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-rw-r--r--src/jake2/render/fastjogl/Main.java1592
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diff --git a/src/jake2/render/fastjogl/Main.java b/src/jake2/render/fastjogl/Main.java
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+/*
+ * Main.java
+ * Copyright (C) 2003
+ *
+ * $Id: Main.java,v 1.1 2004-07-09 06:50:49 hzi Exp $
+ */
+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+package jake2.render.fastjogl;
+
+import jake2.*;
+import jake2.client.*;
+import jake2.game.cplane_t;
+import jake2.game.cvar_t;
+import jake2.qcommon.qfiles;
+import jake2.qcommon.xcommand_t;
+import jake2.render.*;
+import jake2.util.Math3D;
+import jake2.util.Vargs;
+
+import java.awt.Dimension;
+import java.nio.FloatBuffer;
+import java.nio.IntBuffer;
+
+import net.java.games.jogl.GL;
+import net.java.games.jogl.GLU;
+import net.java.games.jogl.util.BufferUtils;
+import net.java.games.jogl.util.GLUT;
+
+/**
+ * Main
+ *
+ * @author cwei
+ */
+public abstract class Main extends Base {
+
+ GL gl;
+ GLU glu;
+ GLUT glut = new GLUT();
+
+ 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 boolean QGL_Init(String dll_name);
+ abstract void QGL_Shutdown();
+ abstract boolean GLimp_Init(int xpos, int ypos);
+ abstract void GLimp_BeginFrame(float camera_separation);
+ abstract int GLimp_SetMode(Dimension dim, int mode, boolean fullscreen);
+ abstract void GLimp_Shutdown();
+ abstract void GLimp_EnableLogging(boolean enable);
+ abstract void GLimp_LogNewFrame();
+
+ 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
+
+ ====================================================================
+ */
+
+ // IMPORTED FUNCTIONS
+ protected refimport_t ri = null;
+
+ int GL_TEXTURE0 = GL.GL_TEXTURE0;
+ int GL_TEXTURE1 = GL.GL_TEXTURE1;
+
+ viddef_t vid = new viddef_t();
+
+ 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];
+ 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_fullscreen;
+ 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.GL_BLEND);
+
+ gl.glColor4f(1, 1, 1, alpha);
+
+ GL_Bind(currentmodel.skins[e.frame].texnum);
+
+ GL_TexEnv(GL.GL_MODULATE);
+
+ if (alpha == 1.0)
+ gl.glEnable(GL.GL_ALPHA_TEST);
+ else
+ gl.glDisable(GL.GL_ALPHA_TEST);
+
+ gl.glBegin(GL.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.GL_ALPHA_TEST);
+ GL_TexEnv(GL.GL_REPLACE);
+
+ if (alpha != 1.0F)
+ gl.glDisable(GL.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.GL_TEXTURE_2D);
+ gl.glColor3f(shadelight[0], shadelight[1], shadelight[2]);
+
+ // this replaces the TRIANGLE_FAN
+ glut.glutWireCube(gl, 20);
+
+ /*
+ gl.glBegin(GL.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.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.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 :
+ ri.Sys_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 :
+ ri.Sys_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.GL_BLEND);
+ GL_TexEnv(GL.GL_MODULATE);
+
+ gl.glBegin(GL.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.GL_BLEND);
+ gl.glColor4f(1, 1, 1, 1);
+ gl.glDepthMask(true); // back to normal Z buffering
+ GL_TexEnv(GL.GL_REPLACE);
+ }
+
+ /*
+ ===============
+ R_DrawParticles
+ ===============
+ */
+ void R_DrawParticles() {
+
+ if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) {
+
+ //gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
+ gl.glVertexPointer(3, GL.GL_FLOAT, 0, particle_t.vertexArray);
+ gl.glEnableClientState(GL.GL_COLOR_ARRAY);
+ gl.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, particle_t.colorArray);
+
+ gl.glDepthMask(false);
+ gl.glEnable(GL.GL_BLEND);
+ gl.glDisable(GL.GL_TEXTURE_2D);
+ gl.glPointSize(gl_particle_size.value);
+
+ gl.glDrawArrays(GL.GL_POINTS, 0, r_newrefdef.num_particles);
+
+ gl.glDisableClientState(GL.GL_COLOR_ARRAY);
+ //gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
+
+ gl.glDisable(GL.GL_BLEND);
+ gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
+ gl.glDepthMask(true);
+ gl.glEnable(GL.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.GL_ALPHA_TEST);
+ gl.glEnable(GL.GL_BLEND);
+ gl.glDisable(GL.GL_DEPTH_TEST);
+ gl.glDisable(GL.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.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.GL_BLEND);
+ gl.glEnable(GL.GL_TEXTURE_2D);
+ gl.glEnable(GL.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.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.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+ gl.glClearColor(1.0f, 0.0f, 0.5f, 0.5f);
+ gl.glDisable(GL.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.GL_PROJECTION);
+ gl.glLoadIdentity();
+ MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096);
+
+ gl.glCullFace(GL.GL_FRONT);
+
+ gl.glMatrixMode(GL.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.glGetFloatv(GL.GL_MODELVIEW_MATRIX, r_world_matrix);
+
+ //
+ // set drawing parms
+ //
+ if (gl_cull.value != 0.0f)
+ gl.glEnable(GL.GL_CULL_FACE);
+ else
+ gl.glDisable(GL.GL_CULL_FACE);
+
+ gl.glDisable(GL.GL_BLEND);
+ gl.glDisable(GL.GL_ALPHA_TEST);
+ gl.glEnable(GL.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.GL_COLOR_BUFFER_BIT);
+ }
+
+ trickframe++;
+ if ((trickframe & 1) != 0) {
+ gldepthmin = 0;
+ gldepthmax = 0.49999f;
+ gl.glDepthFunc(GL.GL_LEQUAL);
+ }
+ else {
+ gldepthmin = 1;
+ gldepthmax = 0.5f;
+ gl.glDepthFunc(GL.GL_GEQUAL);
+ }
+ }
+ else {
+ if (gl_clear.value != 0.0f)
+ gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+ else
+ gl.glClear(GL.GL_DEPTH_BUFFER_BIT);
+
+ gldepthmin = 0;
+ gldepthmax = 1;
+ gl.glDepthFunc(GL.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) {
+ ri.Sys_Error(Defines.ERR_DROP, "R_RenderView: refdef_t fd is null");
+ }
+
+ if (r_worldmodel == null && (r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0)
+ ri.Sys_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) {
+ ri.Con_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.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
+ gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ gl.glDisable(GL.GL_DEPTH_TEST);
+ gl.glDisable(GL.GL_CULL_FACE);
+ gl.glDisable(GL.GL_BLEND);
+ gl.glEnable(GL.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
+
+ @@@@@@@@@@@@@@@@@@@@@
+ */
+ protected void R_RenderFrame(refdef_t fd) {
+ R_RenderView(fd);
+ R_SetLightLevel();
+ R_SetGL2D();
+ }
+
+ protected void R_Register() {
+ r_lefthand = ri.Cvar_Get("hand", "0", Globals.CVAR_USERINFO | Globals.CVAR_ARCHIVE);
+ r_norefresh = ri.Cvar_Get("r_norefresh", "0", 0);
+ r_fullbright = ri.Cvar_Get("r_fullbright", "0", 0);
+ r_drawentities = ri.Cvar_Get("r_drawentities", "1", 0);
+ r_drawworld = ri.Cvar_Get("r_drawworld", "1", 0);
+ r_novis = ri.Cvar_Get("r_novis", "0", 0);
+ r_nocull = ri.Cvar_Get("r_nocull", "0", 0);
+ r_lerpmodels = ri.Cvar_Get("r_lerpmodels", "1", 0);
+ r_speeds = ri.Cvar_Get("r_speeds", "0", 0);
+
+ r_lightlevel = ri.Cvar_Get("r_lightlevel", "1", 0);
+
+ gl_nosubimage = ri.Cvar_Get("gl_nosubimage", "0", 0);
+ gl_allow_software = ri.Cvar_Get("gl_allow_software", "0", 0);
+
+ gl_particle_min_size = ri.Cvar_Get("gl_particle_min_size", "2", Globals.CVAR_ARCHIVE);
+ gl_particle_max_size = ri.Cvar_Get("gl_particle_max_size", "40", Globals.CVAR_ARCHIVE);
+ gl_particle_size = ri.Cvar_Get("gl_particle_size", "40", Globals.CVAR_ARCHIVE);
+ gl_particle_att_a = ri.Cvar_Get("gl_particle_att_a", "0.01", Globals.CVAR_ARCHIVE);
+ gl_particle_att_b = ri.Cvar_Get("gl_particle_att_b", "0.0", Globals.CVAR_ARCHIVE);
+ gl_particle_att_c = ri.Cvar_Get("gl_particle_att_c", "0.01", Globals.CVAR_ARCHIVE);
+
+ gl_modulate = ri.Cvar_Get("gl_modulate", "1", Globals.CVAR_ARCHIVE);
+ gl_log = ri.Cvar_Get("gl_log", "0", 0);
+ gl_bitdepth = ri.Cvar_Get("gl_bitdepth", "0", 0);
+ gl_mode = ri.Cvar_Get("gl_mode", "3", Globals.CVAR_ARCHIVE); // 640x480
+ gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
+ gl_shadows = ri.Cvar_Get("gl_shadows", "0", Globals.CVAR_ARCHIVE);
+ gl_dynamic = ri.Cvar_Get("gl_dynamic", "1", 0);
+ gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
+ gl_round_down = ri.Cvar_Get("gl_round_down", "1", 0);
+ gl_picmip = ri.Cvar_Get("gl_picmip", "0", 0);
+ gl_skymip = ri.Cvar_Get("gl_skymip", "0", 0);
+ gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
+ gl_ztrick = ri.Cvar_Get("gl_ztrick", "0", 0);
+ gl_finish = ri.Cvar_Get("gl_finish", "0", Globals.CVAR_ARCHIVE);
+ gl_clear = ri.Cvar_Get("gl_clear", "0", 0);
+ gl_cull = ri.Cvar_Get("gl_cull", "1", 0);
+ gl_polyblend = ri.Cvar_Get("gl_polyblend", "1", 0);
+ gl_flashblend = ri.Cvar_Get("gl_flashblend", "0", 0);
+ gl_playermip = ri.Cvar_Get("gl_playermip", "0", 0);
+ gl_monolightmap = ri.Cvar_Get("gl_monolightmap", "0", 0);
+ gl_driver = ri.Cvar_Get("gl_driver", "opengl32", Globals.CVAR_ARCHIVE);
+ gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", Globals.CVAR_ARCHIVE);
+ gl_texturealphamode = ri.Cvar_Get("gl_texturealphamode", "default", Globals.CVAR_ARCHIVE);
+ gl_texturesolidmode = ri.Cvar_Get("gl_texturesolidmode", "default", Globals.CVAR_ARCHIVE);
+ gl_lockpvs = ri.Cvar_Get("gl_lockpvs", "0", 0);
+
+ gl_vertex_arrays = ri.Cvar_Get("gl_vertex_arrays", "1", Globals.CVAR_ARCHIVE);
+
+ gl_ext_swapinterval = ri.Cvar_Get("gl_ext_swapinterval", "1", Globals.CVAR_ARCHIVE);
+ gl_ext_palettedtexture = ri.Cvar_Get("gl_ext_palettedtexture", "0", Globals.CVAR_ARCHIVE);
+ gl_ext_multitexture = ri.Cvar_Get("gl_ext_multitexture", "1", Globals.CVAR_ARCHIVE);
+ gl_ext_pointparameters = ri.Cvar_Get("gl_ext_pointparameters", "1", Globals.CVAR_ARCHIVE);
+ gl_ext_compiled_vertex_array = ri.Cvar_Get("gl_ext_compiled_vertex_array", "1", Globals.CVAR_ARCHIVE);
+
+ gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
+ gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "0", Globals.CVAR_ARCHIVE);
+
+ gl_saturatelighting = ri.Cvar_Get("gl_saturatelighting", "0", 0);
+
+ gl_3dlabs_broken = ri.Cvar_Get("gl_3dlabs_broken", "1", Globals.CVAR_ARCHIVE);
+
+ vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", Globals.CVAR_ARCHIVE);
+ vid_gamma = ri.Cvar_Get("vid_gamma", "1.0", Globals.CVAR_ARCHIVE);
+ vid_ref = ri.Cvar_Get("vid_ref", "fastjogl", Globals.CVAR_ARCHIVE);
+
+ ri.Cmd_AddCommand("imagelist", new xcommand_t() {
+ public void execute() {
+ GL_ImageList_f();
+ }
+ });
+
+ ri.Cmd_AddCommand("screenshot", new xcommand_t() {
+ public void execute() {
+ GL_ScreenShot_f();
+ }
+ });
+ ri.Cmd_AddCommand("modellist", new xcommand_t() {
+ public void execute() {
+ Mod_Modellist_f();
+ }
+ });
+ ri.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) {
+// ri.Con_Printf(Defines.PRINT_ALL, "R_SetMode() - CDS not allowed with this driver\n");
+// ri.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 = GLimp_SetMode(dim, (int) gl_mode.value, fullscreen)) == rserr_ok) {
+ gl_state.prev_mode = (int) gl_mode.value;
+ }
+ else {
+ if (err == rserr_invalid_fullscreen) {
+ ri.Cvar_SetValue("vid_fullscreen", 0);
+ vid_fullscreen.modified = false;
+ ri.Con_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) {
+ ri.Cvar_SetValue("gl_mode", gl_state.prev_mode);
+ gl_mode.modified = false;
+ ri.Con_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) {
+ ri.Con_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(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;
+ }
+
+ ri.Con_Printf(Defines.PRINT_ALL, "ref_gl version: " + REF_VERSION + '\n');
+
+ Draw_GetPalette();
+
+ R_Register();
+
+ // initialize our QGL dynamic bindings
+ if (!QGL_Init(gl_driver.string)) {
+ QGL_Shutdown();
+ ri.Con_Printf(Defines.PRINT_ALL, "ref_gl::R_Init() - could not load \"" + gl_driver.string + "\"\n");
+ return false;
+ }
+
+ // initialize OS-specific parts of OpenGL
+ if (!GLimp_Init(vid_xpos, vid_ypos)) {
+ QGL_Shutdown();
+ return false;
+ }
+
+ // set our "safe" modes
+ gl_state.prev_mode = 3;
+
+ // create the window and set up the context
+ if (!R_SetMode()) {
+ QGL_Shutdown();
+ ri.Con_Printf(Defines.PRINT_ALL, "ref_gl::R_Init() - could not R_SetMode()\n");
+ return false;
+ }
+ return true;
+ }
+
+ boolean R_Init2() {
+ ri.Vid_MenuInit();
+
+ /*
+ ** get our various GL strings
+ */
+ gl_config.vendor_string = gl.glGetString(GL.GL_VENDOR);
+ ri.Con_Printf(Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n');
+ gl_config.renderer_string = gl.glGetString(GL.GL_RENDERER);
+ ri.Con_Printf(Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n');
+ gl_config.version_string = gl.glGetString(GL.GL_VERSION);
+ ri.Con_Printf(Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n');
+ gl_config.extensions_string = gl.glGetString(GL.GL_EXTENSIONS);
+ ri.Con_Printf(Defines.PRINT_ALL, "GL_EXTENSIONS: " + gl_config.extensions_string + '\n');
+
+ 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) {
+ ri.Cvar_Set("gl_monolightmap", "A");
+ ri.Con_Printf(Defines.PRINT_ALL, "...using gl_monolightmap 'a'\n");
+ }
+ else if ((gl_config.renderer & GL_RENDERER_POWERVR) != 0) {
+ ri.Cvar_Set("gl_monolightmap", "0");
+ }
+ else {
+ ri.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) {
+ ri.Cvar_Set("scr_drawall", "1");
+ }
+ else {
+ ri.Cvar_Set("scr_drawall", "0");
+ }
+
+ // #ifdef __linux__
+ ri.Cvar_SetValue("gl_finish", 1);
+ // #endif
+
+ // MCD has buffering issues
+ if (gl_config.renderer == GL_RENDERER_MCD) {
+ ri.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)
+ ri.Con_Printf(Defines.PRINT_ALL, "...allowing CDS\n");
+ else
+ ri.Con_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) {
+ ri.Con_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 {
+ ri.Con_Printf(Defines.PRINT_ALL, "...GL_EXT_compiled_vertex_array not found\n");
+ qglLockArraysEXT = false;
+ }
+
+ if (gl_config.extensions_string.indexOf("WGL_EXT_swap_control") >= 0) {
+ qwglSwapIntervalEXT = true;
+ ri.Con_Printf(Defines.PRINT_ALL, "...enabling WGL_EXT_swap_control\n");
+ } else {
+ qwglSwapIntervalEXT = false;
+ ri.Con_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" );
+ ri.Con_Printf(Defines.PRINT_ALL, "...using GL_EXT_point_parameters\n");
+ }
+ else {
+ ri.Con_Printf(Defines.PRINT_ALL, "...ignoring GL_EXT_point_parameters\n");
+ }
+ }
+ else {
+ ri.Con_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 )
+ // {
+ // ri.Con_Printf( Defines.PRINT_ALL, "...using 3DFX_set_global_palette\n" );
+ // qgl3DfxSetPaletteEXT = ( void ( APIENTRY * ) (GLuint *) )qwglGetProcAddress( "gl3DfxSetPaletteEXT" );
+ //// qglColorTableEXT = Fake_glColorTableEXT;
+ // }
+ // else
+ // {
+ // ri.Con_Printf( Defines.PRINT_ALL, "...ignoring 3DFX_set_global_palette\n" );
+ // }
+ // }
+ // else
+ // {
+ // ri.Con_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) {
+ ri.Con_Printf(Defines.PRINT_ALL, "...using GL_EXT_shared_texture_palette\n");
+ qglColorTableEXT = false; // true; TODO jogl bug
+ }
+ else {
+ ri.Con_Printf(Defines.PRINT_ALL, "...ignoring GL_EXT_shared_texture_palette\n");
+ qglColorTableEXT = false;
+ }
+ }
+ else {
+ ri.Con_Printf(Defines.PRINT_ALL, "...GL_EXT_shared_texture_palette not found\n");
+ }
+
+ if (gl_config.extensions_string.indexOf("GL_ARB_multitexture") >= 0) {
+ ri.Con_Printf(Defines.PRINT_ALL, "...using GL_ARB_multitexture\n");
+ qglActiveTextureARB = true;
+ GL_TEXTURE0 = GL.GL_TEXTURE0_ARB;
+ GL_TEXTURE1 = GL.GL_TEXTURE1_ARB;
+ }
+ else {
+ ri.Con_Printf(Defines.PRINT_ALL, "...GL_ARB_multitexture not found\n");
+ }
+
+ if (!(qglActiveTextureARB))
+ return false;
+
+ GL_SetDefaultState();
+
+ GL_InitImages();
+ Mod_Init();
+ R_InitParticleTexture();
+ Draw_InitLocal();
+
+ int err = gl.glGetError();
+ if (err != GL.GL_NO_ERROR)
+ ri.Con_Printf(
+ Defines.PRINT_ALL,
+ "glGetError() = 0x%x\n\t%s\n",
+ new Vargs(2).add(err).add("" + gl.glGetString(err)));
+
+ return true;
+ }
+
+ /*
+ ===============
+ R_Shutdown
+ ===============
+ */
+ protected void R_Shutdown() {
+ ri.Cmd_RemoveCommand("modellist");
+ ri.Cmd_RemoveCommand("screenshot");
+ ri.Cmd_RemoveCommand("imagelist");
+ ri.Cmd_RemoveCommand("gl_strings");
+
+ Mod_FreeAll();
+
+ GL_ShutdownImages();
+
+ /*
+ * shut down OS specific OpenGL stuff like contexts, etc.
+ */
+ GLimp_Shutdown();
+
+ /*
+ * shutdown our QGL subsystem
+ */
+ QGL_Shutdown();
+ }
+
+ /*
+ @@@@@@@@@@@@@@@@@@@@@
+ R_BeginFrame
+ @@@@@@@@@@@@@@@@@@@@@
+ */
+ protected 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 = ri.Cvar_Get("vid_ref", "fastjogl", 0);
+ ref.modified = true;
+ }
+
+ if (gl_log.modified) {
+ GLimp_EnableLogging((gl_log.value != 0.0f));
+ gl_log.modified = false;
+ }
+
+ if (gl_log.value != 0.0f) {
+ GLimp_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 );
+ */
+ ri.Con_Printf(Defines.PRINT_DEVELOPER, "gamma anpassung fuer VOODOO nicht gesetzt");
+ }
+ }
+
+ GLimp_BeginFrame(camera_separation);
+
+ /*
+ ** go into 2D mode
+ */
+ gl.glViewport(0, 0, vid.width, vid.height);
+ gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
+ gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ gl.glDisable(GL.GL_DEPTH_TEST);
+ gl.glDisable(GL.GL_CULL_FACE);
+ gl.glDisable(GL.GL_BLEND);
+ gl.glEnable(GL.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.GL_FRONT);
+ else
+ gl.glDrawBuffer(GL.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
+ =============
+ */
+ 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(GL.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.GL_TEXTURE_2D);
+ gl.glEnable(GL.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.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.GL_TEXTURE_2D);
+ gl.glDisable(GL.GL_BLEND);
+ gl.glDepthMask(true);
+ }
+
+}