// 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 // 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; GLdouble plane[4]; // attributes GLfloat wallcolor[4], overcolor[4], maskcolor[4]; GLuint wallglpic, overglpic, wallfbglpic, overfbglpic, maskglpic; // 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; // CORE static void polymer_displayrooms(short sectnum); static void polymer_drawplane(short sectnum, short wallnum, GLuint glpic, GLfloat* color, GLfloat* buffer, GLushort* indices, int indicecount, GLdouble* plane); 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, 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_