// 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 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 // - SPRITES // o port sprite panning and fullbrights from hacked polymost (:( // - 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 // - MDSPRITES // o need to truly convert MD2s to MD3s with proper scale offset to just dump the data into VRAM // o need full translation and rotation support from CON to attach to game world or tags // o need to blend between frames // // 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 "build.h" # include "glbuild.h" # include "osd.h" # include "polymost.h" # include "mdsprite.h" # include "pragmas.h" # include // CVARS extern int pr_occlusionculling; extern int pr_fov; extern int pr_billboardingmode; extern int pr_verbosity; extern int pr_wireframe; extern int pr_vbos; extern int glerror; // DATA typedef struct s_prplane { // geometry GLfloat* buffer; GLuint vbo; // attributes GLdouble plane[4]; GLfloat color[4]; GLuint glpic; GLuint fbglpic; // elements GLushort* indices; GLuint ivbo; } _prplane; typedef struct s_prsector { // polymer data GLdouble* verts; _prplane floor; _prplane ceil; short curindice; int indicescount; int oldindicescount; // stuff float wallsproffset; float floorsproffset; // 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; char controlstate; // 1: up to date, 2: just allocated unsigned int invalidid; } _prsector; typedef struct s_prwall { _prplane wall; _prplane over; _prplane mask; // stuff GLfloat* bigportal; GLfloat* cap; GLuint stuffvbo; // build wall data short cstat, nwallcstat; short picnum, overpicnum, nwallpicnum; signed char shade; char pal, xrepeat, yrepeat, xpanning, ypanning; char nwallxpanning, nwallypanning; char underover; unsigned int invalidid; char controlstate; } _prwall; typedef struct s_pranimatespritesinfo { animatespritesptr animatesprites; int x, y, a, smoothratio; } _pranimatespritesinfo; extern _prsector* prsectors[MAXSECTORS]; extern _prwall* prwalls[MAXWALLS]; // CONTROL extern int updatesectors; // EXTERNAL FUNCTIONS int polymer_init(void); void polymer_glinit(void); void polymer_loadboard(void); void polymer_drawrooms(int daposx, int daposy, int daposz, short daang, int dahoriz, short dacursectnum); void polymer_drawmasks(void); 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); # ifdef POLYMER_C extern int globalposx, globalposy, globalposz, globalhoriz; extern short globalang, globalcursectnum; extern int globalpal, cosglobalang, singlobalang; extern int cosviewingrangeglobalang, sinviewingrangeglobalang; // CORE static void polymer_displayrooms(short sectnum); static void polymer_drawplane(short sectnum, short wallnum, _prplane* plane, int indicecount); static void polymer_inb4mirror(GLfloat* buffer, GLdouble* plane); static void polymer_animatesprites(void); // SECTORS static int polymer_initsector(short sectnum); static int polymer_updatesector(short 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 int polymer_buildfloor(short sectnum); static void polymer_drawsector(short sectnum); // WALLS static int polymer_initwall(short wallnum); static void polymer_updatewall(short wallnum); static void polymer_drawwall(short sectnum, short wallnum); // HSR static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, int indicecount, GLdouble* plane); static void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLdouble* out); static void polymer_pokesector(short sectnum); static void polymer_extractfrustum(GLdouble* modelview, GLdouble* projection, float* frustum); static int polymer_portalinfrustum(short wallnum, float* frustum); static void polymer_scansprites(short sectnum, spritetype* tsprite, int* spritesortcnt); // SKIES 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); // MDSPRITES static void polymer_drawmdsprite(spritetype *tspr); static void polymer_loadmodelvbos(md3model* m); # endif // !POLYMER_C #endif // !_polymer_h_