/* * Mesh.java * Copyright (C) 2003 * * $Id: Mesh.java,v 1.7 2004-09-22 19:22:16 salomo 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 jake2.Defines; import jake2.client.VID; import jake2.client.entity_t; import jake2.qcommon.qfiles; import jake2.render.image_t; import jake2.util.Math3D; import java.nio.FloatBuffer; import net.java.games.jogl.GL; import net.java.games.jogl.util.BufferUtils; /** * 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, float[] move, float[] frontv, float[] backv) { int lerpIndex = 0; int[] ovv; int[] vv; FloatBuffer lerp = vertexArrayBuf; //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; int j = 0; for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ ) { normal = r_avertexnormals[verts[i].lightnormalindex]; ovv = ov[i].v; vv = v[i].v; lerp.put(j, move[0] + ovv[0] * backv[0] + vv[0] * frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); lerp.put(j + 1, move[1] + ovv[1] * backv[1] + vv[1] * frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); lerp.put(j + 2, move[2] + ovv[2] * backv[2] + vv[2] * frontv[2] + normal[2] * Defines.POWERSUIT_SCALE); j += 3; } } else { int j = 0; for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ ) { ovv = ov[i].v; vv = v[i].v; lerp.put(j, move[0] + ovv[0] * backv[0] + vv[0] * frontv[0]); lerp .put(j + 1, move[1] + ovv[1] * backv[1] + vv[1] * frontv[1]); lerp .put(j + 2, move[2] + ovv[2] * backv[2] + vv[2] * frontv[2]); j += 3; } } } FloatBuffer colorArrayBuf = BufferUtils .newFloatBuffer(qfiles.MAX_VERTS * 4); FloatBuffer vertexArrayBuf = BufferUtils .newFloatBuffer(qfiles.MAX_VERTS * 3); 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[][] 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, frontv); Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], vectors[2]); move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left move[2] = Math3D.DotProduct(frontv, vectors[2]); // up Math3D.VectorAdd(move, oldframe.translate, move); for (i = 0; i < 3; i++) { move[i] = backlerp * move[i] + frontlerp * frame.translate[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, move, frontv, backv); gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArrayBuf); // 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(4, GL.GL_FLOAT, 0, colorArrayBuf); // // pre light everything // FloatBuffer color = colorArrayBuf; int j = 0; for (i = 0; i < paliashdr.num_xyz; i++) { l = shadedots[verts[i].lightnormalindex]; color.put(j++, l * shadelight[0]); color.put(j++, l * shadelight[1]); color.put(j++, l * shadelight[2]); color.put(j++, alpha); } } 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 (qglLockArraysEXT) gl.glUnlockArraysEXT(); } else { GL_LerpVerts(paliashdr.num_xyz, v, ov, verts, s_lerped, move, frontv, backv); float[] tmp; 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); tmp = s_lerped[index_xyz]; gl.glVertex3f(tmp[0], tmp[1], tmp[2]); } 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); tmp = s_lerped[index_xyz]; gl.glVertex3f(tmp[0], tmp[1], tmp[2]); } 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; int index = 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) { index = order[orderIndex + 2] * 3; point[0] = vertexArrayBuf.get(index); point[1] = vertexArrayBuf.get(index + 1); point[2] = vertexArrayBuf.get(index + 2); } else { Math3D.VectorCopy(s_lerped[order[orderIndex + 2]], point); } point[0] -= shadevector[0] * (point[2] + lheight); point[1] -= shadevector[1] * (point[2] + lheight); point[2] = height; gl.glVertex3f(point[0], point[1], point[2]); 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)) { VID.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)) { VID.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)) { VID.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)) { VID.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); } }