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// here lies the GREAT JUSTICE RENDERER
// TODO :
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// - CORE STUFF
// 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
// - 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
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// o need to truly convert MD2s to MD3s with proper scale offset to just dump the data into VRAM
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// o need full translation and rotation support from CON to attach to game world or tags
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// o need to blend between frames
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//
// 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"
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# include "hightile.h"
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# include "mdsprite.h"
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# 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 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 ;
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extern int32_t glerror ;
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// MATERIAL
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typedef enum {
PR_BIT_ANIM_INTERPOLATION ,
PR_BIT_DIFFUSE_MAP ,
PR_BIT_DIFFUSE_DETAIL_MAP ,
PR_BIT_DIFFUSE_MODULATION ,
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PR_BIT_POINT_LIGHT ,
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PR_BIT_DIFFUSE_GLOW_MAP ,
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PR_BIT_DEFAULT , // must be just before last
PR_BIT_COUNT // must be last
} prbittype ;
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typedef struct s_prmaterial {
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// PR_BIT_ANIM_INTERPOLATION
GLfloat frameprogress ;
GLfloat * nextframedata ;
GLsizei nextframedatastride ;
// PR_BIT_DIFFUSE_MAP
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GLuint diffusemap ;
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GLfloat diffusescale [ 2 ] ;
// PR_BIT_DIFFUSE_DETAIL_MAP
GLuint detailmap ;
GLfloat detailscale [ 2 ] ;
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// PR_BIT_DIFFUSE_MODULATION
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GLfloat diffusemodulation [ 4 ] ;
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// PR_BIT_DIFFUSE_GLOW_MAP
GLuint glowmap ;
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} _prmaterial ;
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typedef struct s_prrograminfo {
GLhandleARB handle ;
// PR_BIT_ANIM_INTERPOLATION
GLint attrib_nextFrameData ;
GLint uniform_frameProgress ;
// PR_BIT_DIFFUSE_MAP
GLint uniform_diffuseMap ;
GLint uniform_diffuseScale ;
// PR_BIT_DIFFUSE_DETAIL_MAP
GLint uniform_detailMap ;
GLint uniform_detailScale ;
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// PR_BIT_POINT_LIGHT
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GLint uniform_lightCount ;
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// PR_BIT_DIFFUSE_GLOW_MAP
GLint uniform_glowMap ;
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} _prprograminfo ;
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# define PR_INFO_LOG_BUFFER_SIZE 16384
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typedef struct s_prprogrambit {
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int32_t bit ;
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char * vert_def ;
char * vert_prog ;
char * frag_def ;
char * frag_prog ;
} _prprogrambit ;
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// BUILD DATA
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typedef struct s_prplane {
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// geometry
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GLfloat * buffer ;
GLuint vbo ;
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// attributes
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GLdouble plane [ 4 ] ;
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_prmaterial material ;
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// elements
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GLushort * indices ;
GLuint ivbo ;
} _prplane ;
typedef struct s_prsector {
// polymer data
GLdouble * verts ;
_prplane floor ;
_prplane ceil ;
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int16_t curindice ;
int32_t indicescount ;
int32_t oldindicescount ;
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// stuff
float wallsproffset ;
float floorsproffset ;
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// build sector data
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int32_t ceilingz , floorz ;
int16_t ceilingstat , floorstat ;
int16_t ceilingpicnum , ceilingheinum ;
int8_t ceilingshade ;
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char ceilingpal , ceilingxpanning , ceilingypanning ;
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int16_t floorpicnum , floorheinum ;
int8_t floorshade ;
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char floorpal , floorxpanning , floorypanning ;
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char controlstate ; // 1: up to date, 2: just allocated
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uint32_t invalidid ;
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} _prsector ;
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typedef struct s_prwall {
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_prplane wall ;
_prplane over ;
_prplane mask ;
// stuff
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GLfloat * bigportal ;
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GLfloat * cap ;
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GLuint stuffvbo ;
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// build wall data
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int16_t cstat , nwallcstat ;
int16_t picnum , overpicnum , nwallpicnum ;
int8_t shade ;
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char pal , xrepeat , yrepeat , xpanning , ypanning ;
char nwallxpanning , nwallypanning ;
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char underover ;
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uint32_t invalidid ;
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char controlstate ;
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} _prwall ;
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typedef struct s_pranimatespritesinfo {
animatespritesptr animatesprites ;
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int32_t x , y , a , smoothratio ;
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} _pranimatespritesinfo ;
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// LIGHTS
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# define PR_MAXLIGHTS 128
typedef enum {
PR_LIGHT_POINT ,
PR_LIGHT_SPOT ,
PR_LIGHT_DIRECTIONAL
} prlighttype ;
typedef struct s_prlight {
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int32_t x , y , z , horiz , faderange , range ;
int16_t angle , sector ;
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prlighttype type ;
} _prlight ;
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// PROGRAMS
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// CONTROL
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extern int32_t updatesectors ;
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// EXTERNAL FUNCTIONS
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int32_t polymer_init ( void ) ;
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void polymer_glinit ( void ) ;
void polymer_loadboard ( void ) ;
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void polymer_drawrooms ( int32_t daposx , int32_t daposy , int32_t daposz , int16_t daang , int32_t dahoriz , int16_t dacursectnum ) ;
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void polymer_drawmasks ( void ) ;
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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 ) ;
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void polymer_resetlights ( void ) ;
void polymer_addlight ( _prlight light ) ;
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# ifdef POLYMER_C
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// CORE
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static void polymer_displayrooms ( int16_t sectnum ) ;
static void polymer_drawplane ( int16_t sectnum , int16_t wallnum , _prplane * plane , int32_t indicecount ) ;
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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 int32_t polymer_initsector ( int16_t sectnum ) ;
static int32_t polymer_updatesector ( int16_t 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 int32_t polymer_buildfloor ( int16_t sectnum ) ;
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static void polymer_drawsector ( int16_t sectnum ) ;
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// WALLS
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static int32_t polymer_initwall ( int16_t wallnum ) ;
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static void polymer_updatewall ( int16_t wallnum ) ;
static void polymer_drawwall ( int16_t sectnum , int16_t wallnum ) ;
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// HSR
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static void polymer_buffertoplane ( GLfloat * buffer , GLushort * indices , int32_t indicecount , GLdouble * plane ) ;
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static void polymer_crossproduct ( GLfloat * in_a , GLfloat * in_b , GLdouble * out ) ;
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static void polymer_pokesector ( int16_t sectnum ) ;
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static void polymer_extractfrustum ( GLfloat * modelview , GLfloat * projection , float * frustum ) ;
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static int32_t polymer_portalinfrustum ( int16_t wallnum , float * frustum ) ;
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static void polymer_scansprites ( int16_t sectnum , spritetype * tsprite , int32_t * spritesortcnt ) ;
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// SKIES
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static void polymer_getsky ( void ) ;
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static void polymer_drawsky ( int16_t tilenum ) ;
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static void polymer_initartsky ( void ) ;
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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 ) ;
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// MDSPRITES
static void polymer_drawmdsprite ( spritetype * tspr ) ;
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static void polymer_loadmodelvbos ( md3model_t * m ) ;
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// MATERIALS
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static void polymer_getscratchmaterial ( _prmaterial * material ) ;
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static void polymer_getbuildmaterial ( _prmaterial * material , int16_t tilenum , char pal , int8_t shade ) ;
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static int32_t polymer_bindmaterial ( _prmaterial material ) ;
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static void polymer_unbindmaterial ( int32_t programbits ) ;
static void polymer_compileprogram ( int32_t programbits ) ;
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# endif // !POLYMER_C
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# endif // !_polymer_h_