// blah #ifdef POLYMOST #define POLYMER_C #include "polymer.h" // CVARS int32_t pr_occlusionculling = 50; int32_t pr_fov = 426; // appears to be the classic setting. int32_t pr_billboardingmode = 1; int32_t pr_verbosity = 1; // 0: silent, 1: errors and one-times, 2: multiple-times, 3: flood int32_t pr_wireframe = 0; int32_t pr_vbos = 2; int32_t pr_mirrordepth = 1; int32_t pr_gpusmoothing = 1; int32_t glerror; GLenum mapvbousage = GL_STREAM_DRAW_ARB; GLenum modelvbousage = GL_STATIC_DRAW_ARB; GLuint modelvp; // BUILD DATA _prsector *prsectors[MAXSECTORS]; _prwall *prwalls[MAXWALLS]; _prplane spriteplane; _prmaterial mdspritematerial; GLfloat vertsprite[4 * 5] = { -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, }; GLfloat horizsprite[4 * 5] = { -0.5f, 0.0f, -0.5f, 0.0f, 1.0f, 0.5f, 0.0f, -0.5f, 1.0f, 1.0f, 0.5f, 0.0f, 0.5f, 1.0f, 0.0f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, }; GLfloat skyboxdata[4 * 5 * 6] = { // -ZY -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // XY -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, // ZY 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, // -XY 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // XZ -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // X-Z -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, }; GLuint skyboxdatavbo; GLfloat artskydata[16]; // LIGHTS _prlight prlights[PR_MAXLIGHTS]; int32_t lightcount; // MATERIALS _prprogrambit prprogrambits[PR_BIT_COUNT] = { { 1 << PR_BIT_ANIM_INTERPOLATION, // vert_def "attribute vec4 nextFrameData;\n" "uniform float frameProgress;\n" "\n", // vert_prog " vec4 currentFramePosition;\n" " vec4 nextFramePosition;\n" "\n" " currentFramePosition = gl_Vertex * (1.0 - frameProgress);\n" " nextFramePosition = nextFrameData * frameProgress;\n" " currentFramePosition = currentFramePosition + nextFramePosition;\n" " result = gl_ModelViewProjectionMatrix * currentFramePosition;\n" "\n", // frag_def "", // frag_prog "", }, { 1 << PR_BIT_DIFFUSE_MAP, // vert_def "uniform vec2 diffuseScale;\n" "\n", // vert_prog " gl_TexCoord[0] = vec4(diffuseScale, 1.0, 1.0) * gl_MultiTexCoord0;\n" "\n", // frag_def "uniform sampler2D diffuseMap;\n" "\n", // frag_prog " result *= texture2D(diffuseMap, gl_TexCoord[0].st);\n" "\n", }, { 1 << PR_BIT_DIFFUSE_DETAIL_MAP, // vert_def "uniform vec2 detailScale;\n" "\n", // vert_prog " gl_TexCoord[1] = vec4(detailScale, 1.0, 1.0) * gl_MultiTexCoord0;\n" "\n", // frag_def "uniform sampler2D detailMap;\n" "\n", // frag_prog " result *= texture2D(detailMap, gl_TexCoord[1].st);\n" " result.rgb *= 2.0;\n" "\n", }, { 1 << PR_BIT_DIFFUSE_MODULATION, // vert_def "", // vert_prog " gl_FrontColor = gl_Color;\n" "\n", // frag_def "", // frag_prog " result *= vec4(gl_Color);\n" "\n", }, { 1 << PR_BIT_POINT_LIGHT, // vert_def "#define MAX_LIGHTS 2\n" "uniform int lightCount;\n" "uniform vec3 pointLightPosition[MAX_LIGHTS];\n" "uniform vec2 pointLightRange[MAX_LIGHTS];\n" "varying vec3 vertexNormal;\n" "varying vec3 vertexPos;\n" "varying vec3 lightVector[MAX_LIGHTS];\n" "\n", // vert_prog " vec3 lightPos;\n" "\n" " vertexNormal = normalize(gl_NormalMatrix * gl_Normal);\n" " vertexPos = vec3(gl_ModelViewMatrix * gl_Vertex);\n" "\n" " while (l < lightCount) {\n" " lightPos = pointLightPosition[l];\n" " lightVector[l] = lightPos - vertexPos;\n" "\n" " l++;\n" " }\n" "\n", // frag_def "#define MAX_LIGHTS 2\n" "uniform int lightCount;\n" "uniform vec3 pointLightColor[MAX_LIGHTS];\n" "uniform vec2 pointLightRange[MAX_LIGHTS];\n" "varying vec3 vertexNormal;\n" "varying vec3 vertexPos;\n" "varying vec3 lightVector[MAX_LIGHTS];\n" "\n", // frag_prog " vec3 fragmentNormal;\n" " float dotNormalLightDir;\n" " float lightAttenuation;\n" " float pointLightDistance;\n" "\n" " fragmentNormal = normalize(vertexNormal);\n" "\n" " while (l < lightCount) {\n" " pointLightDistance = length(lightVector[l]);\n" " dotNormalLightDir = max(dot(fragmentNormal, normalize(lightVector[l])), 0.0);\n" " if (pointLightDistance < pointLightRange[l].y)\n" " {\n" " if (pointLightDistance < pointLightRange[l].x)\n" " lightAttenuation = 1.0;\n" " else {\n" " lightAttenuation = 1.0 - (pointLightDistance - pointLightRange[l].x) /\n" " (pointLightRange[l].y - pointLightRange[l].x);\n" " }\n" " result += vec4(lightAttenuation * dotNormalLightDir * pointLightColor[l], 0.0);\n" " float specular = pow( max(dot(reflect(-normalize(lightVector[l]), fragmentNormal), normalize(-vertexPos)), 0.0), 60.0);\n" " result += vec4(lightAttenuation * specular * vec3(1.0, 0.5, 0.5), 0.0);\n" " }\n" "\n" " l++;\n" " }\n" "\n", }, { 1 << PR_BIT_DIFFUSE_GLOW_MAP, // vert_def "", // vert_prog " gl_TexCoord[2] = gl_MultiTexCoord0;\n" "\n", // frag_def "uniform sampler2D glowMap;\n" "\n", // frag_prog " vec4 glowTexel;\n" "\n" " glowTexel = texture2D(glowMap, gl_TexCoord[2].st);\n" " result = vec4((result.rgb * (1.0 - glowTexel.a)) + (glowTexel.rgb * glowTexel.a), result.a);\n" "\n", }, { 1 << PR_BIT_DEFAULT, // vert_def "void main(void)\n" "{\n" " vec4 result = ftransform();\n" " int l = 0;\n" "\n", // vert_prog " gl_Position = result;\n" "}\n", // frag_def "void main(void)\n" "{\n" " vec4 result = vec4(1.0, 1.0, 1.0, 1.0);\n" " int l = 0;\n" "\n", // frag_prog " gl_FragColor = result;\n" "}\n", } }; _prprograminfo prprograms[1 << PR_BIT_COUNT]; // CONTROL GLfloat spritemodelview[16]; GLfloat rootmodelviewmatrix[16]; GLfloat *curmodelviewmatrix; GLfloat projectionmatrix[16]; int32_t updatesectors = 1; int32_t depth; int32_t mirrorfrom[10]; // -3: no mirror; -2: floor; -1: ceiling; >=0: wallnum GLUtesselator* prtess; int16_t cursky; int16_t viewangle; int32_t rootsectnum; _pranimatespritesinfo asi; // EXTERNAL FUNCTIONS int32_t polymer_init(void) { int32_t i, j; if (pr_verbosity >= 1) OSD_Printf("Initalizing Polymer subsystem...\n"); i = 0; while (i < MAXSECTORS) { prsectors[i] = NULL; i++; } i = 0; while (i < MAXWALLS) { prwalls[i] = NULL; i++; } prtess = bgluNewTess(); if (prtess == 0) { if (pr_verbosity >= 1) OSD_Printf("PR : Tesselator initialization failed.\n"); return (0); } polymer_loadboard(); polymer_initartsky(); // init the face sprite modelview to identity i = 0; while (i < 4) { j = 0; while (j < 4) { if (i == j) spritemodelview[(i * 4) + j] = 1.0; else spritemodelview[(i * 4) + j] = 0.0; j++; } i++; } if (pr_verbosity >= 1) OSD_Printf("PR : Initialization complete.\n"); return (1); } void polymer_glinit(void) { float a; bglClearColor(0.0f, 0.0f, 0.0f, 1.0f); bglClearStencil(0); bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); bglViewport(0, 0, xdim, ydim); // texturing bglEnable(GL_TEXTURE_2D); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); bglEnable(GL_DEPTH_TEST); bglDepthFunc(GL_LEQUAL); if (pr_wireframe) bglPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else bglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); bglMatrixMode(GL_PROJECTION); bglLoadIdentity(); bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.1f, 100.0f); // get the new projection matrix bglGetFloatv(GL_PROJECTION_MATRIX, projectionmatrix); bglMatrixMode(GL_MODELVIEW); bglLoadIdentity(); bglEnableClientState(GL_VERTEX_ARRAY); bglEnableClientState(GL_TEXTURE_COORD_ARRAY); bglDisable(GL_FOG); bglFogi(GL_FOG_MODE, GL_EXP2); //glFogfv(GL_FOG_COLOR, fogColor); bglEnable(GL_FOG); a = (1 - ((float)(visibility) / 512.0f)) / 10.0f; bglFogf(GL_FOG_DENSITY, 0.1f - a); bglFogf(GL_FOG_START, 0.0f); bglFogf(GL_FOG_END, 1000000.0f); bglEnable(GL_CULL_FACE); bglCullFace(GL_BACK); } void polymer_loadboard(void) { int32_t i; i = 0; while (i < numsectors) { polymer_initsector(i); polymer_updatesector(i); i++; } i = 0; while (i < numwalls) { polymer_initwall(i); polymer_updatewall(i); i++; } polymer_getsky(); if (pr_verbosity >= 1) OSD_Printf("PR : Board loaded.\n"); } void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t daposz, int16_t daang, int32_t dahoriz, int16_t dacursectnum) { int16_t cursectnum; int32_t i; float ang, horizang, tiltang; float pos[3]; if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n"); ang = (float)(daang) / (2048.0f / 360.0f); horizang = (float)(100 - dahoriz) / (512.0f / 180.0f); tiltang = (gtang * 90.0f); pos[0] = daposy; pos[1] = -(float)(daposz) / 16.0f; pos[2] = -daposx; bglMatrixMode(GL_MODELVIEW); bglLoadIdentity(); bglRotatef(tiltang, 0.0f, 0.0f, -1.0f); bglRotatef(horizang, 1.0f, 0.0f, 0.0f); bglRotatef(ang, 0.0f, 1.0f, 0.0f); bglDisable(GL_DEPTH_TEST); bglColor4f(1.0f, 1.0f, 1.0f, 1.0f); polymer_drawsky(cursky); bglEnable(GL_DEPTH_TEST); bglScalef(1.0f / 1000.0f, 1.0f / 1000.0f, 1.0f / 1000.0f); bglTranslatef(-pos[0], -pos[1], -pos[2]); bglGetFloatv(GL_MODELVIEW_MATRIX, rootmodelviewmatrix); cursectnum = dacursectnum; updatesector(daposx, daposy, &cursectnum); if ((cursectnum >= 0) && (cursectnum < numsectors)) dacursectnum = cursectnum; // unflag all sectors i = 0; while (i < numsectors) { prsectors[i]->controlstate = 0; prsectors[i]->wallsproffset = 0.0f; prsectors[i]->floorsproffset = 0.0f; i++; } i = 0; while (i < numwalls) { prwalls[i]->controlstate = 0; i++; } // external view (editor) if ((dacursectnum < 0) || (dacursectnum >= numsectors) || (daposz > sector[dacursectnum].floorz) || (daposz < sector[dacursectnum].ceilingz)) { i = 0; while (i < numsectors) { polymer_updatesector(i); polymer_drawsector(i); polymer_scansprites(i, tsprite, &spritesortcnt); i++; } i = 0; while (i < numwalls) { polymer_updatewall(i); polymer_drawwall(sectorofwall(i), i); i++; } viewangle = daang; return; } rootsectnum = dacursectnum; // GO! depth = 0; mirrorfrom[0] = -3; // no mirror polymer_displayrooms(dacursectnum); viewangle = daang; curmodelviewmatrix = rootmodelviewmatrix; cosglobalang = sintable[(viewangle+512)&2047]; singlobalang = sintable[viewangle&2047]; cosviewingrangeglobalang = mulscale16(cosglobalang,viewingrange); sinviewingrangeglobalang = mulscale16(singlobalang,viewingrange); if (pr_verbosity >= 3) OSD_Printf("PR : Rooms drawn.\n"); } void polymer_drawmasks(void) { bglEnable(GL_ALPHA_TEST); bglEnable(GL_BLEND); bglEnable(GL_POLYGON_OFFSET_FILL); while (spritesortcnt) { spritesortcnt--; tspriteptr[spritesortcnt] = &tsprite[spritesortcnt]; polymer_drawsprite(spritesortcnt); } bglDisable(GL_POLYGON_OFFSET_FILL); bglDisable(GL_BLEND); bglDisable(GL_ALPHA_TEST); } void polymer_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, char dapalnum, char dastat, int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2) { UNREFERENCED_PARAMETER(sx); UNREFERENCED_PARAMETER(sy); UNREFERENCED_PARAMETER(z); UNREFERENCED_PARAMETER(a); UNREFERENCED_PARAMETER(picnum); UNREFERENCED_PARAMETER(dashade); UNREFERENCED_PARAMETER(dapalnum); UNREFERENCED_PARAMETER(dastat); UNREFERENCED_PARAMETER(cx1); UNREFERENCED_PARAMETER(cy1); UNREFERENCED_PARAMETER(cx2); UNREFERENCED_PARAMETER(cy2); } void polymer_drawmaskwall(int32_t damaskwallcnt) { _prwall *w; if (pr_verbosity >= 3) OSD_Printf("PR : Masked wall %i...\n", damaskwallcnt); w = prwalls[maskwall[damaskwallcnt]]; polymer_drawplane(-1, -3, &w->mask, 0); } void polymer_drawsprite(int32_t snum) { int32_t curpicnum, xsize, ysize, tilexoff, tileyoff, xoff, yoff; spritetype *tspr; float xratio, yratio, ang; float spos[3]; if (pr_verbosity >= 3) OSD_Printf("PR : Sprite %i...\n", snum); tspr = tspriteptr[snum]; if (usemodels && tile2model[Ptile2tile(tspr->picnum,tspr->pal)].modelid >= 0 && tile2model[Ptile2tile(tspr->picnum,tspr->pal)].framenum >= 0) { polymer_drawmdsprite(tspr); return; } curpicnum = tspr->picnum; if (picanm[curpicnum]&192) curpicnum += animateoffs(curpicnum,tspr->owner+32768); polymer_getbuildmaterial(&spriteplane.material, curpicnum, tspr->pal, tspr->shade); if (tspr->cstat & 2) { if (tspr->cstat & 512) spriteplane.material.diffusemodulation[3] = 0.33f; else spriteplane.material.diffusemodulation[3] = 0.66f; } if (((tspr->cstat>>4) & 3) == 0) xratio = (float)(tspr->xrepeat) * 32.0f / 160.0f; else xratio = (float)(tspr->xrepeat) / 4.0f; yratio = (float)(tspr->yrepeat) / 4.0f; xsize = tilesizx[curpicnum] * xratio; ysize = tilesizy[curpicnum] * yratio; tilexoff = (int32_t)tspr->xoffset; tileyoff = (int32_t)tspr->yoffset; tilexoff += (int8_t)((usehightile&&h_xsize[curpicnum])?(h_xoffs[curpicnum]):((picanm[curpicnum]>>8)&255)); tileyoff += (int8_t)((usehightile&&h_xsize[curpicnum])?(h_yoffs[curpicnum]):((picanm[curpicnum]>>16)&255)); xoff = tilexoff * xratio; yoff = tileyoff * yratio; if (tspr->cstat & 128) yoff -= ysize / 2; spos[0] = tspr->y; spos[1] = -(float)(tspr->z) / 16.0f; spos[2] = -tspr->x; spriteplane.buffer = vertsprite; if (pr_billboardingmode && !((tspr->cstat>>4) & 3)) { // do surgery on the face tspr to make it look like a wall sprite tspr->cstat |= 16; tspr->ang = (viewangle + 1024) & 2047; } switch ((tspr->cstat>>4) & 3) { case 0: bglMatrixMode(GL_MODELVIEW); bglPushMatrix(); spritemodelview[12] = curmodelviewmatrix[0] * spos[0] + curmodelviewmatrix[4] * spos[1] + curmodelviewmatrix[8] * spos[2] + curmodelviewmatrix[12]; spritemodelview[13] = curmodelviewmatrix[1] * spos[0] + curmodelviewmatrix[5] * spos[1] + curmodelviewmatrix[9] * spos[2] + curmodelviewmatrix[13]; spritemodelview[14] = curmodelviewmatrix[2] * spos[0] + curmodelviewmatrix[6] * spos[1] + curmodelviewmatrix[10] * spos[2] + curmodelviewmatrix[14]; bglLoadMatrixf(spritemodelview); bglRotatef((gtang * 90.0f), 0.0f, 0.0f, -1.0f); bglTranslatef((float)(-xoff)/1000.0f, (float)(yoff)/1000.0f, 0.0f); bglScalef((float)(xsize) / 1000.0f, (float)(ysize) / 1000.0f, 1.0f / 1000.0f); bglPolygonOffset(0.0f, 0.0f); break; case 1: bglMatrixMode(GL_MODELVIEW); bglPushMatrix(); ang = (float)((tspr->ang + 1024) & 2047) / (2048.0f / 360.0f); bglTranslatef(spos[0], spos[1], spos[2]); bglRotatef(-ang, 0.0f, 1.0f, 0.0f); bglTranslatef((float)(-xoff), (float)(yoff), 0.0f); bglScalef((float)(xsize), (float)(ysize), 1.0f); prsectors[tspr->sectnum]->wallsproffset += 0.5f; bglPolygonOffset(-prsectors[tspr->sectnum]->wallsproffset, -prsectors[tspr->sectnum]->wallsproffset); break; case 2: bglMatrixMode(GL_MODELVIEW); bglPushMatrix(); ang = (float)((tspr->ang + 1024) & 2047) / (2048.0f / 360.0f); bglTranslatef(spos[0], spos[1], spos[2]); bglRotatef(-ang, 0.0f, 1.0f, 0.0f); bglTranslatef((float)(-xoff), 1.0f, (float)(yoff)); bglScalef((float)(xsize), 1.0f, (float)(ysize)); spriteplane.buffer = horizsprite; prsectors[tspr->sectnum]->floorsproffset += 0.5f; bglPolygonOffset(-prsectors[tspr->sectnum]->floorsproffset, -prsectors[tspr->sectnum]->floorsproffset); break; } if ((tspr->cstat & 4) || (((tspr->cstat>>4) & 3) == 2)) spriteplane.material.diffusescale[0] = -spriteplane.material.diffusescale[0]; if (tspr->cstat & 8) spriteplane.material.diffusescale[1] = -spriteplane.material.diffusescale[1]; if ((tspr->cstat & 64) && (((tspr->cstat>>4) & 3) == 1)) bglEnable(GL_CULL_FACE); // bglEnable(GL_POLYGON_OFFSET_FILL); polymer_drawplane(-1, -3, &spriteplane, 0); // bglDisable(GL_POLYGON_OFFSET_FILL); if ((tspr->cstat & 64) && (((tspr->cstat>>4) & 3) == 1)) bglDisable(GL_CULL_FACE); bglLoadIdentity(); bglMatrixMode(GL_MODELVIEW); bglPopMatrix(); } void polymer_setanimatesprites(animatespritesptr animatesprites, int32_t x, int32_t y, int32_t a, int32_t smoothratio) { asi.animatesprites = animatesprites; asi.x = x; asi.y = y; asi.a = a; asi.smoothratio = smoothratio; } void polymer_resetlights(void) { lightcount = 0; } void polymer_addlight(_prlight light) { if (lightcount < PR_MAXLIGHTS) prlights[lightcount++] = light; } // CORE static void polymer_displayrooms(int16_t dacursectnum) { sectortype *sec, *nextsec; walltype *wal, *nextwal; _prwall *w; int32_t i, j; GLint result; int32_t front; int32_t back; int32_t firstback; int16_t sectorqueue[MAXSECTORS]; int16_t querydelay[MAXSECTORS]; GLuint queryid[MAXSECTORS]; int16_t drawingstate[MAXSECTORS]; GLfloat localmodelviewmatrix[16]; float frustum[5 * 4]; int32_t localspritesortcnt; spritetype localtsprite[MAXSPRITESONSCREEN]; int16_t localmaskwall[MAXWALLSB], localmaskwallcnt; if (depth) { curmodelviewmatrix = localmodelviewmatrix; bglGetFloatv(GL_MODELVIEW_MATRIX, localmodelviewmatrix); } else curmodelviewmatrix = rootmodelviewmatrix; polymer_extractfrustum(curmodelviewmatrix, projectionmatrix, frustum); memset(querydelay, 0, sizeof(int16_t) * MAXSECTORS); memset(queryid, 0, sizeof(GLuint) * MAXSECTORS); memset(drawingstate, 0, sizeof(int16_t) * MAXSECTORS); front = 0; back = 0; localspritesortcnt = localmaskwallcnt = 0; polymer_pokesector(dacursectnum); polymer_drawsector(dacursectnum); polymer_scansprites(dacursectnum, localtsprite, &localspritesortcnt); drawingstate[dacursectnum] = 1; sec = §or[dacursectnum]; wal = &wall[sec->wallptr]; i = 0; while (i < sec->wallnum) { if (((wallvisible(sec->wallptr + i))) && (polymer_portalinfrustum(sec->wallptr + i, frustum))) { if (mirrorfrom[depth] != (sec->wallptr + i)) polymer_drawwall(dacursectnum, sec->wallptr + i); // mask if ((wal->cstat&48) == 16) localmaskwall[localmaskwallcnt++] = sec->wallptr + i; if ((wal->nextsector != -1) && (drawingstate[wal->nextsector] == 0)) { sectorqueue[back++] = wal->nextsector; drawingstate[wal->nextsector] = 1; } } i++; wal = &wall[sec->wallptr + i]; } mirrorfrom[depth] = -3; firstback = back; while (front != back) { if ((front >= firstback) && (pr_occlusionculling)) { if (querydelay[sectorqueue[front]] == 0) { bglGetQueryObjectivARB(queryid[sectorqueue[front]], GL_QUERY_RESULT_ARB, &result); bglDeleteQueriesARB(1, &queryid[sectorqueue[front]]); if (!result) { front++; continue; } else querydelay[sectorqueue[front]] = pr_occlusionculling-1; } else if (querydelay[sectorqueue[front]] == -1) querydelay[sectorqueue[front]] = pr_occlusionculling-1; else if (querydelay[sectorqueue[front]]) querydelay[sectorqueue[front]]--; } polymer_pokesector(sectorqueue[front]); polymer_drawsector(sectorqueue[front]); polymer_scansprites(sectorqueue[front], localtsprite, &localspritesortcnt); // scan sectors sec = §or[sectorqueue[front]]; wal = &wall[sec->wallptr]; i = 0; while (i < sec->wallnum) { if ((wallvisible(sec->wallptr + i)) && (polymer_portalinfrustum(sec->wallptr + i, frustum))) { polymer_drawwall(sectorqueue[front], sec->wallptr + i); // mask if ((wal->cstat&48) == 16) localmaskwall[localmaskwallcnt++] = sec->wallptr + i; if ((wal->nextsector != -1) && (drawingstate[wal->nextsector] == 0)) { polymer_pokesector(wal->nextsector); sectorqueue[back++] = wal->nextsector; drawingstate[wal->nextsector] = 1; if (pr_occlusionculling && !querydelay[wal->nextsector]) { nextsec = §or[wal->nextsector]; nextwal = &wall[nextsec->wallptr]; if ((nextsec->ceilingstat & 1) && (nextsec->floorz == nextsec->ceilingz)) { querydelay[wal->nextsector] = -1; i++; wal = &wall[sec->wallptr + i]; continue; } bglDisable(GL_TEXTURE_2D); bglDisable(GL_FOG); bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); bglDepthMask(GL_FALSE); bglGenQueriesARB(1, &queryid[wal->nextsector]); bglBeginQueryARB(GL_SAMPLES_PASSED_ARB, queryid[wal->nextsector]); j = 0; while (j < nextsec->wallnum) { if ((nextwal->nextwall == (sec->wallptr + i)) || ((nextwal->nextwall != -1) && (wallvisible(nextwal->nextwall)) && (polymer_portalinfrustum(nextwal->nextwall, frustum)))) { w = prwalls[nextwal->nextwall]; if (pr_vbos > 0) { bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->stuffvbo); bglVertexPointer(3, GL_FLOAT, 0, NULL); } else bglVertexPointer(3, GL_FLOAT, 0, w->bigportal); bglDrawArrays(GL_QUADS, 0, 4); if (pr_vbos > 0) bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } j++; nextwal = &wall[nextsec->wallptr + j]; } bglEndQueryARB(GL_SAMPLES_PASSED_ARB); bglDepthMask(GL_TRUE); bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); bglEnable(GL_FOG); bglEnable(GL_TEXTURE_2D); } } } i++; wal = &wall[sec->wallptr + i]; } front++; } spritesortcnt = localspritesortcnt; memcpy(tsprite, localtsprite, sizeof(spritetype) * MAXSPRITESONSCREEN); maskwallcnt = localmaskwallcnt; memcpy(maskwall, localmaskwall, sizeof(int16_t) * MAXWALLSB); if (depth) { cosglobalang = sintable[(viewangle+512)&2047]; singlobalang = sintable[viewangle&2047]; cosviewingrangeglobalang = mulscale16(cosglobalang,viewingrange); sinviewingrangeglobalang = mulscale16(singlobalang,viewingrange); display_mirror = 1; polymer_animatesprites(); display_mirror = 0; bglDisable(GL_CULL_FACE); drawmasks(); bglEnable(GL_CULL_FACE); bglEnable(GL_BLEND); } } #define OMGDRAWSHITVBO \ bglBindBufferARB(GL_ARRAY_BUFFER_ARB, plane->vbo); \ bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), NULL); \ bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), (GLfloat*)(3 * sizeof(GLfloat))); \ if (!plane->indices) \ bglDrawArrays(GL_QUADS, 0, 4); \ else \ { \ bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, plane->ivbo); \ bglDrawElements(GL_TRIANGLES, indicecount, GL_UNSIGNED_SHORT, NULL); \ } \ bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); \ bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0) #define OMGDRAWSHIT \ bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), plane->buffer); \ bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &plane->buffer[3]); \ if (!plane->indices) \ bglDrawArrays(GL_QUADS, 0, 4); \ else \ bglDrawElements(GL_TRIANGLES, indicecount, GL_UNSIGNED_SHORT, plane->indices) static void polymer_drawplane(int16_t sectnum, int16_t wallnum, _prplane* plane, int32_t indicecount) { int32_t materialbits; // if ((depth < 1) && (plane != NULL) && // (wallnum >= 0) && (wall[wallnum].overpicnum == 560)) // insert mirror condition here // { // int32_t gx, gy, gz, px, py, pz; // float coeff; // // // set the stencil to 1 and clear the area to black where the sector floor is // bglDisable(GL_TEXTURE_2D); // bglDisable(GL_FOG); // bglColor4f(0.0f, 1.0f, 0.0f, 1.0f); // bglDepthMask(GL_FALSE); // // bglEnable(GL_STENCIL_TEST); // bglStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // bglStencilFunc(GL_EQUAL, 0, 0xffffffff); // // if (plane->vbo && (pr_vbos > 0)) // { // OMGDRAWSHITVBO; // } // else // { // OMGDRAWSHIT; // } // // bglDepthMask(GL_TRUE); // // // set the depth to 1 where we put the stencil by drawing a screen aligned quad // bglStencilFunc(GL_EQUAL, 1, 0xffffffff); // bglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // bglDepthFunc(GL_ALWAYS); // bglMatrixMode(GL_PROJECTION); // bglPushMatrix(); // bglLoadIdentity(); // bglMatrixMode(GL_MODELVIEW); // bglPushMatrix(); // bglLoadIdentity(); // // bglColor4f(0.0f, 0.0f, 0.0f, 1.0f); // bglBegin(GL_QUADS); // bglVertex3f(-1.0f, -1.0f, 1.0f); // bglVertex3f(1.0f, -1.0f, 1.0f); // bglVertex3f(1.0f, 1.0f, 1.0f); // bglVertex3f(-1.0f, 1.0f, 1.0f); // bglEnd(); // // bglMatrixMode(GL_PROJECTION); // bglPopMatrix(); // bglMatrixMode(GL_MODELVIEW); // bglPopMatrix(); // bglDepthFunc(GL_LEQUAL); // bglEnable(GL_TEXTURE_2D); // bglEnable(GL_FOG); // // finally draw the shit // bglPushMatrix(); // bglClipPlane(GL_CLIP_PLANE0, plane->plane); // polymer_inb4mirror(plane->buffer, plane->plane); // bglCullFace(GL_FRONT); // bglEnable(GL_CLIP_PLANE0); // // if (wallnum >= 0) // preparemirror(globalposx, globalposy, 0, globalang, // 0, wallnum, 0, &gx, &gy, &viewangle); // // gx = globalposx; // gy = globalposy; // gz = globalposz; // // // map the player pos from build to polymer // px = globalposy; // py = -globalposz / 16; // pz = -globalposx; // // // calculate new player position on the other side of the mirror // // this way the basic build visibility shit can be used (wallvisible) // coeff = -plane->plane[0] * px + // -plane->plane[1] * py + // -plane->plane[2] * pz + // -plane->plane[3]; // // coeff /= (float)(plane->plane[0] * plane->plane[0] + // plane->plane[1] * plane->plane[1] + // plane->plane[2] * plane->plane[2]); // // px = coeff*plane->plane[0]*2 + px; // py = coeff*plane->plane[1]*2 + py; // pz = coeff*plane->plane[2]*2 + pz; // // // map back from polymer to build // globalposx = -pz; // globalposy = px; // globalposz = -py * 16; // // depth++; // mirrorfrom[depth] = wallnum; // polymer_displayrooms(sectnum); // depth--; // // globalposx = gx; // globalposy = gy; // globalposz = gz; // // bglDisable(GL_CLIP_PLANE0); // bglCullFace(GL_BACK); // bglMatrixMode(GL_MODELVIEW); // bglPopMatrix(); // // bglColor4f(plane->material.diffusemodulation[0], // plane->material.diffusemodulation[1], // plane->material.diffusemodulation[2], // 0.0f); // } // else // bglColor4f(plane->material.diffusemodulation[0], // plane->material.diffusemodulation[1], // plane->material.diffusemodulation[2], // plane->material.diffusemodulation[3]); // bglBindTexture(GL_TEXTURE_2D, plane->material.diffusemap); bglNormal3f((float)(-plane->plane[0]), (float)(-plane->plane[1]), (float)(-plane->plane[2])); materialbits = polymer_bindmaterial(plane->material); if (plane->vbo && (pr_vbos > 0)) { OMGDRAWSHITVBO; } else { OMGDRAWSHIT; } polymer_unbindmaterial(materialbits); // if ((depth < 1) && (plane->plane != NULL) && // (wallnum >= 0) && (wall[wallnum].overpicnum == 560)) // insert mirror condition here // { // bglDisable(GL_STENCIL_TEST); // bglClear(GL_STENCIL_BUFFER_BIT); // } } static void polymer_inb4mirror(GLfloat* buffer, GLdouble* plane) { float pv; float reflectionmatrix[16]; pv = buffer[0] * plane[0] + buffer[1] * plane[1] + buffer[2] * plane[2]; reflectionmatrix[0] = 1 - (2 * plane[0] * plane[0]); reflectionmatrix[1] = -2 * plane[0] * plane[1]; reflectionmatrix[2] = -2 * plane[0] * plane[2]; reflectionmatrix[3] = 0; reflectionmatrix[4] = -2 * plane[0] * plane[1]; reflectionmatrix[5] = 1 - (2 * plane[1] * plane[1]); reflectionmatrix[6] = -2 * plane[1] * plane[2]; reflectionmatrix[7] = 0; reflectionmatrix[8] = -2 * plane[0] * plane[2]; reflectionmatrix[9] = -2 * plane[1] * plane[2]; reflectionmatrix[10] = 1 - (2 * plane[2] * plane[2]); reflectionmatrix[11] = 0; reflectionmatrix[12] = 2 * pv * plane[0]; reflectionmatrix[13] = 2 * pv * plane[1]; reflectionmatrix[14] = 2 * pv * plane[2]; reflectionmatrix[15] = 1; bglMultMatrixf(reflectionmatrix); } static void polymer_animatesprites(void) { if (asi.animatesprites) asi.animatesprites(globalposx, globalposy, viewangle, asi.smoothratio); } // SECTORS static int32_t polymer_initsector(int16_t sectnum) { sectortype *sec; _prsector* s; if (pr_verbosity >= 2) OSD_Printf("PR : Initalizing sector %i...\n", sectnum); sec = §or[sectnum]; s = calloc(1, sizeof(_prsector)); if (s == NULL) { if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize sector %i : malloc failed.\n", sectnum); return (0); } s->verts = calloc(sec->wallnum, sizeof(GLdouble) * 3); s->floor.buffer = calloc(sec->wallnum, sizeof(GLfloat) * 5); s->ceil.buffer = calloc(sec->wallnum, sizeof(GLfloat) * 5); if ((s->verts == NULL) || (s->floor.buffer == NULL) || (s->ceil.buffer == NULL)) { if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize geometry of sector %i : malloc failed.\n", sectnum); return (0); } bglGenBuffersARB(1, &s->floor.vbo); bglGenBuffersARB(1, &s->ceil.vbo); bglGenBuffersARB(1, &s->floor.ivbo); bglGenBuffersARB(1, &s->ceil.ivbo); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, s->floor.vbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, sec->wallnum * sizeof(GLfloat) * 5, NULL, mapvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, s->ceil.vbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, sec->wallnum * sizeof(GLfloat) * 5, NULL, mapvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); s->controlstate = 2; // let updatesector know that everything needs to go prsectors[sectnum] = s; if (pr_verbosity >= 2) OSD_Printf("PR : Initalized sector %i.\n", sectnum); return (1); } static int32_t polymer_updatesector(int16_t sectnum) { _prsector* s; sectortype *sec; walltype *wal; int32_t i, j; int32_t ceilz, florz; int32_t tex, tey, heidiff; float secangcos, secangsin, scalecoef, xpancoef, ypancoef; int32_t ang, needfloor, wallinvalidate; int16_t curstat, curpicnum, floorpicnum, ceilingpicnum; char curxpanning, curypanning; GLfloat* curbuffer; s = prsectors[sectnum]; sec = §or[sectnum]; secangcos = secangsin = 2; if (s == NULL) { if (pr_verbosity >= 1) OSD_Printf("PR : Can't update uninitialized sector %i.\n", sectnum); return (-1); } needfloor = wallinvalidate = 0; // geometry wal = &wall[sec->wallptr]; i = 0; while (i < sec->wallnum) { if ((-wal->x != s->verts[(i*3)+2])) { s->verts[(i*3)+2] = s->floor.buffer[(i*5)+2] = s->ceil.buffer[(i*5)+2] = -wal->x; needfloor = wallinvalidate = 1; } if ((wal->y != s->verts[i*3])) { s->verts[i*3] = s->floor.buffer[i*5] = s->ceil.buffer[i*5] = wal->y; needfloor = wallinvalidate = 1; } i++; wal = &wall[sec->wallptr + i]; } if ((s->controlstate == 2) || (sec->floorz != s->floorz) || (sec->ceilingz != s->ceilingz) || (sec->floorheinum != s->floorheinum) || (sec->ceilingheinum != s->ceilingheinum)) { wallinvalidate = 1; wal = &wall[sec->wallptr]; i = 0; while (i < sec->wallnum) { getzsofslope(sectnum, wal->x, wal->y, &ceilz, &florz); s->floor.buffer[(i*5)+1] = -(float)(florz) / 16.0f; s->ceil.buffer[(i*5)+1] = -(float)(ceilz) / 16.0f; i++; wal = &wall[sec->wallptr + i]; } s->floorz = sec->floorz; s->ceilingz = sec->ceilingz; s->floorheinum = sec->floorheinum; s->ceilingheinum = sec->ceilingheinum; } floorpicnum = sec->floorpicnum; if (picanm[floorpicnum]&192) floorpicnum += animateoffs(floorpicnum,sectnum); ceilingpicnum = sec->ceilingpicnum; if (picanm[ceilingpicnum]&192) ceilingpicnum += animateoffs(ceilingpicnum,sectnum); if ((s->controlstate != 2) && (!needfloor) && (sec->floorstat == s->floorstat) && (sec->ceilingstat == s->ceilingstat) && (floorpicnum == s->floorpicnum) && (ceilingpicnum == s->ceilingpicnum) && (sec->floorxpanning == s->floorxpanning) && (sec->ceilingxpanning == s->ceilingxpanning) && (sec->floorypanning == s->floorypanning) && (sec->ceilingypanning == s->ceilingypanning)) goto attributes; wal = &wall[sec->wallptr]; i = 0; while (i < sec->wallnum) { j = 2; curstat = sec->floorstat; curbuffer = s->floor.buffer; curpicnum = floorpicnum; curxpanning = sec->floorxpanning; curypanning = sec->floorypanning; while (j) { if (j == 1) { curstat = sec->ceilingstat; curbuffer = s->ceil.buffer; curpicnum = ceilingpicnum; curxpanning = sec->ceilingxpanning; curypanning = sec->ceilingypanning; } if (!waloff[curpicnum]) loadtile(curpicnum); if (((sec->floorstat & 64) || (sec->ceilingstat & 64)) && ((secangcos == 2) && (secangsin == 2))) { ang = (getangle(wall[wal->point2].x - wal->x, wall[wal->point2].y - wal->y) + 512) & 2047; secangcos = (float)(sintable[(ang+512)&2047]) / 16383.0f; secangsin = (float)(sintable[ang&2047]) / 16383.0f; } tex = (curstat & 64) ? ((wal->x - wall[sec->wallptr].x) * secangsin) + ((-wal->y - -wall[sec->wallptr].y) * secangcos) : wal->x; tey = (curstat & 64) ? ((wal->x - wall[sec->wallptr].x) * secangcos) - ((wall[sec->wallptr].y - wal->y) * secangsin) : -wal->y; if ((curstat & (2+64)) == (2+64)) { heidiff = curbuffer[(i*5)+1] - curbuffer[1]; tey = sqrt((tey * tey) + (heidiff * heidiff)); } if (curstat & 4) swaplong(&tex, &tey); if (curstat & 16) tex = -tex; if (curstat & 32) tey = -tey; scalecoef = (curstat & 8) ? 8.0f : 16.0f; if (curxpanning) { xpancoef = (float)(pow2long[picsiz[curpicnum] & 15]); xpancoef *= (float)(curxpanning) / (256.0f * (float)(tilesizx[curpicnum])); } else xpancoef = 0; if (curypanning) { ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]); ypancoef *= (float)(curypanning) / (256.0f * (float)(tilesizy[curpicnum])); } else ypancoef = 0; curbuffer[(i*5)+3] = ((float)(tex) / (scalecoef * tilesizx[curpicnum])) + xpancoef; curbuffer[(i*5)+4] = ((float)(tey) / (scalecoef * tilesizy[curpicnum])) + ypancoef; j--; } i++; wal = &wall[sec->wallptr + i]; } s->floorstat = sec->floorstat; s->ceilingstat = sec->ceilingstat; s->floorxpanning = sec->floorxpanning; s->ceilingxpanning = sec->ceilingxpanning; s->floorypanning = sec->floorypanning; s->ceilingypanning = sec->ceilingypanning; i = -1; attributes: if ((pr_vbos > 0) && ((i == -1) || (wallinvalidate))) { bglBindBufferARB(GL_ARRAY_BUFFER_ARB, s->floor.vbo); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sec->wallnum * sizeof(GLfloat) * 5, s->floor.buffer); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, s->ceil.vbo); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sec->wallnum * sizeof(GLfloat) * 5, s->ceil.buffer); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } if ((s->controlstate != 2) && (sec->floorshade == s->floorshade) && (sec->floorpal == s->floorpal) && (floorpicnum == s->floorpicnum) && (ceilingpicnum == s->ceilingpicnum)) goto finish; polymer_getbuildmaterial(&s->floor.material, floorpicnum, sec->floorpal, sec->floorshade); polymer_getbuildmaterial(&s->ceil.material, ceilingpicnum, sec->ceilingpal, sec->ceilingshade); s->floorshade = sec->floorshade; s->floorpal = sec->floorpal; s->floorpicnum = floorpicnum; s->ceilingpicnum = ceilingpicnum; finish: if (needfloor) { polymer_buildfloor(sectnum); if ((pr_vbos > 0)) { if (s->oldindicescount < s->indicescount) { bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->floor.ivbo); bglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->indicescount * sizeof(GLushort), NULL, mapvbousage); bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->ceil.ivbo); bglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->indicescount * sizeof(GLushort), NULL, mapvbousage); s->oldindicescount = s->indicescount; } bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->floor.ivbo); bglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, s->indicescount * sizeof(GLushort), s->floor.indices); bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->ceil.ivbo); bglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, s->indicescount * sizeof(GLushort), s->ceil.indices); bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } } if (wallinvalidate) { s->invalidid++; polymer_buffertoplane(s->floor.buffer, s->floor.indices, s->indicescount, s->floor.plane); polymer_buffertoplane(s->ceil.buffer, s->ceil.indices, s->indicescount, s->ceil.plane); } s->controlstate = 1; if (pr_verbosity >= 3) OSD_Printf("PR : Updated sector %i.\n", sectnum); return (0); } void PR_CALLBACK polymer_tesserror(GLenum error) { // This callback is called by the tesselator whenever it raises an error. if (pr_verbosity >= 1) OSD_Printf("PR : Tesselation error number %i reported : %s.\n", error, bgluErrorString(errno)); } void PR_CALLBACK polymer_tessedgeflag(GLenum error) { // Passing an edgeflag callback forces the tesselator to output a triangle list UNREFERENCED_PARAMETER(error); return; } void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector) { _prsector* s; s = (_prsector*)sector; if (s->curindice >= s->indicescount) { if (pr_verbosity >= 2) OSD_Printf("PR : Indice overflow, extending the indices list... !\n"); s->indicescount++; s->floor.indices = realloc(s->floor.indices, s->indicescount * sizeof(GLushort)); s->ceil.indices = realloc(s->ceil.indices, s->indicescount * sizeof(GLushort)); } s->ceil.indices[s->curindice] = (intptr_t)vertex; s->curindice++; } static int32_t polymer_buildfloor(int16_t sectnum) { // This function tesselates the floor/ceiling of a sector and stores the triangles in a display list. _prsector* s; sectortype *sec; intptr_t i; if (pr_verbosity >= 2) OSD_Printf("PR : Tesselating floor of sector %i...\n", sectnum); s = prsectors[sectnum]; sec = §or[sectnum]; if (s == NULL) return (-1); if (s->floor.indices == NULL) { s->indicescount = (sec->wallnum - 2) * 3; s->floor.indices = calloc(s->indicescount, sizeof(GLushort)); s->ceil.indices = calloc(s->indicescount, sizeof(GLushort)); } s->curindice = 0; bgluTessCallback(prtess, GLU_TESS_VERTEX_DATA, polymer_tessvertex); bgluTessCallback(prtess, GLU_TESS_EDGE_FLAG, polymer_tessedgeflag); bgluTessCallback(prtess, GLU_TESS_ERROR, polymer_tesserror); bgluTessProperty(prtess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE); bgluTessBeginPolygon(prtess, s); bgluTessBeginContour(prtess); i = 0; while (i < sec->wallnum) { bgluTessVertex(prtess, s->verts + (3 * i), (void *)i); if ((i != (sec->wallnum - 1)) && ((sec->wallptr + i) > wall[sec->wallptr + i].point2)) { bgluTessEndContour(prtess); bgluTessBeginContour(prtess); } i++; } bgluTessEndContour(prtess); bgluTessEndPolygon(prtess); i = 0; while (i < s->indicescount) { s->floor.indices[s->indicescount - i - 1] = s->ceil.indices[i]; i++; } if (pr_verbosity >= 2) OSD_Printf("PR : Tesselated floor of sector %i.\n", sectnum); return (1); } static void polymer_drawsector(int16_t sectnum) { sectortype *sec; _prsector* s; if (pr_verbosity >= 3) OSD_Printf("PR : Drawing sector %i...\n", sectnum); sec = §or[sectnum]; s = prsectors[sectnum]; if (!(sec->floorstat & 1) && (mirrorfrom[depth] != -2)) polymer_drawplane(sectnum, -2, &s->floor, s->indicescount); if (!(sec->ceilingstat & 1) && (mirrorfrom[depth] != -1)) polymer_drawplane(sectnum, -1, &s->ceil, s->indicescount); if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing sector %i...\n", sectnum); } // WALLS static int32_t polymer_initwall(int16_t wallnum) { _prwall *w; if (pr_verbosity >= 2) OSD_Printf("PR : Initalizing wall %i...\n", wallnum); w = calloc(1, sizeof(_prwall)); if (w == NULL) { if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize wall %i : malloc failed.\n", wallnum); return (0); } if (w->mask.buffer == NULL) w->mask.buffer = calloc(4, sizeof(GLfloat) * 5); if (w->bigportal == NULL) w->bigportal = calloc(4, sizeof(GLfloat) * 3); if (w->cap == NULL) w->cap = calloc(4, sizeof(GLfloat) * 3); bglGenBuffersARB(1, &w->wall.vbo); bglGenBuffersARB(1, &w->over.vbo); bglGenBuffersARB(1, &w->mask.vbo); bglGenBuffersARB(1, &w->stuffvbo); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->wall.vbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, 4 * sizeof(GLfloat) * 5, NULL, mapvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->over.vbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, 4 * sizeof(GLfloat) * 5, NULL, mapvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->mask.vbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, 4 * sizeof(GLfloat) * 5, NULL, mapvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->stuffvbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, 8 * sizeof(GLfloat) * 3, NULL, mapvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); w->controlstate = 2; prwalls[wallnum] = w; if (pr_verbosity >= 2) OSD_Printf("PR : Initalized wall %i.\n", wallnum); return (1); } static void polymer_updatewall(int16_t wallnum) { int16_t nwallnum, nnwallnum, curpicnum, wallpicnum, walloverpicnum, nwallpicnum; char curxpanning, curypanning, underwall, overwall, curpal; int8_t curshade; walltype *wal; sectortype *sec, *nsec; _prwall *w; _prsector *s, *ns; int32_t xref, yref; float ypancoef, dist; int32_t i; uint32_t invalid; // yes, this function is messy and unefficient // it also works, bitches wal = &wall[wallnum]; nwallnum = wal->nextwall; sec = §or[sectorofwall(wallnum)]; w = prwalls[wallnum]; s = prsectors[sectorofwall(wallnum)]; invalid = s->invalidid; if (nwallnum != -1) { ns = prsectors[wal->nextsector]; invalid += ns->invalidid; nsec = §or[wal->nextsector]; } else { ns = NULL; nsec = NULL; } if (w->wall.buffer == NULL) w->wall.buffer = calloc(4, sizeof(GLfloat) * 5); wallpicnum = wal->picnum; if (picanm[wallpicnum]&192) wallpicnum += animateoffs(wallpicnum,wallnum+16384); walloverpicnum = wal->overpicnum; if (picanm[walloverpicnum]&192) walloverpicnum += animateoffs(walloverpicnum,wallnum+16384); if (nwallnum != -1) { nwallpicnum = wall[nwallnum].picnum; if (picanm[nwallpicnum]&192) nwallpicnum += animateoffs(nwallpicnum,wallnum+16384); } else nwallpicnum = 0; if ((w->controlstate != 2) && (w->invalidid == invalid) && (wal->cstat == w->cstat) && (wallpicnum == w->picnum) && (wal->pal == w->pal) && (wal->xpanning == w->xpanning) && (wal->ypanning == w->ypanning) && (wal->xrepeat == w->xrepeat) && (wal->yrepeat == w->yrepeat) && (walloverpicnum == w->overpicnum) && (wal->shade == w->shade) && ((nwallnum == -1) || ((nwallpicnum == w->nwallpicnum) && (wall[nwallnum].xpanning == w->nwallxpanning) && (wall[nwallnum].ypanning == w->nwallypanning) && (wall[nwallnum].cstat == w->nwallcstat)))) { w->controlstate = 1; return; // screw you guys I'm going home } else { w->invalidid = invalid; w->cstat = wal->cstat; w->picnum = wallpicnum; w->pal = wal->pal; w->xpanning = wal->xpanning; w->ypanning = wal->ypanning; w->xrepeat = wal->xrepeat; w->yrepeat = wal->yrepeat; w->overpicnum = walloverpicnum; w->shade = wal->shade; if (nwallnum != -1) { w->nwallpicnum = nwallpicnum; w->nwallxpanning = wall[nwallnum].xpanning; w->nwallypanning = wall[nwallnum].ypanning; w->nwallcstat = wall[nwallnum].cstat; } } w->underover = underwall = overwall = 0; if (wal->cstat & 8) xref = 1; else xref = 0; if ((wal->nextsector == -1) || (wal->cstat & 32)) { memcpy(w->wall.buffer, &s->floor.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->wall.buffer[5], &s->floor.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->wall.buffer[10], &s->ceil.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->wall.buffer[15], &s->ceil.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); curpicnum = wallpicnum; polymer_getbuildmaterial(&w->wall.material, curpicnum, wal->pal, wal->shade); if (wal->cstat & 4) yref = sec->floorz; else yref = sec->ceilingz; if ((wal->cstat & 32) && (wal->nextsector != -1)) { if ((!(wal->cstat & 2) && (wal->cstat & 4)) || ((wal->cstat & 2) && (wall[nwallnum].cstat & 4))) yref = sec->ceilingz; else yref = nsec->floorz; } if (wal->ypanning) { ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]); if (ypancoef < tilesizy[curpicnum]) ypancoef *= 2; ypancoef *= (float)(wal->ypanning) / (256.0f * (float)(tilesizy[curpicnum])); } else ypancoef = 0; i = 0; while (i < 4) { if ((i == 0) || (i == 3)) dist = xref; else dist = (xref == 0); w->wall.buffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + wal->xpanning) / (float)(tilesizx[curpicnum]); w->wall.buffer[(i * 5) + 4] = (-(float)(yref + (w->wall.buffer[(i * 5) + 1] * 16)) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef; if (wal->cstat & 256) w->wall.buffer[(i * 5) + 4] = -w->wall.buffer[(i * 5) + 4]; i++; } w->underover |= 1; } else { nnwallnum = wall[nwallnum].point2; if (((s->floor.buffer[((wallnum - sec->wallptr) * 5) + 1] != ns->floor.buffer[((nnwallnum - nsec->wallptr) * 5) + 1]) || (s->floor.buffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->floor.buffer[((nwallnum - nsec->wallptr) * 5) + 1])) && ((s->floor.buffer[((wallnum - sec->wallptr) * 5) + 1] <= ns->floor.buffer[((nnwallnum - nsec->wallptr) * 5) + 1]) || (s->floor.buffer[((wal->point2 - sec->wallptr) * 5) + 1] <= ns->floor.buffer[((nwallnum - nsec->wallptr) * 5) + 1]))) underwall = 1; if ((underwall) || (wal->cstat & 16)) { memcpy(w->wall.buffer, &s->floor.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->wall.buffer[5], &s->floor.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->wall.buffer[10], &ns->floor.buffer[(nwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->wall.buffer[15], &ns->floor.buffer[(nnwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3); if (wal->cstat & 2) { curpicnum = nwallpicnum; curpal = wall[nwallnum].pal; curshade = wall[nwallnum].shade; curxpanning = wall[nwallnum].xpanning; curypanning = wall[nwallnum].ypanning; } else { curpicnum = wallpicnum; curpal = wal->pal; curshade = wal->shade; curxpanning = wal->xpanning; curypanning = wal->ypanning; } polymer_getbuildmaterial(&w->wall.material, curpicnum, curpal, curshade); if ((!(wal->cstat & 2) && (wal->cstat & 4)) || ((wal->cstat & 2) && (wall[nwallnum].cstat & 4))) yref = sec->ceilingz; else yref = nsec->floorz; if (curypanning) { ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]); if (ypancoef < tilesizy[curpicnum]) ypancoef *= 2; ypancoef *= (float)(curypanning) / (256.0f * (float)(tilesizy[curpicnum])); } else ypancoef = 0; i = 0; while (i < 4) { if ((i == 0) || (i == 3)) dist = xref; else dist = (xref == 0); w->wall.buffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + curxpanning) / (float)(tilesizx[curpicnum]); w->wall.buffer[(i * 5) + 4] = (-(float)(yref + (w->wall.buffer[(i * 5) + 1] * 16)) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef; if (wal->cstat & 256) w->wall.buffer[(i * 5) + 4] = -w->wall.buffer[(i * 5) + 4]; i++; } if (underwall) { w->underover |= 1; if ((sec->floorstat & 1) && (nsec->floorstat & 1)) w->underover |= 4; } memcpy(w->mask.buffer, &w->wall.buffer[15], sizeof(GLfloat) * 5); memcpy(&w->mask.buffer[5], &w->wall.buffer[10], sizeof(GLfloat) * 5); } else { memcpy(w->mask.buffer, &s->floor.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 5); memcpy(&w->mask.buffer[5], &s->floor.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 5); } if (((s->ceil.buffer[((wallnum - sec->wallptr) * 5) + 1] != ns->ceil.buffer[((nnwallnum - nsec->wallptr) * 5) + 1]) || (s->ceil.buffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->ceil.buffer[((nwallnum - nsec->wallptr) * 5) + 1])) && ((s->ceil.buffer[((wallnum - sec->wallptr) * 5) + 1] >= ns->ceil.buffer[((nnwallnum - nsec->wallptr) * 5) + 1]) || (s->ceil.buffer[((wal->point2 - sec->wallptr) * 5) + 1] >= ns->ceil.buffer[((nwallnum - nsec->wallptr) * 5) + 1]))) overwall = 1; if ((overwall) || (wal->cstat & 16)) { if (w->over.buffer == NULL) w->over.buffer = calloc(4, sizeof(GLfloat) * 5); memcpy(w->over.buffer, &ns->ceil.buffer[(nnwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->over.buffer[5], &ns->ceil.buffer[(nwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->over.buffer[10], &s->ceil.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->over.buffer[15], &s->ceil.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); if ((wal->cstat & 16) || (wal->overpicnum == 0)) curpicnum = wallpicnum; else curpicnum = wallpicnum; polymer_getbuildmaterial(&w->over.material, curpicnum, wal->pal, wal->shade); if (wal->cstat & 16) { // mask polymer_getbuildmaterial(&w->mask.material, wal->overpicnum, wal->pal, wal->shade); if (wal->cstat & 128) { if (wal->cstat & 512) w->mask.material.diffusemodulation[3] = 0.33f; else w->mask.material.diffusemodulation[3] = 0.66f; } } if (wal->cstat & 4) yref = sec->ceilingz; else yref = nsec->ceilingz; if (wal->ypanning) { ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]); if (ypancoef < tilesizy[curpicnum]) ypancoef *= 2; ypancoef *= (float)(wal->ypanning) / (256.0f * (float)(tilesizy[curpicnum])); } else ypancoef = 0; i = 0; while (i < 4) { if ((i == 0) || (i == 3)) dist = xref; else dist = (xref == 0); w->over.buffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + wal->xpanning) / (float)(tilesizx[curpicnum]); w->over.buffer[(i * 5) + 4] = (-(float)(yref + (w->over.buffer[(i * 5) + 1] * 16)) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef; if (wal->cstat & 256) w->over.buffer[(i * 5) + 4] = -w->over.buffer[(i * 5) + 4]; i++; } if (overwall) { w->underover |= 2; if ((sec->ceilingstat & 1) && (nsec->ceilingstat & 1)) w->underover |= 8; } memcpy(&w->mask.buffer[10], &w->over.buffer[5], sizeof(GLfloat) * 5); memcpy(&w->mask.buffer[15], &w->over.buffer[0], sizeof(GLfloat) * 5); if (wal->cstat & 16) { // mask wall pass if (wal->cstat & 4) yref = min(sec->floorz, nsec->floorz); else yref = max(sec->ceilingz, nsec->ceilingz); curpicnum = wal->overpicnum; if (wal->ypanning) { ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]); if (ypancoef < tilesizy[curpicnum]) ypancoef *= 2; ypancoef *= (float)(wal->ypanning) / (256.0f * (float)(tilesizy[curpicnum])); } else ypancoef = 0; i = 0; while (i < 4) { if ((i == 0) || (i == 3)) dist = xref; else dist = (xref == 0); w->mask.buffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + wal->xpanning) / (float)(tilesizx[curpicnum]); w->mask.buffer[(i * 5) + 4] = (-(float)(yref + (w->mask.buffer[(i * 5) + 1] * 16)) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef; if (wal->cstat & 256) w->mask.buffer[(i * 5) + 4] = -w->mask.buffer[(i * 5) + 4]; i++; } } } else { memcpy(&w->mask.buffer[10], &s->ceil.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 5); memcpy(&w->mask.buffer[15], &s->ceil.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 5); } } if ((wal->nextsector == -1) || (wal->cstat & 32)) memcpy(w->mask.buffer, w->wall.buffer, sizeof(GLfloat) * 4 * 5); memcpy(w->bigportal, &s->floor.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->bigportal[3], &s->floor.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->bigportal[6], &s->ceil.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->bigportal[9], &s->ceil.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->cap[0], &s->ceil.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->cap[3], &s->ceil.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->cap[6], &s->ceil.buffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3); memcpy(&w->cap[9], &s->ceil.buffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3); w->cap[7] += 1048576; // this number is the result of 1048574 + 2 w->cap[10] += 1048576; // this one is arbitrary polymer_buffertoplane(w->bigportal, NULL, 4, w->wall.plane); memcpy(w->over.plane, w->wall.plane, sizeof(w->wall.plane)); memcpy(w->mask.plane, w->wall.plane, sizeof(w->wall.plane)); if ((pr_vbos > 0)) { bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->wall.vbo); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 4 * sizeof(GLfloat) * 5, w->wall.buffer); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->over.vbo); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 4 * sizeof(GLfloat) * 5, w->over.buffer); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->mask.vbo); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 4 * sizeof(GLfloat) * 5, w->mask.buffer); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->stuffvbo); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 4 * sizeof(GLfloat) * 3, w->bigportal); bglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 4 * sizeof(GLfloat) * 3, 4 * sizeof(GLfloat) * 3, w->cap); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } w->controlstate = 1; if (pr_verbosity >= 3) OSD_Printf("PR : Updated wall %i.\n", wallnum); } static void polymer_drawwall(int16_t sectnum, int16_t wallnum) { _prwall *w; if (pr_verbosity >= 3) OSD_Printf("PR : Drawing wall %i...\n", wallnum); w = prwalls[wallnum]; if ((w->underover & 1) && !(w->underover & 4)) { polymer_drawplane(sectnum, wallnum, &w->wall, 0); } if ((w->underover & 2) && !(w->underover & 8)) { polymer_drawplane(sectnum, wallnum, &w->over, 0); } if ((sector[sectnum].ceilingstat & 1) && ((wall[wallnum].nextsector == -1) || !(sector[wall[wallnum].nextsector].ceilingstat & 1))) { bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); if (pr_vbos) { bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->stuffvbo); bglVertexPointer(3, GL_FLOAT, 0, (const GLvoid*)(4 * sizeof(GLfloat) * 3)); } else bglVertexPointer(3, GL_FLOAT, 0, w->cap); bglDrawArrays(GL_QUADS, 0, 4); if (pr_vbos) bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing wall %i...\n", wallnum); } #define INDICE(n) ((indices) ? (indices[i+n]*5) : ((i+n)*3)) // HSR static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, int32_t indicecount, GLdouble* plane) { GLfloat vec1[3], vec2[3]; int32_t i; i = 0; do { vec1[0] = buffer[(INDICE(1)) + 0] - buffer[(INDICE(0)) + 0]; vec1[1] = buffer[(INDICE(1)) + 1] - buffer[(INDICE(0)) + 1]; vec1[2] = buffer[(INDICE(1)) + 2] - buffer[(INDICE(0)) + 2]; vec2[0] = buffer[(INDICE(2)) + 0] - buffer[(INDICE(1)) + 0]; vec2[1] = buffer[(INDICE(2)) + 1] - buffer[(INDICE(1)) + 1]; vec2[2] = buffer[(INDICE(2)) + 2] - buffer[(INDICE(1)) + 2]; polymer_crossproduct(vec2, vec1, plane); // normalize vec1[0] = plane[0] * plane[0] + plane[1] * plane[1] + plane[2] * plane[2]; i+= 3; } while ((i < indicecount) && (vec1[0] == 0)); vec1[0] = sqrt(vec1[0]); plane[0] /= vec1[0]; plane[1] /= vec1[0]; plane[2] /= vec1[0]; plane[3] = -(plane[0] * buffer[0] + plane[1] * buffer[1] + plane[2] * buffer[2]); } static void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLdouble* out) { out[0] = in_a[1] * in_b[2] - in_a[2] * in_b[1]; out[1] = in_a[2] * in_b[0] - in_a[0] * in_b[2]; out[2] = in_a[0] * in_b[1] - in_a[1] * in_b[0]; } static void polymer_pokesector(int16_t sectnum) { sectortype *sec; _prsector *s; walltype *wal; int32_t i; sec = §or[sectnum]; s = prsectors[sectnum]; wal = &wall[sec->wallptr]; if (!s->controlstate) polymer_updatesector(sectnum); i = 0; while (i < sec->wallnum) { if ((wal->nextsector != -1) && (!prsectors[wal->nextsector]->controlstate)) polymer_updatesector(wal->nextsector); if (!prwalls[sec->wallptr + i]->controlstate) polymer_updatewall(sec->wallptr + i); i++; wal = &wall[sec->wallptr + i]; } } static void polymer_extractfrustum(GLfloat* modelview, GLfloat* projection, float* frustum) { GLfloat matrix[16]; int32_t i; bglMatrixMode(GL_TEXTURE); bglLoadMatrixf(projection); bglMultMatrixf(modelview); bglGetFloatv(GL_TEXTURE_MATRIX, matrix); bglLoadIdentity(); bglMatrixMode(GL_MODELVIEW); i = 0; while (i < 4) { frustum[i] = matrix[(4 * i) + 3] + matrix[4 * i]; // left frustum[i + 4] = matrix[(4 * i) + 3] - matrix[4 * i]; // right frustum[i + 8] = matrix[(4 * i) + 3] - matrix[(4 * i) + 1]; // top frustum[i + 12] = matrix[(4 * i) + 3] + matrix[(4 * i) + 1]; // bottom frustum[i + 16] = matrix[(4 * i) + 3] + matrix[(4 * i) + 2]; // near i++; } i = 0; if (pr_verbosity >= 3) OSD_Printf("PR : Frustum extracted.\n"); } static int32_t polymer_portalinfrustum(int16_t wallnum, float* frustum) { int32_t i, j, k; float sqdist; _prwall *w; w = prwalls[wallnum]; i = 0; while (i < 4) { j = k = 0; while (j < 4) { sqdist = frustum[(i * 4) + 0] * w->bigportal[(j * 3) + 0] + frustum[(i * 4) + 1] * w->bigportal[(j * 3) + 1] + frustum[(i * 4) + 2] * w->bigportal[(j * 3) + 2] + frustum[(i * 4) + 3]; if (sqdist < 0) k++; j++; } if (k == 4) return (0); // OUT ! i++; } return (1); } static void polymer_scansprites(int16_t sectnum, spritetype* localtsprite, int32_t* localspritesortcnt) { int32_t i; spritetype *spr; for (i = headspritesect[sectnum];i >=0;i = nextspritesect[i]) { spr = &sprite[i]; if ((((spr->cstat&0x8000) == 0) || (showinvisibility)) && (spr->xrepeat > 0) && (spr->yrepeat > 0) && (*localspritesortcnt < MAXSPRITESONSCREEN)) { copybufbyte(spr,&localtsprite[*localspritesortcnt],sizeof(spritetype)); localtsprite[(*localspritesortcnt)++].owner = i; } } } // SKIES static void polymer_getsky(void) { int32_t i; i = 0; while (i < numsectors) { if (sector[i].ceilingstat & 1) { cursky = sector[i].ceilingpicnum; return; } i++; } } static void polymer_drawsky(int16_t tilenum) { pthtyp* pth; drawingskybox = 1; pth = gltexcache(tilenum,0,0); drawingskybox = 0; if (pth && (pth->flags & 4)) polymer_drawskybox(tilenum); else polymer_drawartsky(tilenum); } static void polymer_initartsky(void) { GLfloat halfsqrt2 = 0.70710678f; artskydata[0] = -1.0f; artskydata[1] = 0.0f; // 0 artskydata[2] = -halfsqrt2; artskydata[3] = halfsqrt2; // 1 artskydata[4] = 0.0f; artskydata[5] = 1.0f; // 2 artskydata[6] = halfsqrt2; artskydata[7] = halfsqrt2; // 3 artskydata[8] = 1.0f; artskydata[9] = 0.0f; // 4 artskydata[10] = halfsqrt2; artskydata[11] = -halfsqrt2; // 5 artskydata[12] = 0.0f; artskydata[13] = -1.0f; // 6 artskydata[14] = -halfsqrt2; artskydata[15] = -halfsqrt2; // 7 } static void polymer_drawartsky(int16_t tilenum) { pthtyp* pth; GLuint glpics[5]; int32_t i, j; GLfloat height = 2.45f / 2.0f; i = 0; while (i < 5) { if (!waloff[tilenum + i]) loadtile(tilenum + i); pth = gltexcache(tilenum + i, 0, 0); glpics[i] = pth ? pth->glpic : 0; i++; } i = 0; j = (1< 0) && (skyboxdatavbo == 0)) { bglGenBuffersARB(1, &skyboxdatavbo); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, skyboxdatavbo); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, 4 * sizeof(GLfloat) * 5 * 6, skyboxdata, modelvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } if (pr_vbos > 0) bglBindBufferARB(GL_ARRAY_BUFFER_ARB, skyboxdatavbo); i = 0; while (i < 6) { drawingskybox = i + 1; pth = gltexcache(tilenum, 0, 4); bglBindTexture(GL_TEXTURE_2D, pth ? pth->glpic : 0); if (pr_vbos > 0) { bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), (GLfloat*)(4 * 5 * i * sizeof(GLfloat))); bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), (GLfloat*)(((4 * 5 * i) + 3) * sizeof(GLfloat))); } else { bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), &skyboxdata[4 * 5 * i]); bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &skyboxdata[3 + (4 * 5 * i)]); } bglDrawArrays(GL_QUADS, 0, 4); i++; } drawingskybox = 0; if (pr_vbos > 0) bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); return; } // MDSPRITES static void polymer_drawmdsprite(spritetype *tspr) { md3model_t* m; mdskinmap_t* sk; md3xyzn_t *v0, *v1; md3surf_t *s; char lpal; float spos[3]; float ang; float scale; int32_t surfi; GLfloat* color; int32_t materialbits; m = (md3model_t*)models[tile2model[Ptile2tile(tspr->picnum,sprite[tspr->owner].pal)].modelid]; updateanimation((md2model_t *)m,tspr); lpal = (tspr->owner >= MAXSPRITES) ? tspr->pal : sprite[tspr->owner].pal; if ((pr_vbos > 1) && (m->indices == NULL)) polymer_loadmodelvbos(m); spos[0] = tspr->y; spos[1] = -(float)(tspr->z) / 16.0f; spos[2] = -tspr->x; ang = (float)((tspr->ang+spriteext[tspr->owner].angoff) & 2047) / (2048.0f / 360.0f); ang -= 90.0f; if (((tspr->cstat>>4) & 3) == 2) ang -= 90.0f; bglMatrixMode(GL_MODELVIEW); bglPushMatrix(); scale = (1.0/4.0); scale *= m->scale; scale *= m->bscale; bglTranslatef(spos[0], spos[1], spos[2]); bglRotatef(-ang, 0.0f, 1.0f, 0.0f); if (((tspr->cstat>>4) & 3) == 2) { bglTranslatef(0.0f, 0.0, -(float)(tilesizy[tspr->picnum] * tspr->yrepeat) / 8.0f); bglRotatef(90.0f, 0.0f, 0.0f, 1.0f); } else bglRotatef(-90.0f, 1.0f, 0.0f, 0.0f); if ((tspr->cstat & 128) && (((tspr->cstat>>4) & 3) != 2)) bglTranslatef(0.0f, 0.0, -(float)(tilesizy[tspr->picnum] * tspr->yrepeat) / 8.0f); if (tspr->cstat & 8) { bglTranslatef(0.0f, 0.0, (float)(tilesizy[tspr->picnum] * tspr->yrepeat) / 4.0f); bglScalef(1.0f, 1.0f, -1.0f); } if (tspr->cstat & 4) bglScalef(1.0f, -1.0f, 1.0f); bglScalef(scale * tspr->xrepeat, scale * tspr->xrepeat, scale * tspr->yrepeat); bglTranslatef(0.0f, 0.0, m->zadd * 64); polymer_getscratchmaterial(&mdspritematerial); color = mdspritematerial.diffusemodulation; color[0] = color[1] = color[2] = ((float)(numpalookups-min(max((tspr->shade*shadescale)+m->shadeoff,0),numpalookups)))/((float)numpalookups); if (!(hictinting[tspr->pal].f&4)) { if (!(m->flags&1) || (!(tspr->owner >= MAXSPRITES) && sector[sprite[tspr->owner].sectnum].floorpal!=0)) { color[0] *= (float)hictinting[tspr->pal].r / 255.0; color[1] *= (float)hictinting[tspr->pal].g / 255.0; color[2] *= (float)hictinting[tspr->pal].b / 255.0; if (hictinting[MAXPALOOKUPS-1].r != 255 || hictinting[MAXPALOOKUPS-1].g != 255 || hictinting[MAXPALOOKUPS-1].b != 255) { color[0] *= (float)hictinting[MAXPALOOKUPS-1].r / 255.0; color[1] *= (float)hictinting[MAXPALOOKUPS-1].g / 255.0; color[2] *= (float)hictinting[MAXPALOOKUPS-1].b / 255.0; } } else globalnoeffect=1; //mdloadskin reads this } if (tspr->cstat & 2) { if (!(tspr->cstat&512)) color[3] = 0.66; else color[3] = 0.33; } else color[3] = 1.0; if (pr_gpusmoothing) mdspritematerial.frameprogress = m->interpol; for (surfi=0;surfihead.numsurfs;surfi++) { s = &m->head.surfs[surfi]; v0 = &s->xyzn[m->cframe*s->numverts]; v1 = &s->xyzn[m->nframe*s->numverts]; mdspritematerial.diffusemap = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,sprite[tspr->owner].pal)].skinnum,tspr->pal,surfi); if (!mdspritematerial.diffusemap) continue; if (r_detailmapping && !(tspr->cstat&1024)) { mdspritematerial.detailmap = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,DETAILPAL,surfi); for (sk = m->skinmap; sk; sk = sk->next) if ((int32_t)sk->palette == DETAILPAL && sk->skinnum == tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum && sk->surfnum == surfi) mdspritematerial.detailscale[0] = mdspritematerial.detailscale[1] = sk->param; } if (r_glowmapping && !(tspr->cstat&1024)) { mdspritematerial.glowmap = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,GLOWPAL,surfi); } if (pr_vbos > 1) { bglBindBufferARB(GL_ARRAY_BUFFER_ARB, m->texcoords[surfi]); bglTexCoordPointer(2, GL_FLOAT, 0, 0); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, m->geometry[surfi]); bglVertexPointer(3, GL_SHORT, sizeof(md3xyzn_t), (GLfloat*)(m->cframe * s->numverts * sizeof(md3xyzn_t))); if (pr_gpusmoothing) { mdspritematerial.nextframedata = (GLfloat*)(m->nframe * s->numverts * sizeof(md3xyzn_t)); mdspritematerial.nextframedatastride = sizeof(md3xyzn_t); } materialbits = polymer_bindmaterial(mdspritematerial); bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m->indices[surfi]); bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, 0); polymer_unbindmaterial(materialbits); bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } else { bglVertexPointer(3, GL_SHORT, sizeof(md3xyzn_t), v0); bglTexCoordPointer(2, GL_FLOAT, 0, s->uv); if (pr_gpusmoothing) { mdspritematerial.nextframedata = (GLfloat*)(v1); mdspritematerial.nextframedatastride = sizeof(md3xyzn_t); } materialbits = polymer_bindmaterial(mdspritematerial); bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, s->tris); polymer_unbindmaterial(materialbits); } } bglPopMatrix(); globalnoeffect=0; } static void polymer_loadmodelvbos(md3model_t* m) { int32_t i; md3surf_t *s; m->indices = calloc(m->head.numsurfs, sizeof(GLuint)); m->texcoords = calloc(m->head.numsurfs, sizeof(GLuint)); m->geometry = calloc(m->head.numsurfs, sizeof(GLuint)); bglGenBuffersARB(m->head.numsurfs, m->indices); bglGenBuffersARB(m->head.numsurfs, m->texcoords); bglGenBuffersARB(m->head.numsurfs, m->geometry); i = 0; while (i < m->head.numsurfs) { s = &m->head.surfs[i]; bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m->indices[i]); bglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, s->numtris * sizeof(md3tri_t), s->tris, modelvbousage); bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, m->texcoords[i]); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, s->numverts * sizeof(md3uv_t), s->uv, modelvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, m->geometry[i]); bglBufferDataARB(GL_ARRAY_BUFFER_ARB, s->numframes * s->numverts * sizeof(md3xyzn_t), s->xyzn, modelvbousage); bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); i++; } } // MATERIALS static void polymer_getscratchmaterial(_prmaterial* material) { // this function returns a material that won't validate any bits // make sure to keep it up to date with the validation logic in bindmaterial // PR_BIT_ANIM_INTERPOLATION material->frameprogress = 0.0f; material->nextframedata = NULL; material->nextframedatastride = 0; // PR_BIT_DIFFUSE_MAP material->diffusemap = 0; material->diffusescale[0] = material->diffusescale[1] = 1.0f; // PR_BIT_DIFFUSE_DETAIL_MAP material->detailmap = 0; material->detailscale[0] = material->detailscale[1] = 1.0f; // PR_BIT_DIFFUSE_MODULATION material->diffusemodulation[0] = material->diffusemodulation[1] = material->diffusemodulation[2] = material->diffusemodulation[3] = 1.0f; // PR_BIT_DIFFUSE_GLOW_MAP material->glowmap = 0; } static void polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade) { pthtyp* pth; pthtyp* detailpth; pthtyp* glowpth; polymer_getscratchmaterial(material); // PR_BIT_DIFFUSE_MAP if (!waloff[tilenum]) loadtile(tilenum); pth = NULL; pth = gltexcache(tilenum, pal, 0); if (pth) material->diffusemap = pth->glpic; if (pth->hicr) { material->diffusescale[0] = pth->hicr->xscale; material->diffusescale[1] = pth->hicr->yscale; } // PR_BIT_DIFFUSE_DETAIL_MAP if (r_detailmapping && hicfindsubst(tilenum, DETAILPAL, 0)) { detailpth = NULL; detailpth = gltexcache(tilenum, DETAILPAL, 0); if (detailpth && (detailpth->hicr->palnum == DETAILPAL)) { material->detailmap = detailpth->glpic; material->detailscale[0] = detailpth->hicr->xscale; material->detailscale[1] = detailpth->hicr->yscale; // scale by the diffuse map scale if there's one defined if (pth->hicr) { material->detailscale[0] *= material->diffusescale[0]; material->detailscale[1] *= material->diffusescale[1]; } } } // PR_BIT_DIFFUSE_MODULATION material->diffusemodulation[0] = material->diffusemodulation[1] = material->diffusemodulation[2] = ((float)(numpalookups-min(max(shade*shadescale,0),numpalookups)))/((float)numpalookups); if (pth && (pth->flags & 2) && (pth->palnum != pal)) { material->diffusemodulation[0] *= (float)hictinting[pal].r / 255.0; material->diffusemodulation[1] *= (float)hictinting[pal].g / 255.0; material->diffusemodulation[2] *= (float)hictinting[pal].b / 255.0; } // PR_BIT_DIFFUSE_GLOW_MAP if (r_fullbrights && pth && pth->flags & 16) material->glowmap = pth->ofb->glpic; if (r_glowmapping && hicfindsubst(tilenum, GLOWPAL, 0)) { glowpth = NULL; glowpth = gltexcache(tilenum, GLOWPAL, 0); if (glowpth && (glowpth->hicr->palnum == GLOWPAL)) material->glowmap = glowpth->glpic; } } static int32_t polymer_bindmaterial(_prmaterial material) { int32_t programbits; int32_t texunit; programbits = prprogrambits[PR_BIT_DEFAULT].bit; // --------- bit validation // PR_BIT_ANIM_INTERPOLATION if (material.nextframedata) programbits |= prprogrambits[PR_BIT_ANIM_INTERPOLATION].bit; // PR_BIT_DIFFUSE_MAP if (material.diffusemap) programbits |= prprogrambits[PR_BIT_DIFFUSE_MAP].bit; // PR_BIT_DIFFUSE_DETAIL_MAP if (material.detailmap) programbits |= prprogrambits[PR_BIT_DIFFUSE_DETAIL_MAP].bit; // PR_BIT_DIFFUSE_MODULATION if ((material.diffusemodulation[0] != 1.0f) || (material.diffusemodulation[1] != 1.0f) || (material.diffusemodulation[2] != 1.0f) || (material.diffusemodulation[3] != 1.0f)) programbits |= prprogrambits[PR_BIT_DIFFUSE_MODULATION].bit; programbits |= prprogrambits[PR_BIT_POINT_LIGHT].bit; // PR_BIT_DIFFUSE_GLOW_MAP if (material.glowmap) programbits |= prprogrambits[PR_BIT_DIFFUSE_GLOW_MAP].bit; // --------- program compiling if (!prprograms[programbits].handle) polymer_compileprogram(programbits); bglUseProgramObjectARB(prprograms[programbits].handle); // --------- bit setup texunit = 0; // PR_BIT_ANIM_INTERPOLATION if (programbits & prprogrambits[PR_BIT_ANIM_INTERPOLATION].bit) { bglEnableVertexAttribArrayARB(prprograms[programbits].attrib_nextFrameData); bglVertexAttribPointerARB(prprograms[programbits].attrib_nextFrameData, 3, GL_SHORT, GL_FALSE, material.nextframedatastride, material.nextframedata); bglUniform1fARB(prprograms[programbits].uniform_frameProgress, material.frameprogress); } // PR_BIT_DIFFUSE_MAP if (programbits & prprogrambits[PR_BIT_DIFFUSE_MAP].bit) { bglActiveTextureARB(texunit + GL_TEXTURE0_ARB); bglBindTexture(GL_TEXTURE_2D, material.diffusemap); bglUniform1iARB(prprograms[programbits].uniform_diffuseMap, texunit); bglUniform2fvARB(prprograms[programbits].uniform_diffuseScale, 1, material.diffusescale); texunit++; } // PR_BIT_DIFFUSE_DETAIL_MAP if (programbits & prprogrambits[PR_BIT_DIFFUSE_DETAIL_MAP].bit) { bglActiveTextureARB(texunit + GL_TEXTURE0_ARB); bglBindTexture(GL_TEXTURE_2D, material.detailmap); bglUniform1iARB(prprograms[programbits].uniform_detailMap, texunit); bglUniform2fvARB(prprograms[programbits].uniform_detailScale, 1, material.detailscale); texunit++; } // PR_BIT_DIFFUSE_MODULATION if (programbits & prprogrambits[PR_BIT_DIFFUSE_MODULATION].bit) { bglColor4f(material.diffusemodulation[0], material.diffusemodulation[1], material.diffusemodulation[2], material.diffusemodulation[3]); } // PR_BIT_POINT_LIGHT if (programbits & prprogrambits[PR_BIT_POINT_LIGHT].bit) { int lightCount; float range[4]; float color[6]; float pos[6]; float lightpos[6]; lightCount = 2; pos[0] = 62208; pos[1] = 42000 / 16.0; pos[2] = -6919; lightpos[0] = pos[0] * rootmodelviewmatrix[0] + pos[1] * rootmodelviewmatrix[4] + pos[2] * rootmodelviewmatrix[8] + + rootmodelviewmatrix[12]; lightpos[1] = pos[0] * rootmodelviewmatrix[1] + pos[1] * rootmodelviewmatrix[5] + pos[2] * rootmodelviewmatrix[9] + + rootmodelviewmatrix[13]; lightpos[2] = pos[0] * rootmodelviewmatrix[2] + pos[1] * rootmodelviewmatrix[6] + pos[2] * rootmodelviewmatrix[10] + + rootmodelviewmatrix[14]; color[0] = 0.1f; color[1] = 0.1f; color[2] = 0.5f; range[0] = 1024.0f / 1000.0; range[1] = 2048.0f / 1000.0; pos[3] = globalposy; pos[4] = -globalposz / 16.0; pos[5] = -globalposx; lightpos[3] = pos[3] * rootmodelviewmatrix[0] + pos[4] * rootmodelviewmatrix[4] + pos[5] * rootmodelviewmatrix[8] + + rootmodelviewmatrix[12]; lightpos[4] = pos[3] * rootmodelviewmatrix[1] + pos[4] * rootmodelviewmatrix[5] + pos[5] * rootmodelviewmatrix[9] + + rootmodelviewmatrix[13]; lightpos[5] = pos[3] * rootmodelviewmatrix[2] + pos[4] * rootmodelviewmatrix[6] + pos[5] * rootmodelviewmatrix[10] + + rootmodelviewmatrix[14]; color[3] = 0.1f; color[4] = 0.5f; color[5] = 0.1f; range[2] = 0.0f / 1000.0; range[3] = 10000.0f / 1000.0; /* bglUniform3fARB(prprograms[programbits].uniform_pointLightPosition, 62208, 42000 / 16.0, -6919); bglUniform3fARB(prprograms[programbits].uniform_pointLightPosition, globalposy, -globalposz / 16.0, -globalposx);*/ bglUniform1iARB(prprograms[programbits].uniform_lightCount, lightCount); bglUniform3fvARB(prprograms[programbits].uniform_pointLightPosition, lightCount, lightpos); bglUniform3fvARB(prprograms[programbits].uniform_pointLightColor, lightCount, color); bglUniform2fvARB(prprograms[programbits].uniform_pointLightRange, lightCount, range); } // PR_BIT_DIFFUSE_GLOW_MAP if (programbits & prprogrambits[PR_BIT_DIFFUSE_GLOW_MAP].bit) { bglActiveTextureARB(texunit + GL_TEXTURE0_ARB); bglBindTexture(GL_TEXTURE_2D, material.glowmap); bglUniform1iARB(prprograms[programbits].uniform_glowMap, texunit); texunit++; } bglActiveTextureARB(GL_TEXTURE0_ARB); return (programbits); } static void polymer_unbindmaterial(int32_t programbits) { // PR_BIT_ANIM_INTERPOLATION if (programbits & prprogrambits[PR_BIT_ANIM_INTERPOLATION].bit) { bglDisableVertexAttribArrayARB(prprograms[programbits].attrib_nextFrameData); } bglUseProgramObjectARB(0); } static void polymer_compileprogram(int32_t programbits) { int32_t i, enabledbits; GLhandleARB vert, frag, program; GLcharARB* source[PR_BIT_COUNT * 2]; GLcharARB infobuffer[PR_INFO_LOG_BUFFER_SIZE]; // --------- VERTEX vert = bglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); enabledbits = i = 0; while (i < PR_BIT_COUNT) { if (programbits & prprogrambits[i].bit) source[enabledbits++] = prprogrambits[i].vert_def; i++; } i = 0; while (i < PR_BIT_COUNT) { if (programbits & prprogrambits[i].bit) source[enabledbits++] = prprogrambits[i].vert_prog; i++; } bglShaderSourceARB(vert, enabledbits, (const GLcharARB**)source, NULL); bglCompileShaderARB(vert); // --------- FRAGMENT frag = bglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); enabledbits = i = 0; while (i < PR_BIT_COUNT) { if (programbits & prprogrambits[i].bit) source[enabledbits++] = prprogrambits[i].frag_def; i++; } i = 0; while (i < PR_BIT_COUNT) { if (programbits & prprogrambits[i].bit) source[enabledbits++] = prprogrambits[i].frag_prog; i++; } bglShaderSourceARB(frag, enabledbits, (const GLcharARB**)source, NULL); bglCompileShaderARB(frag); // --------- PROGRAM program = bglCreateProgramObjectARB(); bglAttachObjectARB(program, vert); bglAttachObjectARB(program, frag); bglLinkProgramARB(program); bglGetInfoLogARB(program, PR_INFO_LOG_BUFFER_SIZE, NULL, infobuffer); prprograms[programbits].handle = program; if (pr_verbosity >= 1) OSD_Printf("Compiling GPU program with bits %i...\n", programbits); if (infobuffer[0]) { if (pr_verbosity >= 1) OSD_Printf("Info log:\n%s\n", infobuffer); bglGetShaderSourceARB(vert, PR_INFO_LOG_BUFFER_SIZE, NULL, infobuffer); if (pr_verbosity >= 1) OSD_Printf("Vertex source dump:\n%s\n", infobuffer); bglGetShaderSourceARB(frag, PR_INFO_LOG_BUFFER_SIZE, NULL, infobuffer); if (pr_verbosity >= 1) OSD_Printf("Shader source dump:\n%s\n", infobuffer); } // --------- ATTRIBUTE/UNIFORM LOCATIONS // PR_BIT_ANIM_INTERPOLATION if (programbits & prprogrambits[PR_BIT_ANIM_INTERPOLATION].bit) { prprograms[programbits].attrib_nextFrameData = bglGetAttribLocationARB(program, "nextFrameData"); prprograms[programbits].uniform_frameProgress = bglGetUniformLocationARB(program, "frameProgress"); } // PR_BIT_DIFFUSE_MAP if (programbits & prprogrambits[PR_BIT_DIFFUSE_MAP].bit) { prprograms[programbits].uniform_diffuseMap = bglGetUniformLocationARB(program, "diffuseMap"); prprograms[programbits].uniform_diffuseScale = bglGetUniformLocationARB(program, "diffuseScale"); } // PR_BIT_DIFFUSE_DETAIL_MAP if (programbits & prprogrambits[PR_BIT_DIFFUSE_DETAIL_MAP].bit) { prprograms[programbits].uniform_detailMap = bglGetUniformLocationARB(program, "detailMap"); prprograms[programbits].uniform_detailScale = bglGetUniformLocationARB(program, "detailScale"); } // PR_BIT_POINT_LIGHT if (programbits & prprogrambits[PR_BIT_POINT_LIGHT].bit) { prprograms[programbits].uniform_lightCount = bglGetUniformLocationARB(program, "lightCount"); prprograms[programbits].uniform_pointLightPosition = bglGetUniformLocationARB(program, "pointLightPosition"); prprograms[programbits].uniform_pointLightColor = bglGetUniformLocationARB(program, "pointLightColor"); prprograms[programbits].uniform_pointLightRange = bglGetUniformLocationARB(program, "pointLightRange"); } // PR_BIT_DIFFUSE_GLOW_MAP if (programbits & prprogrambits[PR_BIT_DIFFUSE_GLOW_MAP].bit) { prprograms[programbits].uniform_glowMap = bglGetUniformLocationARB(program, "glowMap"); } } #endif