diff options
Diffstat (limited to 'src/jake2/render/basic/Main.java')
-rw-r--r-- | src/jake2/render/basic/Main.java | 1586 |
1 files changed, 1586 insertions, 0 deletions
diff --git a/src/jake2/render/basic/Main.java b/src/jake2/render/basic/Main.java new file mode 100644 index 0000000..fa36f43 --- /dev/null +++ b/src/jake2/render/basic/Main.java @@ -0,0 +1,1586 @@ +/* + * Main.java + * Copyright (C) 2003 + * + * $Id: Main.java,v 1.1.2.1 2005-11-14 23:57:19 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.basic; + +import jake2.Defines; +import jake2.Globals; +import jake2.client.*; +import jake2.game.*; +import jake2.qcommon.*; +import jake2.render.*; +import jake2.util.*; + +import java.awt.Dimension; +import java.nio.FloatBuffer; +import java.nio.IntBuffer; + +/** + * 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 qglSelectTextureSGIS = false; + boolean qglActiveTextureARB = false; + boolean qglPointParameterfEXT = false; + boolean qglLockArraysEXT = false; + boolean qglMTexCoord2fSGIS = 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(); + + /* + ==================================================================== + + from gl_rmain.c + + ==================================================================== + */ + + 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 }; + + FloatBuffer r_world_matrix = Lib.newFloatBuffer(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 frustom + ================= + */ + 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; + } + + 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 + + ============================================================= + */ + + /* + ================= + R_DrawSpriteModel + + ================= + */ + void R_DrawSpriteModel(entity_t e) { + float alpha = 1.0F; + float[] point = { 0, 0, 0 }; + + 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(GL_BLEND); + + gl.glColor4f(1, 1, 1, alpha); + + GL_Bind(currentmodel.skins[e.frame].texnum); + + GL_TexEnv(GL_MODULATE); + + if (alpha == 1.0) + gl.glEnable(GL_ALPHA_TEST); + else + gl.glDisable(GL_ALPHA_TEST); + + gl.glBegin(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(GL_ALPHA_TEST); + GL_TexEnv(GL_REPLACE); + + if (alpha != 1.0F) + gl.glDisable(GL_BLEND); + + gl.glColor4f(1, 1, 1, 1); + } + + // ================================================================================== + + /* + ============= + R_DrawNullModel + ============= + cwei :-) + */ + void R_DrawNullModel() { + float[] shadelight = { 0, 0, 0 }; + + 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(GL_TEXTURE_2D); + gl.glColor3f(shadelight[0], shadelight[1], shadelight[2]); + +// // this replaces the TRIANGLE_FAN +// glut.glutWireCube(gl, 20); + + + gl.glBegin(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(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(GL_TEXTURE_2D); + } + + /* + ============= + R_DrawEntitiesOnList + ============= + */ + void R_DrawEntitiesOnList() { + int i; + + if (r_drawentities.value == 0.0f) + return; + + // draw non-transparent first + 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 + } + + /* + ** GL_DrawParticles + ** + */ + void GL_DrawParticles(int num_particles) { + float[] up = { 0, 0, 0 }; + float[] right = { 0, 0, 0 }; + float scale; + int color; + + 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(GL_BLEND); + GL_TexEnv(GL_MODULATE); + + gl.glBegin(GL_TRIANGLES); + + FloatBuffer sourceVertices = particle_t.vertexArray; + IntBuffer sourceColors = particle_t.colorArray; + 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 >> 0) & 0xFF), + (byte)((color >> 8) & 0xFF), + (byte)((color >> 16) & 0xFF), + (byte)((color >> 24) & 0xFF) + ); + // 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(GL_BLEND); + gl.glColor4f(1, 1, 1, 1); + gl.glDepthMask(true); // back to normal Z buffering + GL_TexEnv(GL_REPLACE); + } + + /* + =============== + R_DrawParticles + =============== + */ + void R_DrawParticles() { + + if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) { + + gl.glEnableClientState(GL_VERTEX_ARRAY); + gl.glVertexPointer(3, 0, particle_t.vertexArray); + gl.glEnableClientState(GL_COLOR_ARRAY); + gl.glColorPointer(4, true, 0, particle_t.getColorAsByteBuffer()); + + gl.glDepthMask(false); + gl.glEnable(GL_BLEND); + gl.glDisable(GL_TEXTURE_2D); + gl.glPointSize(gl_particle_size.value); + + gl.glDrawArrays(GL_POINTS, 0, r_newrefdef.num_particles); + + gl.glDisableClientState(GL_COLOR_ARRAY); + gl.glDisableClientState(GL_VERTEX_ARRAY); + + gl.glDisable(GL_BLEND); + gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); + gl.glDepthMask(true); + gl.glEnable(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(GL_ALPHA_TEST); + gl.glEnable(GL_BLEND); + gl.glDisable(GL_DEPTH_TEST); + gl.glDisable(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(GL_QUADS); + + gl.glVertex3f(10, 100, 100); + gl.glVertex3f(10, -100, 100); + gl.glVertex3f(10, -100, -100); + gl.glVertex3f(10, 100, -100); + gl.glEnd(); + + gl.glDisable(GL_BLEND); + gl.glEnable(GL_TEXTURE_2D); + gl.glEnable(GL_ALPHA_TEST); + + gl.glColor4f(1, 1, 1, 1); + } + + // ======================================================================= + + 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; + } + + 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]); + } + } + + // ======================================================================= + + /* + =============== + R_SetupFrame + =============== + */ + void R_SetupFrame() { + int i; + mleaf_t leaf; + + r_framecount++; + + // build the transformation matrix for the given view angles + Math3D.VectorCopy(r_newrefdef.vieworg, r_origin); + + Math3D.AngleVectors(r_newrefdef.viewangles, vpn, vright, vup); + + // current viewcluster + if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0) { + r_oldviewcluster = r_viewcluster; + r_oldviewcluster2 = r_viewcluster2; + leaf = Mod_PointInLeaf(r_origin, r_worldmodel); + r_viewcluster = r_viewcluster2 = leaf.cluster; + + // check above and below so crossing solid water doesn't draw wrong + if (leaf.contents == 0) { // look down a bit + float[] temp = { 0, 0, 0 }; + + 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)) + r_viewcluster2 = leaf.cluster; + } + else { // look up a bit + float[] temp = { 0, 0, 0 }; + + 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)) + r_viewcluster2 = leaf.cluster; + } + } + + for (i = 0; i < 4; i++) + v_blend[i] = r_newrefdef.blend[i]; + + c_brush_polys = 0; + c_alias_polys = 0; + + // clear out the portion of the screen that the NOWORLDMODEL defines + if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) { + gl.glEnable(GL_SCISSOR_TEST); + gl.glClearColor(0.3f, 0.3f, 0.3f, 1.0f); + gl.glScissor( + r_newrefdef.x, + vid.height - r_newrefdef.height - r_newrefdef.y, + r_newrefdef.width, + r_newrefdef.height); + gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + gl.glClearColor(1.0f, 0.0f, 0.5f, 0.5f); + gl.glDisable(GL_SCISSOR_TEST); + } + } + + void MYgluPerspective(double fovy, double aspect, double zNear, double zFar) { + double xmin, xmax, ymin, ymax; + + ymax = zNear * Math.tan(fovy * Math.PI / 360.0); + ymin = -ymax; + + xmin = ymin * aspect; + 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() { + float screenaspect; + int x, x2, y2, y, w, h; + + // + // set up viewport + // + x = (int) Math.floor(r_newrefdef.x * vid.width / vid.width); + x2 = (int) Math.ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width); + y = (int) Math.floor(vid.height - r_newrefdef.y * vid.height / vid.height); + y2 = (int) Math.ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height); + + w = x2 - x; + h = y - y2; + + gl.glViewport(x, y2, w, h); + + // + // set up projection matrix + // + screenaspect = (float) r_newrefdef.width / r_newrefdef.height; + gl.glMatrixMode(GL_PROJECTION); + gl.glLoadIdentity(); + MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096); + + gl.glCullFace(GL_FRONT); + + gl.glMatrixMode(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(GL_MODELVIEW_MATRIX, r_world_matrix); + r_world_matrix.clear(); + + // + // set drawing parms + // + if (gl_cull.value != 0.0f) + gl.glEnable(GL_CULL_FACE); + else + gl.glDisable(GL_CULL_FACE); + + gl.glDisable(GL_BLEND); + gl.glDisable(GL_ALPHA_TEST); + gl.glEnable(GL_DEPTH_TEST); + } + + /* + ============= + R_Clear + ============= + */ + int trickframe = 0; + + void R_Clear() { + if (gl_ztrick.value != 0.0f) { + + if (gl_clear.value != 0.0f) { + gl.glClear(GL_COLOR_BUFFER_BIT); + } + + trickframe++; + if ((trickframe & 1) != 0) { + gldepthmin = 0; + gldepthmax = 0.49999f; + gl.glDepthFunc(GL_LEQUAL); + } + else { + gldepthmin = 1; + gldepthmax = 0.5f; + gl.glDepthFunc(GL_GEQUAL); + } + } + else { + if (gl_clear.value != 0.0f) + gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + else + gl.glClear(GL_DEPTH_BUFFER_BIT); + + gldepthmin = 0; + gldepthmax = 1; + gl.glDepthFunc(GL_LEQUAL); + } + gl.glDepthRange(gldepthmin, gldepthmax); + } + + 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)); + } + } + + void R_SetGL2D() { + // set 2D virtual screen size + gl.glViewport(0, 0, vid.width, vid.height); + gl.glMatrixMode(GL_PROJECTION); + gl.glLoadIdentity(); + gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); + gl.glMatrixMode(GL_MODELVIEW); + gl.glLoadIdentity(); + gl.glDisable(GL_DEPTH_TEST); + gl.glDisable(GL_CULL_FACE); + gl.glDisable(GL_BLEND); + gl.glEnable(GL_ALPHA_TEST); + gl.glColor4f(1, 1, 1, 1); + } + + /* + ==================== + R_SetLightLevel + + ==================== + */ + void R_SetLightLevel() { + float[] shadelight = { 0, 0, 0 }; + + 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, shadelight); + + // 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]; + } + } + + /* + @@@@@@@@@@@@@@@@@@@@@ + R_RenderFrame + + @@@@@@@@@@@@@@@@@@@@@ + */ + public void R_RenderFrame(refdef_t fd) { + R_RenderView(fd); + R_SetLightLevel(); + R_SetGL2D(); + } + + protected void R_Register() { + r_lefthand = Cvar.Get("hand", "0", Defines.CVAR_USERINFO | Defines.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", Defines.CVAR_ARCHIVE); + gl_particle_max_size = Cvar.Get("gl_particle_max_size", "40", Defines.CVAR_ARCHIVE); + gl_particle_size = Cvar.Get("gl_particle_size", "40", Defines.CVAR_ARCHIVE); + gl_particle_att_a = Cvar.Get("gl_particle_att_a", "0.01", Defines.CVAR_ARCHIVE); + gl_particle_att_b = Cvar.Get("gl_particle_att_b", "0.0", Defines.CVAR_ARCHIVE); + gl_particle_att_c = Cvar.Get("gl_particle_att_c", "0.01", Defines.CVAR_ARCHIVE); + + gl_modulate = Cvar.Get("gl_modulate", "1.5", Defines.CVAR_ARCHIVE); + gl_log = Cvar.Get("gl_log", "0", 0); + gl_bitdepth = Cvar.Get("gl_bitdepth", "0", 0); + gl_mode = Cvar.Get("gl_mode", "1", Defines.CVAR_ARCHIVE); + gl_lightmap = Cvar.Get("gl_lightmap", "0", 0); + gl_shadows = Cvar.Get("gl_shadows", "0", Defines.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", Defines.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", Defines.CVAR_ARCHIVE); + gl_texturemode = Cvar.Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", Defines.CVAR_ARCHIVE); + gl_texturealphamode = Cvar.Get("gl_texturealphamode", "default", Defines.CVAR_ARCHIVE); + gl_texturesolidmode = Cvar.Get("gl_texturesolidmode", "default", Defines.CVAR_ARCHIVE); + gl_lockpvs = Cvar.Get("gl_lockpvs", "0", 0); + + gl_vertex_arrays = Cvar.Get("gl_vertex_arrays", "0", Defines.CVAR_ARCHIVE); + + gl_ext_swapinterval = Cvar.Get("gl_ext_swapinterval", "1", Defines.CVAR_ARCHIVE); + gl_ext_palettedtexture = Cvar.Get("gl_ext_palettedtexture", "0", Defines.CVAR_ARCHIVE); + gl_ext_multitexture = Cvar.Get("gl_ext_multitexture", "1", Defines.CVAR_ARCHIVE); + gl_ext_pointparameters = Cvar.Get("gl_ext_pointparameters", "1", Defines.CVAR_ARCHIVE); + gl_ext_compiled_vertex_array = Cvar.Get("gl_ext_compiled_vertex_array", "1", Defines.CVAR_ARCHIVE); + + gl_drawbuffer = Cvar.Get("gl_drawbuffer", "GL_BACK", 0); + gl_swapinterval = Cvar.Get("gl_swapinterval", "1", Defines.CVAR_ARCHIVE); + + gl_saturatelighting = Cvar.Get("gl_saturatelighting", "0", 0); + + gl_3dlabs_broken = Cvar.Get("gl_3dlabs_broken", "1", Defines.CVAR_ARCHIVE); + + vid_fullscreen = Cvar.Get("vid_fullscreen", "0", Defines.CVAR_ARCHIVE); + vid_gamma = Cvar.Get("vid_gamma", "1.0", Defines.CVAR_ARCHIVE); + vid_ref = Cvar.Get("vid_ref", "jogl", Defines.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() { + + int err; // enum rserr_t + boolean fullscreen; + +// if (vid_fullscreen.modified && !gl_config.allow_cds) { +// VID.Printf(Defines.PRINT_ALL, "R_SetMode() - CDS not allowed with this driver\n"); +// Cvar.SetValue("vid_fullscreen", (vid_fullscreen.value > 0.0f) ? 0.0f : 1.0f); +// vid_fullscreen.modified = false; +// } + + fullscreen = (vid_fullscreen.value > 0.0f); + + vid_fullscreen.modified = false; + gl_mode.modified = false; + + Dimension dim = new Dimension(vid.width, vid.height); + + if ((err = glImpl.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 = glImpl.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 = glImpl.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; + } + + /* + =============== + R_Init + =============== + */ + float[] r_turbsin = new float[256]; + + protected boolean R_Init() { + return R_Init(0, 0); + } + + public boolean R_Init(int vid_xpos, int vid_ypos) { + + assert(Warp.SIN.length == 256) : "warpsin table bug"; + + // 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'); + + Draw_GetPalette(); + + R_Register(); + + // set our "safe" modes + gl_state.prev_mode = 3; + + // create the window and set up the context + if (!R_SetMode()) { + VID.Printf(Defines.PRINT_ALL, "ref_gl::R_Init() - could not R_SetMode()\n"); + return false; + } + return true; + } + + public boolean R_Init2() { + VID.MenuInit(); + + /* + ** get our various GL strings + */ +// VID.Printf(Defines.PRINT_ALL, "JOGL_VERSION: " + Version.getVersion() + '\n'); + gl_config.vendor_string = gl.glGetString(GL_VENDOR); + VID.Printf(Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n'); + gl_config.renderer_string = gl.glGetString(GL_RENDERER); + VID.Printf(Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n'); + gl_config.version_string = gl.glGetString(GL_VERSION); + VID.Printf(Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n'); + gl_config.extensions_string = gl.glGetString(GL_EXTENSIONS); + VID.Printf(Defines.PRINT_ALL, "GL_EXTENSIONS: " + gl_config.extensions_string + '\n'); + + gl_config.parseOpenGLVersion(); + + String renderer_buffer = gl_config.renderer_string.toLowerCase(); + String vendor_buffer = gl_config.vendor_string.toLowerCase(); + + if (renderer_buffer.indexOf("voodoo") >= 0) { + if (renderer_buffer.indexOf("rush") < 0) + gl_config.renderer = GL_RENDERER_VOODOO; + else + gl_config.renderer = GL_RENDERER_VOODOO_RUSH; + } + else if (vendor_buffer.indexOf("sgi") >= 0) + gl_config.renderer = GL_RENDERER_SGI; + else if (renderer_buffer.indexOf("permedia") >= 0) + gl_config.renderer = GL_RENDERER_PERMEDIA2; + else if (renderer_buffer.indexOf("glint") >= 0) + gl_config.renderer = GL_RENDERER_GLINT_MX; + else if (renderer_buffer.indexOf("glzicd") >= 0) + gl_config.renderer = GL_RENDERER_REALIZM; + else if (renderer_buffer.indexOf("gdi") >= 0) + gl_config.renderer = GL_RENDERER_MCD; + else if (renderer_buffer.indexOf("pcx2") >= 0) + gl_config.renderer = GL_RENDERER_PCX2; + else if (renderer_buffer.indexOf("verite") >= 0) + gl_config.renderer = GL_RENDERER_RENDITION; + else + gl_config.renderer = GL_RENDERER_OTHER; + + String monolightmap = gl_monolightmap.string.toUpperCase(); + if (monolightmap.length() < 2 || monolightmap.charAt(1) != 'F') { + if (gl_config.renderer == 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) { + Cvar.Set("gl_monolightmap", "0"); + } + else { + Cvar.Set("gl_monolightmap", "0"); + } + } + + // 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) { + Cvar.Set("scr_drawall", "1"); + } + else { + Cvar.Set("scr_drawall", "0"); + } + + // #ifdef __linux__ + Cvar.SetValue("gl_finish", 1); + // #endif + + // MCD has buffering issues + if (gl_config.renderer == GL_RENDERER_MCD) { + Cvar.SetValue("gl_finish", 1); + } + + if ((gl_config.renderer & GL_RENDERER_3DLABS) != 0) { + if (gl_3dlabs_broken.value != 0.0f) + gl_config.allow_cds = false; + else + gl_config.allow_cds = true; + } + else { + gl_config.allow_cds = true; + } + + if (gl_config.allow_cds) + VID.Printf(Defines.PRINT_ALL, "...allowing CDS\n"); + else + VID.Printf(Defines.PRINT_ALL, "...disabling CDS\n"); + + /* + ** 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" ); + if (gl_ext_compiled_vertex_array.value != 0.0f) + qglLockArraysEXT = true; + else + qglLockArraysEXT = false; + // qglUnlockArraysEXT = ( void * ) qwglGetProcAddress( "glUnlockArraysEXT" ); + //qglUnlockArraysEXT = true; + } + else { + VID.Printf(Defines.PRINT_ALL, "...GL_EXT_compiled_vertex_array not found\n"); + } + + if (gl_config.extensions_string.indexOf("WGL_EXT_swap_control") >= 0) { + qwglSwapIntervalEXT = true; + VID.Printf(Defines.PRINT_ALL, "...enabling WGL_EXT_swap_control\n"); + } else { + qwglSwapIntervalEXT = false; + VID.Printf(Defines.PRINT_ALL, "...WGL_EXT_swap_control not found\n"); + } + + if (gl_config.extensions_string.indexOf("GL_EXT_point_parameters") >= 0) { + if (gl_ext_pointparameters.value != 0.0f) { + // qglPointParameterfEXT = ( void (APIENTRY *)( GLenum, GLfloat ) ) qwglGetProcAddress( "glPointParameterfEXT" ); + qglPointParameterfEXT = true; + // qglPointParameterfvEXT = ( void (APIENTRY *)( GLenum, const GLfloat * ) ) qwglGetProcAddress( "glPointParameterfvEXT" ); + VID.Printf(Defines.PRINT_ALL, "...using GL_EXT_point_parameters\n"); + } + else { + VID.Printf(Defines.PRINT_ALL, "...ignoring GL_EXT_point_parameters\n"); + } + } + else { + VID.Printf(Defines.PRINT_ALL, "...GL_EXT_point_parameters not found\n"); + } + + // #ifdef __linux__ + // if ( strstr( gl_config.extensions_string, "3DFX_set_global_palette" )) + // { + // if ( gl_ext_palettedtexture->value ) + // { + // VID.Printf( Defines.PRINT_ALL, "...using 3DFX_set_global_palette\n" ); + // qgl3DfxSetPaletteEXT = ( void ( APIENTRY * ) (GLuint *) )qwglGetProcAddress( "gl3DfxSetPaletteEXT" ); + //// qglColorTableEXT = Fake_glColorTableEXT; + // } + // else + // { + // VID.Printf( Defines.PRINT_ALL, "...ignoring 3DFX_set_global_palette\n" ); + // } + // } + // else + // { + // VID.Printf( Defines.PRINT_ALL, "...3DFX_set_global_palette not found\n" ); + // } + // #endif + + if (!qglColorTableEXT + && gl_config.extensions_string.indexOf("GL_EXT_paletted_texture") >= 0 + && gl_config.extensions_string.indexOf("GL_EXT_shared_texture_palette") >= 0) { + if (gl_ext_palettedtexture.value != 0.0f) { + VID.Printf(Defines.PRINT_ALL, "...using GL_EXT_shared_texture_palette\n"); + qglColorTableEXT = false; // true; TODO jogl bug + } + else { + VID.Printf(Defines.PRINT_ALL, "...ignoring GL_EXT_shared_texture_palette\n"); + qglColorTableEXT = false; + } + } + else { + VID.Printf(Defines.PRINT_ALL, "...GL_EXT_shared_texture_palette not found\n"); + } + + if (gl_config.extensions_string.indexOf("GL_ARB_multitexture") >= 0) { + if (gl_ext_multitexture.value != 0.0f) { + VID.Printf(Defines.PRINT_ALL, "...using GL_ARB_multitexture\n"); + // qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMultiTexCoord2fARB" ); + // qglActiveTextureARB = ( void * ) qwglGetProcAddress( "glActiveTextureARB" ); + // qglClientActiveTextureARB = ( void * ) qwglGetProcAddress( "glClientActiveTextureARB" ); + qglActiveTextureARB = true; + qglMTexCoord2fSGIS = true; +// GL_TEXTURE0 = GL_TEXTURE0_ARB; +// GL_TEXTURE1 = GL_TEXTURE1_ARB; + Cvar.SetValue("r_fullbright", 1); + } + else { + VID.Printf(Defines.PRINT_ALL, "...ignoring GL_ARB_multitexture\n"); + Cvar.SetValue("r_fullbright", 0); + } + } + else { + VID.Printf(Defines.PRINT_ALL, "...GL_ARB_multitexture not found\n"); + Cvar.SetValue("r_fullbright", 0); + } + + if (gl_config.extensions_string.indexOf("GL_SGIS_multitexture") >= 0) { + if (qglActiveTextureARB) { + VID.Printf(Defines.PRINT_ALL, "...GL_SGIS_multitexture deprecated in favor of ARB_multitexture\n"); + Cvar.SetValue("r_fullbright", 1); + } else if (gl_ext_multitexture.value != 0.0f) { + VID.Printf(Defines.PRINT_ALL, "...using GL_SGIS_multitexture\n"); + // qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMTexCoord2fSGIS" ); + // qglSelectTextureSGIS = ( void * ) qwglGetProcAddress( "glSelectTextureSGIS" ); + qglSelectTextureSGIS = true; + qglMTexCoord2fSGIS = true; + Cvar.SetValue("r_fullbright", 1); + // //GL_TEXTURE0 = GL_TEXTURE0_SGIS; + // //GL_TEXTURE1 = GL_TEXTURE1_SGIS; + } else { + VID.Printf(Defines.PRINT_ALL, "...ignoring GL_SGIS_multitexture\n"); + Cvar.SetValue("r_fullbright", 0); + } + } + else { + VID.Printf(Defines.PRINT_ALL, "...GL_SGIS_multitexture not found\n"); + if (!qglActiveTextureARB) + Cvar.SetValue("r_fullbright", 0); + } + + GL_SetDefaultState(); + + GL_InitImages(); + Mod_Init(); + R_InitParticleTexture(); + Draw_InitLocal(); + + int err = gl.glGetError(); + if (err != GL_NO_ERROR) + VID.Printf( + Defines.PRINT_ALL, + "glGetError() = 0x%x\n\t%s\n", + new Vargs(2).add(err).add("" + gl.glGetString(err))); + + return true; + } + + /* + =============== + R_Shutdown + =============== + */ + public 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. + */ + glImpl.shutdown(); + } + + /* + @@@@@@@@@@@@@@@@@@@@@ + R_BeginFrame + @@@@@@@@@@@@@@@@@@@@@ + */ + public void R_BeginFrame(float camera_separation) { + + gl_state.camera_separation = camera_separation; + + /* + ** change modes if necessary + */ + if (gl_mode.modified || vid_fullscreen.modified) { + // FIXME: only restart if CDS is required + cvar_t ref; + + ref = Cvar.Get("vid_ref", "lwjgl", 0); + ref.modified = true; + } + + if (gl_log.modified) { + glImpl.enableLogging((gl_log.value != 0.0f)); + gl_log.modified = false; + } + + if (gl_log.value != 0.0f) { + glImpl.logNewFrame(); + } + + /* + ** update 3Dfx gamma -- it is expected that a user will do a vid_restart + ** after tweaking this value + */ + if (vid_gamma.modified) { + vid_gamma.modified = false; + + if ((gl_config.renderer & GL_RENDERER_VOODOO) != 0) { + // wird erstmal nicht gebraucht + + /* + char envbuffer[1024]; + float g; + + g = 2.00 * ( 0.8 - ( vid_gamma->value - 0.5 ) ) + 1.0F; + Com_sprintf( envbuffer, sizeof(envbuffer), "SSTV2_GAMMA=%f", g ); + putenv( envbuffer ); + Com_sprintf( envbuffer, sizeof(envbuffer), "SST_GAMMA=%f", g ); + putenv( envbuffer ); + */ + VID.Printf(Defines.PRINT_DEVELOPER, "gamma anpassung fuer VOODOO nicht gesetzt"); + } + } + + glImpl.beginFrame(camera_separation); + + /* + ** go into 2D mode + */ + gl.glViewport(0, 0, vid.width, vid.height); + gl.glMatrixMode(GL_PROJECTION); + gl.glLoadIdentity(); + gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); + gl.glMatrixMode(GL_MODELVIEW); + gl.glLoadIdentity(); + gl.glDisable(GL_DEPTH_TEST); + gl.glDisable(GL_CULL_FACE); + gl.glDisable(GL_BLEND); + gl.glEnable(GL_ALPHA_TEST); + gl.glColor4f(1, 1, 1, 1); + + /* + ** draw buffer stuff + */ + if (gl_drawbuffer.modified) { + gl_drawbuffer.modified = false; + + if (gl_state.camera_separation == 0 || !gl_state.stereo_enabled) { + if (gl_drawbuffer.string.equalsIgnoreCase("GL_FRONT")) + gl.glDrawBuffer(GL_FRONT); + else + gl.glDrawBuffer(GL_BACK); + } + } + + /* + ** texturemode stuff + */ + if (gl_texturemode.modified) { + GL_TextureMode(gl_texturemode.string); + gl_texturemode.modified = false; + } + + if (gl_texturealphamode.modified) { + GL_TextureAlphaMode(gl_texturealphamode.string); + gl_texturealphamode.modified = false; + } + + if (gl_texturesolidmode.modified) { + GL_TextureSolidMode(gl_texturesolidmode.string); + gl_texturesolidmode.modified = false; + } + + /* + ** swapinterval stuff + */ + GL_UpdateSwapInterval(); + + // + // clear screen if desired + // + R_Clear(); + } + + int[] r_rawpalette = new int[256]; + + /* + ============= + R_SetPalette + ============= + */ + public 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(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 + + /* + ** R_DrawBeam + */ + void R_DrawBeam(entity_t e) { + + int i; + float r, g, b; + + float[] perpvec = { 0, 0, 0 }; // vec3_t + float[] direction = { 0, 0, 0 }; // vec3_t + float[] normalized_direction = { 0, 0, 0 }; // vec3_t + + float[] oldorigin = { 0, 0, 0 }; // vec3_t + float[] origin = { 0, 0, 0 }; // vec3_t + + 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 (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(GL_TEXTURE_2D); + gl.glEnable(GL_BLEND); + gl.glDepthMask(false); + + r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF; + g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF; + 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(GL_TRIANGLE_STRIP); + + float[] v; + + for (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(GL_TEXTURE_2D); + gl.glDisable(GL_BLEND); + gl.glDepthMask(true); + } + +} |