mirror of
https://github.com/ZDoom/raze-gles.git
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7b03cef01a
git-svn-id: https://svn.eduke32.com/eduke32@700 1a8010ca-5511-0410-912e-c29ae57300e0
165 lines
6.5 KiB
C
165 lines
6.5 KiB
C
// here lies the GREAT JUSTICE RENDERER
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// TODO :
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// - CORE STUFF
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// o put all the sector/wall geometry in VBOs
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// o there's still a texture alignment problem with slopes (waterfall in launch facility)
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// o wall palette problem (toxic waterfall in the abyss is blue)
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// o there's also the texture alignment problem Hunter reported (san andreas fault)
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// o also sliding doors are still fucked up sometimes (like under the bar in E1L2)
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// o port glowmaps and detail maps from hacked polymost (:(
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// o shading needs a lot of work
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// o remove all the IM matrix crap and write real functions now that it works
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// o polymer.c possibly needs to be split in several source files
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// o some crap really needs factorization
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// o only make parallaxes write into the depth buffer if map boundary (e1l2)
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// o ... possibly more important stuff I don't have in mind right now
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// - SPRITES
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// o port sprite panning and fullbrights from hacked polymost (:(
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// o draw all opaques first, keep translucent for later with masks
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// - SKIES
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// 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)
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// o implement polymost skyboxes
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// - MIRRORS
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// o figure out how to get mirror data from game
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// o unified mirror transformation (not just walls)
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// - MDSPRITES
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// o need to reimplement them - hopefully the loader can be reused without too much hassle
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// o need full translation and rotation support from CON to attach to game world or tags
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// o need to put frames into VBOs and blend between them
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//
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// the renderer should hopefully be pretty solid after all that
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// the rest will be a bliss :)
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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_occlusionculling;
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extern int pr_fov;
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extern int pr_billboardingmode;
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extern int pr_verbosity;
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extern int pr_wireframe;
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extern int glerror;
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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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GLdouble floorplane[4], ceilplane[4];
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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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// stuff
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float wallsproffset;
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float floorsproffset;
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// build sector data
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int ceilingz, floorz;
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short ceilingstat, floorstat;
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short ceilingpicnum, ceilingheinum;
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signed char ceilingshade;
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char ceilingpal, ceilingxpanning, ceilingypanning;
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short floorpicnum, floorheinum;
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signed char floorshade;
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char floorpal, floorxpanning, floorypanning;
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char controlstate; // 1: up to date, 2: just allocated
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unsigned int invalidid;
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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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GLfloat* bigportal;
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GLdouble plane[4];
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// attributes
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GLfloat wallcolor[4], overcolor[4], maskcolor[4];
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GLuint wallglpic, overglpic, wallfbglpic, overfbglpic, maskglpic;
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// build wall data
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short cstat, nwallcstat;
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short picnum, overpicnum, nwallpicnum;
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signed char shade;
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char pal, xrepeat, yrepeat, xpanning, ypanning;
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char nwallxpanning, nwallypanning;
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char underover;
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unsigned int invalidid;
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char controlstate;
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} _prwall;
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typedef struct s_pranimatespritesinfo {
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animatespritesptr animatesprites;
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int x, y, a, smoothratio;
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} _pranimatespritesinfo;
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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);
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void polymer_drawmasks(void);
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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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# ifdef POLYMER_C
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extern int globalposx, globalposy, globalposz, globalhoriz;
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// CORE
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static void polymer_displayrooms(short sectnum);
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static void polymer_drawplane(short sectnum, short wallnum, GLuint glpic, GLfloat* color, GLfloat* buffer, GLushort* indices, int indicecount, GLdouble* plane);
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static void polymer_inb4mirror(GLfloat* buffer, GLdouble* plane);
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static void polymer_animatesprites(void);
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// SECTORS
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static int polymer_initsector(short sectnum);
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static int polymer_updatesector(short sectnum);
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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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static int polymer_buildfloor(short sectnum);
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static void polymer_drawsector(short sectnum);
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// WALLS
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static int polymer_initwall(short wallnum);
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static void polymer_updatewall(short wallnum);
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static void polymer_drawwall(short sectnum, short wallnum);
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// HSR
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static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, GLdouble* plane);
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static void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLdouble* out);
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static void polymer_pokesector(short sectnum);
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static void polymer_extractfrustum(GLdouble* modelview, GLdouble* projection, float* frustum);
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static int polymer_portalinfrustum(short wallnum, float* frustum);
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static void polymer_scansprites(short sectnum, spritetype* tsprite, int* spritesortcnt);
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// SKIES
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static void polymer_initskybox(void);
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static void polymer_getsky(void);
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static void polymer_drawskyquad(int p1, int p2, GLfloat height);
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static void polymer_drawartsky(short tilenum);
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# endif
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#endif // !_polymer_h_
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