From 75ae399d389dd328baeec4674c36651378c0df8b Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 16 Jan 2023 22:03:16 +0100 Subject: [PATCH] Implemented quad strip topology for rendering faces, which is actually a good bit simpler than triangle strips. --- world.c | 47 +++++++++++++++++++++++++---------------------- 1 file changed, 25 insertions(+), 22 deletions(-) diff --git a/world.c b/world.c index ccfe05c..25fc3f1 100644 --- a/world.c +++ b/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); }