raze-gles/polymer/build/include/polymer.h

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// here lies the GREAT JUSTICE RENDERER
// TODO :
// - CORE STUFF
// o put all the sector/wall geometry in VBOs
// o optimize the update[sector|wall] functions to diff the changes
// o make occlusion queries every n frames (cvar)
// o there's still a texture alignment problem with slopes (waterfall in launch facility)
// 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 make the portal smaller
// o one-way walls and masks
// 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_showportals;
extern int pr_verbosity;
extern int pr_wireframe;
extern int glerror;
// DATA
typedef struct s_prsector {
// geometry
GLdouble* verts;
GLfloat* floorbuffer;
GLfloat* ceilbuffer;
// 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
char drawingstate; // 0: fcuk, 1: in queue, 2: todraw, 3: drawn
unsigned int invalidid;
} _prsector;
typedef struct s_prwall {
// geometry
GLfloat* wallbuffer;
GLfloat* overbuffer;
GLfloat* portal;
// attributes
GLfloat wallcolor[4], overcolor[4];
GLfloat wallglpic, overglpic, wallfbglpic, overfbglpic;
// 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_cliplane {
_equation left, right, clip;
_point2d ref;
} _cliplane;
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_pokesector(short sectnum);
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);
// SECTORS
int polymer_initsector(short sectnum);
int polymer_updatesector(short sectnum);
void PR_CALLBACK polymer_tesscombine(GLdouble v[3], GLdouble *data[4], GLfloat weight[4], GLdouble **out);
void PR_CALLBACK polymer_tesserror(GLenum error);
void PR_CALLBACK polymer_tessedgeflag(GLenum error);
void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector);
int polymer_buildfloor(short sectnum);
void polymer_drawsector(short sectnum);
// WALLS
int polymer_initwall(short wallnum);
void polymer_updatewall(short wallnum);
void polymer_drawwall(short wallnum);
// HSR
void polymer_extractfrustum(GLdouble* modelview, GLdouble* projection);
int polymer_portalinfrustum(short wallnum);
// SKIES
void polymer_initskybox(void);
void polymer_getsky(void);
void polymer_drawskyquad(int p1, int p2, GLfloat height);
void polymer_drawartsky(short tilenum);
#endif // !_polymer_h_