Java tutorial
/* * 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 kuake2.render.lwjgl; import kuake2.Defines; import kuake2.Globals; import kuake2.client.VID; import kuake2.client.entity_t; import kuake2.client.particle_t; import kuake2.client.refdef_t; import kuake2.game.Cmd; import kuake2.game.cplane_t; import kuake2.game.cvar_t; import kuake2.qcommon.Com; import kuake2.qcommon.Cvar; import kuake2.qcommon.qfiles; import kuake2.qcommon.xcommand_t; import kuake2.render.*; import kuake2.util.Math3D; import kuake2.util.Vargs; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.ARBMultitexture; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL13; import java.awt.*; import java.nio.FloatBuffer; import java.nio.IntBuffer; /** * Main * * @author cwei */ public abstract class Main extends Base { static final int NUM_BEAM_SEGS = 6; public static int[] d_8to24table = new int[256]; // stack variable private final float[] point = { 0, 0, 0 }; // stack variable private final float[] shadelight = { 0, 0, 0 }; // stack variable private final float[] up = { 0, 0, 0 }; private final float[] right = { 0, 0, 0 }; // stack variable private final float[] temp = { 0, 0, 0 }; // stack variable private final float[] light = { 0, 0, 0 }; // stack variable private final float[] perpvec = { 0, 0, 0 }; // vec3_t private final float[] direction = { 0, 0, 0 }; // vec3_t private final float[] normalized_direction = { 0, 0, 0 }; // vec3_t private final float[] oldorigin = { 0, 0, 0 }; // vec3_t private final float[] origin = { 0, 0, 0 }; // vec3_t int c_visible_lightmaps; int c_visible_textures; int registration_sequence; // this a hack for function pointer test // default disabled boolean qglColorTableEXT = false; boolean qglActiveTextureARB = false; boolean qglPointParameterfEXT = false; boolean qglLockArraysEXT = false; boolean qwglSwapIntervalEXT = false; int GL_TEXTURE0 = GL13.GL_TEXTURE0; int GL_TEXTURE1 = GL13.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 }; /* ==================================================================== from gl_rmain.c ==================================================================== */ float[] vpn = { 0, 0, 0 }; float[] vright = { 0, 0, 0 }; float[] r_origin = { 0, 0, 0 }; //float r_world_matrix[] = new float[16]; FloatBuffer r_world_matrix = BufferUtils.createFloatBuffer(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; 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; // FIXME: This is a HACK to get the client's light level 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; int trickframe = 0; float[] r_turbsin = new float[256]; int[] r_rawpalette = new int[256]; 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 // ================= // 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 // ============================================================================ // to port from gl_rmain.c, ... // ============================================================================ abstract void R_DrawAliasModel(entity_t e); // Mesh.java abstract void R_DrawBrushModel(entity_t e); // Surf.java /* ============================================================= SPRITE MODELS ============================================================= */ 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(); /** * R_CullBox * Returns true if the box is completely outside the frustum */ 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; } /** * R_RotateForEntity */ final void R_RotateForEntity(entity_t e) { GL11.glTranslatef(e.origin[0], e.origin[1], e.origin[2]); GL11.glRotatef(e.angles[1], 0, 0, 1); GL11.glRotatef(-e.angles[0], 0, 1, 0); GL11.glRotatef(-e.angles[2], 1, 0, 0); } /** * R_DrawSpriteModel */ void R_DrawSpriteModel(entity_t e) { float alpha = 1.0F; 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) GL11.glEnable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, alpha); GL_Bind(currentmodel.skins[e.frame].texnum); GL_TexEnv(GL11.GL_MODULATE); if (alpha == 1.0) GL11.glEnable(GL11.GL_ALPHA_TEST); else GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 1); Math3D.VectorMA(e.origin, -frame.origin_y, vup, point); Math3D.VectorMA(point, -frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glTexCoord2f(0, 0); Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point); Math3D.VectorMA(point, -frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glTexCoord2f(1, 0); Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point); Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glTexCoord2f(1, 1); Math3D.VectorMA(e.origin, -frame.origin_y, vup, point); Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glEnd(); GL11.glDisable(GL11.GL_ALPHA_TEST); GL_TexEnv(GL11.GL_REPLACE); if (alpha != 1.0F) GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); } /** * R_DrawNullModel */ void R_DrawNullModel() { 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); } GL11.glPushMatrix(); R_RotateForEntity(currententity); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(shadelight[0], shadelight[1], shadelight[2]); // this replaces the TRIANGLE_FAN //glut.glutWireCube(gl, 20); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3f(0, 0, -16); int i; for (i = 0; i <= 4; i++) { GL11.glVertex3f((float) (16.0f * Math.cos(i * Math.PI / 2)), (float) (16.0f * Math.sin(i * Math.PI / 2)), 0.0f); } GL11.glEnd(); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3f(0, 0, 16); for (i = 4; i >= 0; i--) { GL11.glVertex3f((float) (16.0f * Math.cos(i * Math.PI / 2)), (float) (16.0f * Math.sin(i * Math.PI / 2)), 0.0f); } GL11.glEnd(); GL11.glColor3f(1, 1, 1); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); } /** * R_DrawEntitiesOnList */ void R_DrawEntitiesOnList() { if (r_drawentities.value == 0.0f) return; // draw non-transparent first int i; 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... GL11.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; } } } GL11.glDepthMask(true); // back to writing } /** * GL_DrawParticles */ void GL_DrawParticles(int num_particles) { float origin_x, origin_y, origin_z; Math3D.VectorScale(vup, 1.5f, up); Math3D.VectorScale(vright, 1.5f, right); GL_Bind(r_particletexture.texnum); GL11.glDepthMask(false); // no z buffering GL11.glEnable(GL11.GL_BLEND); GL_TexEnv(GL11.GL_MODULATE); GL11.glBegin(GL11.GL_TRIANGLES); FloatBuffer sourceVertices = particle_t.vertexArray; IntBuffer sourceColors = particle_t.colorArray; float scale; int color; 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); GL11.glColor4ub((byte) ((color) & 0xFF), (byte) ((color >> 8) & 0xFF), (byte) ((color >> 16) & 0xFF), (byte) ((color >>> 24))); // first vertex GL11.glTexCoord2f(0.0625f, 0.0625f); GL11.glVertex3f(origin_x, origin_y, origin_z); // second vertex GL11.glTexCoord2f(1.0625f, 0.0625f); GL11.glVertex3f(origin_x + up[0] * scale, origin_y + up[1] * scale, origin_z + up[2] * scale); // third vertex GL11.glTexCoord2f(0.0625f, 1.0625f); GL11.glVertex3f(origin_x + right[0] * scale, origin_y + right[1] * scale, origin_z + right[2] * scale); } GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); GL11.glDepthMask(true); // back to normal Z buffering GL_TexEnv(GL11.GL_REPLACE); } /** * R_DrawParticles */ void R_DrawParticles() { if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) { //GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, 0, particle_t.vertexArray); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glColorPointer(4, true, 0, particle_t.getColorAsByteBuffer()); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glPointSize(gl_particle_size.value); GL11.glDrawArrays(GL11.GL_POINTS, 0, r_newrefdef.num_particles); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); //GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDepthMask(true); GL11.glEnable(GL11.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; GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glLoadIdentity(); // FIXME: get rid of these GL11.glRotatef(-90, 1, 0, 0); // put Z going up GL11.glRotatef(90, 0, 0, 1); // put Z going up GL11.glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(10, 100, 100); GL11.glVertex3f(10, -100, 100); GL11.glVertex3f(10, -100, -100); GL11.glVertex3f(10, 100, -100); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); } /** * SignbitsForPlane */ 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; } /** * R_SetFrustum */ 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() { 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, 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 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 (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) { GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glClearColor(0.3f, 0.3f, 0.3f, 1.0f); GL11.glScissor(r_newrefdef.x, vid.height - r_newrefdef.height - r_newrefdef.y, r_newrefdef.width, r_newrefdef.height); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glClearColor(1.0f, 0.0f, 0.5f, 0.5f); GL11.glDisable(GL11.GL_SCISSOR_TEST); } } /** * MYgluPerspective * * @param fovy * @param aspect * @param zNear * @param zFar */ void MYgluPerspective(double fovy, double aspect, double zNear, double zFar) { double ymax = zNear * Math.tan(fovy * Math.PI / 360.0); double ymin = -ymax; double xmin = ymin * aspect; double xmax = ymax * aspect; xmin += -(2 * gl_state.camera_separation) / zNear; xmax += -(2 * gl_state.camera_separation) / zNear; GL11.glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); } /** * R_SetupGL */ void R_SetupGL() { // // set up viewport // //int x = (int) Math.floor(r_newrefdef.x * vid.width / vid.width); int x = r_newrefdef.x; //int x2 = (int) Math.ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width); int x2 = r_newrefdef.x + r_newrefdef.width; //int y = (int) Math.floor(vid.height - r_newrefdef.y * vid.height / vid.height); int y = vid.height - r_newrefdef.y; //int y2 = (int) Math.ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height); int y2 = vid.height - (r_newrefdef.y + r_newrefdef.height); int w = x2 - x; int h = y - y2; GL11.glViewport(x, y2, w, h); // // set up projection matrix // float screenaspect = (float) r_newrefdef.width / r_newrefdef.height; GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096); GL11.glCullFace(GL11.GL_FRONT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glRotatef(-90, 1, 0, 0); // put Z going up GL11.glRotatef(90, 0, 0, 1); // put Z going up GL11.glRotatef(-r_newrefdef.viewangles[2], 1, 0, 0); GL11.glRotatef(-r_newrefdef.viewangles[0], 0, 1, 0); GL11.glRotatef(-r_newrefdef.viewangles[1], 0, 0, 1); GL11.glTranslatef(-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1], -r_newrefdef.vieworg[2]); GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, r_world_matrix); r_world_matrix.clear(); // // set drawing parms // if (gl_cull.value != 0.0f) GL11.glEnable(GL11.GL_CULL_FACE); else GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_DEPTH_TEST); } /** * R_Clear */ void R_Clear() { if (gl_ztrick.value != 0.0f) { if (gl_clear.value != 0.0f) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); } trickframe++; if ((trickframe & 1) != 0) { gldepthmin = 0; gldepthmax = 0.49999f; GL11.glDepthFunc(GL11.GL_LEQUAL); } else { gldepthmin = 1; gldepthmax = 0.5f; GL11.glDepthFunc(GL11.GL_GEQUAL); } } else { if (gl_clear.value != 0.0f) GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); else GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; GL11.glDepthFunc(GL11.GL_LEQUAL); } GL11.glDepthRange(gldepthmin, gldepthmax); } /** * R_Flash */ 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) GL11.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)); } } /** * R_SetGL2D */ void R_SetGL2D() { // set 2D virtual screen size GL11.glViewport(0, 0, vid.width, vid.height); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); } /** * R_SetLightLevel */ void R_SetLightLevel() { 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, light); // pick the greatest component, which should be the same // as the mono value returned by software if (light[0] > light[1]) { if (light[0] > light[2]) r_lightlevel.value = 150 * light[0]; else r_lightlevel.value = 150 * light[2]; } else { if (light[1] > light[2]) r_lightlevel.value = 150 * light[1]; else r_lightlevel.value = 150 * light[2]; } } /** * R_RenderFrame */ protected void R_RenderFrame(refdef_t fd) { R_RenderView(fd); R_SetLightLevel(); R_SetGL2D(); } /** * R_Register */ 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", "3", Globals.CVAR_ARCHIVE); // 640x480 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", "1", 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", "0", 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", "lwjgl", 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() { boolean fullscreen = (vid_fullscreen.value > 0.0f); vid_fullscreen.modified = false; gl_mode.modified = false; Dimension dim = new Dimension(vid.width, vid.height); int err; // enum rserr_t 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 */ 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; } /** * R_Init2 */ protected boolean R_Init2() { VID.MenuInit(); /* ** get our various GL strings */ gl_config.vendor_string = GL11.glGetString(GL11.GL_VENDOR); VID.Printf(Defines.PRINT_ALL, "GL_VENDOR: " + gl_config.vendor_string + '\n'); gl_config.renderer_string = GL11.glGetString(GL11.GL_RENDERER); VID.Printf(Defines.PRINT_ALL, "GL_RENDERER: " + gl_config.renderer_string + '\n'); gl_config.version_string = GL11.glGetString(GL11.GL_VERSION); VID.Printf(Defines.PRINT_ALL, "GL_VERSION: " + gl_config.version_string + '\n'); gl_config.extensions_string = GL11.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 = 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"); } // 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"); 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 = GL11.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("" + GL11.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", "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 & 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 */ GL11.glViewport(0, 0, vid.width, vid.height); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.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")) GL11.glDrawBuffer(GL11.GL_FRONT); else GL11.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(); } /** * 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); GL11.glClearColor(0, 0, 0, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glClearColor(1f, 0f, 0.5f, 0.5f); } /** * R_DrawBeam */ void R_DrawBeam(entity_t e) { 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 (int 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]); } GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDepthMask(false); float r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF; float g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF; float b = (d_8to24table[e.skinnum & 0xFF] >> 16) & 0xFF; r *= 1 / 255.0f; g *= 1 / 255.0f; b *= 1 / 255.0f; GL11.glColor4f(r, g, b, e.alpha); GL11.glBegin(GL11.GL_TRIANGLE_STRIP); float[] v; for (int i = 0; i < NUM_BEAM_SEGS; i++) { v = start_points[i]; GL11.glVertex3f(v[0], v[1], v[2]); v = end_points[i]; GL11.glVertex3f(v[0], v[1], v[2]); v = start_points[(i + 1) % NUM_BEAM_SEGS]; GL11.glVertex3f(v[0], v[1], v[2]); v = end_points[(i + 1) % NUM_BEAM_SEGS]; GL11.glVertex3f(v[0], v[1], v[2]); } GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); } }