mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 01:11:28 +00:00
dff876f1d0
git-svn-id: https://svn.eduke32.com/eduke32@697 1a8010ca-5511-0410-912e-c29ae57300e0
164 lines
6.3 KiB
C
164 lines
6.3 KiB
C
// here lies the GREAT JUSTICE RENDERER
|
|
// TODO :
|
|
// - 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)
|
|
// o wall palette problem (toxic waterfall in the abyss is blue)
|
|
// 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
|
|
// o polymer.c possibly needs to be split in several source files
|
|
// o some crap really needs factorization
|
|
// o only make parallaxes write into the depth buffer if map boundary (e1l2)
|
|
// 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 :)
|
|
|
|
#ifndef _polymer_h_
|
|
# define _polymer_h_
|
|
|
|
# include "compat.h"
|
|
# include "build.h"
|
|
# include "glbuild.h"
|
|
# include "osd.h"
|
|
# include "polymost.h"
|
|
# include "pragmas.h"
|
|
# include <math.h>
|
|
|
|
// CVARS
|
|
extern int pr_occlusionculling;
|
|
extern int pr_fov;
|
|
extern int pr_billboardingmode;
|
|
extern int pr_verbosity;
|
|
extern int pr_wireframe;
|
|
|
|
extern int glerror;
|
|
|
|
// DATA
|
|
typedef struct s_prsector {
|
|
// geometry
|
|
GLdouble* verts;
|
|
GLfloat* floorbuffer;
|
|
GLfloat* ceilbuffer;
|
|
GLdouble floorplane[4], ceilplane[4];
|
|
// attributes
|
|
GLfloat floorcolor[4], ceilcolor[4];
|
|
GLuint floorglpic, ceilglpic, floorfbglpic, ceilfbglpic;
|
|
// elements
|
|
GLushort* floorindices;
|
|
GLushort* ceilindices;
|
|
short curindice;
|
|
int indicescount;
|
|
// 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 {
|
|
// geometry
|
|
GLfloat* wallbuffer;
|
|
GLfloat* overbuffer;
|
|
GLfloat* portal;
|
|
GLfloat* bigportal;
|
|
// attributes
|
|
GLfloat wallcolor[4], overcolor[4], maskcolor[4];
|
|
GLfloat wallglpic, overglpic, wallfbglpic, overfbglpic, maskglpic;
|
|
// build wall data# ifdef POLYMER_C
|
|
|
|
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;
|
|
|
|
// CORE
|
|
static void polymer_displayrooms(short sectnum);
|
|
static void polymer_inb4mirror(short sectnum);
|
|
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 wallnum);
|
|
// HSR
|
|
static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, 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);
|
|
|
|
# endif
|
|
|
|
#endif // !_polymer_h_
|