// here lies the GREAT JUSTICE RENDERER // TODO : // - recursive drawrooms with cliplane stack (support for full portal engine with occlusion queries) // - crossed walls (tier drops stones) // - skies // - mirrors // - fullbright (multitexture OR) // - masks and sprites ! (use sortcnt and regular drawmask or recode it ?) // - classic shading // --------------------- CLASSIC LIMIT --------------------- // - mdsprites (tags) // - lights (dynamic phong) // - dynamic shadowmaps // - normalmap palette (unified gpu program, parallax mapping) // - shadow volumes // - hardware particles // - multitextured decals ? (on models too) // --------------- FIRST PUBLIC RELEASE LIMIT -------------- // - horizon mapping (precalculate the horizon maps and store them into the gl cache ?) // - post processing ([HDR-]bloom and possibly DOF) // - MD5 (hardware skinning ?) #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_showportals; extern int pr_verbosity; extern int pr_wireframe; // 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; char controlstate; // bit 1: up-to-date, bit 2: geometry invalidated char drawingstate; // 0: fcuk, 1: in queue, 2: todraw, 3: drawn } _prsector; typedef struct s_prwall { // geometry GLfloat* wallbuffer; GLfloat* overbuffer; GLfloat* portal; // attributes GLfloat wallcolor[4], overcolor[4]; GLfloat wallglpic, overglpic, wallfbglpic, overfbglpic; char underover; char invalidate; char drawn; } _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_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_