/* * Base.java * Copyright (C) 2003 * * $Id: Base.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 net.java.games.jogl.GL; /** * Base * * @author cwei */ public class Base { static final int GL_COLOR_INDEX8_EXT = GL.GL_COLOR_INDEX; static final String REF_VERSION = "GL 0.01"; // up / down static final int PITCH = 0; // left / right static final int YAW = 1; // fall over static final int ROLL = 2; /* skins will be outline flood filled and mip mapped pics and sprites with alpha will be outline flood filled pic won't be mip mapped model skin sprite frame wall texture pic */ // enum imagetype_t static final int it_skin = 0; static final int it_sprite = 1; static final int it_wall = 2; static final int it_pic = 3; static final int it_sky = 4; // enum modtype_t static final int mod_bad = 0; static final int mod_brush = 1; static final int mod_sprite = 2; static final int mod_alias = 3; static final int TEXNUM_LIGHTMAPS = 1024; static final int TEXNUM_SCRAPS = 1152; static final int TEXNUM_IMAGES = 1153; static final int MAX_GLTEXTURES = 1024; // =================================================================== // enum rserr_t static final int rserr_ok = 0; static final int rserr_invalid_fullscreen = 1; static final int rserr_invalid_mode = 2; static final int rserr_unknown = 3; // // #include "gl_model.h" // // void GL_BeginRendering (int *x, int *y, int *width, int *height); // void GL_EndRendering (void); // // void GL_SetDefaultState( void ); // void GL_UpdateSwapInterval( void ); static class glvert_t { float x, y, z; float s, t; float r, g, b; } static final int MAX_LBM_HEIGHT = 480; static final float BACKFACE_EPSILON = 0.01f; // ==================================================== // // void R_TranslatePlayerSkin (int playernum); // void GL_Bind (int texnum); // void GL_MBind( GLenum target, int texnum ); // void GL_TexEnv( GLenum value ); // void GL_EnableMultitexture( qboolean enable ); // void GL_SelectTexture( GLenum ); // // void R_LightPoint (vec3_t p, vec3_t color); // void R_PushDlights (void); // // ==================================================================== // // extern int registration_sequence; // // // void V_AddBlend (float r, float g, float b, float a, float *v_blend); // // int R_Init( void *hinstance, void *hWnd ); // void R_Shutdown( void ); // // void R_RenderView (refdef_t *fd); // void GL_ScreenShot_f (void); // void R_DrawAliasModel (entity_t *e); // void R_DrawBrushModel (entity_t *e); // void R_DrawSpriteModel (entity_t *e); // void R_DrawBeam( entity_t *e ); // void R_DrawWorld (void); // void R_RenderDlights (void); // void R_DrawAlphaSurfaces (void); // void R_RenderBrushPoly (msurface_t *fa); // void R_InitParticleTexture (void); // void Draw_InitLocal (void); // void GL_SubdivideSurface (msurface_t *fa); // qboolean R_CullBox (vec3_t mins, vec3_t maxs); // void R_RotateForEntity (entity_t *e); // void R_MarkLeaves (void); // // glpoly_t *WaterWarpPolyVerts (glpoly_t *p); // void EmitWaterPolys (msurface_t *fa); // void R_AddSkySurface (msurface_t *fa); // void R_ClearSkyBox (void); // void R_DrawSkyBox (void); // void R_MarkLights (dlight_t *light, int bit, mnode_t *node); // // // void COM_StripExtension (char *in, char *out); // // void Draw_GetPicSize (int *w, int *h, char *name); // void Draw_Pic (int x, int y, char *name); // void Draw_StretchPic (int x, int y, int w, int h, char *name); // void Draw_Char (int x, int y, int c); // void Draw_TileClear (int x, int y, int w, int h, char *name); // void Draw_Fill (int x, int y, int w, int h, int c); // void Draw_FadeScreen (void); // void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data); // // void R_BeginFrame( float camera_separation ); // void R_SwapBuffers( int ); // void R_SetPalette ( const unsigned char *palette); // // int Draw_GetPalette (void); // // void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight); // // struct image_s *R_RegisterSkin (char *name); // // void LoadPCX (char *filename, byte **pic, byte **palette, int *width, int *height); // image_t *GL_LoadPic (char *name, byte *pic, int width, int height, imagetype_t type, int bits); // image_t *GL_FindImage (char *name, imagetype_t type); // void GL_TextureMode( char *string ); // void GL_ImageList_f (void); // // void GL_SetTexturePalette( unsigned palette[256] ); // // void GL_InitImages (void); // void GL_ShutdownImages (void); // // void GL_FreeUnusedImages (void); // // void GL_TextureAlphaMode( char *string ); // void GL_TextureSolidMode( char *string ); // // /* // ** GL extension emulation functions // */ // void GL_DrawParticles( int n, const particle_t particles[], const unsigned colortable[768] ); // /* ** GL config stuff */ static final int GL_RENDERER_VOODOO = 0x00000001; static final int GL_RENDERER_VOODOO2 = 0x00000002; static final int GL_RENDERER_VOODOO_RUSH = 0x00000004; static final int GL_RENDERER_BANSHEE = 0x00000008; static final int GL_RENDERER_3DFX = 0x0000000F; static final int GL_RENDERER_PCX1 = 0x00000010; static final int GL_RENDERER_PCX2 = 0x00000020; static final int GL_RENDERER_PMX = 0x00000040; static final int GL_RENDERER_POWERVR = 0x00000070; static final int GL_RENDERER_PERMEDIA2 = 0x00000100; static final int GL_RENDERER_GLINT_MX = 0x00000200; static final int GL_RENDERER_GLINT_TX = 0x00000400; static final int GL_RENDERER_3DLABS_MISC = 0x00000800; static final int GL_RENDERER_3DLABS = 0x00000F00; static final int GL_RENDERER_REALIZM = 0x00001000; static final int GL_RENDERER_REALIZM2 = 0x00002000; static final int GL_RENDERER_INTERGRAPH = 0x00003000; static final int GL_RENDERER_3DPRO = 0x00004000; static final int GL_RENDERER_REAL3D = 0x00008000; static final int GL_RENDERER_RIVA128 = 0x00010000; static final int GL_RENDERER_DYPIC = 0x00020000; static final int GL_RENDERER_V1000 = 0x00040000; static final int GL_RENDERER_V2100 = 0x00080000; static final int GL_RENDERER_V2200 = 0x00100000; static final int GL_RENDERER_RENDITION = 0x001C0000; static final int GL_RENDERER_O2 = 0x00100000; static final int GL_RENDERER_IMPACT = 0x00200000; static final int GL_RENDERER_RE = 0x00400000; static final int GL_RENDERER_IR = 0x00800000; static final int GL_RENDERER_SGI = 0x00F00000; static final int GL_RENDERER_MCD = 0x01000000; static final int GL_RENDERER_OTHER = 0x80000000; // typedef struct // { // int renderer; // const char *renderer_string; // const char *vendor_string; // const char *version_string; // const char *extensions_string; // // qboolean allow_cds; // } glconfig_t; // // typedef struct // { // float inverse_intensity; // qboolean fullscreen; // // int prev_mode; // // unsigned char *d_16to8table; // // int lightmap_textures; // // int currenttextures[2]; // int currenttmu; // // float camera_separation; // qboolean stereo_enabled; // // unsigned char originalRedGammaTable[256]; // unsigned char originalGreenGammaTable[256]; // unsigned char originalBlueGammaTable[256]; // } glstate_t; // // /* // ==================================================================== // // IMPORTED FUNCTIONS // // ==================================================================== // */ // // extern refimport_t ri; // // // /* // ==================================================================== // // IMPLEMENTATION SPECIFIC FUNCTIONS // // ==================================================================== // */ // // void GLimp_BeginFrame( float camera_separation ); // void GLimp_EndFrame( void ); // int GLimp_Init( void *hinstance, void *hWnd ); // void GLimp_Shutdown( void ); // int GLimp_SetMode( int *pwidth, int *pheight, int mode, qboolean fullscreen ); // void GLimp_AppActivate( qboolean active ); // void GLimp_EnableLogging( qboolean enable ); // void GLimp_LogNewFrame( void ); // }