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@ -209,66 +209,153 @@ static INLINE void draw_triangle_textured(STVECTOR *verts, u_short tpage, u_long |
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static INLINE void draw_quadstrip_textured(const ps1bsp_vertex_t *vertices, const ps1bsp_polyvertex_t *polyVerts, u_char numVerts, u_short tpage, u_long *ot) |
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{ |
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const ps1bsp_polyvertex_t *v0, *v1, *v2, *v3; |
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u_char i0, i1, i2, i3; |
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POLY_GT4 *p0, *p1, *p2; |
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const ps1bsp_polyvertex_t *v0, *v1, *v2; |
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u_char head = 0; |
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u_char tail = numVerts; |
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// Initialize the first two vertices |
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i2 = --tail; |
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i3 = head++; |
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// Initialize the first vertices |
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v0 = &polyVerts[head++]; |
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v1 = &polyVerts[--tail]; |
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v2 = &polyVerts[head++]; |
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// Transform the first three vertices |
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gte_ldv3(&vertices[v0->index], &vertices[v1->index], &vertices[v2->index]); |
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gte_rtpt(); |
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// Normally a quad strip would have (N-2)/2 quads, but we might end up with a sole triangle at the end which will be drawn as a collapsed quad |
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// NOTE: testing has shown that the PS1 is faster just rendering quads and accepting the odd collapsed quad, rather than being clever with pointer comparisons and drawing a single triangle at the end. |
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u_char numQuads = (numVerts - 1) >> 1; |
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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx) |
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u_char quadIdx = 0; |
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for (;;) |
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{ |
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i0 = i2; |
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i1 = i3; |
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i2 = --tail; |
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i3 = head++; |
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v0 = &polyVerts[i0]; |
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v1 = &polyVerts[i1]; |
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v2 = &polyVerts[i2]; |
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v3 = &polyVerts[i3]; |
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// Transform the first three vertices |
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gte_ldv3(&vertices[v0->index], &vertices[v1->index], &vertices[v2->index]); |
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gte_rtpt(); // Rotation, translation, perspective projection |
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if (quadIdx++ == numQuads) |
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return; |
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// Draw a gouraud shaded textured quad |
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POLY_GT4 *poly = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); |
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p0 = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); |
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// Fill out the quad's data fields in struct order, to optimize data access |
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// First vertex and texture CLUT |
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setColorFast(&poly->r0, &v0->r); |
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setUVFast(&poly->u0, &v0->u); |
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gte_stsxy0(&poly->x0); |
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poly->clut = quake_clut; |
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setColorFast(&p0->r0, &v0->r); |
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setUVFast(&p0->u0, &v0->u); |
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gte_stsxy0(&p0->x0); |
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p0->clut = quake_clut; |
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// Second vertex and texture page |
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setColorFast(&poly->r1, &v1->r); |
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gte_stsxy1(&poly->x1); |
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setUVFast(&poly->u1, &v1->u); |
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poly->tpage = tpage; |
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setColorFast(&p0->r1, &v1->r); |
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gte_stsxy1(&p0->x1); |
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setUVFast(&p0->u1, &v1->u); |
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p0->tpage = tpage; |
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// Third vertex |
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setColorFast(&poly->r2, &v2->r); |
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gte_stsxy2(&poly->x2); |
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setUVFast(&poly->u2, &v2->u); |
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setColorFast(&p0->r2, &v2->r); |
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gte_stsxy2(&p0->x2); |
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setUVFast(&p0->u2, &v2->u); |
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if (quadIdx++ == numQuads) |
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{ |
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v0 = &polyVerts[--tail]; |
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// Transform the fourth vertex to complete the quad |
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gte_ldv0(&vertices[v3->index]); |
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gte_ldv0(&vertices[v0->index]); |
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gte_rtps(); |
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// Fourth vertex |
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setColorFast(&poly->r3, &v3->r); |
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setUVFast(&poly->u3, &v3->u); |
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gte_stsxy(&poly->x3); |
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setColorFast(&p0->r3, &v0->r); |
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setUVFast(&p0->u3, &v0->u); |
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gte_stsxy(&p0->x3); |
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setPolyGT4(poly); |
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addPrim(ot, poly); |
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// Finalize the quad |
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setPolyGT4(p0); |
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addPrim(ot, p0); |
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++polyCount; |
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return; |
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} |
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// Start the second quad, sharing two vertices with the first quad |
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p1 = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); |
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setColorFast(&p1->r0, &v2->r); |
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gte_stsxy2(&p1->x0); |
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setUVFast(&p1->u0, &v2->u); |
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p1->clut = quake_clut; |
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// Transform the next three vertices |
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v0 = &polyVerts[--tail]; |
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v1 = &polyVerts[head++]; |
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v2 = &polyVerts[--tail]; |
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gte_ldv3(&vertices[v0->index], &vertices[v1->index], &vertices[v2->index]); |
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gte_rtpt(); |
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// Fourth vertex of the first quad |
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setColorFast(&p0->r3, &v0->r); |
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setUVFast(&p0->u3, &v0->u); |
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gte_stsxy0(&p0->x3); |
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// Finalize the first quad |
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setPolyGT4(p0); |
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addPrim(ot, p0); |
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++polyCount; |
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// Second vertex of the second quad |
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setColorFast(&p1->r1, &v0->r); |
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setUVFast(&p1->u1, &v0->u); |
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gte_stsxy0(&p1->x1); |
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p1->tpage = tpage; |
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// Third vertex |
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setColorFast(&p1->r2, &v1->r); |
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gte_stsxy1(&p1->x2); |
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setUVFast(&p1->u2, &v1->u); |
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// Fourth vertex |
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setColorFast(&p1->r3, &v2->r); |
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gte_stsxy2(&p1->x3); |
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setUVFast(&p1->u3, &v2->u); |
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// Finalize the second quad |
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setPolyGT4(p1); |
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addPrim(ot, p1); |
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++polyCount; |
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if (quadIdx++ == numQuads) |
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return; |
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// Start the third quad, sharing two vertices with the second quad and two with the next quad |
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p2 = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); |
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setColorFast(&p2->r0, &v1->r); |
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gte_stsxy1(&p2->x0); |
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setUVFast(&p2->u0, &v1->u); |
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p2->clut = quake_clut; |
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// Second vertex and texture page |
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setColorFast(&p2->r1, &v2->r); |
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setUVFast(&p2->u1, &v2->u); |
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gte_stsxy2(&p2->x1); |
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p2->tpage = tpage; |
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// Transform the next three vertices |
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v0 = &polyVerts[head++]; |
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v1 = &polyVerts[--tail]; |
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v2 = &polyVerts[head++]; |
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gte_ldv3(&vertices[v0->index], &vertices[v1->index], &vertices[v2->index]); |
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gte_rtpt(); |
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// Third vertex |
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setColorFast(&p2->r2, &v0->r); |
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gte_stsxy0(&p2->x2); |
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setUVFast(&p2->u2, &v0->u); |
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// Fourth vertex |
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setColorFast(&p2->r3, &v1->r); |
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gte_stsxy1(&p2->x3); |
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setUVFast(&p2->u3, &v1->u); |
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// Finalize the second quad |
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setPolyGT4(p2); |
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addPrim(ot, p2); |
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++polyCount; |
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} |
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} |
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