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@ -73,28 +73,33 @@ static INLINE void draw_trianglestrip_lit(SVECTOR *verts, u_char numVerts, u_lon |
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} |
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} |
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static INLINE void draw_quadstrip_lit(SVECTOR *verts, u_char numVerts, u_long *ot) |
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static INLINE void draw_quadstrip_lit(const ps1bsp_vertex_t *vertices, const ps1bsp_polyvertex_t *polyVerts, u_char numVerts, u_long *ot) |
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{ |
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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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const ps1bsp_polyvertex_t *v0, *v1, *v2, *v3; |
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u_char i0, i1, i2, i3; |
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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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v2 = --tail; |
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v3 = head++; |
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i2 = --tail; |
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i3 = 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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u_char numQuads = (numVerts - 1) >> 1; |
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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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i0 = i2; |
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i1 = i3; |
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i2 = --tail; |
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i3 = 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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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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// Draw a flat-shaded untextured colored quad |
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@ -103,14 +108,63 @@ static INLINE void draw_quadstrip_lit(SVECTOR *verts, u_char numVerts, u_long *o |
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gte_stsxy3_g3(poly); |
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// Transform the fourth vertex to complete the quad |
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gte_ldv0(v3); |
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gte_ldv0(&vertices[v3->index]); |
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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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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->light; |
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->light; |
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->light; |
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poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->light; |
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addPrim(ot, poly); |
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++polyCount; |
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} |
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} |
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static INLINE void draw_quadstrip_colored(const ps1bsp_vertex_t *vertices, const ps1bsp_facevertex_t *faceVerts, u_char numVerts, u_long *ot) |
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{ |
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const ps1bsp_facevertex_t *v0, *v1, *v2, *v3; |
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u_char i0, i1, i2, i3; |
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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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// 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) >> 1; |
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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx) |
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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 = &faceVerts[i0]; |
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v1 = &faceVerts[i1]; |
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v2 = &faceVerts[i2]; |
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v3 = &faceVerts[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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// 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_stsxy3_g3(poly); |
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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_rtps(); |
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gte_stsxy(&poly->x3); |
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poly->r0 = v0->r << 3; poly->g0 = v0->g << 3; poly->b0 = v0->b << 3; |
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poly->r1 = v1->r << 3; poly->g1 = v1->g << 3; poly->b1 = v1->b << 3; |
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poly->r2 = v2->r << 3; poly->g2 = v2->g << 3; poly->b2 = v2->b << 3; |
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poly->r3 = v3->r << 3; poly->g3 = v3->g << 3; poly->b3 = v3->b << 3; |
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addPrim(ot, poly); |
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++polyCount; |
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