// 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 figure a way to get the interpolations from the game // 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 ... possibly more important stuff I don't have in mind right now // - SPRITES // o stop using IM // o stop using Get for every face sprite (do the calculation by hand) // o port sprite panning and fullbrights from hacked polymost (:( // o draw all opaques first, keep translucent for later with masks // o need smart PolygonOffset for floor and wall sprites // - 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_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; 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 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_