mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 15:21:48 +00:00
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
|
|
// 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 <math.h>
|
|
|
|
// CVARS
|
|
extern int pr_scissorstest;
|
|
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, int root);
|
|
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_portaltofrustum(GLfloat* portal, int portalpointcount, GLfloat* pos, GLfloat* frustum);
|
|
void polymer_triangletoplane(GLfloat* triangle, GLfloat* plane);
|
|
void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
|
|
void polymer_extractfrustum(GLdouble* modelview, GLdouble* projection);
|
|
void polymer_drawroom(short sectnum);
|
|
int polymer_portalinfrustum(short wallnum);
|
|
float polymer_pointdistancetoplane(GLfloat* point, GLfloat* plane);
|
|
float polymer_pointdistancetopoint(GLfloat* point1, GLfloat* point2);
|
|
void polymer_lineplaneintersection(GLfloat *point1, GLfloat *point2, float dist1, float dist2, GLfloat *output);
|
|
int polymer_cliptofrustum(short wallnum);
|
|
void polymer_getportal(GLfloat* portalpoints, int portalpointcount, GLint* output);
|
|
void polymer_drawportal(int *portal);
|
|
// 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_
|