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// here lies the GREAT JUSTICE RENDERER
// TODO :
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// - CORE STUFF
// o put all the sector/wall geometry in VBOs
// o there's still a texture alignment problem with slopes (waterfall in launch facility)
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// o wall palette problem (toxic waterfall in the abyss is blue)
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// o there's also the texture alignment problem Hunter reported (san andreas fault)
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// o also sliding doors are still fucked up sometimes (like under the bar in E1L2)
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// o port glowmaps and detail maps from hacked polymost (:(
// o shading needs a lot of work
// o remove all the IM matrix crap and write real functions now that it works
// o polymer.c possibly needs to be split in several source files
// o some crap really needs factorization
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// o only make parallaxes write into the depth buffer if map boundary (e1l2)
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// o ... possibly more important stuff I don't have in mind right now
// - SPRITES
// o port sprite panning and fullbrights from hacked polymost (:(
// o draw all opaques first, keep translucent for later with masks
// - SKIES
// o figure a better way to handle ART skies - maybe add symetric caps that would fade to black like a big gem or something wow this is a long column lol ;0)
// o implement polymost skyboxes
// - MIRRORS
// o figure out how to get mirror data from game
// o unified mirror transformation (not just walls)
// - MDSPRITES
// o need to reimplement them - hopefully the loader can be reused without too much hassle
// o need full translation and rotation support from CON to attach to game world or tags
// o need to put frames into VBOs and blend between them
//
// the renderer should hopefully be pretty solid after all that
// the rest will be a bliss :)
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# ifndef _polymer_h_
# define _polymer_h_
# include "compat.h"
# include "build.h"
# include "glbuild.h"
# include "osd.h"
# include "polymost.h"
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# include "pragmas.h"
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# include <math.h>
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// CVARS
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extern int pr_occlusionculling ;
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extern int pr_fov ;
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extern int pr_billboardingmode ;
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extern int pr_verbosity ;
extern int pr_wireframe ;
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extern int glerror ;
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// DATA
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typedef struct s_prsector {
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// geometry
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GLdouble * verts ;
GLfloat * floorbuffer ;
GLfloat * ceilbuffer ;
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GLdouble floorplane [ 4 ] , ceilplane [ 4 ] ;
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// attributes
GLfloat floorcolor [ 4 ] , ceilcolor [ 4 ] ;
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GLuint floorglpic , ceilglpic , floorfbglpic , ceilfbglpic ;
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// elements
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GLushort * floorindices ;
GLushort * ceilindices ;
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short curindice ;
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int indicescount ;
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// stuff
float wallsproffset ;
float floorsproffset ;
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// build sector data
int ceilingz , floorz ;
short ceilingstat , floorstat ;
short ceilingpicnum , ceilingheinum ;
signed char ceilingshade ;
char ceilingpal , ceilingxpanning , ceilingypanning ;
short floorpicnum , floorheinum ;
signed char floorshade ;
char floorpal , floorxpanning , floorypanning ;
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char controlstate ; // 1: up to date, 2: just allocated
unsigned int invalidid ;
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} _prsector ;
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typedef struct s_prwall {
// geometry
GLfloat * wallbuffer ;
GLfloat * overbuffer ;
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GLfloat * portal ;
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GLfloat * bigportal ;
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// attributes
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GLfloat wallcolor [ 4 ] , overcolor [ 4 ] , maskcolor [ 4 ] ;
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GLuint wallglpic , overglpic , wallfbglpic , overfbglpic , maskglpic ;
// build wall data
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short cstat , nwallcstat ;
short picnum , overpicnum , nwallpicnum ;
signed char shade ;
char pal , xrepeat , yrepeat , xpanning , ypanning ;
char nwallxpanning , nwallypanning ;
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char underover ;
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unsigned int invalidid ;
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char controlstate ;
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} _prwall ;
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typedef struct s_pranimatespritesinfo {
animatespritesptr animatesprites ;
int x , y , a , smoothratio ;
} _pranimatespritesinfo ;
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extern _prsector * prsectors [ MAXSECTORS ] ;
extern _prwall * prwalls [ MAXWALLS ] ;
// CONTROL
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extern int updatesectors ;
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// EXTERNAL FUNCTIONS
int polymer_init ( void ) ;
void polymer_glinit ( void ) ;
void polymer_loadboard ( void ) ;
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void polymer_drawrooms ( int daposx , int daposy , int daposz , short daang , int dahoriz , short dacursectnum ) ;
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void polymer_drawmasks ( void ) ;
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void polymer_rotatesprite ( int sx , int sy , int z , short a , short picnum , signed char dashade , char dapalnum , char dastat , int cx1 , int cy1 , int cx2 , int cy2 ) ;
void polymer_drawmaskwall ( int damaskwallcnt ) ;
void polymer_drawsprite ( int snum ) ;
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# ifdef POLYMER_C
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extern int globalposx , globalposy , globalposz , globalhoriz ;
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// CORE
static void polymer_displayrooms ( short sectnum ) ;
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static void polymer_drawplane ( short sectnum , short wallnum , GLuint glpic , GLfloat * color , GLfloat * buffer , GLushort * indices , int indicecount , GLdouble * plane ) ;
static void polymer_inb4mirror ( GLfloat * buffer , GLdouble * plane ) ;
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static void polymer_animatesprites ( void ) ;
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// SECTORS
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static int polymer_initsector ( short sectnum ) ;
static int polymer_updatesector ( short sectnum ) ;
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void PR_CALLBACK polymer_tesserror ( GLenum error ) ;
void PR_CALLBACK polymer_tessedgeflag ( GLenum error ) ;
void PR_CALLBACK polymer_tessvertex ( void * vertex , void * sector ) ;
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static int polymer_buildfloor ( short sectnum ) ;
static void polymer_drawsector ( short sectnum ) ;
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// WALLS
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static int polymer_initwall ( short wallnum ) ;
static void polymer_updatewall ( short wallnum ) ;
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static void polymer_drawwall ( short sectnum , short wallnum ) ;
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// HSR
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static void polymer_buffertoplane ( GLfloat * buffer , GLushort * indices , GLdouble * plane ) ;
static void polymer_crossproduct ( GLfloat * in_a , GLfloat * in_b , GLdouble * out ) ;
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static void polymer_pokesector ( short sectnum ) ;
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static void polymer_extractfrustum ( GLdouble * modelview , GLdouble * projection , float * frustum ) ;
static int polymer_portalinfrustum ( short wallnum , float * frustum ) ;
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static void polymer_scansprites ( short sectnum , spritetype * tsprite , int * spritesortcnt ) ;
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// SKIES
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static void polymer_initskybox ( void ) ;
static void polymer_getsky ( void ) ;
static void polymer_drawskyquad ( int p1 , int p2 , GLfloat height ) ;
static void polymer_drawartsky ( short tilenum ) ;
# endif
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# endif // !_polymer_h_