Esempio n. 1
0
  /** R_SetFrustum */
  void R_SetFrustum() {
    // rotate VPN right by FOV_X/2 degrees
    Math3D.RotatePointAroundVector(frustum[0].normal, vup, vpn, -(90f - r_newrefdef.fov_x / 2f));
    // rotate VPN left by FOV_X/2 degrees
    Math3D.RotatePointAroundVector(frustum[1].normal, vup, vpn, 90f - r_newrefdef.fov_x / 2f);
    // rotate VPN up by FOV_X/2 degrees
    Math3D.RotatePointAroundVector(frustum[2].normal, vright, vpn, 90f - r_newrefdef.fov_y / 2f);
    // rotate VPN down by FOV_X/2 degrees
    Math3D.RotatePointAroundVector(frustum[3].normal, vright, vpn, -(90f - r_newrefdef.fov_y / 2f));

    for (int i = 0; i < 4; i++) {
      frustum[i].type = Defines.PLANE_ANYZ;
      frustum[i].dist = Math3D.DotProduct(r_origin, frustum[i].normal);
      frustum[i].signbits = (byte) SignbitsForPlane(frustum[i]);
    }
  }
Esempio n. 2
0
  /** R_DrawBeam */
  void R_DrawBeam(entity_t e) {
    oldorigin[0] = e.oldorigin[0];
    oldorigin[1] = e.oldorigin[1];
    oldorigin[2] = e.oldorigin[2];

    origin[0] = e.origin[0];
    origin[1] = e.origin[1];
    origin[2] = e.origin[2];

    normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
    normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
    normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];

    if (Math3D.VectorNormalize(normalized_direction) == 0.0f) return;

    Math3D.PerpendicularVector(perpvec, normalized_direction);
    Math3D.VectorScale(perpvec, e.frame / 2, perpvec);

    for (int i = 0; i < 6; i++) {
      Math3D.RotatePointAroundVector(
          start_points[i], normalized_direction, perpvec, (360.0f / NUM_BEAM_SEGS) * i);

      Math3D.VectorAdd(start_points[i], origin, start_points[i]);
      Math3D.VectorAdd(start_points[i], direction, end_points[i]);
    }

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDepthMask(false);

    float r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF;
    float g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF;
    float b = (d_8to24table[e.skinnum & 0xFF] >> 16) & 0xFF;

    r *= 1 / 255.0f;
    g *= 1 / 255.0f;
    b *= 1 / 255.0f;

    GL11.glColor4f(r, g, b, e.alpha);

    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

    float[] v;

    for (int i = 0; i < NUM_BEAM_SEGS; i++) {
      v = start_points[i];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = end_points[i];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = start_points[(i + 1) % NUM_BEAM_SEGS];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = end_points[(i + 1) % NUM_BEAM_SEGS];
      GL11.glVertex3f(v[0], v[1], v[2]);
    }
    GL11.glEnd();

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
  }