/* * Mesh.java * Copyright (C) 2003 * * $Id: Mesh.java,v 1.3 2004-07-12 22:08:02 hzi Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ package jake2.render.fastjogl; import jake2.Defines; import jake2.client.entity_t; import jake2.qcommon.qfiles; import jake2.render.image_t; import jake2.util.Math3D; import java.nio.FloatBuffer; import java.nio.IntBuffer; import net.java.games.jogl.GL; 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[] 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); 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) { 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[] frontv = {0, 0, 0}; // vec3_t float[] backv = {0, 0, 0}; // vec3_t int i; int index_xyz; frame = paliashdr.aliasFrames[currententity.frame]; verts = v = frame.verts; oldframe = paliashdr.aliasFrames[currententity.oldframe]; 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 ); 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]; } // ab hier wird optimiert 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); } } 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]; size = (count < 0) ? -count + pos : count + pos; for (int k = pos; k < size; k++) { srcIndex = 2 * k; dstIndex = 2 * srcIndexBuf.get(k-pos); dstTextureCoords.put(dstIndex, srcTextureCoords.get(srcIndex)); dstTextureCoords.put(dstIndex + 1, srcTextureCoords.get(srcIndex + 1)); } if (count < 0) { count = -count; gl.glDrawElements(GL.GL_TRIANGLE_FAN, count, GL.GL_UNSIGNED_INT, srcIndexBuf); } else { gl.glDrawElements(GL.GL_TRIANGLE_STRIP, 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 ) ) { ri.Con_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 ) ) { ri.Con_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[] thismins = {0, 0, 0}; //float[] oldmins = {0, 0, 0}; float[] thismaxs = {0, 0, 0}; float[] oldmaxs = {0, 0, 0}; for ( int i = 0; i < 3; i++ ) { //thismins[i] = pframe.translate[i]; thismaxs[i] = pframe.translate[i] + pframe.scale[i]*255; //oldmins[i] = poldframe.translate[i]; oldmaxs[i] = 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[i] > oldmaxs[i] ) maxs[i] = thismaxs[i]; else maxs[i] = oldmaxs[i]; } } /* ** compute a full bounding box */ float[] tmp = {0, 0, 0}; for ( int i = 0; i < 8; 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]; Math3D.VectorCopy( tmp, bbox[i] ); } /* ** rotate the bounding box */ //float[] angles = {0, 0, 0}; 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) ) { ri.Con_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)) { ri.Con_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); } }