lwjake2.render.lwjgl.Main.java Source code

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Here is the source code for lwjake2.render.lwjgl.Main.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 lwjake2.render.lwjgl;

import lwjake2.Defines;
import lwjake2.Globals;
import lwjake2.client.VID;
import lwjake2.client.entity_t;
import lwjake2.client.particle_t;
import lwjake2.client.refdef_t;
import lwjake2.game.Cmd;
import lwjake2.game.cplane_t;
import lwjake2.game.cvar_t;
import lwjake2.qcommon.Com;
import lwjake2.qcommon.Cvar;
import lwjake2.qcommon.qfiles;
import lwjake2.qcommon.xcommand_t;
import lwjake2.render.glconfig_t;
import lwjake2.render.glstate_t;
import lwjake2.render.image_t;
import lwjake2.render.mleaf_t;
import lwjake2.render.model_t;
import lwjake2.util.Math3D;
import lwjake2.util.Vargs;

import java.awt.Dimension;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.ARBMultitexture;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;

/**
 * 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 qglActiveTextureARB = false;
    boolean qglPointParameterfEXT = false;
    boolean qglLockArraysEXT = 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 = 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 };
    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;
    // 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 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);
    }

    /*
    =============================================================
        
       SPRITE MODELS
        
    =============================================================
    */

    // stack variable
    private final float[] point = { 0, 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);
    }

    // ==================================================================================

    // stack variable
    private final float[] shadelight = { 0, 0, 0 };

    /**
     * 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
    }

    // stack variable 
    private final float[] up = { 0, 0, 0 };
    private final float[] right = { 0, 0, 0 };

    /**
     * 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]);
        }
    }

    // =======================================================================

    // stack variable
    private final float[] temp = { 0, 0, 0 };

    /**
     * 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);
    }

    int trickframe = 0;

    /**
     * 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);
    }

    // stack variable
    private final float[] light = { 0, 0, 0 };

    /**
     *   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;
    }

    float[] r_turbsin = new float[256];

    /**
     * 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();
    }

    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);

        GL11.glClearColor(0, 0, 0, 0);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
        GL11.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

    // 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

    /**
     * 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);
    }
}