kuake2.render.lwjgl.Surf.java Source code

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Here is the source code for kuake2.render.lwjgl.Surf.java

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/*
 * 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.client.dlight_t;
import kuake2.client.entity_t;
import kuake2.client.lightstyle_t;
import kuake2.game.cplane_t;
import kuake2.qcommon.Com;
import kuake2.render.*;
import kuake2.util.Lib;
import kuake2.util.Math3D;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.ARBMultitexture;
import org.lwjgl.opengl.GL11;

import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Arrays;

/**
 * Surf
 *
 * @author cwei
 */
public abstract class Surf extends Draw {

    static final int DYNAMIC_LIGHT_WIDTH = 128;
    static final int DYNAMIC_LIGHT_HEIGHT = 128;
    static final int LIGHTMAP_BYTES = 4;
    static final int BLOCK_WIDTH = 128;
    static final int BLOCK_HEIGHT = 128;
    static final int MAX_LIGHTMAPS = 128;
    static final int GL_LIGHTMAP_FORMAT = GL11.GL_RGBA;
    /*
     * new buffers for vertex array handling
     */
    static FloatBuffer globalPolygonInterleavedBuf = Polygon.getInterleavedBuffer();
    static FloatBuffer globalPolygonTexCoord1Buf = null;

    static {
        globalPolygonInterleavedBuf.position(Polygon.STRIDE - 2);
        globalPolygonTexCoord1Buf = globalPolygonInterleavedBuf.slice();
        globalPolygonInterleavedBuf.position(0);
    }

    final byte[] fatvis = new byte[Defines.MAX_MAP_LEAFS / 8];
    private final IntBuffer temp2 = Lib.newIntBuffer(34 * 34, ByteOrder.LITTLE_ENDIAN);
    // direct buffer
    private final IntBuffer temp = Lib.newIntBuffer(128 * 128, ByteOrder.LITTLE_ENDIAN);
    // stack variable
    private final float[] mins = { 0, 0, 0 };
    private final float[] maxs = { 0, 0, 0 };
    private final float[] org = { 0, 0, 0 };
    private final float[] forward = { 0, 0, 0 };
    private final float[] right = { 0, 0, 0 };
    private final float[] up = { 0, 0, 0 };
    private final entity_t worldEntity = new entity_t();
    private final IntBuffer dummy = BufferUtils.createIntBuffer(128 * 128);

    /*
     =============================================================
        
       BRUSH MODELS
        
    =============================================================
    */
    // GL_RSURF.C: surface-related refresh code
    float[] modelorg = { 0, 0, 0 }; // relative to viewpoint
    msurface_t r_alpha_surfaces;
    int c_visible_lightmaps;
    int c_visible_textures;
    gllightmapstate_t gl_lms = new gllightmapstate_t();
    lightstyle_t[] lightstyles;

    // Model.java
    abstract byte[] Mod_ClusterPVS(int cluster, model_t model);

    // Warp.java
    abstract void R_DrawSkyBox();

    abstract void R_AddSkySurface(msurface_t surface);

    abstract void R_ClearSkyBox();

    abstract void EmitWaterPolys(msurface_t fa);

    // Light.java
    abstract void R_MarkLights(dlight_t light, int bit, mnode_t node);

    abstract void R_SetCacheState(msurface_t surf);

    abstract void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride);

    /**
     * R_TextureAnimation
     * Returns the proper texture for a given time and base texture
     */
    image_t R_TextureAnimation(mtexinfo_t tex) {
        if (tex.next == null)
            return tex.image;

        int c = currententity.frame % tex.numframes;
        while (c != 0) {
            tex = tex.next;
            c--;
        }

        return tex.image;
    }

    /**
     * DrawGLPoly
     */
    void DrawGLPoly(glpoly_t p) {
        GL11.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
    }

    /**
     * DrawGLFlowingPoly
     * version that handles scrolling texture
     */
    void DrawGLFlowingPoly(glpoly_t p) {
        float scroll = -64 * ((r_newrefdef.time / 40.0f) - (int) (r_newrefdef.time / 40.0f));
        if (scroll == 0.0f)
            scroll = -64.0f;
        p.beginScrolling(scroll);
        GL11.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
        p.endScrolling();
    }

    /**
     * R_DrawTriangleOutlines
     */
    void R_DrawTriangleOutlines() {
        if (gl_showtris.value == 0)
            return;

        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glColor4f(1, 1, 1, 1);

        msurface_t surf;
        glpoly_t p;
        int j;
        for (int i = 0; i < MAX_LIGHTMAPS; i++) {
            for (surf = gl_lms.lightmap_surfaces[i]; surf != null; surf = surf.lightmapchain) {
                for (p = surf.polys; p != null; p = p.chain) {
                    for (j = 2; j < p.numverts; j++) {
                        GL11.glBegin(GL11.GL_LINE_STRIP);
                        GL11.glVertex3f(p.x(0), p.y(0), p.z(0));
                        GL11.glVertex3f(p.x(j - 1), p.y(j - 1), p.z(j - 1));
                        GL11.glVertex3f(p.x(j), p.y(j), p.z(j));
                        GL11.glVertex3f(p.x(0), p.y(0), p.z(0));
                        GL11.glEnd();
                    }
                }
            }
        }

        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
    }

    /*
    =============================================================
        
       WORLD MODEL
        
    =============================================================
    */

    /**
     * R_RenderBrushPoly
     */
    void R_RenderBrushPoly(msurface_t fa) {
        c_brush_polys++;

        image_t image = R_TextureAnimation(fa.texinfo);

        if ((fa.flags & Defines.SURF_DRAWTURB) != 0) {
            GL_Bind(image.texnum);

            // warp texture, no lightmaps
            GL_TexEnv(GL11.GL_MODULATE);
            GL11.glColor4f(gl_state.inverse_intensity, gl_state.inverse_intensity, gl_state.inverse_intensity,
                    1.0F);
            EmitWaterPolys(fa);
            GL_TexEnv(GL11.GL_REPLACE);

            return;
        } else {
            GL_Bind(image.texnum);
            GL_TexEnv(GL11.GL_REPLACE);
        }

        //     ======
        //     PGM
        if ((fa.texinfo.flags & Defines.SURF_FLOWING) != 0)
            DrawGLFlowingPoly(fa.polys);
        else
            DrawGLPoly(fa.polys);
        //     PGM
        //     ======

        // ersetzt goto
        boolean gotoDynamic = false;
        /*
        ** check for lightmap modification
        */
        int maps;
        for (maps = 0; maps < Defines.MAXLIGHTMAPS && fa.styles[maps] != (byte) 255; maps++) {
            if (r_newrefdef.lightstyles[fa.styles[maps] & 0xFF].white != fa.cached_light[maps]) {
                gotoDynamic = true;
                break;
            }
        }

        // this is a hack from cwei
        if (maps == 4)
            maps--;

        // dynamic this frame or dynamic previously
        boolean is_dynamic = false;
        if (gotoDynamic || (fa.dlightframe == r_framecount)) {
            //   label dynamic:
            if (gl_dynamic.value != 0) {
                if ((fa.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66
                        | Defines.SURF_WARP)) == 0) {
                    is_dynamic = true;
                }
            }
        }

        if (is_dynamic) {
            if (((fa.styles[maps] & 0xFF) >= 32 || fa.styles[maps] == 0) && (fa.dlightframe != r_framecount)) {
                // ist ersetzt durch temp2:   unsigned   temp[34*34];
                int smax, tmax;

                smax = (fa.extents[0] >> 4) + 1;
                tmax = (fa.extents[1] >> 4) + 1;

                R_BuildLightMap(fa, temp2, smax);
                R_SetCacheState(fa);

                GL_Bind(gl_state.lightmap_textures + fa.lightmaptexturenum);

                GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, fa.light_s, fa.light_t, smax, tmax, GL_LIGHTMAP_FORMAT,
                        GL11.GL_UNSIGNED_BYTE, temp2);

                fa.lightmapchain = gl_lms.lightmap_surfaces[fa.lightmaptexturenum];
                gl_lms.lightmap_surfaces[fa.lightmaptexturenum] = fa;
            } else {
                fa.lightmapchain = gl_lms.lightmap_surfaces[0];
                gl_lms.lightmap_surfaces[0] = fa;
            }
        } else {
            fa.lightmapchain = gl_lms.lightmap_surfaces[fa.lightmaptexturenum];
            gl_lms.lightmap_surfaces[fa.lightmaptexturenum] = fa;
        }
    }

    /**
     * R_DrawAlphaSurfaces
     * Draw water surfaces and windows.
     * The BSP tree is waled front to back, so unwinding the chain
     * of alpha_surfaces will draw back to front, giving proper ordering.
     */
    void R_DrawAlphaSurfaces() {
        r_world_matrix.clear();
        //
        // go back to the world matrix
        //
        GL11.glLoadMatrix(r_world_matrix);

        GL11.glEnable(GL11.GL_BLEND);
        GL_TexEnv(GL11.GL_MODULATE);

        // the textures are prescaled up for a better lighting range,
        // so scale it back down
        float intens = gl_state.inverse_intensity;

        GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf);

        for (msurface_t s = r_alpha_surfaces; s != null; s = s.texturechain) {
            GL_Bind(s.texinfo.image.texnum);
            c_brush_polys++;
            if ((s.texinfo.flags & Defines.SURF_TRANS33) != 0)
                GL11.glColor4f(intens, intens, intens, 0.33f);
            else if ((s.texinfo.flags & Defines.SURF_TRANS66) != 0)
                GL11.glColor4f(intens, intens, intens, 0.66f);
            else
                GL11.glColor4f(intens, intens, intens, 1);
            if ((s.flags & Defines.SURF_DRAWTURB) != 0)
                EmitWaterPolys(s);
            else if ((s.texinfo.flags & Defines.SURF_FLOWING) != 0) // PGM   9/16/98
                DrawGLFlowingPoly(s.polys); // PGM
            else
                DrawGLPoly(s.polys);
        }

        GL_TexEnv(GL11.GL_REPLACE);
        GL11.glColor4f(1, 1, 1, 1);
        GL11.glDisable(GL11.GL_BLEND);

        r_alpha_surfaces = null;
    }

    /**
     * DrawTextureChains
     */
    void DrawTextureChains() {
        c_visible_textures = 0;

        msurface_t s;
        image_t image;
        int i;
        for (i = 0; i < numgltextures; i++) {
            image = gltextures[i];

            if (image.registration_sequence == 0)
                continue;
            if (image.texturechain == null)
                continue;
            c_visible_textures++;

            for (s = image.texturechain; s != null; s = s.texturechain) {
                if ((s.flags & Defines.SURF_DRAWTURB) == 0)
                    R_RenderBrushPoly(s);
            }
        }

        GL_EnableMultitexture(false);
        for (i = 0; i < numgltextures; i++) {
            image = gltextures[i];

            if (image.registration_sequence == 0)
                continue;
            s = image.texturechain;
            if (s == null)
                continue;

            for (; s != null; s = s.texturechain) {
                if ((s.flags & Defines.SURF_DRAWTURB) != 0)
                    R_RenderBrushPoly(s);
            }

            image.texturechain = null;
        }

        GL_TexEnv(GL11.GL_REPLACE);
    }

    /**
     * GL_RenderLightmappedPoly
     *
     * @param surf
     */
    void GL_RenderLightmappedPoly(msurface_t surf) {

        // ersetzt goto
        boolean gotoDynamic = false;
        int map;
        for (map = 0; map < Defines.MAXLIGHTMAPS && (surf.styles[map] != (byte) 255); map++) {
            if (r_newrefdef.lightstyles[surf.styles[map] & 0xFF].white != surf.cached_light[map]) {
                gotoDynamic = true;
                break;
            }
        }

        // this is a hack from cwei
        if (map == 4)
            map--;

        // dynamic this frame or dynamic previously
        boolean is_dynamic = false;
        if (gotoDynamic || (surf.dlightframe == r_framecount)) {
            //   label dynamic:
            if (gl_dynamic.value != 0) {
                if ((surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66
                        | Defines.SURF_WARP)) == 0) {
                    is_dynamic = true;
                }
            }
        }

        glpoly_t p;
        image_t image = R_TextureAnimation(surf.texinfo);
        int lmtex = surf.lightmaptexturenum;

        if (is_dynamic) {
            // ist raus gezogen worden int[] temp = new int[128*128];
            int smax, tmax;

            if (((surf.styles[map] & 0xFF) >= 32 || surf.styles[map] == 0) && (surf.dlightframe != r_framecount)) {
                smax = (surf.extents[0] >> 4) + 1;
                tmax = (surf.extents[1] >> 4) + 1;

                R_BuildLightMap(surf, temp, smax);
                R_SetCacheState(surf);

                GL_MBind(GL_TEXTURE1, gl_state.lightmap_textures + surf.lightmaptexturenum);

                lmtex = surf.lightmaptexturenum;

                GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, surf.light_s, surf.light_t, smax, tmax,
                        GL_LIGHTMAP_FORMAT, GL11.GL_UNSIGNED_BYTE, temp);

            } else {
                smax = (surf.extents[0] >> 4) + 1;
                tmax = (surf.extents[1] >> 4) + 1;

                R_BuildLightMap(surf, temp, smax);

                GL_MBind(GL_TEXTURE1, gl_state.lightmap_textures + 0);

                lmtex = 0;

                GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, surf.light_s, surf.light_t, smax, tmax,
                        GL_LIGHTMAP_FORMAT, GL11.GL_UNSIGNED_BYTE, temp);

            }

            c_brush_polys++;

            GL_MBind(GL_TEXTURE0, image.texnum);
            GL_MBind(GL_TEXTURE1, gl_state.lightmap_textures + lmtex);

            // ==========
            //     PGM
            if ((surf.texinfo.flags & Defines.SURF_FLOWING) != 0) {
                float scroll;

                scroll = -64 * ((r_newrefdef.time / 40.0f) - (int) (r_newrefdef.time / 40.0f));
                if (scroll == 0.0f)
                    scroll = -64.0f;

                for (p = surf.polys; p != null; p = p.chain) {
                    p.beginScrolling(scroll);
                    GL11.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
                    p.endScrolling();
                }
            } else {
                for (p = surf.polys; p != null; p = p.chain) {
                    GL11.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
                }
            }
            // PGM
            // ==========
        } else {
            c_brush_polys++;

            GL_MBind(GL_TEXTURE0, image.texnum);
            GL_MBind(GL_TEXTURE1, gl_state.lightmap_textures + lmtex);

            // ==========
            //     PGM
            if ((surf.texinfo.flags & Defines.SURF_FLOWING) != 0) {
                float scroll;

                scroll = -64 * ((r_newrefdef.time / 40.0f) - (int) (r_newrefdef.time / 40.0f));
                if (scroll == 0.0)
                    scroll = -64.0f;

                for (p = surf.polys; p != null; p = p.chain) {
                    p.beginScrolling(scroll);
                    GL11.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
                    p.endScrolling();
                }
            } else {
                // PGM
                //  ==========
                for (p = surf.polys; p != null; p = p.chain) {
                    GL11.glDrawArrays(GL11.GL_POLYGON, p.pos, p.numverts);
                }

                // ==========
                // PGM
            }
            // PGM
            // ==========
        }
    }

    /**
     * R_DrawInlineBModel
     */
    void R_DrawInlineBModel() {
        // calculate dynamic lighting for bmodel
        if (gl_flashblend.value == 0) {
            dlight_t lt;
            for (int k = 0; k < r_newrefdef.num_dlights; k++) {
                lt = r_newrefdef.dlights[k];
                R_MarkLights(lt, 1 << k, currentmodel.nodes[currentmodel.firstnode]);
            }
        }

        // psurf = &currentmodel->surfaces[currentmodel->firstmodelsurface];
        int psurfp = currentmodel.firstmodelsurface;
        msurface_t[] surfaces = currentmodel.surfaces;
        //psurf = surfaces[psurfp];

        if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glColor4f(1, 1, 1, 0.25f);
            GL_TexEnv(GL11.GL_MODULATE);
        }

        //
        // draw texture
        //
        msurface_t psurf;
        cplane_t pplane;
        float dot;
        for (int i = 0; i < currentmodel.nummodelsurfaces; i++) {
            psurf = surfaces[psurfp++];
            // find which side of the node we are on
            pplane = psurf.plane;

            dot = Math3D.DotProduct(modelorg, pplane.normal) - pplane.dist;

            // draw the polygon
            if (((psurf.flags & Defines.SURF_PLANEBACK) != 0 && (dot < -BACKFACE_EPSILON))
                    || ((psurf.flags & Defines.SURF_PLANEBACK) == 0 && (dot > BACKFACE_EPSILON))) {
                if ((psurf.texinfo.flags & (Defines.SURF_TRANS33 | Defines.SURF_TRANS66)) != 0) { // add to the translucent chain
                    psurf.texturechain = r_alpha_surfaces;
                    r_alpha_surfaces = psurf;
                } else if ((psurf.flags & Defines.SURF_DRAWTURB) == 0) {
                    GL_RenderLightmappedPoly(psurf);
                } else {
                    GL_EnableMultitexture(false);
                    R_RenderBrushPoly(psurf);
                    GL_EnableMultitexture(true);
                }
            }
        }

        if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glColor4f(1, 1, 1, 1);
            GL_TexEnv(GL11.GL_REPLACE);
        }
    }

    /*
    =============================================================================
        
      LIGHTMAP ALLOCATION
        
    =============================================================================
    */

    /**
     * R_DrawBrushModel
     */
    void R_DrawBrushModel(entity_t e) {
        if (currentmodel.nummodelsurfaces == 0)
            return;

        currententity = e;
        gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;

        boolean rotated;
        if (e.angles[0] != 0 || e.angles[1] != 0 || e.angles[2] != 0) {
            rotated = true;
            for (int i = 0; i < 3; i++) {
                mins[i] = e.origin[i] - currentmodel.radius;
                maxs[i] = e.origin[i] + currentmodel.radius;
            }
        } else {
            rotated = false;
            Math3D.VectorAdd(e.origin, currentmodel.mins, mins);
            Math3D.VectorAdd(e.origin, currentmodel.maxs, maxs);
        }

        if (R_CullBox(mins, maxs))
            return;

        GL11.glColor3f(1, 1, 1);

        // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));

        // TODO wird beim multitexturing nicht gebraucht
        //gl_lms.clearLightmapSurfaces();

        Math3D.VectorSubtract(r_newrefdef.vieworg, e.origin, modelorg);
        if (rotated) {
            Math3D.VectorCopy(modelorg, org);
            Math3D.AngleVectors(e.angles, forward, right, up);
            modelorg[0] = Math3D.DotProduct(org, forward);
            modelorg[1] = -Math3D.DotProduct(org, right);
            modelorg[2] = Math3D.DotProduct(org, up);
        }

        GL11.glPushMatrix();

        e.angles[0] = -e.angles[0]; // stupid quake bug
        e.angles[2] = -e.angles[2]; // stupid quake bug
        R_RotateForEntity(e);
        e.angles[0] = -e.angles[0]; // stupid quake bug
        e.angles[2] = -e.angles[2]; // stupid quake bug

        GL_EnableMultitexture(true);
        GL_SelectTexture(GL_TEXTURE0);
        GL_TexEnv(GL11.GL_REPLACE);
        GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf);
        GL_SelectTexture(GL_TEXTURE1);
        GL_TexEnv(GL11.GL_MODULATE);
        GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf);
        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

        R_DrawInlineBModel();

        ARBMultitexture.glClientActiveTextureARB(GL_TEXTURE1);
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

        GL_EnableMultitexture(false);

        GL11.glPopMatrix();
    }

    /**
     * R_RecursiveWorldNode
     */
    void R_RecursiveWorldNode(mnode_t node) {
        if (node.contents == Defines.CONTENTS_SOLID)
            return; // solid

        if (node.visframe != r_visframecount)
            return;

        if (R_CullBox(node.mins, node.maxs))
            return;

        int c;
        msurface_t mark;
        // if a leaf node, draw stuff
        if (node.contents != -1) {
            mleaf_t pleaf = (mleaf_t) node;

            // check for door connected areas
            if (r_newrefdef.areabits != null) {
                if (((r_newrefdef.areabits[pleaf.area >> 3] & 0xFF) & (1 << (pleaf.area & 7))) == 0)
                    return; // not visible
            }

            int markp = 0;

            mark = pleaf.getMarkSurface(markp); // first marked surface
            c = pleaf.nummarksurfaces;

            if (c != 0) {
                do {
                    mark.visframe = r_framecount;
                    mark = pleaf.getMarkSurface(++markp); // next surface
                } while (--c != 0);
            }

            return;
        }

        // node is just a decision point, so go down the apropriate sides

        // find which side of the node we are on
        cplane_t plane = node.plane;
        float dot;
        switch (plane.type) {
        case Defines.PLANE_X:
            dot = modelorg[0] - plane.dist;
            break;
        case Defines.PLANE_Y:
            dot = modelorg[1] - plane.dist;
            break;
        case Defines.PLANE_Z:
            dot = modelorg[2] - plane.dist;
            break;
        default:
            dot = Math3D.DotProduct(modelorg, plane.normal) - plane.dist;
            break;
        }

        int side, sidebit;
        if (dot >= 0.0f) {
            side = 0;
            sidebit = 0;
        } else {
            side = 1;
            sidebit = Defines.SURF_PLANEBACK;
        }

        // recurse down the children, front side first
        R_RecursiveWorldNode(node.children[side]);

        // draw stuff
        msurface_t surf;
        image_t image;
        //for ( c = node.numsurfaces, surf = r_worldmodel.surfaces[node.firstsurface]; c != 0 ; c--, surf++)
        for (c = 0; c < node.numsurfaces; c++) {
            surf = r_worldmodel.surfaces[node.firstsurface + c];
            if (surf.visframe != r_framecount)
                continue;

            if ((surf.flags & Defines.SURF_PLANEBACK) != sidebit)
                continue; // wrong side

            if ((surf.texinfo.flags & Defines.SURF_SKY) != 0) { // just adds to visible sky bounds
                R_AddSkySurface(surf);
            } else if ((surf.texinfo.flags & (Defines.SURF_TRANS33 | Defines.SURF_TRANS66)) != 0) { // add to the translucent chain
                surf.texturechain = r_alpha_surfaces;
                r_alpha_surfaces = surf;
            } else {
                if ((surf.flags & Defines.SURF_DRAWTURB) == 0) {
                    GL_RenderLightmappedPoly(surf);
                } else {
                    // the polygon is visible, so add it to the texture
                    // sorted chain
                    // FIXME: this is a hack for animation
                    image = R_TextureAnimation(surf.texinfo);
                    surf.texturechain = image.texturechain;
                    image.texturechain = surf;
                }
            }
        }
        // recurse down the back side
        R_RecursiveWorldNode(node.children[1 - side]);
    }

    /**
     * R_DrawWorld
     */
    void R_DrawWorld() {
        if (r_drawworld.value == 0)
            return;

        if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0)
            return;

        currentmodel = r_worldmodel;

        Math3D.VectorCopy(r_newrefdef.vieworg, modelorg);

        entity_t ent = worldEntity;
        // auto cycle the world frame for texture animation
        ent.clear();
        ent.frame = (int) (r_newrefdef.time * 2);
        currententity = ent;

        gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;

        GL11.glColor3f(1, 1, 1);
        // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
        // TODO wird bei multitexture nicht gebraucht
        //gl_lms.clearLightmapSurfaces();

        R_ClearSkyBox();

        GL_EnableMultitexture(true);

        GL_SelectTexture(GL_TEXTURE0);
        GL_TexEnv(GL11.GL_REPLACE);
        GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf);
        GL_SelectTexture(GL_TEXTURE1);
        GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf);
        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

        if (gl_lightmap.value != 0)
            GL_TexEnv(GL11.GL_REPLACE);
        else
            GL_TexEnv(GL11.GL_MODULATE);

        R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node

        ARBMultitexture.glClientActiveTextureARB(GL_TEXTURE1);
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

        GL_EnableMultitexture(false);

        DrawTextureChains();
        R_DrawSkyBox();
        R_DrawTriangleOutlines();
    }

    /**
     * R_MarkLeaves
     * Mark the leaves and nodes that are in the PVS for the current
     * cluster
     */
    void R_MarkLeaves() {
        if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2 && r_novis.value == 0
                && r_viewcluster != -1)
            return;

        // development aid to let you run around and see exactly where
        // the pvs ends
        if (gl_lockpvs.value != 0)
            return;

        r_visframecount++;
        r_oldviewcluster = r_viewcluster;
        r_oldviewcluster2 = r_viewcluster2;

        int i;
        if (r_novis.value != 0 || r_viewcluster == -1 || r_worldmodel.vis == null) {
            // mark everything
            for (i = 0; i < r_worldmodel.numleafs; i++)
                r_worldmodel.leafs[i].visframe = r_visframecount;
            for (i = 0; i < r_worldmodel.numnodes; i++)
                r_worldmodel.nodes[i].visframe = r_visframecount;
            return;
        }

        byte[] vis = Mod_ClusterPVS(r_viewcluster, r_worldmodel);
        int c;
        // may have to combine two clusters because of solid water boundaries
        if (r_viewcluster2 != r_viewcluster) {
            // memcpy (fatvis, vis, (r_worldmodel.numleafs+7)/8);
            System.arraycopy(vis, 0, fatvis, 0, (r_worldmodel.numleafs + 7) >> 3);
            vis = Mod_ClusterPVS(r_viewcluster2, r_worldmodel);
            c = (r_worldmodel.numleafs + 31) >> 5;
            c <<= 2;
            for (int k = 0; k < c; k += 4) {
                fatvis[k] |= vis[k];
                fatvis[k + 1] |= vis[k + 1];
                fatvis[k + 2] |= vis[k + 2];
                fatvis[k + 3] |= vis[k + 3];
            }

            vis = fatvis;
        }

        mnode_t node;
        mleaf_t leaf;
        int cluster;
        for (i = 0; i < r_worldmodel.numleafs; i++) {
            leaf = r_worldmodel.leafs[i];
            cluster = leaf.cluster;
            if (cluster == -1)
                continue;
            if (((vis[cluster >> 3] & 0xFF) & (1 << (cluster & 7))) != 0) {
                node = (mnode_t) leaf;
                do {
                    if (node.visframe == r_visframecount)
                        break;
                    node.visframe = r_visframecount;
                    node = node.parent;
                } while (node != null);
            }
        }
    }

    /**
     * LM_InitBlock
     */
    void LM_InitBlock() {
        Arrays.fill(gl_lms.allocated, 0);
    }

    /**
     * LM_UploadBlock
     *
     * @param dynamic
     */
    void LM_UploadBlock(boolean dynamic) {
        int texture = (dynamic) ? 0 : gl_lms.current_lightmap_texture;

        GL_Bind(gl_state.lightmap_textures + texture);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

        gl_lms.lightmap_buffer.rewind();
        if (dynamic) {
            int height = 0;
            for (int i = 0; i < BLOCK_WIDTH; i++) {
                if (gl_lms.allocated[i] > height)
                    height = gl_lms.allocated[i];
            }

            GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, BLOCK_WIDTH, height, GL_LIGHTMAP_FORMAT,
                    GL11.GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer);
        } else {
            GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0,
                    GL_LIGHTMAP_FORMAT, GL11.GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer);
            if (++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS)
                Com.Error(Defines.ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n");

            //debugLightmap(gl_lms.lightmap_buffer, 128, 128, 4);
        }
    }

    /**
     * LM_AllocBlock
     *
     * @param w
     * @param h
     * @param pos
     * @return a texture number and the position inside it
     */
    boolean LM_AllocBlock(int w, int h, pos_t pos) {
        int best = BLOCK_HEIGHT;

        int best2;
        int i, j;
        for (i = 0; i < BLOCK_WIDTH - w; i++) {
            best2 = 0;

            for (j = 0; j < w; j++) {
                if (gl_lms.allocated[i + j] >= best)
                    break;
                if (gl_lms.allocated[i + j] > best2)
                    best2 = gl_lms.allocated[i + j];
            }
            if (j == w) { // this is a valid spot
                pos.x = i;
                pos.y = best = best2;
            }
        }

        if (best + h > BLOCK_HEIGHT)
            return false;

        for (i = 0; i < w; i++)
            gl_lms.allocated[pos.x + i] = best + h;

        return true;
    }

    /**
     * GL_BuildPolygonFromSurface
     */
    void GL_BuildPolygonFromSurface(msurface_t fa) {
        // reconstruct the polygon
        medge_t[] pedges = currentmodel.edges;
        int lnumverts = fa.numedges;
        //
        // draw texture
        //
        // poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
        glpoly_t poly = Polygon.create(lnumverts);

        poly.next = fa.polys;
        poly.flags = fa.flags;
        fa.polys = poly;

        int lindex;
        float[] vec;
        medge_t r_pedge;
        float s, t;
        for (int i = 0; i < lnumverts; i++) {
            lindex = currentmodel.surfedges[fa.firstedge + i];

            if (lindex > 0) {
                r_pedge = pedges[lindex];
                vec = currentmodel.vertexes[r_pedge.v[0]].position;
            } else {
                r_pedge = pedges[-lindex];
                vec = currentmodel.vertexes[r_pedge.v[1]].position;
            }
            s = Math3D.DotProduct(vec, fa.texinfo.vecs[0]) + fa.texinfo.vecs[0][3];
            s /= fa.texinfo.image.width;

            t = Math3D.DotProduct(vec, fa.texinfo.vecs[1]) + fa.texinfo.vecs[1][3];
            t /= fa.texinfo.image.height;

            poly.x(i, vec[0]);
            poly.y(i, vec[1]);
            poly.z(i, vec[2]);

            poly.s1(i, s);
            poly.t1(i, t);

            //
            // lightmap texture coordinates
            //
            s = Math3D.DotProduct(vec, fa.texinfo.vecs[0]) + fa.texinfo.vecs[0][3];
            s -= fa.texturemins[0];
            s += fa.light_s * 16;
            s += 8;
            s /= BLOCK_WIDTH * 16; //fa.texinfo.texture.width;

            t = Math3D.DotProduct(vec, fa.texinfo.vecs[1]) + fa.texinfo.vecs[1][3];
            t -= fa.texturemins[1];
            t += fa.light_t * 16;
            t += 8;
            t /= BLOCK_HEIGHT * 16; //fa.texinfo.texture.height;

            poly.s2(i, s);
            poly.t2(i, t);
        }
    }

    /**
     * GL_CreateSurfaceLightmap
     */
    void GL_CreateSurfaceLightmap(msurface_t surf) {
        if ((surf.flags & (Defines.SURF_DRAWSKY | Defines.SURF_DRAWTURB)) != 0)
            return;

        int smax = (surf.extents[0] >> 4) + 1;
        int tmax = (surf.extents[1] >> 4) + 1;

        pos_t lightPos = new pos_t(surf.light_s, surf.light_t);

        if (!LM_AllocBlock(smax, tmax, lightPos)) {
            LM_UploadBlock(false);
            LM_InitBlock();
            lightPos = new pos_t(surf.light_s, surf.light_t);
            if (!LM_AllocBlock(smax, tmax, lightPos)) {
                Com.Error(Defines.ERR_FATAL,
                        "Consecutive calls to LM_AllocBlock(" + smax + "," + tmax + ") failed\n");
            }
        }

        // kopiere die koordinaten zurueck
        surf.light_s = lightPos.x;
        surf.light_t = lightPos.y;

        surf.lightmaptexturenum = gl_lms.current_lightmap_texture;

        IntBuffer base = gl_lms.lightmap_buffer;
        base.position(surf.light_t * BLOCK_WIDTH + surf.light_s);

        R_SetCacheState(surf);
        R_BuildLightMap(surf, base.slice(), BLOCK_WIDTH);
    }

    /**
     * GL_BeginBuildingLightmaps
     */
    void GL_BeginBuildingLightmaps(model_t m) {
        // static lightstyle_t   lightstyles[MAX_LIGHTSTYLES];
        int i;

        // init lightstyles
        if (lightstyles == null) {
            lightstyles = new lightstyle_t[Defines.MAX_LIGHTSTYLES];
            for (i = 0; i < lightstyles.length; i++) {
                lightstyles[i] = new lightstyle_t();
            }
        }

        // memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) );
        Arrays.fill(gl_lms.allocated, 0);

        r_framecount = 1; // no dlightcache

        GL_EnableMultitexture(true);
        GL_SelectTexture(GL_TEXTURE1);

        /*
        ** setup the base lightstyles so the lightmaps won't have to be regenerated
        ** the first time they're seen
        */
        for (i = 0; i < Defines.MAX_LIGHTSTYLES; i++) {
            lightstyles[i].rgb[0] = 1;
            lightstyles[i].rgb[1] = 1;
            lightstyles[i].rgb[2] = 1;
            lightstyles[i].white = 3;
        }
        r_newrefdef.lightstyles = lightstyles;

        if (gl_state.lightmap_textures == 0) {
            gl_state.lightmap_textures = TEXNUM_LIGHTMAPS;
        }

        gl_lms.current_lightmap_texture = 1;

        /*
        ** if mono lightmaps are enabled and we want to use alpha
        ** blending (a,1-a) then we're likely running on a 3DLabs
        ** Permedia2.  In a perfect world we'd use a GL_ALPHA lightmap
        ** in order to conserve space and maximize bandwidth, however
        ** this isn't a perfect world.
        **
        ** So we have to use alpha lightmaps, but stored in GL_RGBA format,
        ** which means we only get 1/16th the color resolution we should when
        ** using alpha lightmaps.  If we find another board that supports
        ** only alpha lightmaps but that can at least support the GL_ALPHA
        ** format then we should change this code to use real alpha maps.
        */

        char format = gl_monolightmap.string.toUpperCase().charAt(0);

        if (format == 'A') {
            gl_lms.internal_format = gl_tex_alpha_format;
        }
        /*
        ** try to do hacked colored lighting with a blended texture
        */
        else if (format == 'C') {
            gl_lms.internal_format = gl_tex_alpha_format;
        } else if (format == 'I') {
            gl_lms.internal_format = GL11.GL_INTENSITY8;
        } else if (format == 'L') {
            gl_lms.internal_format = GL11.GL_LUMINANCE8;
        } else {
            gl_lms.internal_format = gl_tex_solid_format;
        }

        /*
        ** initialize the dynamic lightmap texture
        */
        GL_Bind(gl_state.lightmap_textures + 0);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, gl_lms.internal_format, BLOCK_WIDTH, BLOCK_HEIGHT, 0,
                GL_LIGHTMAP_FORMAT, GL11.GL_UNSIGNED_BYTE, dummy);
    }

    /**
     * GL_EndBuildingLightmaps
     */
    void GL_EndBuildingLightmaps() {
        LM_UploadBlock(false);
        GL_EnableMultitexture(false);
    }

    static class gllightmapstate_t {
        int internal_format;
        int current_lightmap_texture;

        msurface_t[] lightmap_surfaces = new msurface_t[MAX_LIGHTMAPS];
        int[] allocated = new int[BLOCK_WIDTH];

        // the lightmap texture data needs to be kept in
        // main memory so texsubimage can update properly
        //byte[] lightmap_buffer = new byte[4 * BLOCK_WIDTH * BLOCK_HEIGHT];
        IntBuffer lightmap_buffer = Lib.newIntBuffer(BLOCK_WIDTH * BLOCK_HEIGHT, ByteOrder.LITTLE_ENDIAN);

        public gllightmapstate_t() {
            for (int i = 0; i < MAX_LIGHTMAPS; i++)
                lightmap_surfaces[i] = new msurface_t();
        }

        public void clearLightmapSurfaces() {
            for (int i = 0; i < MAX_LIGHTMAPS; i++)
                // TODO lightmap_surfaces[i].clear();
                lightmap_surfaces[i] = new msurface_t();
        }

    }

    ;

    //ImageFrame frame;

    //   void debugLightmap(byte[] buf, int w, int h, float scale) {
    //      IntBuffer pix = ByteBuffer.wrap(buf).order(ByteOrder.LITTLE_ENDIAN).asIntBuffer();
    //      
    //      int[] pixel = new int[w * h];
    //      
    //      pix.get(pixel);
    //      
    //      BufferedImage image = new BufferedImage(w, h, BufferedImage.TYPE_4BYTE_ABGR);
    //      image.setRGB(0,  0, w, h, pixel, 0, w);
    //      AffineTransformOp op = new AffineTransformOp(AffineTransform.getScaleInstance(scale, scale), AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
    //      BufferedImage tmp = op.filter(image, null);
    //      
    //      if (frame == null) {
    //         frame = new ImageFrame(null);
    //         frame.show();
    //      } 
    //      frame.showImage(tmp);
    //      
    //   }

}