2 changed files with 227 additions and 220 deletions
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#ifndef __DRAW_H__ |
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#define __DRAW_H__ |
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#include "common.h" |
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#include "display.h" |
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#include <inline_c.h> |
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static INLINE void draw_triangle_fan(SVECTOR *verts, u_char numVerts) |
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{ |
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int p; |
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if (!mem_checkprim(sizeof(POLY_G3), numVerts - 2)) |
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return; |
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// Draw the face as a triangle fan |
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u_char maxVert = numVerts - 1; |
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for (int vertIdx = 1; vertIdx < maxVert; ++vertIdx) |
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{ |
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const SVECTOR *v0 = &verts[0]; |
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const SVECTOR *v1 = &verts[vertIdx]; |
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const SVECTOR *v2 = &verts[vertIdx + 1]; |
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// Naively draw the triangle with GTE, nothing special or optimized about this |
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gte_ldv3(v0, v1, v2); |
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gte_rtpt(); // Rotation, translation, perspective projection |
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// Average Z for depth sorting and culling |
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gte_avsz3(); |
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gte_stotz(&p); |
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short depth = p >> 2; |
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if (depth <= 0 || depth >= OTLEN) |
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continue; |
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// Draw a flat-shaded untextured colored triangle |
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POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3)); |
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setPolyG3(poly); |
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gte_stsxy3_g3(poly); |
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; |
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; |
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; |
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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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static INLINE void draw_triangle_strip(SVECTOR *verts, u_char numVerts) |
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{ |
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int p; |
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u_char numTris = numVerts - 2; |
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if (!mem_checkprim(sizeof(POLY_G3), numTris)) |
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return; |
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// Draw the face as a triangle strip |
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const SVECTOR *v0, *v1, *v2; |
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const SVECTOR *head = verts; |
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const SVECTOR *tail = verts + numVerts; |
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u_char reverse = 0; |
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v2 = head++; // Initialize first vertex to index 0 and set head to index 1 |
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for (u_char triIdx = 0; triIdx < numTris; ++triIdx) |
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{ |
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if (reverse ^= 1) |
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{ |
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v0 = v2; |
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v1 = head; |
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v2 = --tail; |
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} |
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else |
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{ |
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v0 = v1; |
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v1 = ++head; |
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v2 = tail; |
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} |
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// Naively draw the triangle with GTE, nothing special or optimized about this |
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gte_ldv3(v0, v1, v2); |
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gte_rtpt(); // Rotation, translation, perspective projection |
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|
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// Average Z for depth sorting and culling |
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gte_avsz3(); |
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gte_stotz(&p); |
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short depth = p >> 2; |
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if (depth <= 0 || depth >= OTLEN) |
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continue; |
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// Draw a flat-shaded untextured colored triangle |
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POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3)); |
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setPolyG3(poly); |
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gte_stsxy3_g3(poly); |
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; |
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; |
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; |
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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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static INLINE void draw_quad_strip(SVECTOR *verts, u_char numVerts) |
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{ |
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int p; |
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u_char numQuads = (numVerts - 1) / 2; |
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if (!mem_checkprim(sizeof(POLY_G4), numQuads)) |
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return; |
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// Draw the face as a quad strip |
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const SVECTOR *v0, *v1, *v2, *v3; |
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const SVECTOR *head = verts; |
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const SVECTOR *tail = verts + numVerts; |
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// Initialize the first two vertices |
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v2 = --tail; |
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v3 = head++; |
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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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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx) |
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{ |
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v0 = v2; |
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v1 = v3; |
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v2 = --tail; |
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v3 = head++; |
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// Naively draw the quad with GTE, nothing special or optimized about this |
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gte_ldv3(v0, v1, v2); |
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gte_rtpt(); // Rotation, translation, perspective projection |
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// Average Z for depth sorting and culling |
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gte_avsz3(); |
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gte_stotz(&p); |
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short depth = p >> 2; |
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if (depth <= 0 || depth >= OTLEN) |
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continue; |
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// Draw a flat-shaded untextured colored quad |
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POLY_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4)); |
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setPolyG4(poly); |
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gte_stsxy0(&poly->x0); |
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gte_stsxy1(&poly->x1); |
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gte_stsxy2(&poly->x2); |
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// Transform the fourth vertex to complete the quad |
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gte_ldv0(v3); |
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gte_rtps(); |
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gte_stsxy(&poly->x3); |
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; |
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; |
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; |
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poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad; |
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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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static INLINE void draw_quad_strip_tex(STVECTOR *verts, u_char numVerts, u_short tpage) |
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{ |
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int p; |
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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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u_char numQuads = (numVerts - 1) / 2; |
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if (!mem_checkprim(sizeof(POLY_GT4), numQuads)) |
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return; |
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// Draw the face as a quad strip |
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const STVECTOR *v0, *v1, *v2, *v3; |
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const STVECTOR *head = verts; |
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const STVECTOR *tail = verts + numVerts; |
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// Initialize the first two vertices |
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v2 = --tail; |
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v3 = head++; |
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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx) |
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{ |
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v0 = v2; |
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v1 = v3; |
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v2 = --tail; |
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v3 = head++; |
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// Naively draw the quad with GTE, nothing special or optimized about this |
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gte_ldv3(v0, v1, v2); |
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gte_rtpt(); // Rotation, translation, perspective projection |
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|
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// Average Z for depth sorting and culling |
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gte_avsz3(); |
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gte_stotz(&p); |
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short depth = p >> 2; |
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if (depth <= 0 || depth >= OTLEN) |
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continue; |
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// Draw a flat-shaded untextured colored quad |
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POLY_GT4 *poly = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); |
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setPolyGT4(poly); |
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gte_stsxy0(&poly->x0); |
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gte_stsxy1(&poly->x1); |
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gte_stsxy2(&poly->x2); |
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// Transform the fourth vertex to complete the quad |
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gte_ldv0(v3); |
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gte_rtps(); |
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gte_stsxy(&poly->x3); |
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// Texture UVs |
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setUV4(poly, v0->u, v0->v, v1->u, v1->v, v2->u, v2->v, v3->u, v3->v); |
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poly->clut = quake_clut; |
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poly->tpage = tpage; |
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// Vertex color lighting |
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; |
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; |
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; |
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poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad; |
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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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#endif // __DRAW_H__ |
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