mirror of
https://github.com/ZDoom/raze-gles.git
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0f385d3021
git-svn-id: https://svn.eduke32.com/eduke32@1154 1a8010ca-5511-0410-912e-c29ae57300e0
205 lines
7.2 KiB
C
205 lines
7.2 KiB
C
// here lies the GREAT JUSTICE RENDERER
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// TODO :
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// - CORE STUFF
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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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// - SPRITES
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// o port sprite panning and fullbrights from hacked polymost (:(
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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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// - MDSPRITES
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// o need to truly convert MD2s to MD3s with proper scale offset to just dump the data into VRAM
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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 blend between frames
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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 "mdsprite.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 pr_vbos;
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extern int pr_gpusmoothing;
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extern int glerror;
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// MATERIAL
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typedef struct s_prmaterial {
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GLuint diffusemap;
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GLfloat diffusemodulation[4];
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GLuint glowmap;
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} _prmaterial;
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// BUILD DATA
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typedef struct s_prplane {
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// geometry
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GLfloat* buffer;
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GLuint vbo;
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// attributes
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GLdouble plane[4];
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_prmaterial material;
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// elements
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GLushort* indices;
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GLuint ivbo;
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} _prplane;
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typedef struct s_prsector {
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// polymer data
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GLdouble* verts;
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_prplane floor;
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_prplane ceil;
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short curindice;
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int indicescount;
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int oldindicescount;
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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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_prplane wall;
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_prplane over;
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_prplane mask;
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// stuff
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GLfloat* bigportal;
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GLfloat* cap;
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GLuint stuffvbo;
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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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// LIGHTS
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#define PR_MAXLIGHTS 128
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typedef enum {
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PR_LIGHT_POINT,
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PR_LIGHT_SPOT,
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PR_LIGHT_DIRECTIONAL
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} prlighttype;
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typedef struct s_prlight {
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int x, y, z, horiz, range, faderange;
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short angle, sector;
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prlighttype type;
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} _prlight;
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// PROGRAMS
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#define PR_INFO_LOG_BUFFER_SIZE 512
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typedef enum {
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PR_BIT_DIFFUSE_MODULATION,
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PR_BIT_DEFAULT, // must be just before last
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PR_BIT_COUNT // must be last
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} prbittype;
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typedef struct s_prprogrambit {
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int bit;
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char* vert_def;
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char* vert_prog;
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char* frag_def;
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char* frag_prog;
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} _prprogrambit;
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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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void polymer_resetlights(void);
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void polymer_addlight(_prlight light);
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# ifdef POLYMER_C
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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, _prplane* plane, int indicecount);
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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, int indicecount, 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_getsky(void);
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static void polymer_drawsky(short tilenum);
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static void polymer_initartsky(void);
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static void polymer_drawartsky(short tilenum);
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static void polymer_drawartskyquad(int p1, int p2, GLfloat height);
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static void polymer_drawskybox(short tilenum);
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// MDSPRITES
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static void polymer_drawmdsprite(spritetype *tspr);
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static void polymer_loadmodelvbos(md3model* m);
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// GPU PROGRAMS
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static void polymer_bindmaterial(_prmaterial material);
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static void polymer_compileprogram(int programbits);
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# endif // !POLYMER_C
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#endif // !_polymer_h_
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