diff options
author | Rene Stoeckel <[email protected]> | 2006-10-31 13:06:33 +0000 |
---|---|---|
committer | Rene Stoeckel <[email protected]> | 2006-10-31 13:06:33 +0000 |
commit | 23c362906f17c5decb7523c21d6bf3219ede8b7e (patch) | |
tree | 2e181260bb6aa9f2df65735132604aabb2014747 /src/jake2/render/lwjgl/Main.java | |
parent | eb83cd8c8b6e3b61aa08570fc372b91365716b0d (diff) |
major refactoring of the render module
Diffstat (limited to 'src/jake2/render/lwjgl/Main.java')
-rw-r--r-- | src/jake2/render/lwjgl/Main.java | 1177 |
1 files changed, 57 insertions, 1120 deletions
diff --git a/src/jake2/render/lwjgl/Main.java b/src/jake2/render/lwjgl/Main.java index 4d1bd73..76774ab 100644 --- a/src/jake2/render/lwjgl/Main.java +++ b/src/jake2/render/lwjgl/Main.java @@ -2,7 +2,7 @@ * Main.java * Copyright (C) 2003 * - * $Id: Main.java,v 1.7 2005-05-07 18:23:25 cawe Exp $ + * $Id: Main.java,v 1.8 2006-10-31 13:06:32 salomo Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. @@ -27,22 +27,12 @@ package jake2.render.lwjgl; import jake2.Defines; import jake2.Globals; -import jake2.client.VID; -import jake2.client.entity_t; -import jake2.client.particle_t; -import jake2.client.refdef_t; -import jake2.game.Cmd; -import jake2.game.cplane_t; -import jake2.game.cvar_t; -import jake2.qcommon.Com; -import jake2.qcommon.Cvar; -import jake2.qcommon.qfiles; -import jake2.qcommon.xcommand_t; -import jake2.render.glconfig_t; -import jake2.render.glstate_t; -import jake2.render.image_t; -import jake2.render.mleaf_t; -import jake2.render.model_t; +import jake2.client.*; +import jake2.game.*; +import jake2.qcommon.*; +import jake2.render.*; +import jake2.render.common.Base; +import jake2.render.common.Warp; import jake2.util.Math3D; import jake2.util.Vargs; @@ -50,70 +40,19 @@ import java.awt.Dimension; import java.nio.FloatBuffer; import java.nio.IntBuffer; +import net.java.games.jogl.GL; + import org.lwjgl.BufferUtils; -import org.lwjgl.opengl.ARBMultitexture; -import org.lwjgl.opengl.GL11; -import org.lwjgl.opengl.GL13; +import org.lwjgl.opengl.*; /** * Main * * @author cwei */ -public abstract class Main extends Base { - - public static int[] d_8to24table = new int[256]; - - int c_visible_lightmaps; - int c_visible_textures; - - int registration_sequence; - - // this a hack for function pointer test - // default disabled - boolean qglColorTableEXT = false; - boolean qglActiveTextureARB = false; - boolean qglPointParameterfEXT = false; - boolean qglLockArraysEXT = false; - boolean qwglSwapIntervalEXT = false; - - // ================= - // abstract methods - // ================= - protected abstract void Draw_GetPalette(); - - abstract void GL_ImageList_f(); - abstract void GL_ScreenShot_f(); - abstract void GL_SetTexturePalette(int[] palette); - abstract void GL_Strings_f(); - - abstract void Mod_Modellist_f(); - abstract mleaf_t Mod_PointInLeaf(float[] point, model_t model); - - abstract void GL_SetDefaultState(); - - abstract void GL_InitImages(); - abstract void Mod_Init(); // Model.java - abstract void R_InitParticleTexture(); // MIsc.java - abstract void R_DrawAliasModel(entity_t e); // Mesh.java - abstract void R_DrawBrushModel(entity_t e); // Surf.java - abstract void Draw_InitLocal(); - abstract void R_LightPoint(float[] p, float[] color); - abstract void R_PushDlights(); - abstract void R_MarkLeaves(); - abstract void R_DrawWorld(); - abstract void R_RenderDlights(); - abstract void R_DrawAlphaSurfaces(); - - abstract void Mod_FreeAll(); - - abstract void GL_ShutdownImages(); - abstract void GL_Bind(int texnum); - abstract void GL_TexEnv(int mode); - abstract void GL_TextureMode(String string); - abstract void GL_TextureAlphaMode(String string); - abstract void GL_TextureSolidMode(String string); - abstract void GL_UpdateSwapInterval(); +public abstract class Main extends LWJGLBase { + + /* ==================================================================== @@ -122,526 +61,16 @@ public abstract class Main extends Base { ==================================================================== */ - - int GL_TEXTURE0 = GL13.GL_TEXTURE0; - int GL_TEXTURE1 = GL13.GL_TEXTURE1; - - model_t r_worldmodel; - - float gldepthmin, gldepthmax; - - glconfig_t gl_config = new glconfig_t(); - glstate_t gl_state = new glstate_t(); - - image_t r_notexture; // use for bad textures - image_t r_particletexture; // little dot for particles - - entity_t currententity; - model_t currentmodel; - - cplane_t frustum[] = { new cplane_t(), new cplane_t(), new cplane_t(), new cplane_t()}; - - int r_visframecount; // bumped when going to a new PVS - int r_framecount; // used for dlight push checking - - int c_brush_polys, c_alias_polys; - - float v_blend[] = { 0, 0, 0, 0 }; // final blending color - - // - // view origin - // - float[] vup = { 0, 0, 0 }; - float[] vpn = { 0, 0, 0 }; - float[] vright = { 0, 0, 0 }; - float[] r_origin = { 0, 0, 0 }; - - //float r_world_matrix[] = new float[16]; - FloatBuffer r_world_matrix=BufferUtils.createFloatBuffer(16); - - float r_base_world_matrix[] = new float[16]; - - // - // screen size info - // - refdef_t r_newrefdef = new refdef_t(); - - int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2; - - cvar_t r_norefresh; - cvar_t r_drawentities; - cvar_t r_drawworld; - cvar_t r_speeds; - cvar_t r_fullbright; - cvar_t r_novis; - cvar_t r_nocull; - cvar_t r_lerpmodels; - cvar_t r_lefthand; - - cvar_t r_lightlevel; - // FIXME: This is a HACK to get the client's light level - - cvar_t gl_nosubimage; - cvar_t gl_allow_software; - - cvar_t gl_vertex_arrays; - - cvar_t gl_particle_min_size; - cvar_t gl_particle_max_size; - cvar_t gl_particle_size; - cvar_t gl_particle_att_a; - cvar_t gl_particle_att_b; - cvar_t gl_particle_att_c; - - cvar_t gl_ext_swapinterval; - cvar_t gl_ext_palettedtexture; - cvar_t gl_ext_multitexture; - cvar_t gl_ext_pointparameters; - cvar_t gl_ext_compiled_vertex_array; - - cvar_t gl_log; - cvar_t gl_bitdepth; - cvar_t gl_drawbuffer; - cvar_t gl_driver; - cvar_t gl_lightmap; - cvar_t gl_shadows; - cvar_t gl_mode; - cvar_t gl_dynamic; - cvar_t gl_monolightmap; - cvar_t gl_modulate; - cvar_t gl_nobind; - cvar_t gl_round_down; - cvar_t gl_picmip; - cvar_t gl_skymip; - cvar_t gl_showtris; - cvar_t gl_ztrick; - cvar_t gl_finish; - cvar_t gl_clear; - cvar_t gl_cull; - cvar_t gl_polyblend; - cvar_t gl_flashblend; - cvar_t gl_playermip; - cvar_t gl_saturatelighting; - cvar_t gl_swapinterval; - cvar_t gl_texturemode; - cvar_t gl_texturealphamode; - cvar_t gl_texturesolidmode; - cvar_t gl_lockpvs; - - cvar_t gl_3dlabs_broken; - - cvar_t vid_gamma; - cvar_t vid_ref; - - // ============================================================================ - // to port from gl_rmain.c, ... - // ============================================================================ - - /** - * R_CullBox - * Returns true if the box is completely outside the frustum - */ - final boolean R_CullBox(float[] mins, float[] maxs) { - assert(mins.length == 3 && maxs.length == 3) : "vec3_t bug"; - - if (r_nocull.value != 0) - return false; - - for (int i = 0; i < 4; i++) { - if (Math3D.BoxOnPlaneSide(mins, maxs, frustum[i]) == 2) - return true; - } - return false; - } - - /** - * R_RotateForEntity - */ - final void R_RotateForEntity(entity_t e) { - gl.glTranslatef(e.origin[0], e.origin[1], e.origin[2]); - - gl.glRotatef(e.angles[1], 0, 0, 1); - gl.glRotatef(-e.angles[0], 0, 1, 0); - gl.glRotatef(-e.angles[2], 1, 0, 0); - } - - /* - ============================================================= - - SPRITE MODELS - ============================================================= - */ - - // stack variable - private final float[] point = { 0, 0, 0 }; - /** - * R_DrawSpriteModel - */ - void R_DrawSpriteModel(entity_t e) { - float alpha = 1.0F; - - qfiles.dsprframe_t frame; - qfiles.dsprite_t psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache - - psprite = (qfiles.dsprite_t) currentmodel.extradata; - - e.frame %= psprite.numframes; - - frame = psprite.frames[e.frame]; - - if ((e.flags & Defines.RF_TRANSLUCENT) != 0) - alpha = e.alpha; - - if (alpha != 1.0F) - gl.glEnable(GL11.GL_BLEND); - - gl.glColor4f(1, 1, 1, alpha); - - GL_Bind(currentmodel.skins[e.frame].texnum); - - GL_TexEnv(GL11.GL_MODULATE); - - if (alpha == 1.0) - gl.glEnable(GL11.GL_ALPHA_TEST); - else - gl.glDisable(GL11.GL_ALPHA_TEST); - - gl.glBegin(GL11.GL_QUADS); - - gl.glTexCoord2f(0, 1); - Math3D.VectorMA(e.origin, -frame.origin_y, vup, point); - Math3D.VectorMA(point, -frame.origin_x, vright, point); - gl.glVertex3f(point[0], point[1], point[2]); - - gl.glTexCoord2f(0, 0); - Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point); - Math3D.VectorMA(point, -frame.origin_x, vright, point); - gl.glVertex3f(point[0], point[1], point[2]); - - gl.glTexCoord2f(1, 0); - Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point); - Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point); - gl.glVertex3f(point[0], point[1], point[2]); - - gl.glTexCoord2f(1, 1); - Math3D.VectorMA(e.origin, -frame.origin_y, vup, point); - Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point); - gl.glVertex3f(point[0], point[1], point[2]); - - gl.glEnd(); - - gl.glDisable(GL11.GL_ALPHA_TEST); - GL_TexEnv(GL11.GL_REPLACE); - - if (alpha != 1.0F) - gl.glDisable(GL11.GL_BLEND); - - gl.glColor4f(1, 1, 1, 1); - } - - // ================================================================================== + FloatBuffer r_world_matrix_fb = BufferUtils.createFloatBuffer(16); // stack variable - private final float[] shadelight = { 0, 0, 0 }; - /** - * R_DrawNullModel - */ - void R_DrawNullModel() { - if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { - // cwei wollte blau: shadelight[0] = shadelight[1] = shadelight[2] = 1.0F; - shadelight[0] = shadelight[1] = shadelight[2] = 0.0F; - shadelight[2] = 0.8F; - } - else { - R_LightPoint(currententity.origin, shadelight); - } - - gl.glPushMatrix(); - R_RotateForEntity(currententity); - - gl.glDisable(GL11.GL_TEXTURE_2D); - gl.glColor3f(shadelight[0], shadelight[1], shadelight[2]); - - // this replaces the TRIANGLE_FAN - //glut.glutWireCube(gl, 20); - - gl.glBegin(GL11.GL_TRIANGLE_FAN); - gl.glVertex3f(0, 0, -16); - int i; - for (i=0 ; i<=4 ; i++) { - gl.glVertex3f((float)(16.0f * Math.cos(i * Math.PI / 2)), (float)(16.0f * Math.sin(i * Math.PI / 2)), 0.0f); - } - gl.glEnd(); - - gl.glBegin(GL11.GL_TRIANGLE_FAN); - gl.glVertex3f (0, 0, 16); - for (i=4 ; i>=0 ; i--) { - gl.glVertex3f((float)(16.0f * Math.cos(i * Math.PI / 2)), (float)(16.0f * Math.sin(i * Math.PI / 2)), 0.0f); - } - gl.glEnd(); - - - gl.glColor3f(1, 1, 1); - gl.glPopMatrix(); - gl.glEnable(GL11.GL_TEXTURE_2D); - } - - /** - * R_DrawEntitiesOnList - */ - void R_DrawEntitiesOnList() { - if (r_drawentities.value == 0.0f) - return; - - // draw non-transparent first - int i; - for (i = 0; i < r_newrefdef.num_entities; i++) { - currententity = r_newrefdef.entities[i]; - if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) - continue; // solid - - if ((currententity.flags & Defines.RF_BEAM) != 0) { - R_DrawBeam(currententity); - } - else { - currentmodel = currententity.model; - if (currentmodel == null) { - R_DrawNullModel(); - continue; - } - switch (currentmodel.type) { - case mod_alias : - R_DrawAliasModel(currententity); - break; - case mod_brush : - R_DrawBrushModel(currententity); - break; - case mod_sprite : - R_DrawSpriteModel(currententity); - break; - default : - Com.Error(Defines.ERR_DROP, "Bad modeltype"); - break; - } - } - } - // draw transparent entities - // we could sort these if it ever becomes a problem... - gl.glDepthMask(false); // no z writes - for (i = 0; i < r_newrefdef.num_entities; i++) { - currententity = r_newrefdef.entities[i]; - if ((currententity.flags & Defines.RF_TRANSLUCENT) == 0) - continue; // solid - - if ((currententity.flags & Defines.RF_BEAM) != 0) { - R_DrawBeam(currententity); - } - else { - currentmodel = currententity.model; - - if (currentmodel == null) { - R_DrawNullModel(); - continue; - } - switch (currentmodel.type) { - case mod_alias : - R_DrawAliasModel(currententity); - break; - case mod_brush : - R_DrawBrushModel(currententity); - break; - case mod_sprite : - R_DrawSpriteModel(currententity); - break; - default : - Com.Error(Defines.ERR_DROP, "Bad modeltype"); - break; - } - } - } - gl.glDepthMask(true); // back to writing - } - - // stack variable - private final float[] up = { 0, 0, 0 }; - private final float[] right = { 0, 0, 0 }; - /** - * GL_DrawParticles - */ - void GL_DrawParticles(int num_particles) { - float origin_x, origin_y, origin_z; - - Math3D.VectorScale(vup, 1.5f, up); - Math3D.VectorScale(vright, 1.5f, right); - - GL_Bind(r_particletexture.texnum); - gl.glDepthMask(false); // no z buffering - gl.glEnable(GL11.GL_BLEND); - GL_TexEnv(GL11.GL_MODULATE); - - gl.glBegin(GL11.GL_TRIANGLES); - - FloatBuffer sourceVertices = particle_t.vertexArray; - IntBuffer sourceColors = particle_t.colorArray; - float scale; - int color; - for (int j = 0, i = 0; i < num_particles; i++) { - origin_x = sourceVertices.get(j++); - origin_y = sourceVertices.get(j++); - origin_z = sourceVertices.get(j++); - - // hack a scale up to keep particles from disapearing - scale = - (origin_x - r_origin[0]) * vpn[0] - + (origin_y - r_origin[1]) * vpn[1] - + (origin_z - r_origin[2]) * vpn[2]; - - scale = (scale < 20) ? 1 : 1 + scale * 0.004f; - - color = sourceColors.get(i); - - gl.glColor4ub( - (byte)((color) & 0xFF), - (byte)((color >> 8) & 0xFF), - (byte)((color >> 16) & 0xFF), - (byte)((color >>> 24)) - ); - // first vertex - gl.glTexCoord2f(0.0625f, 0.0625f); - gl.glVertex3f(origin_x, origin_y, origin_z); - // second vertex - gl.glTexCoord2f(1.0625f, 0.0625f); - gl.glVertex3f(origin_x + up[0] * scale, origin_y + up[1] * scale, origin_z + up[2] * scale); - // third vertex - gl.glTexCoord2f(0.0625f, 1.0625f); - gl.glVertex3f(origin_x + right[0] * scale, origin_y + right[1] * scale, origin_z + right[2] * scale); - } - gl.glEnd(); - - gl.glDisable(GL11.GL_BLEND); - gl.glColor4f(1, 1, 1, 1); - gl.glDepthMask(true); // back to normal Z buffering - GL_TexEnv(GL11.GL_REPLACE); - } - - /** - * R_DrawParticles - */ - void R_DrawParticles() { - - if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) { - - //gl.glEnableClientState(GL11.GL_VERTEX_ARRAY); - gl.glVertexPointer(3, 0, particle_t.vertexArray); - gl.glEnableClientState(GL11.GL_COLOR_ARRAY); - gl.glColorPointer(4, true, 0, particle_t.getColorAsByteBuffer()); - - gl.glDepthMask(false); - gl.glEnable(GL11.GL_BLEND); - gl.glDisable(GL11.GL_TEXTURE_2D); - gl.glPointSize(gl_particle_size.value); - - gl.glDrawArrays(GL11.GL_POINTS, 0, r_newrefdef.num_particles); - - gl.glDisableClientState(GL11.GL_COLOR_ARRAY); - //gl.glDisableClientState(GL11.GL_VERTEX_ARRAY); - - gl.glDisable(GL11.GL_BLEND); - gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); - gl.glDepthMask(true); - gl.glEnable(GL11.GL_TEXTURE_2D); - - } - else { - GL_DrawParticles(r_newrefdef.num_particles); - } - } - - /** - * R_PolyBlend - */ - void R_PolyBlend() { - if (gl_polyblend.value == 0.0f) - return; - - if (v_blend[3] == 0.0f) - return; - - gl.glDisable(GL11.GL_ALPHA_TEST); - gl.glEnable(GL11.GL_BLEND); - gl.glDisable(GL11.GL_DEPTH_TEST); - gl.glDisable(GL11.GL_TEXTURE_2D); - - gl.glLoadIdentity(); - - // FIXME: get rid of these - gl.glRotatef(-90, 1, 0, 0); // put Z going up - gl.glRotatef(90, 0, 0, 1); // put Z going up - - gl.glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]); - - gl.glBegin(GL11.GL_QUADS); - - gl.glVertex3f(10, 100, 100); - gl.glVertex3f(10, -100, 100); - gl.glVertex3f(10, -100, -100); - gl.glVertex3f(10, 100, -100); - gl.glEnd(); + private final float[] vtemp = { 0, 0, 0 }; - gl.glDisable(GL11.GL_BLEND); - gl.glEnable(GL11.GL_TEXTURE_2D); - gl.glEnable(GL11.GL_ALPHA_TEST); - - gl.glColor4f(1, 1, 1, 1); - } - - // ======================================================================= - - /** - * SignbitsForPlane - */ - int SignbitsForPlane(cplane_t out) { - // for fast box on planeside test - int bits = 0; - for (int j = 0; j < 3; j++) { - if (out.normal[j] < 0) - bits |= (1 << j); - } - return bits; - } - - /** - * 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]); - } - } - - // ======================================================================= - - // stack variable - private final float[] temp = {0, 0, 0}; /** * R_SetupFrame */ - void R_SetupFrame() { + protected void R_SetupFrame() { r_framecount++; // build the transformation matrix for the given view angles @@ -659,17 +88,17 @@ public abstract class Main extends Base { // check above and below so crossing solid water doesn't draw wrong if (leaf.contents == 0) { // look down a bit - Math3D.VectorCopy(r_origin, temp); - temp[2] -= 16; - leaf = Mod_PointInLeaf(temp, r_worldmodel); + Math3D.VectorCopy(r_origin, vtemp); + vtemp[2] -= 16; + leaf = Mod_PointInLeaf(vtemp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; - } - else { // look up a bit - Math3D.VectorCopy(r_origin, temp); - temp[2] += 16; - leaf = Mod_PointInLeaf(temp, r_worldmodel); - if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) + } else { // look up a bit + Math3D.VectorCopy(r_origin, vtemp); + vtemp[2] += 16; + leaf = Mod_PointInLeaf(vtemp, r_worldmodel); + if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 + && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } } @@ -695,389 +124,25 @@ public abstract class Main extends Base { } } - /** - * MYgluPerspective - * - * @param fovy - * @param aspect - * @param zNear - * @param zFar - */ - void MYgluPerspective(double fovy, double aspect, double zNear, double zFar) { - double ymax = zNear * Math.tan(fovy * Math.PI / 360.0); - double ymin = -ymax; - - double xmin = ymin * aspect; - double xmax = ymax * aspect; - - xmin += - (2 * gl_state.camera_separation) / zNear; - xmax += - (2 * gl_state.camera_separation) / zNear; - - gl.glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); - } - - /** - * R_SetupGL - */ - void R_SetupGL() { - - // - // set up viewport - // - //int x = (int) Math.floor(r_newrefdef.x * vid.width / vid.width); - int x = r_newrefdef.x; - //int x2 = (int) Math.ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width); - int x2 = r_newrefdef.x + r_newrefdef.width; - //int y = (int) Math.floor(vid.height - r_newrefdef.y * vid.height / vid.height); - int y = vid.height - r_newrefdef.y; - //int y2 = (int) Math.ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height); - int y2 = vid.height - (r_newrefdef.y + r_newrefdef.height); - - int w = x2 - x; - int h = y - y2; - - gl.glViewport(x, y2, w, h); - - // - // set up projection matrix - // - float screenaspect = (float) r_newrefdef.width / r_newrefdef.height; - gl.glMatrixMode(GL11.GL_PROJECTION); - gl.glLoadIdentity(); - MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096); - - gl.glCullFace(GL11.GL_FRONT); - - gl.glMatrixMode(GL11.GL_MODELVIEW); - gl.glLoadIdentity(); - - gl.glRotatef(-90, 1, 0, 0); // put Z going up - gl.glRotatef(90, 0, 0, 1); // put Z going up - gl.glRotatef(-r_newrefdef.viewangles[2], 1, 0, 0); - gl.glRotatef(-r_newrefdef.viewangles[0], 0, 1, 0); - gl.glRotatef(-r_newrefdef.viewangles[1], 0, 0, 1); - gl.glTranslatef(-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1], -r_newrefdef.vieworg[2]); - - gl.glGetFloat(GL11.GL_MODELVIEW_MATRIX, r_world_matrix); - r_world_matrix.clear(); - - // - // set drawing parms - // - if (gl_cull.value != 0.0f) - gl.glEnable(GL11.GL_CULL_FACE); - else - gl.glDisable(GL11.GL_CULL_FACE); - - gl.glDisable(GL11.GL_BLEND); - gl.glDisable(GL11.GL_ALPHA_TEST); - gl.glEnable(GL11.GL_DEPTH_TEST); - } - - int trickframe = 0; - - /** - * R_Clear - */ - void R_Clear() { - if (gl_ztrick.value != 0.0f) { - - if (gl_clear.value != 0.0f) { - gl.glClear(GL11.GL_COLOR_BUFFER_BIT); - } - - trickframe++; - if ((trickframe & 1) != 0) { - gldepthmin = 0; - gldepthmax = 0.49999f; - gl.glDepthFunc(GL11.GL_LEQUAL); - } - else { - gldepthmin = 1; - gldepthmax = 0.5f; - gl.glDepthFunc(GL11.GL_GEQUAL); - } - } - else { - if (gl_clear.value != 0.0f) - gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); - else - gl.glClear(GL11.GL_DEPTH_BUFFER_BIT); - - gldepthmin = 0; - gldepthmax = 1; - gl.glDepthFunc(GL11.GL_LEQUAL); - } - gl.glDepthRange(gldepthmin, gldepthmax); - } - - /** - * R_Flash - */ - void R_Flash() { - R_PolyBlend(); - } - - /** - * R_RenderView - * r_newrefdef must be set before the first call - */ - void R_RenderView(refdef_t fd) { - - if (r_norefresh.value != 0.0f) - return; - - r_newrefdef = fd; - - // included by cwei - if (r_newrefdef == null) { - Com.Error(Defines.ERR_DROP, "R_RenderView: refdef_t fd is null"); - } - - if (r_worldmodel == null && (r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0) - Com.Error(Defines.ERR_DROP, "R_RenderView: NULL worldmodel"); - - if (r_speeds.value != 0.0f) { - c_brush_polys = 0; - c_alias_polys = 0; - } - - R_PushDlights(); - - if (gl_finish.value != 0.0f) - gl.glFinish(); - - R_SetupFrame(); - - R_SetFrustum(); - - R_SetupGL(); - - R_MarkLeaves(); // done here so we know if we're in water - - R_DrawWorld(); - - R_DrawEntitiesOnList(); - - R_RenderDlights(); - - R_DrawParticles(); - - R_DrawAlphaSurfaces(); - - R_Flash(); - - if (r_speeds.value != 0.0f) { - VID.Printf( - Defines.PRINT_ALL, - "%4i wpoly %4i epoly %i tex %i lmaps\n", - new Vargs(4).add(c_brush_polys).add(c_alias_polys).add(c_visible_textures).add(c_visible_lightmaps)); - } - } - - /** - * R_SetGL2D - */ - void R_SetGL2D() { - // set 2D virtual screen size - gl.glViewport(0, 0, vid.width, vid.height); - gl.glMatrixMode(GL11.GL_PROJECTION); - gl.glLoadIdentity(); - gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); - gl.glMatrixMode(GL11.GL_MODELVIEW); - gl.glLoadIdentity(); - gl.glDisable(GL11.GL_DEPTH_TEST); - gl.glDisable(GL11.GL_CULL_FACE); - gl.glDisable(GL11.GL_BLEND); - gl.glEnable(GL11.GL_ALPHA_TEST); - gl.glColor4f(1, 1, 1, 1); - } - - // stack variable - private final float[] light = { 0, 0, 0 }; - /** - * R_SetLightLevel - */ - void R_SetLightLevel() { - if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) - return; - - // save off light value for server to look at (BIG HACK!) - - R_LightPoint(r_newrefdef.vieworg, light); - - // pick the greatest component, which should be the same - // as the mono value returned by software - if (light[0] > light[1]) { - if (light[0] > light[2]) - r_lightlevel.value = 150 * light[0]; - else - r_lightlevel.value = 150 * light[2]; - } - else { - if (light[1] > light[2]) - r_lightlevel.value = 150 * light[1]; - else - r_lightlevel.value = 150 * light[2]; - } - } - - /** - * R_RenderFrame - */ - protected void R_RenderFrame(refdef_t fd) { - R_RenderView(fd); - R_SetLightLevel(); - R_SetGL2D(); - } - - /** - * R_Register - */ - protected void R_Register() { - r_lefthand = Cvar.Get("hand", "0", Globals.CVAR_USERINFO | Globals.CVAR_ARCHIVE); - r_norefresh = Cvar.Get("r_norefresh", "0", 0); - r_fullbright = Cvar.Get("r_fullbright", "0", 0); - r_drawentities = Cvar.Get("r_drawentities", "1", 0); - r_drawworld = Cvar.Get("r_drawworld", "1", 0); - r_novis = Cvar.Get("r_novis", "0", 0); - r_nocull = Cvar.Get("r_nocull", "0", 0); - r_lerpmodels = Cvar.Get("r_lerpmodels", "1", 0); - r_speeds = Cvar.Get("r_speeds", "0", 0); - - r_lightlevel = Cvar.Get("r_lightlevel", "1", 0); - - gl_nosubimage = Cvar.Get("gl_nosubimage", "0", 0); - gl_allow_software = Cvar.Get("gl_allow_software", "0", 0); - - gl_particle_min_size = Cvar.Get("gl_particle_min_size", "2", Globals.CVAR_ARCHIVE); - gl_particle_max_size = Cvar.Get("gl_particle_max_size", "40", Globals.CVAR_ARCHIVE); - gl_particle_size = Cvar.Get("gl_particle_size", "40", Globals.CVAR_ARCHIVE); - gl_particle_att_a = Cvar.Get("gl_particle_att_a", "0.01", Globals.CVAR_ARCHIVE); - gl_particle_att_b = Cvar.Get("gl_particle_att_b", "0.0", Globals.CVAR_ARCHIVE); - gl_particle_att_c = Cvar.Get("gl_particle_att_c", "0.01", Globals.CVAR_ARCHIVE); - - gl_modulate = Cvar.Get("gl_modulate", "1.5", Globals.CVAR_ARCHIVE); - gl_log = Cvar.Get("gl_log", "0", 0); - gl_bitdepth = Cvar.Get("gl_bitdepth", "0", 0); - gl_mode = Cvar.Get("gl_mode", "3", Globals.CVAR_ARCHIVE); // 640x480 - gl_lightmap = Cvar.Get("gl_lightmap", "0", 0); - gl_shadows = Cvar.Get("gl_shadows", "0", Globals.CVAR_ARCHIVE); - gl_dynamic = Cvar.Get("gl_dynamic", "1", 0); - gl_nobind = Cvar.Get("gl_nobind", "0", 0); - gl_round_down = Cvar.Get("gl_round_down", "1", 0); - gl_picmip = Cvar.Get("gl_picmip", "0", 0); - gl_skymip = Cvar.Get("gl_skymip", "0", 0); - gl_showtris = Cvar.Get("gl_showtris", "0", 0); - gl_ztrick = Cvar.Get("gl_ztrick", "0", 0); - gl_finish = Cvar.Get("gl_finish", "0", Globals.CVAR_ARCHIVE); - gl_clear = Cvar.Get("gl_clear", "0", 0); - gl_cull = Cvar.Get("gl_cull", "1", 0); - gl_polyblend = Cvar.Get("gl_polyblend", "1", 0); - gl_flashblend = Cvar.Get("gl_flashblend", "0", 0); - gl_playermip = Cvar.Get("gl_playermip", "0", 0); - gl_monolightmap = Cvar.Get("gl_monolightmap", "0", 0); - gl_driver = Cvar.Get("gl_driver", "opengl32", Globals.CVAR_ARCHIVE); - gl_texturemode = Cvar.Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", Globals.CVAR_ARCHIVE); - gl_texturealphamode = Cvar.Get("gl_texturealphamode", "default", Globals.CVAR_ARCHIVE); - gl_texturesolidmode = Cvar.Get("gl_texturesolidmode", "default", Globals.CVAR_ARCHIVE); - gl_lockpvs = Cvar.Get("gl_lockpvs", "0", 0); - - gl_vertex_arrays = Cvar.Get("gl_vertex_arrays", "1", Globals.CVAR_ARCHIVE); - - gl_ext_swapinterval = Cvar.Get("gl_ext_swapinterval", "1", Globals.CVAR_ARCHIVE); - gl_ext_palettedtexture = Cvar.Get("gl_ext_palettedtexture", "0", Globals.CVAR_ARCHIVE); - gl_ext_multitexture = Cvar.Get("gl_ext_multitexture", "1", Globals.CVAR_ARCHIVE); - gl_ext_pointparameters = Cvar.Get("gl_ext_pointparameters", "1", Globals.CVAR_ARCHIVE); - gl_ext_compiled_vertex_array = Cvar.Get("gl_ext_compiled_vertex_array", "1", Globals.CVAR_ARCHIVE); - - gl_drawbuffer = Cvar.Get("gl_drawbuffer", "GL_BACK", 0); - gl_swapinterval = Cvar.Get("gl_swapinterval", "0", Globals.CVAR_ARCHIVE); - - gl_saturatelighting = Cvar.Get("gl_saturatelighting", "0", 0); - - gl_3dlabs_broken = Cvar.Get("gl_3dlabs_broken", "1", Globals.CVAR_ARCHIVE); - - vid_fullscreen = Cvar.Get("vid_fullscreen", "0", Globals.CVAR_ARCHIVE); - vid_gamma = Cvar.Get("vid_gamma", "1.0", Globals.CVAR_ARCHIVE); - vid_ref = Cvar.Get("vid_ref", "lwjgl", Globals.CVAR_ARCHIVE); - - Cmd.AddCommand("imagelist", new xcommand_t() { - public void execute() { - GL_ImageList_f(); - } - }); - - Cmd.AddCommand("screenshot", new xcommand_t() { - public void execute() { - GL_ScreenShot_f(); - } - }); - Cmd.AddCommand("modellist", new xcommand_t() { - public void execute() { - Mod_Modellist_f(); - } - }); - Cmd.AddCommand("gl_strings", new xcommand_t() { - public void execute() { - GL_Strings_f(); - } - }); - } - - /** - * R_SetMode - */ - protected boolean R_SetMode() { - boolean fullscreen = (vid_fullscreen.value > 0.0f); - - vid_fullscreen.modified = false; - gl_mode.modified = false; - - Dimension dim = new Dimension(vid.width, vid.height); - - int err; // enum rserr_t - if ((err = GLimp_SetMode(dim, (int) gl_mode.value, fullscreen)) == rserr_ok) { - gl_state.prev_mode = (int) gl_mode.value; - } - else { - if (err == rserr_invalid_fullscreen) { - Cvar.SetValue("vid_fullscreen", 0); - vid_fullscreen.modified = false; - VID.Printf(Defines.PRINT_ALL, "ref_gl::R_SetMode() - fullscreen unavailable in this mode\n"); - if ((err = GLimp_SetMode(dim, (int) gl_mode.value, false)) == rserr_ok) - return true; - } - else if (err == rserr_invalid_mode) { - Cvar.SetValue("gl_mode", gl_state.prev_mode); - gl_mode.modified = false; - VID.Printf(Defines.PRINT_ALL, "ref_gl::R_SetMode() - invalid mode\n"); - } - - // try setting it back to something safe - if ((err = GLimp_SetMode(dim, gl_state.prev_mode, false)) != rserr_ok) { - VID.Printf(Defines.PRINT_ALL, "ref_gl::R_SetMode() - could not revert to safe mode\n"); - return false; - } - } - return true; - } - - float[] r_turbsin = new float[256]; /** * R_Init */ protected boolean R_Init(int vid_xpos, int vid_ypos) { - assert(Warp.SIN.length == 256) : "warpsin table bug"; + assert (Warp.SIN.length == 256) : "warpsin table bug"; + ggl = new GLWrapLWJGL(gl); + + GL_TEXTURE0 = GL13.GL_TEXTURE0; + GL_TEXTURE1 = GL13.GL_TEXTURE1; + // fill r_turbsin for (int j = 0; j < 256; j++) { r_turbsin[j] = Warp.SIN[j] * 0.5f; } - VID.Printf(Defines.PRINT_ALL, "ref_gl version: " + REF_VERSION + '\n'); + VID.Printf(Defines.PRINT_ALL, "ref_gl version: " + Base.REF_VERSION + '\n'); Draw_GetPalette(); @@ -1119,34 +184,33 @@ public abstract class Main extends Base { if (renderer_buffer.indexOf("voodoo") >= 0) { if (renderer_buffer.indexOf("rush") < 0) - gl_config.renderer = GL_RENDERER_VOODOO; + gl_config.renderer = Base.GL_RENDERER_VOODOO; else - gl_config.renderer = GL_RENDERER_VOODOO_RUSH; - } - else if (vendor_buffer.indexOf("sgi") >= 0) - gl_config.renderer = GL_RENDERER_SGI; + gl_config.renderer = Base.GL_RENDERER_VOODOO_RUSH; + } else if (vendor_buffer.indexOf("sgi") >= 0) + gl_config.renderer = Base.GL_RENDERER_SGI; else if (renderer_buffer.indexOf("permedia") >= 0) - gl_config.renderer = GL_RENDERER_PERMEDIA2; + gl_config.renderer = Base.GL_RENDERER_PERMEDIA2; else if (renderer_buffer.indexOf("glint") >= 0) - gl_config.renderer = GL_RENDERER_GLINT_MX; + gl_config.renderer = Base.GL_RENDERER_GLINT_MX; else if (renderer_buffer.indexOf("glzicd") >= 0) - gl_config.renderer = GL_RENDERER_REALIZM; + gl_config.renderer = Base.GL_RENDERER_REALIZM; else if (renderer_buffer.indexOf("gdi") >= 0) - gl_config.renderer = GL_RENDERER_MCD; + gl_config.renderer = Base.GL_RENDERER_MCD; else if (renderer_buffer.indexOf("pcx2") >= 0) - gl_config.renderer = GL_RENDERER_PCX2; + gl_config.renderer = Base.GL_RENDERER_PCX2; else if (renderer_buffer.indexOf("verite") >= 0) - gl_config.renderer = GL_RENDERER_RENDITION; + gl_config.renderer = Base.GL_RENDERER_RENDITION; else - gl_config.renderer = GL_RENDERER_OTHER; + gl_config.renderer = Base.GL_RENDERER_OTHER; String monolightmap = gl_monolightmap.string.toUpperCase(); if (monolightmap.length() < 2 || monolightmap.charAt(1) != 'F') { - if (gl_config.renderer == GL_RENDERER_PERMEDIA2) { + if (gl_config.renderer == Base.GL_RENDERER_PERMEDIA2) { Cvar.Set("gl_monolightmap", "A"); VID.Printf(Defines.PRINT_ALL, "...using gl_monolightmap 'a'\n"); } - else if ((gl_config.renderer & GL_RENDERER_POWERVR) != 0) { + else if ((gl_config.renderer & Base.GL_RENDERER_POWERVR) != 0) { Cvar.Set("gl_monolightmap", "0"); } else { @@ -1156,7 +220,7 @@ public abstract class Main extends Base { // power vr can't have anything stay in the framebuffer, so // the screen needs to redraw the tiled background every frame - if ((gl_config.renderer & GL_RENDERER_POWERVR) != 0) { + if ((gl_config.renderer & Base.GL_RENDERER_POWERVR) != 0) { Cvar.Set("scr_drawall", "1"); } else { @@ -1164,17 +228,16 @@ public abstract class Main extends Base { } // MCD has buffering issues - if (gl_config.renderer == GL_RENDERER_MCD) { + if (gl_config.renderer == Base.GL_RENDERER_MCD) { Cvar.SetValue("gl_finish", 1); } - if ((gl_config.renderer & GL_RENDERER_3DLABS) != 0) { + if ((gl_config.renderer & Base.GL_RENDERER_3DLABS) != 0) { if (gl_3dlabs_broken.value != 0.0f) gl_config.allow_cds = false; else gl_config.allow_cds = true; - } - else { + } else { gl_config.allow_cds = true; } @@ -1187,9 +250,12 @@ public abstract class Main extends Base { ** grab extensions */ if (gl_config.extensions_string.indexOf("GL_EXT_compiled_vertex_array") >= 0 - || gl_config.extensions_string.indexOf("GL_SGI_compiled_vertex_array") >= 0) { - VID.Printf(Defines.PRINT_ALL, "...enabling GL_EXT_compiled_vertex_array\n"); - // qglLockArraysEXT = ( void * ) qwglGetProcAddress( "glLockArraysEXT" ); + || gl_config.extensions_string + .indexOf("GL_SGI_compiled_vertex_array") >= 0) { + VID.Printf(Defines.PRINT_ALL, + "...enabling GL_EXT_compiled_vertex_array\n"); + // qglLockArraysEXT = ( void * ) qwglGetProcAddress( + // "glLockArraysEXT" ); if (gl_ext_compiled_vertex_array.value != 0.0f) qglLockArraysEXT = true; else @@ -1266,8 +332,7 @@ public abstract class Main extends Base { qglActiveTextureARB = true; GL_TEXTURE0 = ARBMultitexture.GL_TEXTURE0_ARB; GL_TEXTURE1 = ARBMultitexture.GL_TEXTURE1_ARB; - } - else { + } else { VID.Printf(Defines.PRINT_ALL, "...GL_ARB_multitexture not found\n"); } @@ -1291,24 +356,7 @@ public abstract class Main extends Base { return true; } - /** - * R_Shutdown - */ - protected void R_Shutdown() { - Cmd.RemoveCommand("modellist"); - Cmd.RemoveCommand("screenshot"); - Cmd.RemoveCommand("imagelist"); - Cmd.RemoveCommand("gl_strings"); - - Mod_FreeAll(); - - GL_ShutdownImages(); - /* - * shut down OS specific OpenGL stuff like contexts, etc. - */ - GLimp_Shutdown(); - } /** * R_BeginFrame @@ -1344,7 +392,7 @@ public abstract class Main extends Base { if (vid_gamma.modified) { vid_gamma.modified = false; - if ((gl_config.renderer & GL_RENDERER_VOODOO) != 0) { + if ((gl_config.renderer & Base.GL_RENDERER_VOODOO) != 0) { // wird erstmal nicht gebraucht /* @@ -1421,115 +469,4 @@ public abstract class Main extends Base { R_Clear(); } - int[] r_rawpalette = new int[256]; - - /** - * R_SetPalette - */ - protected void R_SetPalette(byte[] palette) { - // 256 RGB values (768 bytes) - // or null - int i; - int color = 0; - - if (palette != null) { - int j =0; - for (i = 0; i < 256; i++) { - color = (palette[j++] & 0xFF) << 0; - color |= (palette[j++] & 0xFF) << 8; - color |= (palette[j++] & 0xFF) << 16; - color |= 0xFF000000; - r_rawpalette[i] = color; - } - } - else { - for (i = 0; i < 256; i++) { - r_rawpalette[i] = d_8to24table[i] | 0xff000000; - } - } - GL_SetTexturePalette(r_rawpalette); - - gl.glClearColor(0, 0, 0, 0); - gl.glClear(GL11.GL_COLOR_BUFFER_BIT); - gl.glClearColor(1f, 0f, 0.5f, 0.5f); - } - - static final int NUM_BEAM_SEGS = 6; - float[][] start_points = new float[NUM_BEAM_SEGS][3]; - // array of vec3_t - float[][] end_points = new float[NUM_BEAM_SEGS][3]; // array of vec3_t - - // stack variable - private final float[] perpvec = { 0, 0, 0 }; // vec3_t - private final float[] direction = { 0, 0, 0 }; // vec3_t - private final float[] normalized_direction = { 0, 0, 0 }; // vec3_t - private final float[] oldorigin = { 0, 0, 0 }; // vec3_t - private final float[] origin = { 0, 0, 0 }; // vec3_t - /** - * 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]); - } - - gl.glDisable(GL11.GL_TEXTURE_2D); - gl.glEnable(GL11.GL_BLEND); - gl.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; - - gl.glColor4f(r, g, b, e.alpha); - - gl.glBegin(GL11.GL_TRIANGLE_STRIP); - - float[] v; - - for (int i = 0; i < NUM_BEAM_SEGS; i++) { - v = start_points[i]; - gl.glVertex3f(v[0], v[1], v[2]); - v = end_points[i]; - gl.glVertex3f(v[0], v[1], v[2]); - v = start_points[(i + 1) % NUM_BEAM_SEGS]; - gl.glVertex3f(v[0], v[1], v[2]); - v = end_points[(i + 1) % NUM_BEAM_SEGS]; - gl.glVertex3f(v[0], v[1], v[2]); - } - gl.glEnd(); - - gl.glEnable(GL11.GL_TEXTURE_2D); - gl.glDisable(GL11.GL_BLEND); - gl.glDepthMask(true); - } }
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