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diff --git a/src/jake2/render/fastjogl/Misc.java b/src/jake2/render/fastjogl/Misc.java
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-/*
- * Misc.java
- * Copyright (C) 2003
- *
- * $Id: Misc.java,v 1.1 2004-07-09 06:50:48 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 net.java.games.jogl.GL;
-import net.java.games.jogl.WGL;
-
-import jake2.Defines;
-
-/**
- * Misc
- *
- * @author cwei
- */
-public abstract class Misc extends Mesh {
-
- /*
- ==================
- R_InitParticleTexture
- ==================
- */
- byte[][] dottexture =
- {
- {0,0,0,0,0,0,0,0},
- {0,0,1,1,0,0,0,0},
- {0,1,1,1,1,0,0,0},
- {0,1,1,1,1,0,0,0},
- {0,0,1,1,0,0,0,0},
- {0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0},
- };
-
- void R_InitParticleTexture()
- {
- int x,y;
- byte[] data = new byte[8 * 8 * 4];
-
- //
- // particle texture
- //
- for (x=0 ; x<8 ; x++)
- {
- for (y=0 ; y<8 ; y++)
- {
- data[y * 32 + x * 4 + 0] = (byte)255;
- data[y * 32 + x * 4 + 1] = (byte)255;
- data[y * 32 + x * 4 + 2] = (byte)255;
- data[y * 32 + x * 4 + 3] = (byte)(dottexture[x][y]*255);
-
- }
- }
- r_particletexture = GL_LoadPic("***particle***", data, 8, 8, it_sprite, 32);
-
- //
- // also use this for bad textures, but without alpha
- //
- for (x=0 ; x<8 ; x++)
- {
- for (y=0 ; y<8 ; y++)
- {
- data[y * 32 + x * 4 + 0] = (byte)(dottexture[x&3][y&3]*255);
- data[y * 32 + x * 4 + 1] = 0; // dottexture[x&3][y&3]*255;
- data[y * 32 + x * 4 + 2] = 0; //dottexture[x&3][y&3]*255;
- data[y * 32 + x * 4 + 3] = (byte)255;
- }
- }
- r_notexture = GL_LoadPic("***r_notexture***", data, 8, 8, it_wall, 32);
- }
-
-
-// /*
-// ==============================================================================
-//
-// SCREEN SHOTS
-//
-// ==============================================================================
-// */
-//
-// typedef struct _TargaHeader {
-// unsigned char id_length, colormap_type, image_type;
-// unsigned short colormap_index, colormap_length;
-// unsigned char colormap_size;
-// unsigned short x_origin, y_origin, width, height;
-// unsigned char pixel_size, attributes;
-// } TargaHeader;
-
-
- /*
- ==================
- GL_ScreenShot_f
- ==================
- */
- void GL_ScreenShot_f()
- {
-// byte *buffer;
-// char picname[80];
-// char checkname[MAX_OSPATH];
-// int i, c, temp;
-// FILE *f;
-//
-// // create the scrnshots directory if it doesn't exist
-// Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir());
-// Sys_Mkdir (checkname);
-//
-////
-//// find a file name to save it to
-////
-// strcpy(picname,"quake00.tga");
-//
-// for (i=0 ; i<=99 ; i++)
-// {
-// picname[5] = i/10 + '0';
-// picname[6] = i%10 + '0';
-// Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname);
-// f = fopen (checkname, "r");
-// if (!f)
-// break; // file doesn't exist
-// fclose (f);
-// }
-// if (i==100)
-// {
-// ri.Con_Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n");
-// return;
-// }
-//
-//
-// buffer = malloc(vid.width*vid.height*3 + 18);
-// memset (buffer, 0, 18);
-// buffer[2] = 2; // uncompressed type
-// buffer[12] = vid.width&255;
-// buffer[13] = vid.width>>8;
-// buffer[14] = vid.height&255;
-// buffer[15] = vid.height>>8;
-// buffer[16] = 24; // pixel size
-//
-// qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
-//
-// // swap rgb to bgr
-// c = 18+vid.width*vid.height*3;
-// for (i=18 ; i<c ; i+=3)
-// {
-// temp = buffer[i];
-// buffer[i] = buffer[i+2];
-// buffer[i+2] = temp;
-// }
-//
-// f = fopen (checkname, "rw");
-// fwrite (buffer, 1, c, f);
-// fclose (f);
-//
-// free (buffer);
-// ri.Con_Printf (PRINT_ALL, "Wrote %s\n", picname);
- }
-
- /*
- ** GL_Strings_f
- */
- void GL_Strings_f() {
- ri.Con_Printf (Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n');
- ri.Con_Printf (Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n');
- ri.Con_Printf (Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n');
- ri.Con_Printf (Defines.PRINT_ALL, "GL_EXTENSIONS: " + gl_config.extensions_string + '\n');
- }
-
- /*
- ** GL_SetDefaultState
- */
- void GL_SetDefaultState()
- {
- gl.glClearColor(1f,0f, 0.5f , 0.5f); // original quake2
- //gl.glClearColor(0, 0, 0, 0); // replaced with black
- gl.glCullFace(GL.GL_FRONT);
- gl.glEnable(GL.GL_TEXTURE_2D);
-
- gl.glEnable(GL.GL_ALPHA_TEST);
- gl.glAlphaFunc(GL.GL_GREATER, 0.666f);
-
- gl.glDisable (GL.GL_DEPTH_TEST);
- gl.glDisable (GL.GL_CULL_FACE);
- gl.glDisable (GL.GL_BLEND);
-
- gl.glColor4f (1,1,1,1);
-
- gl.glPolygonMode (GL.GL_FRONT_AND_BACK, GL.GL_FILL);
- gl.glShadeModel (GL.GL_FLAT);
-
- GL_TextureMode( gl_texturemode.string );
- GL_TextureAlphaMode( gl_texturealphamode.string );
- GL_TextureSolidMode( gl_texturesolidmode.string );
-
- gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, gl_filter_min);
- gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, gl_filter_max);
-
- gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
- gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
-
- gl.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
-
- GL_TexEnv( GL.GL_REPLACE );
-
- if ( qglPointParameterfEXT )
- {
- float[] attenuations = { gl_particle_att_a.value, gl_particle_att_b.value, gl_particle_att_c.value };
-
- gl.glEnable( GL.GL_POINT_SMOOTH );
- gl.glPointParameterfEXT( GL.GL_POINT_SIZE_MIN_EXT, gl_particle_min_size.value );
- gl.glPointParameterfEXT( GL.GL_POINT_SIZE_MAX_EXT, gl_particle_max_size.value );
- gl.glPointParameterfvEXT( GL.GL_DISTANCE_ATTENUATION_EXT, attenuations );
- }
-
- if ( qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f )
- {
- gl.glEnable( GL.GL_SHARED_TEXTURE_PALETTE_EXT );
-
- GL_SetTexturePalette( d_8to24table );
- }
-
- GL_UpdateSwapInterval();
-
- /*
- * vertex array extension
- */
- gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
- gl.glClientActiveTextureARB(GL_TEXTURE0);
- gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
- }
-
- void GL_UpdateSwapInterval()
- {
- if ( gl_swapinterval.modified )
- {
- gl_swapinterval.modified = false;
- if ( !gl_state.stereo_enabled )
- {
- if (qwglSwapIntervalEXT) {
- ((WGL)gl).wglSwapIntervalEXT((int)gl_swapinterval.value);
- }
- }
- }
- }
-}