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package jp.nyatla.nymmd;
import java.awt.image.BufferedImage;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;
import java.util.Vector;
import javax.imageio.ImageIO;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GLContext;
import com.jogamp.opengl.util.texture.Texture;
import ru.olamedia.olacraft.game.Game;
import ru.olamedia.texture.TextureManager;
import jp.nyatla.nymmd.core.PmdBone;
import jp.nyatla.nymmd.types.*;
public class MmdMotionPlayerGL2 extends MmdMotionPlayer {
private float minY = Float.MAX_VALUE;
private float maxY = Float.MAX_VALUE;
public float minX = Float.MAX_VALUE;
public float maxX = Float.MAX_VALUE;
public float minZ = Float.MAX_VALUE;
public float maxZ = Float.MAX_VALUE;
public float height = 0;
public float offsetX = 0;
public float offsetZ = 0;
private class TextureList extends ArrayList<TextureList.Item> {
/**
*
*/
private static final long serialVersionUID = 1L;
class Item {
public int gl_texture_id;
public String file_name;
}
public void clear() {
final GL2 gl = GLContext.getCurrentGL().getGL2();
for (TextureList.Item i : this) {
final int[] ids = { i.gl_texture_id };
gl.glDeleteTextures(1, ids, 0);
}
super.clear();
}
private TextureList.Item createTexture(String szFileName, InputStream i_st) throws MmdException {
final GL2 gl = GLContext.getCurrentGL().getGL2();
String ext = szFileName.substring(szFileName.length() - 3).toUpperCase();
String format = ext;
if (ext.equals("SPH")) {
format = "BMP";
}
if (ext.equals("SPA")) {
format = "BMP";
}
Texture tex = TextureManager.get(szFileName, i_st, format);
tex.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
tex.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR);
if (ext.equals("SPH") || ext.equals("SPA")) {
tex.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_EDGE);
tex.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP_TO_EDGE);
} else {
tex.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
tex.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
}
TextureList.Item ret = new TextureList.Item();
ret.file_name = szFileName;
ret.gl_texture_id = tex.getTextureObject(gl);
/*
* toonTexture.setWrap(Texture.WrapAxis.S,
* Texture.WrapMode.EdgeClamp);
* toonTexture.setWrap(Texture.WrapAxis.T,
* Texture.WrapMode.EdgeClamp);
* toonTexture.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
*/
if (ext.equals("SPH")) {
}
if (ext.equals("SPA")) {
}
return ret;
/*
* IntBuffer texid = IntBuffer.allocate(1);
* BufferedImage img;
* try {
* img = ImageIO.read(i_st);
* } catch (Exception e) {
* throw new MmdException("Error while reading " + szFileName);
* }
* gl.glGenTextures(1, texid);
* gl.glBindTexture(GL.GL_TEXTURE_2D, texid.get(0));
* gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 4);
*
* gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
* GL.GL_LINEAR);
* gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
* GL.GL_LINEAR);
* gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S,
* GL.GL_REPEAT);
* gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T,
* GL.GL_REPEAT);
* // 転写
*
* int[] rgb_array = img.getRGB(0, 0, img.getWidth(),
* img.getHeight(), null, 0, img.getWidth());
* gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, img.getWidth(),
* img.getHeight(), 0, GL.GL_RGBA,
* GL.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgb_array));
* FloatBuffer prio = FloatBuffer.allocate(1);
* prio.put(0, 1.0f);
* gl.glPrioritizeTextures(1, texid, prio);
*/
}
public int getTexture(String i_name, MmdPmdModel_BasicClass.IResourceProvider i_io) throws MmdException {
try {
for (TextureList.Item i : this) {
if (i.file_name.equalsIgnoreCase(i_name)) {
// 読み込み済みのテクスチャを発見
return i.gl_texture_id;
}
}
// なければファイルを読み込んでテクスチャ作成
TextureList.Item ret = this.createTexture(i_name, i_io.getTextureStream(i_name));
if (ret != null) {
this.add(ret);
return ret.gl_texture_id;
}
} catch (Exception e) {
throw new MmdException(e);
}
// テクスチャ読み込みか作成失敗
throw new MmdException();
}
}
private class Material {
public final float[] color = new float[12];// Diffuse,Specular,Ambientの順
public float fShininess;
public ShortBuffer indices;
public int ulNumIndices;
public int texture_id;
public int sph_texture_id;
public int unknown;
}
public MmdMotionPlayerGL2() {
super();
this._tex_list = new TextureList();
}
public void dispose() {
this._tex_list.clear();
}
private TextureList _tex_list;
private final MmdMatrix __tmp_matrix = new MmdMatrix();
private Material[] _materials;
private float[] _fbuf;
private FloatBuffer _pos_array;
private FloatBuffer _nom_array;
private FloatBuffer _tex_array;
public void setPmd(MmdPmdModel_BasicClass i_pmd_model) throws MmdException {
super.setPmd(i_pmd_model);
// 確保済みリソースのリセット
this._tex_list.clear();
// OpenGLResourceの生成
final int number_of_vertex = i_pmd_model.getNumberOfVertex();
this._pos_array = makeFloatBuffer(number_of_vertex * 3);
this._nom_array = makeFloatBuffer(number_of_vertex * 3);
this._tex_array = makeFloatBuffer(this._ref_pmd_model.getUvArray().length * 2);
this._fbuf = new float[number_of_vertex * 3 * 2];
MmdPmdModel_BasicClass.IResourceProvider tp = i_pmd_model.getResourceProvider();
// Material配列の作成
PmdMaterial[] m = i_pmd_model.getMaterials();// this._ref_materials;
Vector<Material> materials = new Vector<Material>();
for (int i = 0; i < m.length; i++) {
final Material new_material = new Material();
new_material.unknown = m[i].unknown;
// D,A,S[rgba]
m[i].col4Diffuse.getValue(new_material.color, 0);
m[i].col4Ambient.getValue(new_material.color, 4);
m[i].col4Specular.getValue(new_material.color, 8);
new_material.fShininess = m[i].fShininess;
if (m[i].texture_name != null) {
new_material.texture_id = this._tex_list.getTexture(m[i].texture_name, tp);
System.out.println("" + m[i].texture_name);
} else {
new_material.texture_id = 0;
}
if (m[i].sphere_name != null) {
new_material.sph_texture_id = this._tex_list.getTexture(m[i].sphere_name, tp);
System.out.println("" + m[i].sphere_name);
} else {
new_material.sph_texture_id = 0;
}
new_material.indices = ShortBuffer.wrap(m[i].indices);
new_material.ulNumIndices = m[i].indices.length;
materials.add(new_material);
}
this._materials = materials.toArray(new Material[materials.size()]);
// Integer.MAX_VALUE
FloatBuffer tex_array = this._tex_array;
tex_array.position(0);
final MmdTexUV[] texture_uv = this._ref_pmd_model.getUvArray();
for (int i = 0; i < number_of_vertex; i++) {
tex_array.put(texture_uv[i].u);
tex_array.put(texture_uv[i].v);
}
// find model height
MmdVector3[] org_pos_array = _ref_pmd_model.getPositionArray();
for (int i = 0; i < _ref_pmd_model.getNumberOfVertex(); i++) {
MmdVector3 vp = org_pos_array[i];
if (minY == Float.MAX_VALUE) {
minY = maxY = vp.y;
minX = maxX = vp.x;
minZ = maxZ = vp.z;
} else {
if (vp.y < minY) {
minY = vp.y;
}
if (vp.y > maxY) {
maxY = vp.y;
}
if (vp.x < minX) {
minX = vp.x;
}
if (vp.x > maxX) {
maxX = vp.x;
}
if (vp.z < minZ) {
minZ = vp.z;
}
if (vp.z > maxZ) {
maxZ = vp.z;
}
}
}
height = maxY - minY;
offsetX = minX + (maxX - minX) / 2;
offsetZ = minZ + (maxZ - minZ) / 2;
return;
}
public void setVmd(MmdVmdMotion_BasicClass i_vmd_model) throws MmdException {
super.setVmd(i_vmd_model);
}
/**
* この関数はupdateMotionがskinning_matを更新するを呼び出します。
*/
protected void onUpdateSkinningMatrix(MmdMatrix[] i_skinning_mat) throws MmdException {
MmdVector3 vp;
MmdMatrix mat;
MmdVector3[] org_pos_array = this._ref_pmd_model.getPositionArray();
MmdVector3[] org_normal_array = this._ref_pmd_model.getNormatArray();
PmdSkinInfo[] org_skin_info = this._ref_pmd_model.getSkinInfoArray();
int number_of_vertex = this._ref_pmd_model.getNumberOfVertex();
float[] ft = this._fbuf;
int p1 = 0;
int p2 = number_of_vertex * 3;
for (int i = 0; i < this._ref_pmd_model.getNumberOfVertex(); i++) {
PmdSkinInfo info_ptr = org_skin_info[i];
if (info_ptr.fWeight == 0.0f) {
mat = i_skinning_mat[info_ptr.unBoneNo_1];
} else if (info_ptr.fWeight >= 0.9999f) {
mat = i_skinning_mat[info_ptr.unBoneNo_0];
} else {
final MmdMatrix mat0 = i_skinning_mat[info_ptr.unBoneNo_0];
final MmdMatrix mat1 = i_skinning_mat[info_ptr.unBoneNo_1];
mat = this.__tmp_matrix;
mat.MatrixLerp(mat0, mat1, info_ptr.fWeight);
}
vp = org_pos_array[i];
ft[p1++] = ((float) (vp.x * mat.m00 + vp.y * mat.m10 + vp.z * mat.m20 + mat.m30));
ft[p1++] = ((float) (vp.x * mat.m01 + vp.y * mat.m11 + vp.z * mat.m21 + mat.m31));
ft[p1++] = ((float) (vp.x * mat.m02 + vp.y * mat.m12 + vp.z * mat.m22 + mat.m32));
vp = org_normal_array[i];
ft[p2++] = ((float) (vp.x * mat.m00 + vp.y * mat.m10 + vp.z * mat.m20));
ft[p2++] = ((float) (vp.x * mat.m01 + vp.y * mat.m11 + vp.z * mat.m21));
ft[p2++] = ((float) (vp.x * mat.m02 + vp.y * mat.m12 + vp.z * mat.m22));
}
this._pos_array.position(0);
this._pos_array.put(ft, 0, number_of_vertex * 3);
this._nom_array.position(0);
this._nom_array.put(ft, number_of_vertex * 3, number_of_vertex * 3);
return;
}
public void render() throws MmdException {
final GL2 gl = GLContext.getCurrentGL().getGL2();
// gl.glEnable(GL.GL_CULL_FACE);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glShadeModel(GL2.GL_SMOOTH);
// gl.glCullFace(GL.GL_FRONT);
gl.glCullFace(GL.GL_BACK);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glEnable(GL2.GL_BLEND);
// GLUtils.texImage2D generates premultiplied-alpha texture. so we use
// GL_ONE instead of GL_ALPHA
gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE_MINUS_SRC_ALPHA);
// gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL2.GL_NORMAL_ARRAY);
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL2.GL_COLOR_MATERIAL);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
final float[] diffuseColor = Game.client.getScene().dayTime.getClearColor();
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, new float[] { 1.0f, 1.0f, 1.0f }, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, diffuseColor, 0);//new float[] { 0f, 0f, 0f }
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuseColor, 0);// new
// float[]
// {
// 1.0f,
// 1.0f,
// 1.0f
// }
// とりあえずbufferに変換しよう
this._pos_array.position(0);
this._nom_array.position(0);
this._tex_array.position(0);
// とりあえず転写用
// 頂点座標、法線、テクスチャ座標の各配列をセット
gl.glVertexPointer(3, GL.GL_FLOAT, 0, this._pos_array);
gl.glNormalPointer(GL.GL_FLOAT, 0, this._nom_array);
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, this._tex_array);
if (null == this._materials) {
throw new MmdException("no materials");
}
for (int i = this._materials.length - 1; i >= 0; i--) {
final Material mt_ptr = this._materials[i];
// マテリアル設定
// gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, mt_ptr.color, 0);
// gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, mt_ptr.color, 4);
// gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, mt_ptr.color, 8);
// gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL2.GL_SHININESS, mt_ptr.fShininess);
final float wi = 0.6f;
final float[] color = mt_ptr.color;
gl.glColor4f((color[0] * wi + color[8 + 0]), (color[1] * wi + color[8 + 1]),
(color[2] * wi + color[8 + 2]), color[3]);// * wi
// +
// color[8
// +
// 3]
// don't cull face that has alpha value 0.99
if (color[3] < 1) {
gl.glDisable(GL2.GL_CULL_FACE);
} else {
gl.glEnable(GL2.GL_CULL_FACE);
}
// カリング判定:何となくうまくいったから
// if ((0x100 & mt_ptr.unknown) == 0x100) {
// gl.glDisable(GL.GL_CULL_FACE);
// } else {
// gl.glEnable(GL.GL_CULL_FACE);
// }
if (mt_ptr.texture_id != 0) {
// テクスチャありならBindする
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glBindTexture(GL.GL_TEXTURE_2D, mt_ptr.texture_id);
} else {
// テクスチャなし
gl.glDisable(GL.GL_TEXTURE_2D);
}
if (mt_ptr.ulNumIndices > 0 && mt_ptr.indices.limit() > 0) {
// 頂点インデックスを指定してポリゴン描画
gl.glDrawElements(GL.GL_TRIANGLES, mt_ptr.ulNumIndices, GL.GL_UNSIGNED_SHORT, mt_ptr.indices);
}
if (mt_ptr.sph_texture_id != 0) {
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_SPHERE_MAP);
gl.glTexGeni(GL2.GL_T, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_SPHERE_MAP);
// gl.glTexGeni(GL2.GL_R, GL2.GL_TEXTURE_GEN_MODE,
// GL2.GL_REFLECTION_MAP);
gl.glEnable(GL2.GL_TEXTURE_GEN_S);
gl.glEnable(GL2.GL_TEXTURE_GEN_T);
// gl.glEnable(GL2.GL_TEXTURE_GEN_R);
gl.glBindTexture(GL.GL_TEXTURE_2D, mt_ptr.sph_texture_id);
}
if (mt_ptr.ulNumIndices > 0 && mt_ptr.indices.limit() > 0) {
// 頂点インデックスを指定してポリゴン描画
gl.glDrawElements(GL.GL_TRIANGLES, mt_ptr.ulNumIndices, GL.GL_UNSIGNED_SHORT, mt_ptr.indices);
}
if (mt_ptr.sph_texture_id != 0) {
gl.glDisable(GL2.GL_TEXTURE_GEN_S);
gl.glDisable(GL2.GL_TEXTURE_GEN_T);
// gl.glDisable(GL2.GL_TEXTURE_GEN_R);
}
}
// gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL2.GL_NORMAL_ARRAY);
gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
return;
}
private static FloatBuffer makeFloatBuffer(int i_size) {
ByteBuffer bb = ByteBuffer.allocateDirect(i_size * 4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
return fb;
}
public void reset() {
final PmdBone[] bone_array = _ref_pmd_model.getBoneArray();
for (int i = 0; i < bone_array.length; i++) {
// bone_array[i].reset();
}
}
}
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