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https://github.com/ZDoom/raze-gles.git
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d94973a174
- pr_scissors to toggle scissors testing. This should reduce GPU load and prevent normally invisible stuff from being drawn. - pr_showportals to show visportals and scissors if they are enabled. Debugging feature. Issues: - screen may flicker on the edge of some sectors. Probably an accuracy issue somewhere. - some maps make the algorithm loop too much (slow) or indefinitely (hang) for some reason. git-svn-id: https://svn.eduke32.com/eduke32@595 1a8010ca-5511-0410-912e-c29ae57300e0
125 lines
4.9 KiB
C
125 lines
4.9 KiB
C
// here lies the GREAT JUSTICE RENDERER
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// TODO :
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// - recursive drawrooms with cliplane stack (support for full portal engine with occlusion queries)
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// - crossed walls (tier drops stones)
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// - skies
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// - mirrors
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// - fullbright (multitexture OR)
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// - masks and sprites ! (use sortcnt and regular drawmask or recode it ?)
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// - classic shading
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// --------------------- CLASSIC LIMIT ---------------------
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// - mdsprites (tags)
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// - lights (dynamic phong)
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// - dynamic shadowmaps
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// - normalmap palette (unified gpu program, parallax mapping)
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// - shadow volumes
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// - hardware particles
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// - multitextured decals ? (on models too)
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// --------------- FIRST PUBLIC RELEASE LIMIT --------------
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// - horizon mapping (precalculate the horizon maps and store them into the gl cache ?)
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// - post processing ([HDR-]bloom and possibly DOF)
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// - MD5 (hardware skinning ?)
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#ifndef _polymer_h_
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# define _polymer_h_
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# include "compat.h"
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# include "build.h"
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# include "glbuild.h"
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# include "osd.h"
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# include "polymost.h"
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# include "pragmas.h"
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# include <math.h>
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// CVARS
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extern int pr_scissorstest;
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extern int pr_fov;
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extern int pr_showportals;
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extern int pr_verbosity;
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extern int pr_wireframe;
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// DATA
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typedef struct s_prsector {
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// geometry
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GLdouble* verts;
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GLfloat* floorbuffer;
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GLfloat* ceilbuffer;
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// attributes
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GLfloat floorcolor[4], ceilcolor[4];
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GLuint floorglpic, ceilglpic, floorfbglpic, ceilfbglpic;
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// elements
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GLushort* floorindices;
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GLushort* ceilindices;
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short curindice;
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int indicescount;
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char controlstate; // bit 1: up-to-date, bit 2: geometry invalidated
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char drawingstate; // 0: fcuk, 1: in queue, 2: todraw, 3: drawn
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} _prsector;
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typedef struct s_prwall {
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// geometry
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GLfloat* wallbuffer;
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GLfloat* overbuffer;
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GLfloat* portal;
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// attributes
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GLfloat wallcolor[4], overcolor[4];
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GLfloat wallglpic, overglpic, wallfbglpic, overfbglpic;
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char underover;
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char invalidate;
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char drawn;
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} _prwall;
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typedef struct s_cliplane {
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_equation left, right, clip;
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_point2d ref;
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} _cliplane;
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extern _prsector* prsectors[MAXSECTORS];
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extern _prwall* prwalls[MAXWALLS];
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// CONTROL
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extern int updatesectors;
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// EXTERNAL FUNCTIONS
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int polymer_init(void);
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void polymer_glinit(void);
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void polymer_loadboard(void);
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void polymer_drawrooms(int daposx, int daposy, int daposz, short daang, int dahoriz, short dacursectnum, int root);
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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);
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void polymer_drawmaskwall(int damaskwallcnt);
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void polymer_drawsprite(int snum);
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// SECTORS
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int polymer_initsector(short sectnum);
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int polymer_updatesector(short sectnum);
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void PR_CALLBACK polymer_tesscombine(GLdouble v[3], GLdouble *data[4], GLfloat weight[4], GLdouble **out);
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void PR_CALLBACK polymer_tesserror(GLenum error);
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void PR_CALLBACK polymer_tessedgeflag(GLenum error);
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void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector);
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int polymer_buildfloor(short sectnum);
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void polymer_drawsector(short sectnum);
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// WALLS
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int polymer_initwall(short wallnum);
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void polymer_updatewall(short wallnum);
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void polymer_drawwall(short wallnum);
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// HSR
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void polymer_portaltofrustum(GLfloat* portal, int portalpointcount, GLfloat* pos, GLfloat* frustum);
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void polymer_triangletoplane(GLfloat* triangle, GLfloat* plane);
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void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
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void polymer_extractfrustum(GLdouble* modelview, GLdouble* projection);
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void polymer_drawroom(short sectnum);
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int polymer_portalinfrustum(short wallnum);
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float polymer_pointdistancetoplane(GLfloat* point, GLfloat* plane);
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float polymer_pointdistancetopoint(GLfloat* point1, GLfloat* point2);
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void polymer_lineplaneintersection(GLfloat *point1, GLfloat *point2, float dist1, float dist2, GLfloat *output);
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int polymer_cliptofrustum(short wallnum);
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void polymer_getportal(GLfloat* portalpoints, int portalpointcount, GLint* output);
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void polymer_drawportal(int *portal);
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// SKIES
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void polymer_initskybox(void);
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void polymer_getsky(void);
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void polymer_drawskyquad(int p1, int p2, GLfloat height);
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void polymer_drawartsky(short tilenum);
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#endif // !_polymer_h_
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