/* * Surf.java * Copyright (C) 2003 * * $Id: Surf.java,v 1.9 2005-01-17 23:50:50 cawe Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ package jake2.render.fastjogl; import jake2.Defines; import jake2.client.*; import jake2.game.cplane_t; import jake2.qcommon.Com; import jake2.render.*; import jake2.util.*; import jake2.util.Lib; import jake2.util.Math3D; import java.nio.*; import java.util.Arrays; import net.java.games.jogl.GL; 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) { float scroll = -64 * ((r_newrefdef.time / 40.0f) - (int) (r_newrefdef.time / 40.0f)); if (scroll == 0.0f) scroll = -64.0f; p.beginScrolling(scroll); gl.glDrawArrays(GL.GL_POLYGON, p.pos, p.numverts); p.endScrolling(); } // PGM // ============ /* * * R_DrawTriangleOutlines */ void R_DrawTriangleOutlines() { 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 (int i = 0; i < MAX_LIGHTMAPS; i++) { for (msurface_t surf = gl_lms.lightmap_surfaces[i]; surf != null; surf = surf.lightmapchain) { for (glpoly_t p = surf.polys; p != null; p = p.chain) { for (int j = 2; j < p.numverts; j++) { gl.glBegin(GL.GL_LINE_STRIP); gl.glVertex3f(p.x(0), p.y(0), p.z(0)); gl.glVertex3f(p.x(j-1), p.y(j-1), p.z(j-1)); gl.glVertex3f(p.x(j), p.y(j), p.z(j)); gl.glVertex3f(p.x(0), p.y(0), p.z(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) { p.beginScrolling(scroll); gl.glDrawArrays(GL.GL_POLYGON, p.pos, p.numverts); p.endScrolling(); } } 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) { p.beginScrolling(scroll); gl.glDrawArrays(GL.GL_POLYGON, p.pos, p.numverts); p.endScrolling(); } } 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) { if (currentmodel.nummodelsurfaces == 0) return; currententity = e; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; float[] mins = Vec3Cache.get(); float[] maxs = Vec3Cache.get(); boolean rotated; if (e.angles[0] != 0 || e.angles[1] != 0 || e.angles[2] != 0) { rotated = true; for (int 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)) { Vec3Cache.release(2); // mins, maxs return; } Vec3Cache.release(2); // mins, maxs 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 = Vec3Cache.get(); float[] forward = Vec3Cache.get(); float[] right = Vec3Cache.get(); float[] up = Vec3Cache.get(); 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); Vec3Cache.release(4); // temp, forward, right, 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 ============= */ private final entity_t worldEnt = new entity_t(); void R_DrawWorld() { if (r_drawworld.value == 0) return; if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) return; currentmodel = r_worldmodel; Math3D.VectorCopy(r_newrefdef.vieworg, modelorg); entity_t ent = worldEnt; // auto cycle the world frame for texture animation ent.clear(); ent.frame = (int) (r_newrefdef.time * 2); currententity = ent; 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; // reconstruct the polygon pedges = currentmodel.edges; lnumverts = fa.numedges; vertpage = 0; // // draw texture // glpoly_t poly = Polygon.create(lnumverts); poly.next = fa.polys; poly.flags = fa.flags; fa.polys = poly; 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; poly.x(i, vec[0]); poly.y(i, vec[1]); poly.z(i, vec[2]); poly.s1(i, s); poly.t1(i, 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.s2(i, s); poly.t2(i, t); } } /* * ======================== 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]; // init lightstyles if (lightstyles == null) { lightstyles = new lightstyle_t[Defines.MAX_LIGHTSTYLES]; for (int 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 (int 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 buffers for vertex array handling */ static FloatBuffer globalPolygonInterleavedBuf = Polygon.getInterleavedBuffer(); static FloatBuffer globalPolygonTexCoord1Buf = null; static { globalPolygonInterleavedBuf.position(Polygon.STRIDE - 2); globalPolygonTexCoord1Buf = globalPolygonInterleavedBuf.slice(); globalPolygonInterleavedBuf.position(0); }; //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); // // } }