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authorHolger Zickner <[email protected]>2004-07-09 06:50:52 +0000
committerHolger Zickner <[email protected]>2004-07-09 06:50:52 +0000
commit20a66a892a3f0704ef37f1eebb681edfee6fc165 (patch)
tree118e0e5ea00eecf450e4c63edc88c421d52a7db2 /src/jake2/render/fastjogl/Misc.java
parent6b36f9e0380b7c80aecdc78ef07a0cf473712416 (diff)
import of Jake2
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+/*
+ * Misc.java
+ * Copyright (C) 2003
+ *
+ * $Id: Misc.java,v 1.1 2004-07-09 06:50:48 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 net.java.games.jogl.GL;
+import net.java.games.jogl.WGL;
+
+import jake2.Defines;
+
+/**
+ * Misc
+ *
+ * @author cwei
+ */
+public abstract class Misc extends Mesh {
+
+ /*
+ ==================
+ R_InitParticleTexture
+ ==================
+ */
+ byte[][] dottexture =
+ {
+ {0,0,0,0,0,0,0,0},
+ {0,0,1,1,0,0,0,0},
+ {0,1,1,1,1,0,0,0},
+ {0,1,1,1,1,0,0,0},
+ {0,0,1,1,0,0,0,0},
+ {0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0},
+ };
+
+ void R_InitParticleTexture()
+ {
+ int x,y;
+ byte[] data = new byte[8 * 8 * 4];
+
+ //
+ // particle texture
+ //
+ for (x=0 ; x<8 ; x++)
+ {
+ for (y=0 ; y<8 ; y++)
+ {
+ data[y * 32 + x * 4 + 0] = (byte)255;
+ data[y * 32 + x * 4 + 1] = (byte)255;
+ data[y * 32 + x * 4 + 2] = (byte)255;
+ data[y * 32 + x * 4 + 3] = (byte)(dottexture[x][y]*255);
+
+ }
+ }
+ r_particletexture = GL_LoadPic("***particle***", data, 8, 8, it_sprite, 32);
+
+ //
+ // also use this for bad textures, but without alpha
+ //
+ for (x=0 ; x<8 ; x++)
+ {
+ for (y=0 ; y<8 ; y++)
+ {
+ data[y * 32 + x * 4 + 0] = (byte)(dottexture[x&3][y&3]*255);
+ data[y * 32 + x * 4 + 1] = 0; // dottexture[x&3][y&3]*255;
+ data[y * 32 + x * 4 + 2] = 0; //dottexture[x&3][y&3]*255;
+ data[y * 32 + x * 4 + 3] = (byte)255;
+ }
+ }
+ r_notexture = GL_LoadPic("***r_notexture***", data, 8, 8, it_wall, 32);
+ }
+
+
+// /*
+// ==============================================================================
+//
+// SCREEN SHOTS
+//
+// ==============================================================================
+// */
+//
+// typedef struct _TargaHeader {
+// unsigned char id_length, colormap_type, image_type;
+// unsigned short colormap_index, colormap_length;
+// unsigned char colormap_size;
+// unsigned short x_origin, y_origin, width, height;
+// unsigned char pixel_size, attributes;
+// } TargaHeader;
+
+
+ /*
+ ==================
+ GL_ScreenShot_f
+ ==================
+ */
+ void GL_ScreenShot_f()
+ {
+// byte *buffer;
+// char picname[80];
+// char checkname[MAX_OSPATH];
+// int i, c, temp;
+// FILE *f;
+//
+// // create the scrnshots directory if it doesn't exist
+// Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir());
+// Sys_Mkdir (checkname);
+//
+////
+//// find a file name to save it to
+////
+// strcpy(picname,"quake00.tga");
+//
+// for (i=0 ; i<=99 ; i++)
+// {
+// picname[5] = i/10 + '0';
+// picname[6] = i%10 + '0';
+// Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname);
+// f = fopen (checkname, "r");
+// if (!f)
+// break; // file doesn't exist
+// fclose (f);
+// }
+// if (i==100)
+// {
+// ri.Con_Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n");
+// return;
+// }
+//
+//
+// buffer = malloc(vid.width*vid.height*3 + 18);
+// memset (buffer, 0, 18);
+// buffer[2] = 2; // uncompressed type
+// buffer[12] = vid.width&255;
+// buffer[13] = vid.width>>8;
+// buffer[14] = vid.height&255;
+// buffer[15] = vid.height>>8;
+// buffer[16] = 24; // pixel size
+//
+// qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
+//
+// // swap rgb to bgr
+// c = 18+vid.width*vid.height*3;
+// for (i=18 ; i<c ; i+=3)
+// {
+// temp = buffer[i];
+// buffer[i] = buffer[i+2];
+// buffer[i+2] = temp;
+// }
+//
+// f = fopen (checkname, "rw");
+// fwrite (buffer, 1, c, f);
+// fclose (f);
+//
+// free (buffer);
+// ri.Con_Printf (PRINT_ALL, "Wrote %s\n", picname);
+ }
+
+ /*
+ ** GL_Strings_f
+ */
+ void GL_Strings_f() {
+ ri.Con_Printf (Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n');
+ ri.Con_Printf (Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n');
+ ri.Con_Printf (Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n');
+ ri.Con_Printf (Defines.PRINT_ALL, "GL_EXTENSIONS: " + gl_config.extensions_string + '\n');
+ }
+
+ /*
+ ** GL_SetDefaultState
+ */
+ void GL_SetDefaultState()
+ {
+ gl.glClearColor(1f,0f, 0.5f , 0.5f); // original quake2
+ //gl.glClearColor(0, 0, 0, 0); // replaced with black
+ gl.glCullFace(GL.GL_FRONT);
+ gl.glEnable(GL.GL_TEXTURE_2D);
+
+ gl.glEnable(GL.GL_ALPHA_TEST);
+ gl.glAlphaFunc(GL.GL_GREATER, 0.666f);
+
+ gl.glDisable (GL.GL_DEPTH_TEST);
+ gl.glDisable (GL.GL_CULL_FACE);
+ gl.glDisable (GL.GL_BLEND);
+
+ gl.glColor4f (1,1,1,1);
+
+ gl.glPolygonMode (GL.GL_FRONT_AND_BACK, GL.GL_FILL);
+ gl.glShadeModel (GL.GL_FLAT);
+
+ GL_TextureMode( gl_texturemode.string );
+ GL_TextureAlphaMode( gl_texturealphamode.string );
+ GL_TextureSolidMode( gl_texturesolidmode.string );
+
+ gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max);
+
+ gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
+ gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
+
+ gl.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
+
+ GL_TexEnv( GL.GL_REPLACE );
+
+ if ( qglPointParameterfEXT )
+ {
+ float[] attenuations = { gl_particle_att_a.value, gl_particle_att_b.value, gl_particle_att_c.value };
+
+ gl.glEnable( GL.GL_POINT_SMOOTH );
+ gl.glPointParameterfEXT( GL.GL_POINT_SIZE_MIN_EXT, gl_particle_min_size.value );
+ gl.glPointParameterfEXT( GL.GL_POINT_SIZE_MAX_EXT, gl_particle_max_size.value );
+ gl.glPointParameterfvEXT( GL.GL_DISTANCE_ATTENUATION_EXT, attenuations );
+ }
+
+ if ( qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f )
+ {
+ gl.glEnable( GL.GL_SHARED_TEXTURE_PALETTE_EXT );
+
+ GL_SetTexturePalette( d_8to24table );
+ }
+
+ GL_UpdateSwapInterval();
+
+ /*
+ * vertex array extension
+ */
+ gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
+ gl.glClientActiveTextureARB(GL_TEXTURE0);
+ gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
+ }
+
+ void GL_UpdateSwapInterval()
+ {
+ if ( gl_swapinterval.modified )
+ {
+ gl_swapinterval.modified = false;
+ if ( !gl_state.stereo_enabled )
+ {
+ if (qwglSwapIntervalEXT) {
+ ((WGL)gl).wglSwapIntervalEXT((int)gl_swapinterval.value);
+ }
+ }
+ }
+ }
+}