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-rw-r--r--src/jake2/render/fastjogl/Mesh.java77
1 files changed, 35 insertions, 42 deletions
diff --git a/src/jake2/render/fastjogl/Mesh.java b/src/jake2/render/fastjogl/Mesh.java
index 0b52ad8..f774d13 100644
--- a/src/jake2/render/fastjogl/Mesh.java
+++ b/src/jake2/render/fastjogl/Mesh.java
@@ -2,7 +2,7 @@
* Mesh.java
* Copyright (C) 2003
*
- * $Id: Mesh.java,v 1.12 2005-06-09 07:59:58 cawe Exp $
+ * $Id: Mesh.java,v 1.12.4.1 2005-10-24 22:41:11 cawe Exp $
*/
/*
Copyright (C) 1997-2001 Id Software, Inc.
@@ -30,15 +30,11 @@ import jake2.client.VID;
import jake2.client.entity_t;
import jake2.qcommon.qfiles;
import jake2.render.image_t;
-import jake2.util.Math3D;
-import jake2.util.Vec3Cache;
+import jake2.util.*;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
-import net.java.games.jogl.GL;
-import net.java.games.jogl.util.BufferUtils;
-
/**
* Mesh
*
@@ -107,14 +103,11 @@ public abstract class Mesh extends Light {
}
}
- FloatBuffer colorArrayBuf = BufferUtils
- .newFloatBuffer(qfiles.MAX_VERTS * 4);
+ FloatBuffer colorArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 4);
- FloatBuffer vertexArrayBuf = BufferUtils
- .newFloatBuffer(qfiles.MAX_VERTS * 3);
+ FloatBuffer vertexArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 3);
- FloatBuffer textureArrayBuf = BufferUtils
- .newFloatBuffer(qfiles.MAX_VERTS * 2);
+ FloatBuffer textureArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 2);
boolean isFilled = false;
@@ -152,7 +145,7 @@ public abstract class Mesh extends Light {
if ((currententity.flags & (Defines.RF_SHELL_RED
| Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE
| Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0)
- gl.glDisable(GL.GL_TEXTURE_2D);
+ gl.glDisable(GL_TEXTURE_2D);
float frontlerp = 1.0f - backlerp;
@@ -183,8 +176,8 @@ public abstract class Mesh extends Light {
Vec3Cache.release(3); // frontv, move, backv
- //gl.glEnableClientState( GL.GL_VERTEX_ARRAY );
- gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArrayBuf);
+ //gl.glEnableClientState( GL_VERTEX_ARRAY );
+ gl.glVertexPointer(3, 0, vertexArrayBuf);
// PMM - added double damage shell
if ((currententity.flags & (Defines.RF_SHELL_RED
@@ -192,8 +185,8 @@ public abstract class Mesh extends Light {
| Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) {
gl.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha);
} else {
- gl.glEnableClientState(GL.GL_COLOR_ARRAY);
- gl.glColorPointer(4, GL.GL_FLOAT, 0, colorArrayBuf);
+ gl.glEnableClientState(GL_COLOR_ARRAY);
+ gl.glColorPointer(4, 0, colorArrayBuf);
//
// pre light everything
@@ -212,8 +205,8 @@ public abstract class Mesh extends Light {
}
gl.glClientActiveTextureARB(GL_TEXTURE0);
- gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, textureArrayBuf);
- //gl.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY);
+ gl.glTexCoordPointer(2, 0, textureArrayBuf);
+ //gl.glEnableClientState( GL_TEXTURE_COORD_ARRAY);
int pos = 0;
int[] counts = paliashdr.counts;
@@ -235,9 +228,9 @@ public abstract class Mesh extends Light {
srcIndexBuf = paliashdr.indexElements[j];
- int mode = GL.GL_TRIANGLE_STRIP;
+ int mode = GL_TRIANGLE_STRIP;
if (count < 0) {
- mode = GL.GL_TRIANGLE_FAN;
+ mode = GL_TRIANGLE_FAN;
count = -count;
}
srcIndex = pos << 1;
@@ -249,7 +242,7 @@ public abstract class Mesh extends Light {
.put(dstIndex, srcTextureCoords.get(srcIndex++));
}
- gl.glDrawElements(mode, count, GL.GL_UNSIGNED_INT, srcIndexBuf);
+ gl.glDrawElements(mode, srcIndexBuf);
pos += count;
}
@@ -258,9 +251,9 @@ public abstract class Mesh extends Light {
if ((currententity.flags & (Defines.RF_SHELL_RED
| Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE
| Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0)
- gl.glEnable(GL.GL_TEXTURE_2D);
+ gl.glEnable(GL_TEXTURE_2D);
- gl.glDisableClientState(GL.GL_COLOR_ARRAY);
+ gl.glDisableClientState(GL_COLOR_ARRAY);
}
@@ -296,9 +289,9 @@ public abstract class Mesh extends Light {
break; // done
if (count < 0) {
count = -count;
- gl.glBegin(GL.GL_TRIANGLE_FAN);
+ gl.glBegin(GL_TRIANGLE_FAN);
} else
- gl.glBegin(GL.GL_TRIANGLE_STRIP);
+ gl.glBegin(GL_TRIANGLE_STRIP);
do {
index = order[orderIndex + 2] * 3;
@@ -594,15 +587,15 @@ public abstract class Mesh extends Light {
if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0
&& (r_lefthand.value == 1.0f)) {
- gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glMatrixMode(GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glScalef(-1, 1, 1);
MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width
/ r_newrefdef.height, 4, 4096);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL_MODELVIEW);
- gl.glCullFace(GL.GL_BACK);
+ gl.glCullFace(GL_BACK);
}
gl.glPushMatrix();
@@ -628,11 +621,11 @@ public abstract class Mesh extends Light {
// draw it
- gl.glShadeModel(GL.GL_SMOOTH);
+ gl.glShadeModel(GL_SMOOTH);
- GL_TexEnv(GL.GL_MODULATE);
+ GL_TexEnv(GL_MODULATE);
if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
- gl.glEnable(GL.GL_BLEND);
+ gl.glEnable(GL_BLEND);
}
if ((currententity.frame >= paliashdr.num_frames)
@@ -658,21 +651,21 @@ public abstract class Mesh extends Light {
GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp);
- GL_TexEnv(GL.GL_REPLACE);
- gl.glShadeModel(GL.GL_FLAT);
+ GL_TexEnv(GL_REPLACE);
+ gl.glShadeModel(GL_FLAT);
gl.glPopMatrix();
if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0
&& (r_lefthand.value == 1.0F)) {
- gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glMatrixMode(GL_PROJECTION);
gl.glPopMatrix();
- gl.glMatrixMode(GL.GL_MODELVIEW);
- gl.glCullFace(GL.GL_FRONT);
+ gl.glMatrixMode(GL_MODELVIEW);
+ gl.glCullFace(GL_FRONT);
}
if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
- gl.glDisable(GL.GL_BLEND);
+ gl.glDisable(GL_BLEND);
}
if ((currententity.flags & Defines.RF_DEPTHHACK) != 0)
@@ -682,12 +675,12 @@ public abstract class Mesh extends Light {
&& (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) {
gl.glPushMatrix();
R_RotateForEntity(e);
- gl.glDisable(GL.GL_TEXTURE_2D);
- gl.glEnable(GL.GL_BLEND);
+ gl.glDisable(GL_TEXTURE_2D);
+ gl.glEnable(GL_BLEND);
gl.glColor4f(0, 0, 0, 0.5f);
GL_DrawAliasShadow(paliashdr, currententity.frame);
- gl.glEnable(GL.GL_TEXTURE_2D);
- gl.glDisable(GL.GL_BLEND);
+ gl.glEnable(GL_TEXTURE_2D);
+ gl.glDisable(GL_BLEND);
gl.glPopMatrix();
}
gl.glColor4f(1, 1, 1, 1);