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Diffstat (limited to 'src/jake2/render/jogl/Misc.java')
-rw-r--r-- | src/jake2/render/jogl/Misc.java | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/src/jake2/render/jogl/Misc.java b/src/jake2/render/jogl/Misc.java new file mode 100644 index 0000000..8f04a84 --- /dev/null +++ b/src/jake2/render/jogl/Misc.java @@ -0,0 +1,268 @@ +/* + * Misc.java + * Copyright (C) 2003 + * + * $Id: Misc.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 net.java.games.jogl.GL; + +import jake2.Defines; + +/** + * Misc + * + * @author cwei + */ +public abstract class Misc extends Mesh { +//// r_misc.c +// +// #include "gl_local.h" +// + /* + ================== + 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(); + } + + void GL_UpdateSwapInterval() + { + if ( gl_swapinterval.modified ) + { + gl_swapinterval.modified = false; + + if ( !gl_state.stereo_enabled ) + { +// #ifdef _WIN32 +// if ( qwglSwapIntervalEXT ) +// qwglSwapIntervalEXT( gl_swapinterval->value ); +// #endif + } + } + } + + + // ============================================================================ + // remove after impl this methods in jake2.render.jogl package + // ============================================================================ + +} |