/* * Mesh.java * Copyright (C) 2003 * * $Id: Mesh.java,v 1.3 2006-11-21 02:22:19 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.fast; import jake2.Defines; import jake2.client.VID; import jake2.client.entity_t; import jake2.qcommon.qfiles; import jake2.render.image_t; import jake2.util.Lib; import jake2.util.Math3D; import java.nio.FloatBuffer; import java.nio.IntBuffer; /** * 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]; /** * GL_LerpVerts * @param nverts * @param ov * @param verts * @param move * @param frontv * @param backv */ void GL_LerpVerts(int nverts, int[] ov, int[] v, float[] move, float[] frontv, float[] backv ) { FloatBuffer lerp = vertexArrayBuf; lerp.limit((nverts << 2) - nverts); // nverts * 3 int ovv, vv; //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 */) { vv = v[i]; normal = r_avertexnormals[(vv >>> 24 ) & 0xFF]; ovv = ov[i]; lerp.put(j, move[0] + (ovv & 0xFF)* backv[0] + (vv & 0xFF) * frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) * frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) * 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]; vv = v[i]; lerp.put(j, move[0] + (ovv & 0xFF)* backv[0] + (vv & 0xFF)*frontv[0]); lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF)* backv[1] + ((vv >>> 8) & 0xFF)*frontv[1]); lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF)* backv[2] + ((vv >>> 16) & 0xFF)*frontv[2]); j += 3; } } } FloatBuffer colorArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 4); FloatBuffer vertexArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 3); FloatBuffer textureArrayBuf = Lib.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 }; // stack variable private final float[] move = {0, 0, 0}; // vec3_t private final float[] frontv = {0, 0, 0}; // vec3_t private final float[] backv = {0, 0, 0}; // vec3_t /** * GL_DrawAliasFrameLerp * * interpolates between two frames and origins * FIXME: batch lerp all vertexes */ void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; int[] verts = frame.verts; qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe]; int[] ov = oldframe.verts; float alpha; 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_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.gl.glEnableClientState( GL_VERTEX_ARRAY ); gl.glVertexPointer( 3, 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_COLOR_ARRAY ); gl.glColorPointer( 4, 0, colorArrayBuf ); // // pre light everything // FloatBuffer color = colorArrayBuf; float l; int size = paliashdr.num_xyz; int j = 0; for (int i = 0; i < size; i++ ) { l = shadedots[(verts[i] >>> 24) & 0xFF]; color.put(j, l * shadelight[0]); color.put(j + 1, l * shadelight[1]); color.put(j + 2, l * shadelight[2]); color.put(j + 3, alpha); j += 4; } } gl.glClientActiveTextureARB(TEXTURE0); gl.glTexCoordPointer( 2, 0, textureArrayBuf); //gl.gl.glEnableClientState( GL_TEXTURE_COORD_ARRAY); int pos = 0; int[] counts = paliashdr.counts; IntBuffer srcIndexBuf = null; FloatBuffer dstTextureCoords = textureArrayBuf; FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; int dstIndex = 0; int srcIndex = 0; int count; int mode; int size = counts.length; for (int j = 0; j < size; j++) { // get the vertex count and primitive type count = counts[j]; if (count == 0) break; // done srcIndexBuf = paliashdr.indexElements[j]; mode = GL_TRIANGLE_STRIP; if (count < 0) { mode = GL_TRIANGLE_FAN; count = -count; } srcIndex = pos << 1; srcIndex--; for (int k = 0; k < count; k++) { dstIndex = srcIndexBuf.get(k) << 1; dstTextureCoords.put(dstIndex, srcTextureCoords.get(++srcIndex)); dstTextureCoords.put(++dstIndex, srcTextureCoords.get(++srcIndex)); } gl.glDrawElements(mode, 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_TEXTURE_2D ); gl.glDisableClientState( GL_COLOR_ARRAY ); } private final float[] point = {0, 0, 0}; /** * GL_DrawAliasShadow */ void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { float lheight = currententity.origin[2] - lightspot[2]; int[] order = paliashdr.glCmds; float height = -lheight + 1.0f; int orderIndex = 0; int index = 0; // TODO shadow drawing with vertex arrays int count; 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_TRIANGLE_FAN); } else gl.glBegin (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 (); } } // TODO sync with jogl renderer. hoz // stack variable private final float[] mins = { 0, 0, 0 }; private final float[] maxs = { 0, 0, 0 }; /** * R_CullAliasModel */ boolean R_CullAliasModel(entity_t e) { 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} }; // TODO sync with jogl renderer. hoz /** * R_DrawAliasModel */ void R_DrawAliasModel(entity_t e) { 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 // int i; 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_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_MODELVIEW ); gl.glCullFace( GL_BACK ); } gl.glPushMatrix (); e.angles[PITCH] = -e.angles[PITCH]; // sigh. R_RotateForEntity (e); e.angles[PITCH] = -e.angles[PITCH]; // sigh. image_t skin; // 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_SMOOTH); GL_TexEnv( GL_MODULATE ); if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) { gl.glEnable (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_REPLACE ); gl.glShadeModel (GL_FLAT); gl.glPopMatrix (); if ( ( currententity.flags & Defines.RF_WEAPONMODEL ) != 0 && ( r_lefthand.value == 1.0F ) ) { gl.glMatrixMode( GL_PROJECTION ); gl.glPopMatrix(); gl.glMatrixMode( GL_MODELVIEW ); gl.glCullFace( GL_FRONT ); } if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) { gl.glDisable (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_TEXTURE_2D); gl.glEnable (GL_BLEND); gl.glColor4f (0,0,0,0.5f); GL_DrawAliasShadow (paliashdr, currententity.frame ); gl.glEnable (GL_TEXTURE_2D); gl.glDisable (GL_BLEND); gl.glPopMatrix (); } gl.glColor4f (1,1,1,1); } }