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|
/*
* Main.java
* Copyright (C) 2003
*
* $Id: Main.java,v 1.8 2005-05-07 18:23:26 cawe 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.Globals;
import jake2.client.*;
import jake2.game.*;
import jake2.game.cplane_t;
import jake2.game.cvar_t;
import jake2.qcommon.*;
import jake2.render.*;
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 net.java.games.jogl.Version;
/**
* Main
*
* @author cwei
*/
public abstract class Main extends Base {
public static int[] d_8to24table = new int[256];
int c_visible_lightmaps;
int c_visible_textures;
int registration_sequence;
// this a hack for function pointer test
// default disabled
boolean qglColorTableEXT = false;
boolean qglSelectTextureSGIS = false;
boolean qglActiveTextureARB = false;
boolean qglPointParameterfEXT = false;
boolean qglLockArraysEXT = false;
boolean qglMTexCoord2fSGIS = false;
boolean qwglSwapIntervalEXT = false;
// =================
// abstract methods
// =================
protected abstract void Draw_GetPalette();
abstract void GL_ImageList_f();
abstract void GL_ScreenShot_f();
abstract void GL_SetTexturePalette(int[] palette);
abstract void GL_Strings_f();
abstract void Mod_Modellist_f();
abstract mleaf_t Mod_PointInLeaf(float[] point, model_t model);
abstract void GL_SetDefaultState();
abstract void GL_InitImages();
abstract void Mod_Init(); // Model.java
abstract void R_InitParticleTexture(); // MIsc.java
abstract void R_DrawAliasModel(entity_t e); // Mesh.java
abstract void R_DrawBrushModel(entity_t e); // Surf.java
abstract void Draw_InitLocal();
abstract void R_LightPoint(float[] p, float[] color);
abstract void R_PushDlights();
abstract void R_MarkLeaves();
abstract void R_DrawWorld();
abstract void R_RenderDlights();
abstract void R_DrawAlphaSurfaces();
abstract void Mod_FreeAll();
abstract void GL_ShutdownImages();
abstract void GL_Bind(int texnum);
abstract void GL_TexEnv(int mode);
abstract void GL_TextureMode(String string);
abstract void GL_TextureAlphaMode(String string);
abstract void GL_TextureSolidMode(String string);
abstract void GL_UpdateSwapInterval();
/*
====================================================================
from gl_rmain.c
====================================================================
*/
int GL_TEXTURE0 = GL.GL_TEXTURE0;
int GL_TEXTURE1 = GL.GL_TEXTURE1;
model_t r_worldmodel;
float gldepthmin, gldepthmax;
glconfig_t gl_config = new glconfig_t();
glstate_t gl_state = new glstate_t();
image_t r_notexture; // use for bad textures
image_t r_particletexture; // little dot for particles
entity_t currententity;
model_t currentmodel;
cplane_t frustum[] = { new cplane_t(), new cplane_t(), new cplane_t(), new cplane_t()};
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
int c_brush_polys, c_alias_polys;
float v_blend[] = { 0, 0, 0, 0 }; // final blending color
//
// view origin
//
float[] vup = { 0, 0, 0 };
float[] vpn = { 0, 0, 0 };
float[] vright = { 0, 0, 0 };
float[] r_origin = { 0, 0, 0 };
float r_world_matrix[] = new float[16];
float r_base_world_matrix[] = new float[16];
//
// screen size info
//
refdef_t r_newrefdef = new refdef_t();
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
cvar_t r_norefresh;
cvar_t r_drawentities;
cvar_t r_drawworld;
cvar_t r_speeds;
cvar_t r_fullbright;
cvar_t r_novis;
cvar_t r_nocull;
cvar_t r_lerpmodels;
cvar_t r_lefthand;
cvar_t r_lightlevel;
// FIXME: This is a HACK to get the client's light level
cvar_t gl_nosubimage;
cvar_t gl_allow_software;
cvar_t gl_vertex_arrays;
cvar_t gl_particle_min_size;
cvar_t gl_particle_max_size;
cvar_t gl_particle_size;
cvar_t gl_particle_att_a;
cvar_t gl_particle_att_b;
cvar_t gl_particle_att_c;
cvar_t gl_ext_swapinterval;
cvar_t gl_ext_palettedtexture;
cvar_t gl_ext_multitexture;
cvar_t gl_ext_pointparameters;
cvar_t gl_ext_compiled_vertex_array;
cvar_t gl_log;
cvar_t gl_bitdepth;
cvar_t gl_drawbuffer;
cvar_t gl_driver;
cvar_t gl_lightmap;
cvar_t gl_shadows;
cvar_t gl_mode;
cvar_t gl_dynamic;
cvar_t gl_monolightmap;
cvar_t gl_modulate;
cvar_t gl_nobind;
cvar_t gl_round_down;
cvar_t gl_picmip;
cvar_t gl_skymip;
cvar_t gl_showtris;
cvar_t gl_ztrick;
cvar_t gl_finish;
cvar_t gl_clear;
cvar_t gl_cull;
cvar_t gl_polyblend;
cvar_t gl_flashblend;
cvar_t gl_playermip;
cvar_t gl_saturatelighting;
cvar_t gl_swapinterval;
cvar_t gl_texturemode;
cvar_t gl_texturealphamode;
cvar_t gl_texturesolidmode;
cvar_t gl_lockpvs;
cvar_t gl_3dlabs_broken;
cvar_t vid_gamma;
cvar_t vid_ref;
// ============================================================================
// to port from gl_rmain.c, ...
// ============================================================================
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
final boolean R_CullBox(float[] mins, float[] maxs) {
assert(mins.length == 3 && maxs.length == 3) : "vec3_t bug";
if (r_nocull.value != 0)
return false;
for (int i = 0; i < 4; i++) {
if (Math3D.BoxOnPlaneSide(mins, maxs, frustum[i]) == 2)
return true;
}
return false;
}
final void R_RotateForEntity(entity_t e) {
gl.glTranslatef(e.origin[0], e.origin[1], e.origin[2]);
gl.glRotatef(e.angles[1], 0, 0, 1);
gl.glRotatef(-e.angles[0], 0, 1, 0);
gl.glRotatef(-e.angles[2], 1, 0, 0);
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel(entity_t e) {
float alpha = 1.0F;
float[] point = { 0, 0, 0 };
qfiles.dsprframe_t frame;
qfiles.dsprite_t psprite;
// don't even bother culling, because it's just a single
// polygon without a surface cache
psprite = (qfiles.dsprite_t) currentmodel.extradata;
e.frame %= psprite.numframes;
frame = psprite.frames[e.frame];
if ((e.flags & Defines.RF_TRANSLUCENT) != 0)
alpha = e.alpha;
if (alpha != 1.0F)
gl.glEnable(GL.GL_BLEND);
gl.glColor4f(1, 1, 1, alpha);
GL_Bind(currentmodel.skins[e.frame].texnum);
GL_TexEnv(GL.GL_MODULATE);
if (alpha == 1.0)
gl.glEnable(GL.GL_ALPHA_TEST);
else
gl.glDisable(GL.GL_ALPHA_TEST);
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 1);
Math3D.VectorMA(e.origin, -frame.origin_y, vup, point);
Math3D.VectorMA(point, -frame.origin_x, vright, point);
gl.glVertex3f(point[0], point[1], point[2]);
gl.glTexCoord2f(0, 0);
Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point);
Math3D.VectorMA(point, -frame.origin_x, vright, point);
gl.glVertex3f(point[0], point[1], point[2]);
gl.glTexCoord2f(1, 0);
Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point);
Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point);
gl.glVertex3f(point[0], point[1], point[2]);
gl.glTexCoord2f(1, 1);
Math3D.VectorMA(e.origin, -frame.origin_y, vup, point);
Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point);
gl.glVertex3f(point[0], point[1], point[2]);
gl.glEnd();
gl.glDisable(GL.GL_ALPHA_TEST);
GL_TexEnv(GL.GL_REPLACE);
if (alpha != 1.0F)
gl.glDisable(GL.GL_BLEND);
gl.glColor4f(1, 1, 1, 1);
}
// ==================================================================================
/*
=============
R_DrawNullModel
=============
cwei :-)
*/
void R_DrawNullModel() {
float[] shadelight = { 0, 0, 0 };
if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) {
// cwei wollte blau: shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
shadelight[0] = shadelight[1] = shadelight[2] = 0.0F;
shadelight[2] = 0.8F;
}
else {
R_LightPoint(currententity.origin, shadelight);
}
gl.glPushMatrix();
R_RotateForEntity(currententity);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glColor3f(shadelight[0], shadelight[1], shadelight[2]);
// this replaces the TRIANGLE_FAN
glut.glutWireCube(gl, 20);
/*
gl.glBegin(GL.GL_TRIANGLE_FAN);
gl.glVertex3f(0, 0, -16);
int i;
for (i=0 ; i<=4 ; i++) {
gl.glVertex3f((float)(16.0f * Math.cos(i * Math.PI / 2)), (float)(16.0f * Math.sin(i * Math.PI / 2)), 0.0f);
}
gl.glEnd();
gl.glBegin(GL.GL_TRIANGLE_FAN);
gl.glVertex3f (0, 0, 16);
for (i=4 ; i>=0 ; i--) {
gl.glVertex3f((float)(16.0f * Math.cos(i * Math.PI / 2)), (float)(16.0f * Math.sin(i * Math.PI / 2)), 0.0f);
}
gl.glEnd();
*/
gl.glColor3f(1, 1, 1);
gl.glPopMatrix();
gl.glEnable(GL.GL_TEXTURE_2D);
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList() {
int i;
if (r_drawentities.value == 0.0f)
return;
// draw non-transparent first
for (i = 0; i < r_newrefdef.num_entities; i++) {
currententity = r_newrefdef.entities[i];
if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0)
continue; // solid
if ((currententity.flags & Defines.RF_BEAM) != 0) {
R_DrawBeam(currententity);
}
else {
currentmodel = currententity.model;
if (currentmodel == null) {
R_DrawNullModel();
continue;
}
switch (currentmodel.type) {
case mod_alias :
R_DrawAliasModel(currententity);
break;
case mod_brush :
R_DrawBrushModel(currententity);
break;
case mod_sprite :
R_DrawSpriteModel(currententity);
break;
default :
Com.Error(Defines.ERR_DROP, "Bad modeltype");
break;
}
}
}
// draw transparent entities
// we could sort these if it ever becomes a problem...
gl.glDepthMask(false); // no z writes
for (i = 0; i < r_newrefdef.num_entities; i++) {
currententity = r_newrefdef.entities[i];
if ((currententity.flags & Defines.RF_TRANSLUCENT) == 0)
continue; // solid
if ((currententity.flags & Defines.RF_BEAM) != 0) {
R_DrawBeam(currententity);
}
else {
currentmodel = currententity.model;
if (currentmodel == null) {
R_DrawNullModel();
continue;
}
switch (currentmodel.type) {
case mod_alias :
R_DrawAliasModel(currententity);
break;
case mod_brush :
R_DrawBrushModel(currententity);
break;
case mod_sprite :
R_DrawSpriteModel(currententity);
break;
default :
Com.Error(Defines.ERR_DROP, "Bad modeltype");
break;
}
}
}
gl.glDepthMask(true); // back to writing
}
/*
** GL_DrawParticles
**
*/
void GL_DrawParticles(int num_particles) {
float[] up = { 0, 0, 0 };
float[] right = { 0, 0, 0 };
float scale;
int color;
float origin_x, origin_y, origin_z;
Math3D.VectorScale(vup, 1.5f, up);
Math3D.VectorScale(vright, 1.5f, right);
GL_Bind(r_particletexture.texnum);
gl.glDepthMask(false); // no z buffering
gl.glEnable(GL.GL_BLEND);
GL_TexEnv(GL.GL_MODULATE);
gl.glBegin(GL.GL_TRIANGLES);
FloatBuffer sourceVertices = particle_t.vertexArray;
IntBuffer sourceColors = particle_t.colorArray;
for (int j = 0, i = 0; i < num_particles; i++) {
origin_x = sourceVertices.get(j++);
origin_y = sourceVertices.get(j++);
origin_z = sourceVertices.get(j++);
// hack a scale up to keep particles from disapearing
scale =
(origin_x - r_origin[0]) * vpn[0]
+ (origin_y - r_origin[1]) * vpn[1]
+ (origin_z - r_origin[2]) * vpn[2];
scale = (scale < 20) ? 1 : 1 + scale * 0.004f;
color = sourceColors.get(i);
gl.glColor4ub(
(byte)((color >> 0) & 0xFF),
(byte)((color >> 8) & 0xFF),
(byte)((color >> 16) & 0xFF),
(byte)((color >> 24) & 0xFF)
);
// first vertex
gl.glTexCoord2f(0.0625f, 0.0625f);
gl.glVertex3f(origin_x, origin_y, origin_z);
// second vertex
gl.glTexCoord2f(1.0625f, 0.0625f);
gl.glVertex3f(origin_x + up[0] * scale, origin_y + up[1] * scale, origin_z + up[2] * scale);
// third vertex
gl.glTexCoord2f(0.0625f, 1.0625f);
gl.glVertex3f(origin_x + right[0] * scale, origin_y + right[1] * scale, origin_z + right[2] * scale);
}
gl.glEnd();
gl.glDisable(GL.GL_BLEND);
gl.glColor4f(1, 1, 1, 1);
gl.glDepthMask(true); // back to normal Z buffering
GL_TexEnv(GL.GL_REPLACE);
}
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles() {
if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) {
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL.GL_FLOAT, 0, particle_t.vertexArray);
gl.glEnableClientState(GL.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, particle_t.colorArray);
gl.glDepthMask(false);
gl.glEnable(GL.GL_BLEND);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glPointSize(gl_particle_size.value);
gl.glDrawArrays(GL.GL_POINTS, 0, r_newrefdef.num_particles);
gl.glDisableClientState(GL.GL_COLOR_ARRAY);
gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
gl.glDisable(GL.GL_BLEND);
gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
gl.glDepthMask(true);
gl.glEnable(GL.GL_TEXTURE_2D);
}
else {
GL_DrawParticles(r_newrefdef.num_particles);
}
}
/*
============
R_PolyBlend
============
*/
void R_PolyBlend() {
if (gl_polyblend.value == 0.0f)
return;
if (v_blend[3] == 0.0f)
return;
gl.glDisable(GL.GL_ALPHA_TEST);
gl.glEnable(GL.GL_BLEND);
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glLoadIdentity();
// FIXME: get rid of these
gl.glRotatef(-90, 1, 0, 0); // put Z going up
gl.glRotatef(90, 0, 0, 1); // put Z going up
gl.glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
gl.glBegin(GL.GL_QUADS);
gl.glVertex3f(10, 100, 100);
gl.glVertex3f(10, -100, 100);
gl.glVertex3f(10, -100, -100);
gl.glVertex3f(10, 100, -100);
gl.glEnd();
gl.glDisable(GL.GL_BLEND);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glEnable(GL.GL_ALPHA_TEST);
gl.glColor4f(1, 1, 1, 1);
}
// =======================================================================
int SignbitsForPlane(cplane_t out) {
// for fast box on planeside test
int bits = 0;
for (int j = 0; j < 3; j++) {
if (out.normal[j] < 0)
bits |= (1 << j);
}
return bits;
}
void R_SetFrustum() {
// rotate VPN right by FOV_X/2 degrees
Math3D.RotatePointAroundVector(frustum[0].normal, vup, vpn, - (90f - r_newrefdef.fov_x / 2f));
// rotate VPN left by FOV_X/2 degrees
Math3D.RotatePointAroundVector(frustum[1].normal, vup, vpn, 90f - r_newrefdef.fov_x / 2f);
// rotate VPN up by FOV_X/2 degrees
Math3D.RotatePointAroundVector(frustum[2].normal, vright, vpn, 90f - r_newrefdef.fov_y / 2f);
// rotate VPN down by FOV_X/2 degrees
Math3D.RotatePointAroundVector(frustum[3].normal, vright, vpn, - (90f - r_newrefdef.fov_y / 2f));
for (int i = 0; i < 4; i++) {
frustum[i].type = Defines.PLANE_ANYZ;
frustum[i].dist = Math3D.DotProduct(r_origin, frustum[i].normal);
frustum[i].signbits = (byte) SignbitsForPlane(frustum[i]);
}
}
// =======================================================================
/*
===============
R_SetupFrame
===============
*/
void R_SetupFrame() {
int i;
mleaf_t leaf;
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
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
float[] temp = { 0, 0, 0 };
Math3D.VectorCopy(r_origin, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf(temp, r_worldmodel);
if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2))
r_viewcluster2 = leaf.cluster;
}
else { // look up a bit
float[] temp = { 0, 0, 0 };
Math3D.VectorCopy(r_origin, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf(temp, r_worldmodel);
if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2))
r_viewcluster2 = leaf.cluster;
}
}
for (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(GL.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(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1.0f, 0.0f, 0.5f, 0.5f);
gl.glDisable(GL.GL_SCISSOR_TEST);
}
}
void MYgluPerspective(double fovy, double aspect, double zNear, double zFar) {
double xmin, xmax, ymin, ymax;
ymax = zNear * Math.tan(fovy * Math.PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
xmin += - (2 * gl_state.camera_separation) / zNear;
xmax += - (2 * gl_state.camera_separation) / zNear;
gl.glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL() {
float screenaspect;
int x, x2, y2, y, w, h;
//
// set up viewport
//
x = (int) Math.floor(r_newrefdef.x * vid.width / vid.width);
x2 = (int) Math.ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width);
y = (int) Math.floor(vid.height - r_newrefdef.y * vid.height / vid.height);
y2 = (int) Math.ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height);
w = x2 - x;
h = y - y2;
gl.glViewport(x, y2, w, h);
//
// set up projection matrix
//
screenaspect = (float) r_newrefdef.width / r_newrefdef.height;
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096);
gl.glCullFace(GL.GL_FRONT);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glRotatef(-90, 1, 0, 0); // put Z going up
gl.glRotatef(90, 0, 0, 1); // put Z going up
gl.glRotatef(-r_newrefdef.viewangles[2], 1, 0, 0);
gl.glRotatef(-r_newrefdef.viewangles[0], 0, 1, 0);
gl.glRotatef(-r_newrefdef.viewangles[1], 0, 0, 1);
gl.glTranslatef(-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1], -r_newrefdef.vieworg[2]);
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
if (gl_cull.value != 0.0f)
gl.glEnable(GL.GL_CULL_FACE);
else
gl.glDisable(GL.GL_CULL_FACE);
gl.glDisable(GL.GL_BLEND);
gl.glDisable(GL.GL_ALPHA_TEST);
gl.glEnable(GL.GL_DEPTH_TEST);
}
/*
=============
R_Clear
=============
*/
int trickframe = 0;
void R_Clear() {
if (gl_ztrick.value != 0.0f) {
if (gl_clear.value != 0.0f) {
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
}
trickframe++;
if ((trickframe & 1) != 0) {
gldepthmin = 0;
gldepthmax = 0.49999f;
gl.glDepthFunc(GL.GL_LEQUAL);
}
else {
gldepthmin = 1;
gldepthmax = 0.5f;
gl.glDepthFunc(GL.GL_GEQUAL);
}
}
else {
if (gl_clear.value != 0.0f)
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
else
gl.glClear(GL.GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
gl.glDepthFunc(GL.GL_LEQUAL);
}
gl.glDepthRange(gldepthmin, gldepthmax);
}
void R_Flash() {
R_PolyBlend();
}
/*
================
R_RenderView
r_newrefdef must be set before the first call
================
*/
void R_RenderView(refdef_t fd) {
if (r_norefresh.value != 0.0f)
return;
r_newrefdef = fd;
// included by cwei
if (r_newrefdef == null) {
Com.Error(Defines.ERR_DROP, "R_RenderView: refdef_t fd is null");
}
if (r_worldmodel == null && (r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0)
Com.Error(Defines.ERR_DROP, "R_RenderView: NULL worldmodel");
if (r_speeds.value != 0.0f) {
c_brush_polys = 0;
c_alias_polys = 0;
}
R_PushDlights();
if (gl_finish.value != 0.0f)
gl.glFinish();
R_SetupFrame();
R_SetFrustum();
R_SetupGL();
R_MarkLeaves(); // done here so we know if we're in water
R_DrawWorld();
R_DrawEntitiesOnList();
R_RenderDlights();
R_DrawParticles();
R_DrawAlphaSurfaces();
R_Flash();
if (r_speeds.value != 0.0f) {
VID.Printf(
Defines.PRINT_ALL,
"%4i wpoly %4i epoly %i tex %i lmaps\n",
new Vargs(4).add(c_brush_polys).add(c_alias_polys).add(c_visible_textures).add(c_visible_lightmaps));
}
}
void R_SetGL2D() {
// set 2D virtual screen size
gl.glViewport(0, 0, vid.width, vid.height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glDisable(GL.GL_CULL_FACE);
gl.glDisable(GL.GL_BLEND);
gl.glEnable(GL.GL_ALPHA_TEST);
gl.glColor4f(1, 1, 1, 1);
}
/*
====================
R_SetLightLevel
====================
*/
void R_SetLightLevel() {
float[] shadelight = { 0, 0, 0 };
if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0)
return;
// save off light value for server to look at (BIG HACK!)
R_LightPoint(r_newrefdef.vieworg, shadelight);
// 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];
}
}
/*
@@@@@@@@@@@@@@@@@@@@@
R_RenderFrame
@@@@@@@@@@@@@@@@@@@@@
*/
protected void R_RenderFrame(refdef_t fd) {
R_RenderView(fd);
R_SetLightLevel();
R_SetGL2D();
}
protected void R_Register() {
r_lefthand = Cvar.Get("hand", "0", Globals.CVAR_USERINFO | Globals.CVAR_ARCHIVE);
r_norefresh = Cvar.Get("r_norefresh", "0", 0);
r_fullbright = Cvar.Get("r_fullbright", "0", 0);
r_drawentities = Cvar.Get("r_drawentities", "1", 0);
r_drawworld = Cvar.Get("r_drawworld", "1", 0);
r_novis = Cvar.Get("r_novis", "0", 0);
r_nocull = Cvar.Get("r_nocull", "0", 0);
r_lerpmodels = Cvar.Get("r_lerpmodels", "1", 0);
r_speeds = Cvar.Get("r_speeds", "0", 0);
r_lightlevel = Cvar.Get("r_lightlevel", "1", 0);
gl_nosubimage = Cvar.Get("gl_nosubimage", "0", 0);
gl_allow_software = Cvar.Get("gl_allow_software", "0", 0);
gl_particle_min_size = Cvar.Get("gl_particle_min_size", "2", Globals.CVAR_ARCHIVE);
gl_particle_max_size = Cvar.Get("gl_particle_max_size", "40", Globals.CVAR_ARCHIVE);
gl_particle_size = Cvar.Get("gl_particle_size", "40", Globals.CVAR_ARCHIVE);
gl_particle_att_a = Cvar.Get("gl_particle_att_a", "0.01", Globals.CVAR_ARCHIVE);
gl_particle_att_b = Cvar.Get("gl_particle_att_b", "0.0", Globals.CVAR_ARCHIVE);
gl_particle_att_c = Cvar.Get("gl_particle_att_c", "0.01", Globals.CVAR_ARCHIVE);
gl_modulate = Cvar.Get("gl_modulate", "1.5", Globals.CVAR_ARCHIVE);
gl_log = Cvar.Get("gl_log", "0", 0);
gl_bitdepth = Cvar.Get("gl_bitdepth", "0", 0);
gl_mode = Cvar.Get("gl_mode", "1", Globals.CVAR_ARCHIVE);
gl_lightmap = Cvar.Get("gl_lightmap", "0", 0);
gl_shadows = Cvar.Get("gl_shadows", "0", Globals.CVAR_ARCHIVE);
gl_dynamic = Cvar.Get("gl_dynamic", "1", 0);
gl_nobind = Cvar.Get("gl_nobind", "0", 0);
gl_round_down = Cvar.Get("gl_round_down", "1", 0);
gl_picmip = Cvar.Get("gl_picmip", "0", 0);
gl_skymip = Cvar.Get("gl_skymip", "0", 0);
gl_showtris = Cvar.Get("gl_showtris", "0", 0);
gl_ztrick = Cvar.Get("gl_ztrick", "0", 0);
gl_finish = Cvar.Get("gl_finish", "0", Globals.CVAR_ARCHIVE);
gl_clear = Cvar.Get("gl_clear", "0", 0);
gl_cull = Cvar.Get("gl_cull", "1", 0);
gl_polyblend = Cvar.Get("gl_polyblend", "1", 0);
gl_flashblend = Cvar.Get("gl_flashblend", "0", 0);
gl_playermip = Cvar.Get("gl_playermip", "0", 0);
gl_monolightmap = Cvar.Get("gl_monolightmap", "0", 0);
gl_driver = Cvar.Get("gl_driver", "opengl32", Globals.CVAR_ARCHIVE);
gl_texturemode = Cvar.Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", Globals.CVAR_ARCHIVE);
gl_texturealphamode = Cvar.Get("gl_texturealphamode", "default", Globals.CVAR_ARCHIVE);
gl_texturesolidmode = Cvar.Get("gl_texturesolidmode", "default", Globals.CVAR_ARCHIVE);
gl_lockpvs = Cvar.Get("gl_lockpvs", "0", 0);
gl_vertex_arrays = Cvar.Get("gl_vertex_arrays", "0", Globals.CVAR_ARCHIVE);
gl_ext_swapinterval = Cvar.Get("gl_ext_swapinterval", "1", Globals.CVAR_ARCHIVE);
gl_ext_palettedtexture = Cvar.Get("gl_ext_palettedtexture", "0", Globals.CVAR_ARCHIVE);
gl_ext_multitexture = Cvar.Get("gl_ext_multitexture", "1", Globals.CVAR_ARCHIVE);
gl_ext_pointparameters = Cvar.Get("gl_ext_pointparameters", "1", Globals.CVAR_ARCHIVE);
gl_ext_compiled_vertex_array = Cvar.Get("gl_ext_compiled_vertex_array", "1", Globals.CVAR_ARCHIVE);
gl_drawbuffer = Cvar.Get("gl_drawbuffer", "GL_BACK", 0);
gl_swapinterval = Cvar.Get("gl_swapinterval", "1", Globals.CVAR_ARCHIVE);
gl_saturatelighting = Cvar.Get("gl_saturatelighting", "0", 0);
gl_3dlabs_broken = Cvar.Get("gl_3dlabs_broken", "1", Globals.CVAR_ARCHIVE);
vid_fullscreen = Cvar.Get("vid_fullscreen", "0", Globals.CVAR_ARCHIVE);
vid_gamma = Cvar.Get("vid_gamma", "1.0", Globals.CVAR_ARCHIVE);
vid_ref = Cvar.Get("vid_ref", "jogl", Globals.CVAR_ARCHIVE);
Cmd.AddCommand("imagelist", new xcommand_t() {
public void execute() {
GL_ImageList_f();
}
});
Cmd.AddCommand("screenshot", new xcommand_t() {
public void execute() {
GL_ScreenShot_f();
}
});
Cmd.AddCommand("modellist", new xcommand_t() {
public void execute() {
Mod_Modellist_f();
}
});
Cmd.AddCommand("gl_strings", new xcommand_t() {
public void execute() {
GL_Strings_f();
}
});
}
/*
==================
R_SetMode
==================
*/
protected boolean R_SetMode() {
int err; // enum rserr_t
boolean fullscreen;
// if (vid_fullscreen.modified && !gl_config.allow_cds) {
// VID.Printf(Defines.PRINT_ALL, "R_SetMode() - CDS not allowed with this driver\n");
// Cvar.SetValue("vid_fullscreen", (vid_fullscreen.value > 0.0f) ? 0.0f : 1.0f);
// vid_fullscreen.modified = false;
// }
fullscreen = (vid_fullscreen.value > 0.0f);
vid_fullscreen.modified = false;
gl_mode.modified = false;
Dimension dim = new Dimension(vid.width, vid.height);
if ((err = GLimp_SetMode(dim, (int) gl_mode.value, fullscreen)) == rserr_ok) {
gl_state.prev_mode = (int) gl_mode.value;
}
else {
if (err == rserr_invalid_fullscreen) {
Cvar.SetValue("vid_fullscreen", 0);
vid_fullscreen.modified = false;
VID.Printf(Defines.PRINT_ALL, "ref_gl::R_SetMode() - fullscreen unavailable in this mode\n");
if ((err = GLimp_SetMode(dim, (int) gl_mode.value, false)) == rserr_ok)
return true;
}
else if (err == rserr_invalid_mode) {
Cvar.SetValue("gl_mode", gl_state.prev_mode);
gl_mode.modified = false;
VID.Printf(Defines.PRINT_ALL, "ref_gl::R_SetMode() - invalid mode\n");
}
// try setting it back to something safe
if ((err = GLimp_SetMode(dim, gl_state.prev_mode, false)) != rserr_ok) {
VID.Printf(Defines.PRINT_ALL, "ref_gl::R_SetMode() - could not revert to safe mode\n");
return false;
}
}
return true;
}
/*
===============
R_Init
===============
*/
float[] r_turbsin = new float[256];
protected boolean R_Init(int vid_xpos, int vid_ypos) {
assert(Warp.SIN.length == 256) : "warpsin table bug";
// 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: " + 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;
}
protected boolean R_Init2() {
VID.MenuInit();
/*
** get our various GL strings
*/
VID.Printf(Defines.PRINT_ALL, "JOGL_VERSION: " + Version.getVersion() + '\n');
gl_config.vendor_string = gl.glGetString(GL.GL_VENDOR);
VID.Printf(Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n');
gl_config.renderer_string = gl.glGetString(GL.GL_RENDERER);
VID.Printf(Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n');
gl_config.version_string = gl.glGetString(GL.GL_VERSION);
VID.Printf(Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n');
gl_config.extensions_string = gl.glGetString(GL.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 = GL_RENDERER_VOODOO;
else
gl_config.renderer = GL_RENDERER_VOODOO_RUSH;
}
else if (vendor_buffer.indexOf("sgi") >= 0)
gl_config.renderer = GL_RENDERER_SGI;
else if (renderer_buffer.indexOf("permedia") >= 0)
gl_config.renderer = GL_RENDERER_PERMEDIA2;
else if (renderer_buffer.indexOf("glint") >= 0)
gl_config.renderer = GL_RENDERER_GLINT_MX;
else if (renderer_buffer.indexOf("glzicd") >= 0)
gl_config.renderer = GL_RENDERER_REALIZM;
else if (renderer_buffer.indexOf("gdi") >= 0)
gl_config.renderer = GL_RENDERER_MCD;
else if (renderer_buffer.indexOf("pcx2") >= 0)
gl_config.renderer = GL_RENDERER_PCX2;
else if (renderer_buffer.indexOf("verite") >= 0)
gl_config.renderer = GL_RENDERER_RENDITION;
else
gl_config.renderer = GL_RENDERER_OTHER;
String monolightmap = gl_monolightmap.string.toUpperCase();
if (monolightmap.length() < 2 || monolightmap.charAt(1) != 'F') {
if (gl_config.renderer == GL_RENDERER_PERMEDIA2) {
Cvar.Set("gl_monolightmap", "A");
VID.Printf(Defines.PRINT_ALL, "...using gl_monolightmap 'a'\n");
}
else if ((gl_config.renderer & 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 & GL_RENDERER_POWERVR) != 0) {
Cvar.Set("scr_drawall", "1");
}
else {
Cvar.Set("scr_drawall", "0");
}
// #ifdef __linux__
Cvar.SetValue("gl_finish", 1);
// #endif
// MCD has buffering issues
if (gl_config.renderer == GL_RENDERER_MCD) {
Cvar.SetValue("gl_finish", 1);
}
if ((gl_config.renderer & 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");
}
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) {
if (gl_ext_multitexture.value != 0.0f) {
VID.Printf(Defines.PRINT_ALL, "...using GL_ARB_multitexture\n");
// qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMultiTexCoord2fARB" );
// qglActiveTextureARB = ( void * ) qwglGetProcAddress( "glActiveTextureARB" );
// qglClientActiveTextureARB = ( void * ) qwglGetProcAddress( "glClientActiveTextureARB" );
qglActiveTextureARB = true;
qglMTexCoord2fSGIS = true;
GL_TEXTURE0 = GL.GL_TEXTURE0_ARB;
GL_TEXTURE1 = GL.GL_TEXTURE1_ARB;
Cvar.SetValue("r_fullbright", 1);
}
else {
VID.Printf(Defines.PRINT_ALL, "...ignoring GL_ARB_multitexture\n");
Cvar.SetValue("r_fullbright", 0);
}
}
else {
VID.Printf(Defines.PRINT_ALL, "...GL_ARB_multitexture not found\n");
Cvar.SetValue("r_fullbright", 0);
}
if (gl_config.extensions_string.indexOf("GL_SGIS_multitexture") >= 0) {
if (qglActiveTextureARB) {
VID.Printf(Defines.PRINT_ALL, "...GL_SGIS_multitexture deprecated in favor of ARB_multitexture\n");
Cvar.SetValue("r_fullbright", 1);
} else if (gl_ext_multitexture.value != 0.0f) {
VID.Printf(Defines.PRINT_ALL, "...using GL_SGIS_multitexture\n");
// qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMTexCoord2fSGIS" );
// qglSelectTextureSGIS = ( void * ) qwglGetProcAddress( "glSelectTextureSGIS" );
qglSelectTextureSGIS = true;
qglMTexCoord2fSGIS = true;
Cvar.SetValue("r_fullbright", 1);
// //GL_TEXTURE0 = GL.GL_TEXTURE0_SGIS;
// //GL_TEXTURE1 = GL.GL_TEXTURE1_SGIS;
} else {
VID.Printf(Defines.PRINT_ALL, "...ignoring GL_SGIS_multitexture\n");
Cvar.SetValue("r_fullbright", 0);
}
}
else {
VID.Printf(Defines.PRINT_ALL, "...GL_SGIS_multitexture not found\n");
if (!qglActiveTextureARB)
Cvar.SetValue("r_fullbright", 0);
}
GL_SetDefaultState();
GL_InitImages();
Mod_Init();
R_InitParticleTexture();
Draw_InitLocal();
int err = gl.glGetError();
if (err != GL.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_Shutdown
===============
*/
protected void R_Shutdown() {
Cmd.RemoveCommand("modellist");
Cmd.RemoveCommand("screenshot");
Cmd.RemoveCommand("imagelist");
Cmd.RemoveCommand("gl_strings");
Mod_FreeAll();
GL_ShutdownImages();
/*
* shut down OS specific OpenGL stuff like contexts, etc.
*/
GLimp_Shutdown();
}
/*
@@@@@@@@@@@@@@@@@@@@@
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", "jogl", 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 & 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(GL.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glDisable(GL.GL_CULL_FACE);
gl.glDisable(GL.GL_BLEND);
gl.glEnable(GL.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(GL.GL_FRONT);
else
gl.glDrawBuffer(GL.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();
}
int[] r_rawpalette = new int[256];
/*
=============
R_SetPalette
=============
*/
protected void R_SetPalette(byte[] palette) {
// 256 RGB values (768 bytes)
// or null
int i;
int color = 0;
if (palette != null) {
int j =0;
for (i = 0; i < 256; i++) {
color = (palette[j++] & 0xFF) << 0;
color |= (palette[j++] & 0xFF) << 8;
color |= (palette[j++] & 0xFF) << 16;
color |= 0xFF000000;
r_rawpalette[i] = color;
}
}
else {
for (i = 0; i < 256; i++) {
r_rawpalette[i] = d_8to24table[i] | 0xff000000;
}
}
GL_SetTexturePalette(r_rawpalette);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glClearColor(1f, 0f, 0.5f, 0.5f);
}
static final int NUM_BEAM_SEGS = 6;
float[][] start_points = new float[NUM_BEAM_SEGS][3];
// array of vec3_t
float[][] end_points = new float[NUM_BEAM_SEGS][3]; // array of vec3_t
/*
** R_DrawBeam
*/
void R_DrawBeam(entity_t e) {
int i;
float r, g, b;
float[] perpvec = { 0, 0, 0 }; // vec3_t
float[] direction = { 0, 0, 0 }; // vec3_t
float[] normalized_direction = { 0, 0, 0 }; // vec3_t
float[] oldorigin = { 0, 0, 0 }; // vec3_t
float[] origin = { 0, 0, 0 }; // vec3_t
oldorigin[0] = e.oldorigin[0];
oldorigin[1] = e.oldorigin[1];
oldorigin[2] = e.oldorigin[2];
origin[0] = e.origin[0];
origin[1] = e.origin[1];
origin[2] = e.origin[2];
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
if (Math3D.VectorNormalize(normalized_direction) == 0.0f)
return;
Math3D.PerpendicularVector(perpvec, normalized_direction);
Math3D.VectorScale(perpvec, e.frame / 2, perpvec);
for (i = 0; i < 6; i++) {
Math3D.RotatePointAroundVector(
start_points[i],
normalized_direction,
perpvec,
(360.0f / NUM_BEAM_SEGS) * i);
Math3D.VectorAdd(start_points[i], origin, start_points[i]);
Math3D.VectorAdd(start_points[i], direction, end_points[i]);
}
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glEnable(GL.GL_BLEND);
gl.glDepthMask(false);
r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF;
g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF;
b = (d_8to24table[e.skinnum & 0xFF] >> 16) & 0xFF;
r *= 1 / 255.0f;
g *= 1 / 255.0f;
b *= 1 / 255.0f;
gl.glColor4f(r, g, b, e.alpha);
gl.glBegin(GL.GL_TRIANGLE_STRIP);
float[] v;
for (i = 0; i < NUM_BEAM_SEGS; i++) {
v = start_points[i];
gl.glVertex3f(v[0], v[1], v[2]);
v = end_points[i];
gl.glVertex3f(v[0], v[1], v[2]);
v = start_points[(i + 1) % NUM_BEAM_SEGS];
gl.glVertex3f(v[0], v[1], v[2]);
v = end_points[(i + 1) % NUM_BEAM_SEGS];
gl.glVertex3f(v[0], v[1], v[2]);
}
gl.glEnd();
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glDisable(GL.GL_BLEND);
gl.glDepthMask(true);
}
}
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