0, 0, 0 }; + float[] oldmaxs = { 0, 0, 0 }; + qfiles.daliasframe_t pframe, poldframe; + float[] angles = { 0, 0, 0 }; + + paliashdr = (qfiles.dmdl_t) currentmodel.extradata; + + if ((e.frame >= paliashdr.num_frames) || (e.frame < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + + currentmodel.name + ": no such frame " + e.frame + '\n'); + e.frame = 0; + } + if ((e.oldframe >= paliashdr.num_frames) || (e.oldframe < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + + currentmodel.name + ": no such oldframe " + e.oldframe + + '\n'); + e.oldframe = 0; + } + + pframe = paliashdr.aliasFrames[e.frame]; + poldframe = paliashdr.aliasFrames[e.oldframe]; + + /* + * * compute axially aligned mins and maxs + */ + if (pframe == poldframe) { + for (i = 0; i < 3; i++) { + mins[i] = pframe.translate[i]; + maxs[i] = mins[i] + pframe.scale[i] * 255; + } + } else { + for (i = 0; i < 3; i++) { + thismins[i] = pframe.translate[i]; + thismaxs[i] = thismins[i] + pframe.scale[i] * 255; + + oldmins[i] = poldframe.translate[i]; + oldmaxs[i] = oldmins[i] + poldframe.scale[i] * 255; + + if (thismins[i] < oldmins[i]) + mins[i] = thismins[i]; + else + mins[i] = oldmins[i]; + + if (thismaxs[i] > oldmaxs[i]) + maxs[i] = thismaxs[i]; + else + maxs[i] = oldmaxs[i]; + } + } + + /* + * * compute a full bounding box + */ + for (i = 0; i < 8; i++) { + float[] tmp = { 0, 0, 0 }; + + if ((i & 1) != 0) + tmp[0] = mins[0]; + else + tmp[0] = maxs[0]; + + if ((i & 2) != 0) + tmp[1] = mins[1]; + else + tmp[1] = maxs[1]; + + if ((i & 4) != 0) + tmp[2] = mins[2]; + else + tmp[2] = maxs[2]; + + Math3D.VectorCopy(tmp, bbox[i]); + } + + /* + * * rotate the bounding box + */ + Math3D.VectorCopy(e.angles, angles); + angles[YAW] = -angles[YAW]; + Math3D.AngleVectors(angles, vectors[0], vectors[1], vectors[2]); + + for (i = 0; i < 8; i++) { + float[] tmp = { 0, 0, 0 }; + + Math3D.VectorCopy(bbox[i], tmp); + + bbox[i][0] = Math3D.DotProduct(vectors[0], tmp); + bbox[i][1] = -Math3D.DotProduct(vectors[1], tmp); + bbox[i][2] = Math3D.DotProduct(vectors[2], tmp); + + Math3D.VectorAdd(e.origin, bbox[i], bbox[i]); + } + + { + int p, f; + int aggregatemask = ~0; // 0xFFFFFFFF + + for (p = 0; p < 8; p++) { + int mask = 0; + + for (f = 0; f < 4; f++) { + float dp = Math3D.DotProduct(frustum[f].normal, bbox[p]); + + if ((dp - frustum[f].dist) < 0) { + mask |= (1 << f); + } + } + + aggregatemask &= mask; + } + + if (aggregatemask != 0) { + return true; + } + + return false; + } + } + + /* + * ================= R_DrawAliasModel + * + * ================= + */ + void R_DrawAliasModel(entity_t e) { + int i; + qfiles.dmdl_t paliashdr; + float an; + + // bounding box + float[][] bbox = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, + { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }; + image_t skin; + + if ((e.flags & Defines.RF_WEAPONMODEL) == 0) { + if (R_CullAliasModel(bbox, e)) + return; + } + + if ((e.flags & Defines.RF_WEAPONMODEL) != 0) { + if (r_lefthand.value == 2.0f) + return; + } + + paliashdr = (qfiles.dmdl_t) currentmodel.extradata; + + // + // get lighting information + // + // PMM - rewrote, reordered to handle new shells & mixing + // PMM - 3.20 code .. replaced with original way of doing it to keep mod + // authors happy + // + if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED + | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) { + Math3D.VectorClear(shadelight); + if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { + shadelight[0] = 0.56f; + shadelight[1] = 0.59f; + shadelight[2] = 0.45f; + } + if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) { + shadelight[0] = 0.9f; + shadelight[1] = 0.7f; + } + if ((currententity.flags & Defines.RF_SHELL_RED) != 0) + shadelight[0] = 1.0f; + if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0) + shadelight[1] = 1.0f; + if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0) + shadelight[2] = 1.0f; + } + + else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { + for (i = 0; i < 3; i++) + shadelight[i] = 1.0f; + } else { + R_LightPoint(currententity.origin, shadelight); + + // player lighting hack for communication back to server + // big hack! + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) { + // pick the greatest component, which should be the same + // as the mono value returned by software + if (shadelight[0] > shadelight[1]) { + if (shadelight[0] > shadelight[2]) + r_lightlevel.value = 150 * shadelight[0]; + else + r_lightlevel.value = 150 * shadelight[2]; + } else { + if (shadelight[1] > shadelight[2]) + r_lightlevel.value = 150 * shadelight[1]; + else + r_lightlevel.value = 150 * shadelight[2]; + } + } + + if (gl_monolightmap.string.charAt(0) != '0') { + float s = shadelight[0]; + + if (s < shadelight[1]) + s = shadelight[1]; + if (s < shadelight[2]) + s = shadelight[2]; + + shadelight[0] = s; + shadelight[1] = s; + shadelight[2] = s; + } + } + + if ((currententity.flags & Defines.RF_MINLIGHT) != 0) { + for (i = 0; i < 3; i++) + if (shadelight[i] > 0.1f) + break; + if (i == 3) { + shadelight[0] = 0.1f; + shadelight[1] = 0.1f; + shadelight[2] = 0.1f; + } + } + + if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will + // pulse with time + float scale; + float min; + + scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7)); + for (i = 0; i < 3; i++) { + min = shadelight[i] * 0.8f; + shadelight[i] += scale; + if (shadelight[i] < min) + shadelight[i] = min; + } + } + + // ================= + // PGM ir goggles color override + if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 + && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { + shadelight[0] = 1.0f; + shadelight[1] = 0.0f; + shadelight[2] = 0.0f; + } + // PGM + // ================= + + shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) + & (SHADEDOT_QUANT - 1)]; + + an = (float) (currententity.angles[1] / 180 * Math.PI); + shadevector[0] = (float) Math.cos(-an); + shadevector[1] = (float) Math.sin(-an); + shadevector[2] = 1; + Math3D.VectorNormalize(shadevector); + + // + // locate the proper data + // + + c_alias_polys += paliashdr.num_tris; + + // + // draw all the triangles + // + if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) + // hack the depth range to prevent view model from poking into walls + gl.glDepthRange(gldepthmin, gldepthmin + 0.3 + * (gldepthmax - gldepthmin)); + + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 + && (r_lefthand.value == 1.0f)) { + gl.glMatrixMode(GL.GL_PROJECTION); + gl.glPushMatrix(); + gl.glLoadIdentity(); + gl.glScalef(-1, 1, 1); + MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width + / r_newrefdef.height, 4, 4096); + gl.glMatrixMode(GL.GL_MODELVIEW); + + gl.glCullFace(GL.GL_BACK); + } + + gl.glPushMatrix(); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + R_RotateForEntity(e); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + + // select skin + if (currententity.skin != null) + skin = currententity.skin; // custom player skin + else { + if (currententity.skinnum >= qfiles.MAX_MD2SKINS) + skin = currentmodel.skins[0]; + else { + skin = currentmodel.skins[currententity.skinnum]; + if (skin == null) + skin = currentmodel.skins[0]; + } + } + if (skin == null) + skin = r_notexture; // fallback... + GL_Bind(skin.texnum); + + // draw it + + gl.glShadeModel(GL.GL_SMOOTH); + + GL_TexEnv(GL.GL_MODULATE); + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { + gl.glEnable(GL.GL_BLEND); + } + + if ((currententity.frame >= paliashdr.num_frames) + || (currententity.frame < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + + currentmodel.name + ": no such frame " + + currententity.frame + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if ((currententity.oldframe >= paliashdr.num_frames) + || (currententity.oldframe < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + + currentmodel.name + ": no such oldframe " + + currententity.oldframe + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if (r_lerpmodels.value == 0.0f) + currententity.backlerp = 0; + GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); + + GL_TexEnv(GL.GL_REPLACE); + gl.glShadeModel(GL.GL_FLAT); + + gl.glPopMatrix(); + + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 + && (r_lefthand.value == 1.0F)) { + gl.glMatrixMode(GL.GL_PROJECTION); + gl.glPopMatrix(); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glCullFace(GL.GL_FRONT); + } + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { + gl.glDisable(GL.GL_BLEND); + } + + if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) + gl.glDepthRange(gldepthmin, gldepthmax); + + if (gl_shadows.value != 0.0f + && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { + gl.glPushMatrix(); + R_RotateForEntity(e); + gl.glDisable(GL.GL_TEXTURE_2D); + gl.glEnable(GL.GL_BLEND); + gl.glColor4f(0, 0, 0, 0.5f); + GL_DrawAliasShadow(paliashdr, currententity.frame); + gl.glEnable(GL.GL_TEXTURE_2D); + gl.glDisable(GL.GL_BLEND); + gl.glPopMatrix(); + } + gl.glColor4f(1, 1, 1, 1); + } + +}
\ No newline at end of file diff --git a/src/jake2/render/jogl/Warp.java b/src/jake2/render/jogl/Warp.java index cd926c6..bde9697 100644 --- a/src/jake2/render/jogl/Warp.java +++ b/src/jake2/render/jogl/Warp.java @@ -2,720 +2,667 @@ * Warp.java * Copyright (C) 2003 * - * $Id: Warp.java,v 1.6 2004-07-16 10:11:35 cawe Exp $ + * $Id: Warp.java,v 1.7 2004-09-22 19:22:16 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.jogl; 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 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); // :-) - } - - /* - ================ - 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; - for (bp=fa.polys ; bp != null ; bp=bp.next) - { - p = bp; - - gl.glBegin(GL.GL_TRIANGLE_FAN); - 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); - - gl.glTexCoord2f (s, t); - gl.glVertex3f(v[0], v[1], v[2]); - } - gl.glEnd (); - } - } - -// =================================================================== - - - 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); // :-) + } + + /* + * ================ 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; + for (bp = fa.polys; bp != null; bp = bp.next) { + p = bp; + + gl.glBegin(GL.GL_TRIANGLE_FAN); + 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); + + gl.glTexCoord2f(s, t); + gl.glVertex3f(v[0], v[1], v[2]); + } + gl.glEnd(); + } + } + + // =================================================================== + + 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 diff --git a/src/jake2/render/medge_t.java b/src/jake2/render/medge_t.java index 7244efe..c5fb65d 100644 --- a/src/jake2/render/medge_t.java +++ b/src/jake2/render/medge_t.java @@ -1,26 +1,25 @@ /* -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. - -*/ + * 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. + * + */ // Created on 20.11.2003 by RST. -// $Id: medge_t.java,v 1.1 2004-07-07 19:59:35 hzi Exp $ - +// $Id: medge_t.java,v 1.2 2004-09-22 19:22:15 salomo Exp $ package jake2.render; import jake2.Defines; @@ -28,16 +27,18 @@ import jake2.Defines; import java.nio.ByteBuffer; public class medge_t { - - public static final int DISK_SIZE = 2 * Defines.SIZE_OF_SHORT; - public static final int MEM_SIZE = 3 * Defines.SIZE_OF_INT; - - // unsigned short - public int[] v = new int[2]; - public int cachededgeoffset; - - public medge_t(ByteBuffer b) { - v[0] = b.getShort() & 0xFFFF; - v[1] = b.getShort() & 0xFFFF; - } -} + + public static final int DISK_SIZE = 2 * Defines.SIZE_OF_SHORT; + + public static final int MEM_SIZE = 3 * Defines.SIZE_OF_INT; + + // unsigned short + public int[] v = new int[2]; + + public int cachededgeoffset; + + public medge_t(ByteBuffer b) { + v[0] = b.getShort() & 0xFFFF; + v[1] = b.getShort() & 0xFFFF; + } +}
\ No newline at end of file diff --git a/src/jake2/render/mvertex_t.java b/src/jake2/render/mvertex_t.java index 12b2a32..29bd454 100644 --- a/src/jake2/render/mvertex_t.java +++ b/src/jake2/render/mvertex_t.java @@ -1,26 +1,25 @@ /* -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. - -*/ + * 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. + * + */ // Created on 20.11.2003 by RST. -// $Id: mvertex_t.java,v 1.1 2004-07-07 19:59:35 hzi Exp $ - +// $Id: mvertex_t.java,v 1.2 2004-09-22 19:22:15 salomo Exp $ package jake2.render; import jake2.Defines; @@ -28,14 +27,15 @@ import jake2.Defines; import java.nio.ByteBuffer; public class mvertex_t { - public static final int DISK_SIZE = 3 * Defines.SIZE_OF_FLOAT; - public static final int MEM_SIZE = 3 * Defines.SIZE_OF_FLOAT; + public static final int DISK_SIZE = 3 * Defines.SIZE_OF_FLOAT; + + public static final int MEM_SIZE = 3 * Defines.SIZE_OF_FLOAT; - public float[] position = {0, 0, 0}; + public float[] position = { 0, 0, 0 }; - public mvertex_t(ByteBuffer b) { - position[0] = b.getFloat(); - position[1] = b.getFloat(); - position[2] = b.getFloat(); - } -} + public mvertex_t(ByteBuffer b) { + position[0] = b.getFloat(); + position[1] = b.getFloat(); + position[2] = b.getFloat(); + } +}
\ No newline at end of file |