mirror of
https://github.com/ZDoom/Raze.git
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a5f8978a9f
git-svn-id: https://svn.eduke32.com/eduke32@1377 1a8010ca-5511-0410-912e-c29ae57300e0
335 lines
12 KiB
C
335 lines
12 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 RTT portals (water)
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// o clip mirrors/portals to their planes
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// o merge mirrors/portals from the same plane
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// - SPRITES
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// o sprite panning
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// - SKIES
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// o skyview
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// - MDSPRITES
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// o need full translation and rotation support from CON to attach to game world or tags
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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 "baselayer.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 "hightile.h"
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# include "mdsprite.h"
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# include "polymost.h"
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# include "pragmas.h"
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# include <math.h>
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// CVARS
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extern int32_t pr_lighting;
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extern int32_t pr_normalmapping;
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extern int32_t pr_specularmapping;
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extern int32_t pr_shadows;
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extern int32_t pr_shadowcount;
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extern int32_t pr_shadowdetail;
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extern int32_t pr_maxlightpasses;
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extern int32_t pr_maxlightpriority;
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extern int32_t pr_fov;
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extern int32_t pr_billboardingmode;
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extern int32_t pr_verbosity;
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extern int32_t pr_wireframe;
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extern int32_t pr_vbos;
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extern int32_t pr_gpusmoothing;
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extern int32_t pr_overrideparallax;
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extern float pr_parallaxscale;
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extern float pr_parallaxbias;
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extern int32_t pr_overridespecular;
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extern float pr_specularpower;
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extern float pr_specularfactor;
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// MATERIAL
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typedef enum {
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PR_BIT_HEADER, // must be first
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PR_BIT_ANIM_INTERPOLATION,
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PR_BIT_LIGHTING_PASS,
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PR_BIT_NORMAL_MAP,
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PR_BIT_DIFFUSE_MAP,
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PR_BIT_DIFFUSE_DETAIL_MAP,
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PR_BIT_DIFFUSE_MODULATION,
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PR_BIT_SPECULAR_MAP,
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PR_BIT_SPECULAR_MATERIAL,
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PR_BIT_MIRROR_MAP,
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PR_BIT_FOG,
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PR_BIT_GLOW_MAP,
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PR_BIT_SHADOW_MAP,
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PR_BIT_LIGHT_MAP,
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PR_BIT_SPOT_LIGHT,
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PR_BIT_POINT_LIGHT,
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PR_BIT_FOOTER, // 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_prmaterial {
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// PR_BIT_ANIM_INTERPOLATION
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GLfloat frameprogress;
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GLfloat* nextframedata;
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GLsizei nextframedatastride;
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// PR_BIT_NORMAL_MAP
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GLuint normalmap;
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GLfloat normalbias[2];
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// PR_BIT_DIFFUSE_MAP
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GLuint diffusemap;
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GLfloat diffusescale[2];
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// PR_BIT_DIFFUSE_DETAIL_MAP
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GLuint detailmap;
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GLfloat detailscale[2];
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// PR_BIT_DIFFUSE_MODULATION
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GLfloat diffusemodulation[4];
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// PR_BIT_SPECULAR_MAP
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GLuint specmap;
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// PR_BIT_SPECULAR_MATERIAL
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GLfloat specmaterial[2];
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// PR_BIT_MIRROR_MAP
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GLuint mirrormap;
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// PR_BIT_GLOW_MAP
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GLuint glowmap;
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// PR_BIT_SHADOW_MAP
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GLboolean mdspritespace;
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} _prmaterial;
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typedef struct s_prrograminfo {
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GLhandleARB handle;
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// PR_BIT_ANIM_INTERPOLATION
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GLint attrib_nextFrameData;
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GLint attrib_nextFrameNormal;
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GLint uniform_frameProgress;
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// PR_BIT_NORMAL_MAP
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GLint attrib_T;
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GLint attrib_B;
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GLint attrib_N;
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GLint uniform_eyePosition;
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GLint uniform_normalMap;
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GLint uniform_normalBias;
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// PR_BIT_DIFFUSE_MAP
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GLint uniform_diffuseMap;
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GLint uniform_diffuseScale;
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// PR_BIT_DIFFUSE_DETAIL_MAP
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GLint uniform_detailMap;
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GLint uniform_detailScale;
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// PR_BIT_SPECULAR_MAP
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GLint uniform_specMap;
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// PR_BIT_SPECULAR_MATERIAL
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GLint uniform_specMaterial;
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// PR_BIT_MIRROR_MAP
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GLint uniform_mirrorMap;
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// PR_BIT_GLOW_MAP
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GLint uniform_glowMap;
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// PR_BIT_SHADOW_MAP
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GLint uniform_shadowMap;
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GLint uniform_shadowProjMatrix;
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// PR_BIT_LIGHT_MAP
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GLint uniform_lightMap;
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// PR_BIT_SPOT_LIGHT
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GLint uniform_spotDir;
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GLint uniform_spotRadius;
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} _prprograminfo;
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#define PR_INFO_LOG_BUFFER_SIZE 8192
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typedef struct s_prprogrambit {
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int32_t 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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// LIGHTS
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#define PR_MAXLIGHTS 128
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#define SHADOW_DEPTH_OFFSET 30
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#define PR_MAXLIGHTPRIORITY 6
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typedef struct s_prlight {
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int32_t x, y, z, horiz, range;
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int16_t angle, faderadius, radius, sector;
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uint8_t color[3], priority;
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int8_t minshade, maxshade;
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int16_t tilenum;
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// internal members
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GLfloat proj[16];
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GLfloat transform[16];
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float frustum[5 * 4];
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int32_t rtindex;
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char isinview;
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GLuint lightmap;
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} _prlight;
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extern _prlight staticlights[PR_MAXLIGHTS];
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extern int32_t staticlightcount;
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extern _prlight gamelights[PR_MAXLIGHTS];
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extern int32_t gamelightcount;
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extern _prlight framelights[PR_MAXLIGHTS];
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extern int32_t framelightcount;
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// RENDER TARGETS
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typedef struct s_prrt {
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GLenum target;
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GLuint color;
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GLuint z;
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GLuint fbo;
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int32_t xdim, ydim;
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} _prrt;
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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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int32_t vertcount;
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GLuint vbo;
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// attributes
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GLfloat t[3];
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GLfloat b[3];
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GLfloat n[3];
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GLfloat plane[4];
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_prmaterial material;
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// elements
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GLushort* indices;
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int32_t indicescount;
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GLuint ivbo;
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// lights
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char lights[PR_MAXLIGHTS];
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char lightcount;
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char drawn;
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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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int16_t curindice;
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int32_t indicescount;
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int32_t 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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int32_t ceilingz, floorz;
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int16_t ceilingstat, floorstat;
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int16_t ceilingpicnum, ceilingheinum;
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int8_t ceilingshade;
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char ceilingpal, ceilingxpanning, ceilingypanning;
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int16_t floorpicnum, floorheinum;
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int8_t 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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uint32_t 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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int16_t cstat, nwallcstat;
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int16_t picnum, overpicnum, nwallpicnum;
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int8_t 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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uint32_t invalidid;
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char controlstate;
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} _prwall;
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typedef struct s_prmirror {
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_prplane *plane;
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int16_t sectnum;
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int16_t wallnum;
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} _prmirror;
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typedef void (*animatespritesptr)(int32_t, int32_t, int32_t, int32_t);
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typedef struct s_pranimatespritesinfo {
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animatespritesptr animatesprites;
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int32_t x, y, a, smoothratio;
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} _pranimatespritesinfo;
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// EXTERNAL FUNCTIONS
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int32_t 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(int32_t daposx, int32_t daposy, int32_t daposz, int16_t daang, int32_t dahoriz, int16_t dacursectnum);
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void polymer_drawmasks(void);
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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);
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void polymer_drawmaskwall(int32_t damaskwallcnt);
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void polymer_drawsprite(int32_t snum);
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void polymer_setanimatesprites(animatespritesptr animatesprites, int32_t x, int32_t y, int32_t a, int32_t smoothratio);
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# ifdef POLYMER_C
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// CORE
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static void polymer_displayrooms(int16_t sectnum);
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static void polymer_drawplane(_prplane* plane);
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static inline void polymer_inb4mirror(GLfloat* buffer, GLfloat* plane);
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static void polymer_animatesprites(void);
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// SECTORS
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static int32_t polymer_initsector(int16_t sectnum);
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static int32_t polymer_updatesector(int16_t 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 int32_t polymer_buildfloor(int16_t sectnum);
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static void polymer_drawsector(int16_t sectnum);
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// WALLS
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static int32_t polymer_initwall(int16_t wallnum);
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static void polymer_updatewall(int16_t wallnum);
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static void polymer_drawwall(int16_t sectnum, int16_t wallnum);
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// HSR
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static void polymer_computeplane(_prplane* p);
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static inline void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
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static inline void polymer_transformpoint(float* inpos, float* pos, float* matrix);
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static inline void polymer_pokesector(int16_t sectnum);
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static void polymer_extractfrustum(GLfloat* modelview, GLfloat* projection, float* frustum);
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static int32_t polymer_planeinfrustum(_prplane *plane, float* frustum);
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static inline void polymer_scansprites(int16_t sectnum, spritetype* tsprite, int32_t* spritesortcnt);
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// SKIES
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static void polymer_getsky(void);
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static void polymer_drawsky(int16_t tilenum);
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static void polymer_initartsky(void);
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static void polymer_drawartsky(int16_t tilenum);
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static void polymer_drawartskyquad(int32_t p1, int32_t p2, GLfloat height);
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static void polymer_drawskybox(int16_t 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_t* m);
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// MATERIALS
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static void polymer_getscratchmaterial(_prmaterial* material);
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static void polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade);
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static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int lightcount);
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static void polymer_unbindmaterial(int32_t programbits);
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static void polymer_compileprogram(int32_t programbits);
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// LIGHTS
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static void polymer_resetlights(void);
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static void polymer_addlight(_prlight light);
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static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
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static inline void polymer_culllight(char lightindex);
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static void polymer_prepareshadows(void);
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static void polymer_applylights(void);
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// RENDER TARGETS
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static void polymer_initrendertargets(int32_t count);
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# endif // !POLYMER_C
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#endif // !_polymer_h_
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