raze-gles/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 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_lighting;
extern int32_t pr_normalmapping;
extern int32_t pr_specularmapping;
extern int32_t pr_shadows;
extern int32_t pr_shadowcount;
extern int32_t pr_shadowdetail;
extern int32_t pr_shadowfiltering;
extern int32_t pr_maxlightpasses;
extern int32_t pr_maxlightpriority;
extern int32_t pr_fov;
extern float pr_customaspect;
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 pr_overrideparallax;
extern float pr_parallaxscale;
extern float pr_parallaxbias;
extern int32_t pr_overridespecular;
extern float pr_specularpower;
extern float pr_specularfactor;
extern int32_t pr_ati_fboworkaround;
extern int32_t pr_ati_nodepthoffset;
#ifdef __APPLE__
extern int32_t pr_ati_textureformat_one;
#endif
extern int32_t r_pr_maxlightpasses;
// 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_SPECULAR_MAP,
PR_BIT_SPECULAR_MATERIAL,
PR_BIT_MIRROR_MAP,
PR_BIT_FOG,
PR_BIT_GLOW_MAP,
PR_BIT_SHADOW_MAP,
PR_BIT_LIGHT_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;
// PR_BIT_NORMAL_MAP
GLuint normalmap;
GLfloat normalbias[2];
GLfloat* tbn;
// PR_BIT_DIFFUSE_MAP
GLuint diffusemap;
GLfloat diffusescale[2];
// PR_BIT_DIFFUSE_DETAIL_MAP
GLuint detailmap;
GLfloat detailscale[2];
// PR_BIT_DIFFUSE_MODULATION
GLubyte diffusemodulation[4];
// PR_BIT_SPECULAR_MAP
GLuint specmap;
// PR_BIT_SPECULAR_MATERIAL
GLfloat specmaterial[2];
// PR_BIT_MIRROR_MAP
GLuint mirrormap;
// PR_BIT_GLOW_MAP
GLuint glowmap;
// PR_BIT_SHADOW_MAP
GLboolean mdspritespace;
} _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 attrib_T;
GLint attrib_B;
GLint attrib_N;
GLint uniform_eyePosition;
GLint uniform_normalMap;
GLint uniform_normalBias;
// PR_BIT_DIFFUSE_MAP
GLint uniform_diffuseMap;
GLint uniform_diffuseScale;
// PR_BIT_DIFFUSE_DETAIL_MAP
GLint uniform_detailMap;
GLint uniform_detailScale;
// PR_BIT_SPECULAR_MAP
GLint uniform_specMap;
// PR_BIT_SPECULAR_MATERIAL
GLint uniform_specMaterial;
// PR_BIT_MIRROR_MAP
GLint uniform_mirrorMap;
// PR_BIT_GLOW_MAP
GLint uniform_glowMap;
// PR_BIT_SHADOW_MAP
GLint uniform_shadowMap;
GLint uniform_shadowProjMatrix;
// PR_BIT_LIGHT_MAP
GLint uniform_lightMap;
// PR_BIT_SPOT_LIGHT
GLint uniform_spotDir;
GLint uniform_spotRadius;
} _prprograminfo;
#define PR_INFO_LOG_BUFFER_SIZE 8192
typedef struct s_prprogrambit {
int32_t bit;
char* vert_def;
char* vert_prog;
char* frag_def;
char* frag_prog;
} _prprogrambit;
#include "prlights.h"
// RENDER TARGETS
typedef struct s_prrt {
GLenum target;
GLuint color;
GLuint z;
GLuint fbo;
int32_t xdim, ydim;
} _prrt;
// BUILD DATA
typedef struct s_prplane {
// geometry
GLfloat* buffer;
int32_t vertcount;
GLuint vbo;
// attributes
GLfloat tbn[3][3];
GLfloat plane[4];
_prmaterial material;
// elements
GLushort* indices;
int32_t indicescount;
GLuint ivbo;
// lights
int16_t lights[PR_MAXLIGHTS];
uint16_t 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;
struct {
int32_t empty : 1;
int32_t uptodate : 1;
int32_t invalidtex : 1;
} flags;
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;
struct {
int32_t empty : 1;
int32_t uptodate : 1;
int32_t invalidtex : 1;
} flags;
} _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;
// EXTERNAL FUNCTIONS
int32_t polymer_init(void);
void polymer_uninit(void);
void polymer_glinit(void);
void polymer_resetlights(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_editorpick(void);
void polymer_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, char dapalnum, int32_t 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);
int16_t polymer_addlight(_prlight* light);
void polymer_deletelight(int16_t lighti);
void polymer_invalidatelights(void);
void polymer_texinvalidate(void);
# ifdef POLYMER_C
// CORE
static void polymer_displayrooms(int16_t sectnum);
static void polymer_drawplane(_prplane* plane);
static inline void polymer_inb4mirror(GLfloat* buffer, GLfloat* plane);
static void polymer_animatesprites(void);
static void polymer_freeboard(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_computeplane(_prplane* p);
static inline void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
static inline void polymer_transformpoint(float* inpos, float* pos, float* matrix);
static inline void polymer_normalize(float* vec);
static inline void polymer_pokesector(int16_t sectnum);
static void polymer_extractfrustum(GLfloat* modelview, GLfloat* projection, float* frustum);
static inline int32_t polymer_planeinfrustum(_prplane *plane, float* frustum);
static inline void polymer_scansprites(int16_t sectnum, spritetype* tsprite, int32_t* spritesortcnt);
// SKIES
static void polymer_getsky(void);
static void polymer_drawsky(int16_t tilenum, char palnum, int8_t shade);
static void polymer_initartsky(void);
static void polymer_drawartsky(int16_t tilenum, char palnum, int8_t shade);
static void polymer_drawartskyquad(int32_t p1, int32_t p2, GLfloat height);
static void polymer_drawskybox(int16_t tilenum, char palnum, int8_t shade);
// 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, int16_t* lights, int lightcount);
static void polymer_unbindmaterial(int32_t programbits);
static void polymer_compileprogram(int32_t programbits);
// LIGHTS
static void polymer_removelight(int16_t lighti);
static void polymer_updatelights(void);
static inline void polymer_resetplanelights(_prplane* plane);
static void polymer_addplanelight(_prplane* plane, int16_t lighti);
static inline void polymer_deleteplanelight(_prplane* plane, int16_t lighti);
static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
static void polymer_invalidateplanelights(_prplane* plane);
static void polymer_invalidatesectorlights(int16_t sectnum);
static void polymer_processspotlight(_prlight* light);
static inline void polymer_culllight(int16_t lighti);
static void polymer_prepareshadows(void);
// RENDER TARGETS
static void polymer_initrendertargets(int32_t count);
// the following from gle/vvector.h
/* ========================================================== */
/* determinant of matrix
*
* Computes determinant of matrix m, returning d
*/
#define DETERMINANT_3X3(d,m) \
{ \
d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); \
d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); \
d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); \
}
/* ========================================================== */
/* i,j,th cofactor of a 4x4 matrix
*
*/
#define COFACTOR_4X4_IJ(fac,m,i,j) \
{ \
int ii[4], jj[4], k; \
\
/* compute which row, columnt to skip */ \
for (k=0; k<i; k++) ii[k] = k; \
for (k=i; k<3; k++) ii[k] = k+1; \
for (k=0; k<j; k++) jj[k] = k; \
for (k=j; k<3; k++) jj[k] = k+1; \
\
(fac) = m[ii[0]][jj[0]] * (m[ii[1]][jj[1]]*m[ii[2]][jj[2]] \
- m[ii[1]][jj[2]]*m[ii[2]][jj[1]]); \
(fac) -= m[ii[0]][jj[1]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[2]] \
- m[ii[1]][jj[2]]*m[ii[2]][jj[0]]);\
(fac) += m[ii[0]][jj[2]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[1]] \
- m[ii[1]][jj[1]]*m[ii[2]][jj[0]]);\
\
/* compute sign */ \
k = i+j; \
if ( k != (k/2)*2) { \
(fac) = -(fac); \
} \
}
/* ========================================================== */
/* determinant of matrix
*
* Computes determinant of matrix m, returning d
*/
#define DETERMINANT_4X4(d,m) \
{ \
double cofac; \
COFACTOR_4X4_IJ (cofac, m, 0, 0); \
d = m[0][0] * cofac; \
COFACTOR_4X4_IJ (cofac, m, 0, 1); \
d += m[0][1] * cofac; \
COFACTOR_4X4_IJ (cofac, m, 0, 2); \
d += m[0][2] * cofac; \
COFACTOR_4X4_IJ (cofac, m, 0, 3); \
d += m[0][3] * cofac; \
}
/* ========================================================== */
/* compute adjoint of matrix and scale
*
* Computes adjoint of matrix m, scales it by s, returning a
*/
#define SCALE_ADJOINT_3X3(a,s,m) \
{ \
a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]); \
a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]); \
a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); \
\
a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]); \
a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]); \
a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]); \
\
a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]); \
a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]); \
a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]); \
}
/* ========================================================== */
/* compute adjoint of matrix and scale
*
* Computes adjoint of matrix m, scales it by s, returning a
*/
#define SCALE_ADJOINT_4X4(a,s,m) \
{ \
int i,j; \
\
for (i=0; i<4; i++) { \
for (j=0; j<4; j++) { \
COFACTOR_4X4_IJ (a[j][i], m, i, j); \
a[j][i] *= s; \
} \
} \
}
/* ========================================================== */
/* inverse of matrix
*
* Compute inverse of matrix a, returning determinant m and
* inverse b
*/
#define INVERT_3X3(b,det,a) \
{ \
double tmp; \
DETERMINANT_3X3 (det, a); \
tmp = 1.0 / (det); \
SCALE_ADJOINT_3X3 (b, tmp, a); \
}
/* ========================================================== */
/* inverse of matrix
*
* Compute inverse of matrix a, returning determinant m and
* inverse b
*/
#define INVERT_4X4(b,det,a) \
{ \
double tmp; \
DETERMINANT_4X4 (det, a); \
tmp = 1.0 / (det); \
SCALE_ADJOINT_4X4 (b, tmp, a); \
}
# endif // !POLYMER_C
#endif // !_polymer_h_