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-rw-r--r--src/jake2/render/jogl/Mesh.java851
1 files changed, 851 insertions, 0 deletions
diff --git a/src/jake2/render/jogl/Mesh.java b/src/jake2/render/jogl/Mesh.java
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+++ b/src/jake2/render/jogl/Mesh.java
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+/*
+ * Mesh.java
+ * Copyright (C) 2003
+ *
+ * $Id: Mesh.java,v 1.1 2004-07-07 19:59:41 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.jogl;
+
+import java.nio.FloatBuffer;
+
+import net.java.games.gluegen.runtime.BufferFactory;
+import net.java.games.jogl.GL;
+import net.java.games.jogl.util.BufferUtils;
+import jake2.Defines;
+import jake2.Globals;
+import jake2.client.entity_t;
+import jake2.qcommon.qfiles;
+import jake2.render.image_t;
+import jake2.util.Math3D;
+
+/**
+ * Mesh
+ *
+ * @author cwei
+ */
+public abstract class Mesh extends Light {
+
+ // g_mesh.c: triangle model functions
+
+ /*
+ =============================================================
+
+ ALIAS MODELS
+
+ =============================================================
+ */
+
+ static final int NUMVERTEXNORMALS = 162;
+
+ float[][] r_avertexnormals = Anorms.VERTEXNORMALS;
+
+ float[][] s_lerped = new float[qfiles.MAX_VERTS][4];
+
+
+ float[] shadevector = {0, 0, 0};
+ float[] shadelight = {0, 0, 0};
+
+ // precalculated dot products for quantized angles
+ static final int SHADEDOT_QUANT = 16;
+
+ float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS;
+
+ float[] shadedots = r_avertexnormal_dots[0];
+
+ void GL_LerpVerts( int nverts, qfiles.dtrivertx_t[] v, qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, float[][] lerp, float[] move, float[] frontv, float[] backv )
+ {
+ int i;
+ int lerpIndex = 0;
+
+ //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM
+ 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 )
+ {
+ float[] normal;
+ for (i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */)
+ {
+ normal = r_avertexnormals[verts[i].lightnormalindex];
+
+ lerp[i][0] = move[0] + ov[i].v[0]*backv[0] + v[i].v[0]*frontv[0] + normal[0] * Defines.POWERSUIT_SCALE;
+ lerp[i][1] = move[1] + ov[i].v[1]*backv[1] + v[i].v[1]*frontv[1] + normal[1] * Defines.POWERSUIT_SCALE;
+ lerp[i][2] = move[2] + ov[i].v[2]*backv[2] + v[i].v[2]*frontv[2] + normal[2] * Defines.POWERSUIT_SCALE;
+ }
+ }
+ else
+ {
+ for (i=0 ; i < nverts; i++ /* , v++, ov++, lerp+=4 */)
+ {
+ lerp[i][0] = move[0] + ov[i].v[0]*backv[0] + v[i].v[0]*frontv[0];
+ lerp[i][1] = move[1] + ov[i].v[1]*backv[1] + v[i].v[1]*frontv[1];
+ lerp[i][2] = move[2] + ov[i].v[2]*backv[2] + v[i].v[2]*frontv[2];
+ }
+ }
+ }
+
+ void GL_LerpVerts( int nverts, qfiles.dtrivertx_t[] v, qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, FloatBuffer lerp, float[] move, float[] frontv, float[] backv )
+ {
+ int i;
+ int lerpIndex = 0;
+ lerp.position(0);
+
+ //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM
+ 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 )
+ {
+ float[] normal;
+ for (i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */)
+ {
+ normal = r_avertexnormals[verts[i].lightnormalindex];
+
+ lerp.put(move[0] + ov[i].v[0]*backv[0] + v[i].v[0]*frontv[0] + normal[0] * Defines.POWERSUIT_SCALE);
+ lerp.put(move[1] + ov[i].v[1]*backv[1] + v[i].v[1]*frontv[1] + normal[1] * Defines.POWERSUIT_SCALE);
+ lerp.put(move[2] + ov[i].v[2]*backv[2] + v[i].v[2]*frontv[2] + normal[2] * Defines.POWERSUIT_SCALE);
+ lerp.get();
+ }
+ }
+ else
+ {
+ for (i=0 ; i < nverts; i++ /* , v++, ov++, lerp+=4 */)
+ {
+ lerp.put(move[0] + ov[i].v[0]*backv[0] + v[i].v[0]*frontv[0]);
+ lerp.put(move[1] + ov[i].v[1]*backv[1] + v[i].v[1]*frontv[1]);
+ lerp.put(move[2] + ov[i].v[2]*backv[2] + v[i].v[2]*frontv[2]);
+ lerp.get();
+ }
+ }
+ }
+
+ FloatBuffer colorArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 4);
+ FloatBuffer vertexArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 4);
+ boolean isFilled = false;
+ float[] tmpVec = {0, 0, 0};
+
+ /*
+ =============
+ GL_DrawAliasFrameLerp
+
+ interpolates between two frames and origins
+ FIXME: batch lerp all vertexes
+ =============
+ */
+ void GL_DrawAliasFrameLerp (qfiles.dmdl_t paliashdr, float backlerp)
+ {
+ float l;
+ qfiles.daliasframe_t frame, oldframe;
+ qfiles.dtrivertx_t[] v, ov, verts;
+
+ int[] order;
+ int orderIndex = 0;
+ int count;
+
+ float frontlerp;
+ float alpha;
+
+ float[] move = {0, 0, 0}; // vec3_t
+ float[] delta = {0, 0, 0}; // vec3_t
+ float[][] vectors = {
+ {0, 0, 0}, {0, 0, 0}, {0, 0, 0} // 3 mal vec3_t
+ };
+
+ float[] frontv = {0, 0, 0}; // vec3_t
+ float[] backv = {0, 0, 0}; // vec3_t
+
+ int i;
+ int index_xyz;
+ //float[][] lerp;
+
+ frame = paliashdr.aliasFrames[currententity.frame];
+
+ verts = v = frame.verts;
+
+ oldframe = paliashdr.aliasFrames[currententity.oldframe];
+
+ ov = oldframe.verts;
+
+ order = paliashdr.glCmds;
+
+ if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0)
+ alpha = currententity.alpha;
+ else
+ alpha = 1.0f;
+
+ // PMM - added double shell
+ 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 );
+
+ frontlerp = 1.0f - backlerp;
+
+ // move should be the delta back to the previous frame * backlerp
+ Math3D.VectorSubtract (currententity.oldorigin, currententity.origin, delta);
+ Math3D.AngleVectors (currententity.angles, vectors[0], vectors[1], vectors[2]);
+
+ move[0] = Math3D.DotProduct (delta, vectors[0]); // forward
+ move[1] = -Math3D.DotProduct (delta, vectors[1]); // left
+ move[2] = Math3D.DotProduct (delta, vectors[2]); // up
+
+ Math3D.VectorAdd (move, oldframe.translate, move);
+
+ for (i=0 ; i<3 ; i++)
+ {
+ move[i] = backlerp*move[i] + frontlerp*frame.translate[i];
+ }
+
+ for (i=0 ; i<3 ; i++)
+ {
+ frontv[i] = frontlerp*frame.scale[i];
+ backv[i] = backlerp*oldframe.scale[i];
+ }
+
+ if ( gl_vertex_arrays.value != 0.0f )
+ {
+ GL_LerpVerts( paliashdr.num_xyz, v, ov, verts, vertexArrayBuf, move, frontv, backv );
+
+ gl.glEnableClientState( GL.GL_VERTEX_ARRAY );
+ gl.glVertexPointer( 3, GL.GL_FLOAT, 16, vertexArrayBuf ); // padded for SIMD
+
+ // PMM - added double damage shell
+ 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.glColor4f( shadelight[0], shadelight[1], shadelight[2], alpha );
+ }
+ else
+ {
+ gl.glEnableClientState( GL.GL_COLOR_ARRAY );
+ gl.glColorPointer( 3, GL.GL_FLOAT, 0, colorArrayBuf );
+
+ //
+ // pre light everything
+ //
+ colorArrayBuf.position(0);
+ for ( i = 0; i < paliashdr.num_xyz; i++ )
+ {
+ l = shadedots[verts[i].lightnormalindex];
+ colorArrayBuf.put(l * shadelight[0]).put(l * shadelight[2]).put(l * shadelight[2]);
+ }
+ }
+
+ if ( qglLockArraysEXT )
+ gl.glLockArraysEXT( 0, paliashdr.num_xyz );
+
+ while (true)
+ {
+ // get the vertex count and primitive type
+ count = order[orderIndex++];
+ if (count == 0)
+ break; // done
+ if (count < 0)
+ {
+ count = -count;
+ gl.glBegin (GL.GL_TRIANGLE_FAN);
+ }
+ else
+ {
+ gl.glBegin (GL.GL_TRIANGLE_STRIP);
+ }
+
+ // PMM - added double damage shell
+ 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 )
+ {
+ do
+ {
+ index_xyz = order[orderIndex + 2];
+ orderIndex += 3;
+ /*
+ vertexArrayBuf.position(4 * index_xyz);
+ vertexArrayBuf.get(tmpVec);
+ gl.glVertex3fv( tmpVec );
+ */
+ gl.glArrayElement( index_xyz );
+
+ } while (--count != 0);
+ }
+ else
+ {
+ do
+ {
+ // texture coordinates come from the draw list
+ gl.glTexCoord2f (Float.intBitsToFloat(order[orderIndex + 0]), Float.intBitsToFloat(order[orderIndex + 1]));
+
+ index_xyz = order[orderIndex + 2];
+ orderIndex += 3;
+
+ // normals and vertexes come from the frame list
+ gl.glArrayElement( index_xyz );
+
+ } while (--count != 0);
+ }
+ gl.glEnd ();
+ }
+
+ if ( qglUnlockArraysEXT )
+ gl.glUnlockArraysEXT();
+ }
+ else
+ {
+ GL_LerpVerts( paliashdr.num_xyz, v, ov, verts, s_lerped, move, frontv, backv );
+
+ while (true)
+ {
+ // get the vertex count and primitive type
+ count = order[orderIndex++];
+ if (count == 0)
+ break; // done
+ if (count < 0)
+ {
+ count = -count;
+ gl.glBegin (GL.GL_TRIANGLE_FAN);
+ }
+ else
+ {
+ gl.glBegin (GL.GL_TRIANGLE_STRIP);
+ }
+
+ if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE )) != 0 )
+ {
+ do
+ {
+ index_xyz = order[orderIndex + 2];
+ orderIndex += 3;
+
+ gl.glColor4f( shadelight[0], shadelight[1], shadelight[2], alpha);
+ gl.glVertex3fv (s_lerped[index_xyz]);
+
+ } while (--count != 0);
+ }
+ else
+ {
+ do
+ {
+ // texture coordinates come from the draw list
+ // gl.glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
+
+ gl.glTexCoord2f (Float.intBitsToFloat(order[orderIndex + 0]), Float.intBitsToFloat(order[orderIndex + 1]));
+ index_xyz = order[orderIndex + 2];
+ orderIndex += 3;
+
+ // normals and vertexes come from the frame list
+ l = shadedots[verts[index_xyz].lightnormalindex];
+
+ gl.glColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha);
+ gl.glVertex3fv (s_lerped[index_xyz]);
+ } while (--count != 0);
+ }
+ gl.glEnd ();
+ }
+ }
+
+ // PMM - added double damage shell
+ 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_DrawAliasShadow
+ =============
+ */
+ void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum)
+ {
+ qfiles.dtrivertx_t[] verts;
+ int[] order;
+ float[] point = {0, 0, 0};
+ float height, lheight;
+ int count;
+ qfiles.daliasframe_t frame;
+
+ lheight = currententity.origin[2] - lightspot[2];
+
+ frame = paliashdr.aliasFrames[currententity.frame];
+
+ verts = frame.verts;
+
+ height = 0;
+
+ order = paliashdr.glCmds;
+
+ height = -lheight + 1.0f;
+
+ int orderIndex = 0;
+
+ while (true)
+ {
+ // get the vertex count and primitive type
+ count = order[orderIndex++];
+ if (count == 0)
+ break; // done
+ if (count < 0)
+ {
+ count = -count;
+ gl.glBegin (GL.GL_TRIANGLE_FAN);
+ }
+ else
+ gl.glBegin (GL.GL_TRIANGLE_STRIP);
+
+ do
+ {
+ // normals and vertexes come from the frame list
+ /*
+ point[0] = verts[order[2]].v[0] * frame.scale[0] + frame.translate[0];
+ point[1] = verts[order[2]].v[1] * frame.scale[1] + frame.translate[1];
+ point[2] = verts[order[2]].v[2] * frame.scale[2] + frame.translate[2];
+ */
+
+ if ( gl_vertex_arrays.value != 0.0f )
+ {
+ vertexArrayBuf.position(order[orderIndex + 2] * 4);
+ vertexArrayBuf.get(point);
+ }
+ else
+ {
+ System.arraycopy(s_lerped[order[orderIndex + 2]], 0, point, 0, 3);
+ }
+
+ point[0] -= shadevector[0]*(point[2]+lheight);
+ point[1] -= shadevector[1]*(point[2]+lheight);
+ point[2] = height;
+ gl.glVertex3fv (point);
+
+ orderIndex += 3;
+
+ } while (--count != 0);
+
+ gl.glEnd ();
+ }
+ }
+
+
+ /*
+ ** R_CullAliasModel
+ */
+ boolean R_CullAliasModel( float[][] bbox, entity_t e )
+ {
+ int i;
+ float[] mins = {0, 0, 0};
+ float[] maxs = {0, 0, 0};
+
+ qfiles.dmdl_t paliashdr;
+
+ float[][] vectors = {
+ {0, 0, 0},
+ {0, 0, 0},
+ {0, 0, 0}
+ };
+
+ float[] thismins = {0, 0, 0};
+ float[] oldmins = {0, 0, 0};
+ float[] thismaxs = {0, 0, 0};
+ float[] oldmaxs = {0, 0, 0};
+ qfiles.daliasframe_t pframe, poldframe;
+ float[] angles = {0, 0, 0};
+
+ paliashdr = (qfiles.dmdl_t)currentmodel.extradata;
+
+ if ( ( e.frame >= paliashdr.num_frames ) || ( e.frame < 0 ) )
+ {
+ ri.Con_Printf (Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name +": no such frame " + e.frame + '\n');
+ e.frame = 0;
+ }
+ if ( ( e.oldframe >= paliashdr.num_frames ) || ( e.oldframe < 0 ) )
+ {
+ ri.Con_Printf (Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such oldframe " + e.oldframe + '\n');
+ e.oldframe = 0;
+ }
+
+ pframe = paliashdr.aliasFrames[e.frame];
+ poldframe = paliashdr.aliasFrames[e.oldframe];
+
+ /*
+ ** compute axially aligned mins and maxs
+ */
+ if ( pframe == poldframe )
+ {
+ for ( i = 0; i < 3; i++ )
+ {
+ mins[i] = pframe.translate[i];
+ maxs[i] = mins[i] + pframe.scale[i]*255;
+ }
+ }
+ else
+ {
+ for ( i = 0; i < 3; i++ )
+ {
+ thismins[i] = pframe.translate[i];
+ thismaxs[i] = thismins[i] + pframe.scale[i]*255;
+
+ oldmins[i] = poldframe.translate[i];
+ oldmaxs[i] = oldmins[i] + poldframe.scale[i]*255;
+
+ if ( thismins[i] < oldmins[i] )
+ mins[i] = thismins[i];
+ else
+ mins[i] = oldmins[i];
+
+ if ( thismaxs[i] > oldmaxs[i] )
+ maxs[i] = thismaxs[i];
+ else
+ maxs[i] = oldmaxs[i];
+ }
+ }
+
+ /*
+ ** compute a full bounding box
+ */
+ for ( i = 0; i < 8; i++ )
+ {
+ float[] tmp = {0, 0, 0};
+
+ if ( (i & 1) != 0 )
+ tmp[0] = mins[0];
+ else
+ tmp[0] = maxs[0];
+
+ if ( (i & 2) != 0)
+ tmp[1] = mins[1];
+ else
+ tmp[1] = maxs[1];
+
+ if ( (i & 4) != 0)
+ tmp[2] = mins[2];
+ else
+ tmp[2] = maxs[2];
+
+ Math3D.VectorCopy( tmp, bbox[i] );
+ }
+
+ /*
+ ** rotate the bounding box
+ */
+ Math3D.VectorCopy( e.angles, angles );
+ angles[YAW] = -angles[YAW];
+ Math3D.AngleVectors( angles, vectors[0], vectors[1], vectors[2] );
+
+ for ( i = 0; i < 8; i++ )
+ {
+ float[] tmp = {0, 0, 0};
+
+ Math3D.VectorCopy( bbox[i], tmp );
+
+ bbox[i][0] = Math3D.DotProduct( vectors[0], tmp );
+ bbox[i][1] = -Math3D.DotProduct( vectors[1], tmp );
+ bbox[i][2] = Math3D.DotProduct( vectors[2], tmp );
+
+ Math3D.VectorAdd( e.origin, bbox[i], bbox[i] );
+ }
+
+ {
+ int p, f;
+ int aggregatemask = ~0; // 0xFFFFFFFF
+
+ for ( p = 0; p < 8; p++ )
+ {
+ int mask = 0;
+
+ for ( f = 0; f < 4; f++ )
+ {
+ float dp = Math3D.DotProduct( frustum[f].normal, bbox[p] );
+
+ if ( ( dp - frustum[f].dist ) < 0 )
+ {
+ mask |= ( 1 << f );
+ }
+ }
+
+ aggregatemask &= mask;
+ }
+
+ if ( aggregatemask != 0 )
+ {
+ return true;
+ }
+
+ return false;
+ }
+ }
+
+ /*
+ =================
+ R_DrawAliasModel
+
+ =================
+ */
+ void R_DrawAliasModel(entity_t e)
+ {
+ int i;
+ qfiles.dmdl_t paliashdr;
+ float an;
+
+ // bounding box
+ float[][] bbox = {
+ {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0},
+ {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}
+ };
+ image_t skin;
+
+ if ( ( e.flags & Defines.RF_WEAPONMODEL ) == 0)
+ {
+ if ( R_CullAliasModel( bbox, e ) )
+ return;
+ }
+
+ if ( (e.flags & Defines.RF_WEAPONMODEL) != 0 )
+ {
+ if ( r_lefthand.value == 2.0f )
+ return;
+ }
+
+ paliashdr = (qfiles.dmdl_t)currentmodel.extradata;
+
+ //
+ // get lighting information
+ //
+ // PMM - rewrote, reordered to handle new shells & mixing
+ // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy
+ //
+ if ( (currententity.flags & ( Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE )) != 0 )
+ {
+ Math3D.VectorClear(shadelight);
+ if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0)
+ {
+ shadelight[0] = 0.56f;
+ shadelight[1] = 0.59f;
+ shadelight[2] = 0.45f;
+ }
+ if ( (currententity.flags & Defines.RF_SHELL_DOUBLE) != 0 )
+ {
+ shadelight[0] = 0.9f;
+ shadelight[1] = 0.7f;
+ }
+ if ( (currententity.flags & Defines.RF_SHELL_RED) != 0 )
+ shadelight[0] = 1.0f;
+ if ( (currententity.flags & Defines.RF_SHELL_GREEN) != 0 )
+ shadelight[1] = 1.0f;
+ if ( (currententity.flags & Defines.RF_SHELL_BLUE) != 0 )
+ shadelight[2] = 1.0f;
+ }
+
+ else if ( (currententity.flags & Defines.RF_FULLBRIGHT) != 0 )
+ {
+ for (i=0 ; i<3 ; i++)
+ shadelight[i] = 1.0f;
+ }
+ else
+ {
+ R_LightPoint (currententity.origin, shadelight);
+
+ // player lighting hack for communication back to server
+ // big hack!
+ if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 )
+ {
+ // 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];
+ }
+ }
+
+ if ( gl_monolightmap.string.charAt(0) != '0' )
+ {
+ float s = shadelight[0];
+
+ if ( s < shadelight[1] )
+ s = shadelight[1];
+ if ( s < shadelight[2] )
+ s = shadelight[2];
+
+ shadelight[0] = s;
+ shadelight[1] = s;
+ shadelight[2] = s;
+ }
+ }
+
+ if ( (currententity.flags & Defines.RF_MINLIGHT) != 0 )
+ {
+ for (i=0 ; i<3 ; i++)
+ if (shadelight[i] > 0.1f)
+ break;
+ if (i == 3)
+ {
+ shadelight[0] = 0.1f;
+ shadelight[1] = 0.1f;
+ shadelight[2] = 0.1f;
+ }
+ }
+
+ if ( (currententity.flags & Defines.RF_GLOW) != 0 )
+ { // bonus items will pulse with time
+ float scale;
+ float min;
+
+ scale = (float)(0.1f * Math.sin(r_newrefdef.time*7));
+ for (i=0 ; i<3 ; i++)
+ {
+ min = shadelight[i] * 0.8f;
+ shadelight[i] += scale;
+ if (shadelight[i] < min)
+ shadelight[i] = min;
+ }
+ }
+
+ // =================
+ // PGM ir goggles color override
+ if ( (r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0)
+ {
+ shadelight[0] = 1.0f;
+ shadelight[1] = 0.0f;
+ shadelight[2] = 0.0f;
+ }
+ // PGM
+ // =================
+
+ shadedots = r_avertexnormal_dots[((int)(currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
+
+ an = (float)(currententity.angles[1]/180*Math.PI);
+ shadevector[0] = (float)Math.cos(-an);
+ shadevector[1] = (float)Math.sin(-an);
+ shadevector[2] = 1;
+ Math3D.VectorNormalize(shadevector);
+
+ //
+ // locate the proper data
+ //
+
+ c_alias_polys += paliashdr.num_tris;
+
+ //
+ // draw all the triangles
+ //
+ if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls
+ gl.glDepthRange(gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+
+ if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f) )
+ {
+ gl.glMatrixMode( GL.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.glCullFace( GL.GL_BACK );
+ }
+
+ gl.glPushMatrix ();
+ e.angles[PITCH] = -e.angles[PITCH]; // sigh.
+ R_RotateForEntity (e);
+ e.angles[PITCH] = -e.angles[PITCH]; // sigh.
+
+ // select skin
+ if (currententity.skin != null)
+ skin = currententity.skin; // custom player skin
+ else
+ {
+ if (currententity.skinnum >= qfiles.MAX_MD2SKINS)
+ skin = currentmodel.skins[0];
+ else
+ {
+ skin = currentmodel.skins[currententity.skinnum];
+ if (skin == null)
+ skin = currentmodel.skins[0];
+ }
+ }
+ if (skin == null)
+ skin = r_notexture; // fallback...
+ GL_Bind(skin.texnum);
+
+ // draw it
+
+ gl.glShadeModel (GL.GL_SMOOTH);
+
+ GL_TexEnv( GL.GL_MODULATE );
+ if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 )
+ {
+ gl.glEnable (GL.GL_BLEND);
+ }
+
+
+ if ( (currententity.frame >= paliashdr.num_frames)
+ || (currententity.frame < 0) )
+ {
+ ri.Con_Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such frame " + currententity.frame + '\n');
+ currententity.frame = 0;
+ currententity.oldframe = 0;
+ }
+
+ if ( (currententity.oldframe >= paliashdr.num_frames)
+ || (currententity.oldframe < 0))
+ {
+ ri.Con_Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such oldframe " + currententity.oldframe + '\n');
+ currententity.frame = 0;
+ currententity.oldframe = 0;
+ }
+
+ if ( r_lerpmodels.value == 0.0f)
+ currententity.backlerp = 0;
+ GL_DrawAliasFrameLerp (paliashdr, currententity.backlerp);
+
+ GL_TexEnv( GL.GL_REPLACE );
+ gl.glShadeModel (GL.GL_FLAT);
+
+ gl.glPopMatrix ();
+
+ if ( ( currententity.flags & Defines.RF_WEAPONMODEL ) != 0 && ( r_lefthand.value == 1.0F ) )
+ {
+ gl.glMatrixMode( GL.GL_PROJECTION );
+ gl.glPopMatrix();
+ gl.glMatrixMode( GL.GL_MODELVIEW );
+ gl.glCullFace( GL.GL_FRONT );
+ }
+
+ if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 )
+ {
+ gl.glDisable (GL.GL_BLEND);
+ }
+
+ if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0)
+ gl.glDepthRange (gldepthmin, gldepthmax);
+
+ if ( gl_shadows.value != 0.0f && (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.glColor4f (0,0,0,0.5f);
+ GL_DrawAliasShadow (paliashdr, currententity.frame );
+ gl.glEnable (GL.GL_TEXTURE_2D);
+ gl.glDisable (GL.GL_BLEND);
+ gl.glPopMatrix ();
+ }
+ gl.glColor4f (1,1,1,1);
+ }
+
+}