/* * Main.java * Copyright (C) 2003 * * $Id: Main.java,v 1.8 2006-10-31 13:06:32 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.lwjgl; import jake2.Defines; import jake2.Globals; import jake2.client.*; import jake2.game.*; import jake2.qcommon.*; import jake2.render.*; import jake2.render.common.Base; import jake2.render.common.Warp; import jake2.util.Math3D; import jake2.util.Vargs; import java.awt.Dimension; import java.nio.FloatBuffer; import java.nio.IntBuffer; import net.java.games.jogl.GL; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.*; /** * Main * * @author cwei */ public abstract class Main extends LWJGLBase { /* ==================================================================== from gl_rmain.c ==================================================================== */ FloatBuffer r_world_matrix_fb = BufferUtils.createFloatBuffer(16); // stack variable private final float[] vtemp = { 0, 0, 0 }; /** * R_SetupFrame */ protected void R_SetupFrame() { r_framecount++; // build the transformation matrix for the given view angles Math3D.VectorCopy(r_newrefdef.vieworg, r_origin); Math3D.AngleVectors(r_newrefdef.viewangles, vpn, vright, vup); // current viewcluster mleaf_t leaf; if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0) { r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; leaf = Mod_PointInLeaf(r_origin, r_worldmodel); r_viewcluster = r_viewcluster2 = leaf.cluster; // check above and below so crossing solid water doesn't draw wrong if (leaf.contents == 0) { // look down a bit Math3D.VectorCopy(r_origin, vtemp); vtemp[2] -= 16; leaf = Mod_PointInLeaf(vtemp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } else { // look up a bit Math3D.VectorCopy(r_origin, vtemp); vtemp[2] += 16; leaf = Mod_PointInLeaf(vtemp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } } for (int i = 0; i < 4; i++) v_blend[i] = r_newrefdef.blend[i]; c_brush_polys = 0; c_alias_polys = 0; // clear out the portion of the screen that the NOWORLDMODEL defines if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) { gl.glEnable(GL11.GL_SCISSOR_TEST); gl.glClearColor(0.3f, 0.3f, 0.3f, 1.0f); gl.glScissor( r_newrefdef.x, vid.height - r_newrefdef.height - r_newrefdef.y, r_newrefdef.width, r_newrefdef.height); gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); gl.glClearColor(1.0f, 0.0f, 0.5f, 0.5f); gl.glDisable(GL11.GL_SCISSOR_TEST); } } /** * R_Init */ protected boolean R_Init(int vid_xpos, int vid_ypos) { assert (Warp.SIN.length == 256) : "warpsin table bug"; ggl = new GLWrapLWJGL(gl); GL_TEXTURE0 = GL13.GL_TEXTURE0; GL_TEXTURE1 = GL13.GL_TEXTURE1; // fill r_turbsin for (int j = 0; j < 256; j++) { r_turbsin[j] = Warp.SIN[j] * 0.5f; } VID.Printf(Defines.PRINT_ALL, "ref_gl version: " + Base.REF_VERSION + '\n'); Draw_GetPalette(); R_Register(); // set our "safe" modes gl_state.prev_mode = 3; // create the window and set up the context if (!R_SetMode()) { VID.Printf(Defines.PRINT_ALL, "ref_gl::R_Init() - could not R_SetMode()\n"); return false; } return true; } /** * R_Init2 */ protected boolean R_Init2() { VID.MenuInit(); /* ** get our various GL strings */ gl_config.vendor_string = gl.glGetString(GL11.GL_VENDOR); VID.Printf(Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n'); gl_config.renderer_string = gl.glGetString(GL11.GL_RENDERER); VID.Printf(Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n'); gl_config.version_string = gl.glGetString(GL11.GL_VERSION); VID.Printf(Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n'); gl_config.extensions_string = gl.glGetString(GL11.GL_EXTENSIONS); VID.Printf(Defines.PRINT_ALL, "GL_EXTENSIONS: " + gl_config.extensions_string + '\n'); gl_config.parseOpenGLVersion(); String renderer_buffer = gl_config.renderer_string.toLowerCase(); String vendor_buffer = gl_config.vendor_string.toLowerCase(); if (renderer_buffer.indexOf("voodoo") >= 0) { if (renderer_buffer.indexOf("rush") < 0) gl_config.renderer = Base.GL_RENDERER_VOODOO; else gl_config.renderer = Base.GL_RENDERER_VOODOO_RUSH; } else if (vendor_buffer.indexOf("sgi") >= 0) gl_config.renderer = Base.GL_RENDERER_SGI; else if (renderer_buffer.indexOf("permedia") >= 0) gl_config.renderer = Base.GL_RENDERER_PERMEDIA2; else if (renderer_buffer.indexOf("glint") >= 0) gl_config.renderer = Base.GL_RENDERER_GLINT_MX; else if (renderer_buffer.indexOf("glzicd") >= 0) gl_config.renderer = Base.GL_RENDERER_REALIZM; else if (renderer_buffer.indexOf("gdi") >= 0) gl_config.renderer = Base.GL_RENDERER_MCD; else if (renderer_buffer.indexOf("pcx2") >= 0) gl_config.renderer = Base.GL_RENDERER_PCX2; else if (renderer_buffer.indexOf("verite") >= 0) gl_config.renderer = Base.GL_RENDERER_RENDITION; else gl_config.renderer = Base.GL_RENDERER_OTHER; String monolightmap = gl_monolightmap.string.toUpperCase(); if (monolightmap.length() < 2 || monolightmap.charAt(1) != 'F') { if (gl_config.renderer == Base.GL_RENDERER_PERMEDIA2) { Cvar.Set("gl_monolightmap", "A"); VID.Printf(Defines.PRINT_ALL, "...using gl_monolightmap 'a'\n"); } else if ((gl_config.renderer & Base.GL_RENDERER_POWERVR) != 0) { Cvar.Set("gl_monolightmap", "0"); } else { Cvar.Set("gl_monolightmap", "0"); } } // power vr can't have anything stay in the framebuffer, so // the screen needs to redraw the tiled background every frame if ((gl_config.renderer & Base.GL_RENDERER_POWERVR) != 0) { Cvar.Set("scr_drawall", "1"); } else { Cvar.Set("scr_drawall", "0"); } // MCD has buffering issues if (gl_config.renderer == Base.GL_RENDERER_MCD) { Cvar.SetValue("gl_finish", 1); } if ((gl_config.renderer & Base.GL_RENDERER_3DLABS) != 0) { if (gl_3dlabs_broken.value != 0.0f) gl_config.allow_cds = false; else gl_config.allow_cds = true; } else { gl_config.allow_cds = true; } if (gl_config.allow_cds) VID.Printf(Defines.PRINT_ALL, "...allowing CDS\n"); else VID.Printf(Defines.PRINT_ALL, "...disabling CDS\n"); /* ** grab extensions */ if (gl_config.extensions_string.indexOf("GL_EXT_compiled_vertex_array") >= 0 || gl_config.extensions_string .indexOf("GL_SGI_compiled_vertex_array") >= 0) { VID.Printf(Defines.PRINT_ALL, "...enabling GL_EXT_compiled_vertex_array\n"); // qglLockArraysEXT = ( void * ) qwglGetProcAddress( // "glLockArraysEXT" ); if (gl_ext_compiled_vertex_array.value != 0.0f) qglLockArraysEXT = true; else qglLockArraysEXT = false; // qglUnlockArraysEXT = ( void * ) qwglGetProcAddress( "glUnlockArraysEXT" ); //qglUnlockArraysEXT = true; } else { VID.Printf(Defines.PRINT_ALL, "...GL_EXT_compiled_vertex_array not found\n"); qglLockArraysEXT = false; } if (gl_config.extensions_string.indexOf("WGL_EXT_swap_control") >= 0) { qwglSwapIntervalEXT = true; VID.Printf(Defines.PRINT_ALL, "...enabling WGL_EXT_swap_control\n"); } else { qwglSwapIntervalEXT = false; VID.Printf(Defines.PRINT_ALL, "...WGL_EXT_swap_control not found\n"); } if (gl_config.extensions_string.indexOf("GL_EXT_point_parameters") >= 0) { if (gl_ext_pointparameters.value != 0.0f) { // qglPointParameterfEXT = ( void (APIENTRY *)( GLenum, GLfloat ) ) qwglGetProcAddress( "glPointParameterfEXT" ); qglPointParameterfEXT = true; // qglPointParameterfvEXT = ( void (APIENTRY *)( GLenum, const GLfloat * ) ) qwglGetProcAddress( "glPointParameterfvEXT" ); VID.Printf(Defines.PRINT_ALL, "...using GL_EXT_point_parameters\n"); } else { VID.Printf(Defines.PRINT_ALL, "...ignoring GL_EXT_point_parameters\n"); } } else { VID.Printf(Defines.PRINT_ALL, "...GL_EXT_point_parameters not found\n"); } // #ifdef __linux__ // if ( strstr( gl_config.extensions_string, "3DFX_set_global_palette" )) // { // if ( gl_ext_palettedtexture->value ) // { // VID.Printf( Defines.PRINT_ALL, "...using 3DFX_set_global_palette\n" ); // qgl3DfxSetPaletteEXT = ( void ( APIENTRY * ) (GLuint *) )qwglGetProcAddress( "gl3DfxSetPaletteEXT" ); //// qglColorTableEXT = Fake_glColorTableEXT; // } // else // { // VID.Printf( Defines.PRINT_ALL, "...ignoring 3DFX_set_global_palette\n" ); // } // } // else // { // VID.Printf( Defines.PRINT_ALL, "...3DFX_set_global_palette not found\n" ); // } // #endif if (!qglColorTableEXT && gl_config.extensions_string.indexOf("GL_EXT_paletted_texture") >= 0 && gl_config.extensions_string.indexOf("GL_EXT_shared_texture_palette") >= 0) { if (gl_ext_palettedtexture.value != 0.0f) { VID.Printf(Defines.PRINT_ALL, "...using GL_EXT_shared_texture_palette\n"); qglColorTableEXT = false; // true; TODO jogl bug } else { VID.Printf(Defines.PRINT_ALL, "...ignoring GL_EXT_shared_texture_palette\n"); qglColorTableEXT = false; } } else { VID.Printf(Defines.PRINT_ALL, "...GL_EXT_shared_texture_palette not found\n"); } if (gl_config.extensions_string.indexOf("GL_ARB_multitexture") >= 0) { VID.Printf(Defines.PRINT_ALL, "...using GL_ARB_multitexture\n"); qglActiveTextureARB = true; GL_TEXTURE0 = ARBMultitexture.GL_TEXTURE0_ARB; GL_TEXTURE1 = ARBMultitexture.GL_TEXTURE1_ARB; } else { VID.Printf(Defines.PRINT_ALL, "...GL_ARB_multitexture not found\n"); } if (!(qglActiveTextureARB)) return false; GL_SetDefaultState(); GL_InitImages(); Mod_Init(); R_InitParticleTexture(); Draw_InitLocal(); int err = gl.glGetError(); if (err != GL11.GL_NO_ERROR) VID.Printf( Defines.PRINT_ALL, "glGetError() = 0x%x\n\t%s\n", new Vargs(2).add(err).add("" + gl.glGetString(err))); return true; } /** * R_BeginFrame */ protected void R_BeginFrame(float camera_separation) { gl_state.camera_separation = camera_separation; /* ** change modes if necessary */ if (gl_mode.modified || vid_fullscreen.modified) { // FIXME: only restart if CDS is required cvar_t ref; ref = Cvar.Get("vid_ref", "lwjgl", 0); ref.modified = true; } if (gl_log.modified) { GLimp_EnableLogging((gl_log.value != 0.0f)); gl_log.modified = false; } if (gl_log.value != 0.0f) { GLimp_LogNewFrame(); } /* ** update 3Dfx gamma -- it is expected that a user will do a vid_restart ** after tweaking this value */ if (vid_gamma.modified) { vid_gamma.modified = false; if ((gl_config.renderer & Base.GL_RENDERER_VOODOO) != 0) { // wird erstmal nicht gebraucht /* char envbuffer[1024]; float g; g = 2.00 * ( 0.8 - ( vid_gamma->value - 0.5 ) ) + 1.0F; Com_sprintf( envbuffer, sizeof(envbuffer), "SSTV2_GAMMA=%f", g ); putenv( envbuffer ); Com_sprintf( envbuffer, sizeof(envbuffer), "SST_GAMMA=%f", g ); putenv( envbuffer ); */ VID.Printf(Defines.PRINT_DEVELOPER, "gamma anpassung fuer VOODOO nicht gesetzt"); } } GLimp_BeginFrame(camera_separation); /* ** go into 2D mode */ gl.glViewport(0, 0, vid.width, vid.height); gl.glMatrixMode(GL11.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); gl.glMatrixMode(GL11.GL_MODELVIEW); gl.glLoadIdentity(); gl.glDisable(GL11.GL_DEPTH_TEST); gl.glDisable(GL11.GL_CULL_FACE); gl.glDisable(GL11.GL_BLEND); gl.glEnable(GL11.GL_ALPHA_TEST); gl.glColor4f(1, 1, 1, 1); /* ** draw buffer stuff */ if (gl_drawbuffer.modified) { gl_drawbuffer.modified = false; if (gl_state.camera_separation == 0 || !gl_state.stereo_enabled) { if (gl_drawbuffer.string.equalsIgnoreCase("GL_FRONT")) gl.glDrawBuffer(GL11.GL_FRONT); else gl.glDrawBuffer(GL11.GL_BACK); } } /* ** texturemode stuff */ if (gl_texturemode.modified) { GL_TextureMode(gl_texturemode.string); gl_texturemode.modified = false; } if (gl_texturealphamode.modified) { GL_TextureAlphaMode(gl_texturealphamode.string); gl_texturealphamode.modified = false; } if (gl_texturesolidmode.modified) { GL_TextureSolidMode(gl_texturesolidmode.string); gl_texturesolidmode.modified = false; } /* ** swapinterval stuff */ GL_UpdateSwapInterval(); // // clear screen if desired // R_Clear(); } }