raze/polymer/eduke32/build/include/polymer.h

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// here lies the GREAT JUSTICE RENDERER
// TODO :
// - CORE STUFF
// o there's also the texture alignment problem Hunter reported (san andreas fault)
// o also sliding doors are still fucked up sometimes (like under the bar in E1L2)
// o shading needs a lot of work
// o planeinfrustum
// o RTT portals (water)
// o clip mirrors/portals to their planes
// o merge mirrors/portals from the same plane
// - SPRITES
// o sprite panning
// - SKIES
// o skyview
// - MDSPRITES
// o need full translation and rotation support from CON to attach to game world or tags
//
// the renderer should hopefully be pretty solid after all that
// the rest will be a bliss :)
#ifndef _polymer_h_
# define _polymer_h_
# include "compat.h"
# include "baselayer.h"
# include "build.h"
# include "glbuild.h"
# include "osd.h"
# include "hightile.h"
# include "mdsprite.h"
# include "polymost.h"
# include "pragmas.h"
# include <math.h>
// CVARS
extern int32_t pr_occlusionculling;
extern int32_t pr_fov;
extern int32_t pr_billboardingmode;
extern int32_t pr_verbosity;
extern int32_t pr_wireframe;
extern int32_t pr_vbos;
extern int32_t pr_gpusmoothing;
extern int32_t glerror;
// MATERIAL
typedef enum {
PR_BIT_HEADER, // must be first
PR_BIT_ANIM_INTERPOLATION,
PR_BIT_LIGHTING_PASS,
PR_BIT_NORMAL_MAP,
PR_BIT_DIFFUSE_MAP,
PR_BIT_DIFFUSE_DETAIL_MAP,
PR_BIT_DIFFUSE_MODULATION,
PR_BIT_DIFFUSE_MIRROR_MAP,
PR_BIT_DIFFUSE_GLOW_MAP,
PR_BIT_SPOT_LIGHT,
PR_BIT_POINT_LIGHT,
PR_BIT_FOOTER, // must be just before last
PR_BIT_COUNT // must be last
} prbittype;
typedef struct s_prmaterial {
// PR_BIT_ANIM_INTERPOLATION
GLfloat frameprogress;
GLfloat* nextframedata;
GLsizei nextframedatastride;
// PR_BIT_NORMAL_MAP
GLuint normalmap;
// PR_BIT_DIFFUSE_MAP
GLuint diffusemap;
GLfloat diffusescale[2];
// PR_BIT_DIFFUSE_DETAIL_MAP
GLuint detailmap;
GLfloat detailscale[2];
// PR_BIT_DIFFUSE_MODULATION
GLfloat diffusemodulation[4];
// PR_BIT_DIFFUSE_MIRROR_MAP
GLuint mirrormap;
// PR_BIT_DIFFUSE_GLOW_MAP
GLuint glowmap;
} _prmaterial;
typedef struct s_prrograminfo {
GLhandleARB handle;
// PR_BIT_ANIM_INTERPOLATION
GLint attrib_nextFrameData;
GLint attrib_nextFrameNormal;
GLint uniform_frameProgress;
// PR_BIT_NORMAL_MAP
GLint uniform_normalMap;
GLint attrib_T;
GLint attrib_B;
GLint attrib_N;
// PR_BIT_DIFFUSE_MAP
GLint uniform_diffuseMap;
GLint uniform_diffuseScale;
// PR_BIT_DIFFUSE_DETAIL_MAP
GLint uniform_detailMap;
GLint uniform_detailScale;
// PR_BIT_DIFFUSE_MIRROR_MAP
GLint uniform_mirrorMap;
// PR_BIT_DIFFUSE_GLOW_MAP
GLint uniform_glowMap;
// PR_BIT_SPOT_LIGHT
GLint uniform_spotDir;
GLint uniform_spotRadius;
// PR_BIT_POINT_LIGHT
// GLint uniform_lightCount;
} _prprograminfo;
#define PR_INFO_LOG_BUFFER_SIZE 16384
typedef struct s_prprogrambit {
int32_t bit;
char* vert_def;
char* vert_prog;
char* frag_def;
char* frag_prog;
} _prprogrambit;
// LIGHTS
#define PR_MAXLIGHTS 128
#define PR_SM3_MAXLIGHTS 4
#define STR_EXPAND(tok) #tok
#define STR(tok) STR_EXPAND(tok)
typedef struct s_prlight {
int32_t x, y, z, horiz, range;
int16_t angle, faderadius, radius, sector;
char color[3];
GLfloat proj[16];
GLfloat transform[16];
float frustum[5 * 4];
} _prlight;
// RENDER TARGETS
typedef struct s_prrt {
GLuint color;
GLuint z;
GLuint fbo;
} _prrt;
// BUILD DATA
typedef struct s_prplane {
// geometry
GLfloat* buffer;
int32_t vertcount;
GLuint vbo;
// attributes
GLfloat t[3];
GLfloat b[3];
GLfloat n[3];
GLfloat plane[4];
_prmaterial material;
// elements
GLushort* indices;
int32_t indicescount;
GLuint ivbo;
// lights
char lights[PR_MAXLIGHTS];
char lightcount;
} _prplane;
typedef struct s_prsector {
// polymer data
GLdouble* verts;
_prplane floor;
_prplane ceil;
int16_t curindice;
int32_t indicescount;
int32_t oldindicescount;
// stuff
float wallsproffset;
float floorsproffset;
// build sector data
int32_t ceilingz, floorz;
int16_t ceilingstat, floorstat;
int16_t ceilingpicnum, ceilingheinum;
int8_t ceilingshade;
char ceilingpal, ceilingxpanning, ceilingypanning;
int16_t floorpicnum, floorheinum;
int8_t floorshade;
char floorpal, floorxpanning, floorypanning;
char controlstate; // 1: up to date, 2: just allocated
uint32_t invalidid;
} _prsector;
typedef struct s_prwall {
_prplane wall;
_prplane over;
_prplane mask;
// stuff
GLfloat* bigportal;
GLfloat* cap;
GLuint stuffvbo;
// build wall data
int16_t cstat, nwallcstat;
int16_t picnum, overpicnum, nwallpicnum;
int8_t shade;
char pal, xrepeat, yrepeat, xpanning, ypanning;
char nwallxpanning, nwallypanning;
char underover;
uint32_t invalidid;
char controlstate;
} _prwall;
typedef struct s_prmirror {
_prplane *plane;
int16_t sectnum;
int16_t wallnum;
} _prmirror;
typedef void (*animatespritesptr)(int32_t, int32_t, int32_t, int32_t);
typedef struct s_pranimatespritesinfo {
animatespritesptr animatesprites;
int32_t x, y, a, smoothratio;
} _pranimatespritesinfo;
// PROGRAMS
// CONTROL
extern int32_t updatesectors;
// EXTERNAL FUNCTIONS
int32_t polymer_init(void);
void polymer_glinit(void);
void polymer_loadboard(void);
void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t daposz, int16_t daang, int32_t dahoriz, int16_t dacursectnum);
void polymer_drawmasks(void);
void polymer_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, char dapalnum, char dastat, int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2);
void polymer_drawmaskwall(int32_t damaskwallcnt);
void polymer_drawsprite(int32_t snum);
void polymer_setanimatesprites(animatespritesptr animatesprites, int32_t x, int32_t y, int32_t a, int32_t smoothratio);
void polymer_resetlights(void);
void polymer_addlight(_prlight light);
# ifdef POLYMER_C
// CORE
static void polymer_displayrooms(int16_t sectnum);
static void polymer_drawplane(_prplane* plane);
static void polymer_inb4mirror(GLfloat* buffer, GLfloat* plane);
static void polymer_animatesprites(void);
// SECTORS
static int32_t polymer_initsector(int16_t sectnum);
static int32_t polymer_updatesector(int16_t sectnum);
void PR_CALLBACK polymer_tesserror(GLenum error);
void PR_CALLBACK polymer_tessedgeflag(GLenum error);
void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector);
static int32_t polymer_buildfloor(int16_t sectnum);
static void polymer_drawsector(int16_t sectnum);
// WALLS
static int32_t polymer_initwall(int16_t wallnum);
static void polymer_updatewall(int16_t wallnum);
static void polymer_drawwall(int16_t sectnum, int16_t wallnum);
// HSR
static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, int32_t indicecount, GLfloat* plane, GLfloat* t, GLfloat* b, GLfloat* n);
static GLfloat polymer_dotproduct(GLfloat* in_a, GLfloat* in_b);
static void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
static void polymer_transformpoint(float* inpos, float* pos, float* matrix);
static void polymer_pokesector(int16_t sectnum);
static void polymer_extractfrustum(GLfloat* modelview, GLfloat* projection, float* frustum);
static int32_t polymer_planeinfrustum(_prplane *plane, float* frustum);
static void polymer_scansprites(int16_t sectnum, spritetype* tsprite, int32_t* spritesortcnt);
// SKIES
static void polymer_getsky(void);
static void polymer_drawsky(int16_t tilenum);
static void polymer_initartsky(void);
static void polymer_drawartsky(int16_t tilenum);
static void polymer_drawartskyquad(int32_t p1, int32_t p2, GLfloat height);
static void polymer_drawskybox(int16_t tilenum);
// MDSPRITES
static void polymer_drawmdsprite(spritetype *tspr);
static void polymer_loadmodelvbos(md3model_t* m);
// MATERIALS
static void polymer_getscratchmaterial(_prmaterial* material);
static void polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade);
static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int lightcount);
static void polymer_unbindmaterial(int32_t programbits);
static void polymer_compileprogram(int32_t programbits);
// LIGHTS
static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
static void polymer_culllight(char lightindex);
// RENDER TARGETS
static void polymer_initrendertargets(int32_t count);
# endif // !POLYMER_C
#endif // !_polymer_h_