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authorRene Stoeckel <[email protected]>2006-10-31 13:06:33 +0000
committerRene Stoeckel <[email protected]>2006-10-31 13:06:33 +0000
commit23c362906f17c5decb7523c21d6bf3219ede8b7e (patch)
tree2e181260bb6aa9f2df65735132604aabb2014747 /src/jake2/render/lwjgl/Main.java
parenteb83cd8c8b6e3b61aa08570fc372b91365716b0d (diff)
major refactoring of the render module
Diffstat (limited to 'src/jake2/render/lwjgl/Main.java')
-rw-r--r--src/jake2/render/lwjgl/Main.java1177
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);
- }
} \ No newline at end of file