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Implemented quad strip topology for rendering faces, which is actually a good bit simpler than triangle strips.

tess_experiment
Nico de Poel 3 years ago
parent
commit
75ae399d38
  1. 47
      world.c

47
world.c

@ -63,30 +63,25 @@ void world_draw(const world_t *world)
vecs[vertIdx].pad = vert->baseLight;
}
// Draw the face as a triangle strip
const SVECTOR *v0, *v1, *v2;
// Draw the face as a quad strip
const SVECTOR *v0, *v1, *v2, *v3;
const SVECTOR *head = vecs;
const SVECTOR *tail = vecs + face->numFaceVertices;
u_char reverse = 0;
v2 = head++; // Initialize first vertex to index 0 and set head to index 1
// Initialize the first two vertices
v2 = --tail;
v3 = head++;
for (u_char vertIdx = 0; vertIdx < face->numFaceVertices - 2; ++vertIdx)
// 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
u_char numQuads = (face->numFaceVertices - 1) / 2;
for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
{
if (reverse ^= 1)
{
v0 = v2;
v1 = head;
v2 = --tail;
}
else
{
v0 = v1;
v1 = ++head;
v2 = tail;
}
// Naively draw the triangle with GTE, nothing special or optimized about this
v0 = v2;
v1 = v3;
v2 = --tail;
v3 = head++;
// Naively draw the quad with GTE, nothing special or optimized about this
gte_ldv3(v0, v1, v2);
gte_rtpt(); // Rotation, translation, perspective projection
@ -104,17 +99,25 @@ void world_draw(const world_t *world)
continue;
// Draw a flat-shaded untextured colored triangle
POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3));
POLY_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4));
if (poly == NULL)
break;
setPolyG3(poly);
setPolyG4(poly);
gte_stsxy0(&poly->x0);
gte_stsxy1(&poly->x1);
gte_stsxy2(&poly->x2);
gte_stsxy3_g3(poly);
// Transform the fourth vertex to complete the quad
gte_ldv0(v3);
gte_rtps();
gte_stsxy(&poly->x3);
poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad;
poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad;
poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad;
poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad;
addPrim(curOT + depth, poly);
}

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