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Draw water surfaces as unlit textured polygons

unrollquadloop
Nico de Poel 3 years ago
parent
commit
c9bee9d500
  1. 61
      draw.h
  2. 5
      world.c

61
draw.h

@ -223,4 +223,65 @@ static INLINE void draw_quad_strip_tex(STVECTOR *verts, u_char numVerts, u_short
} }
} }
static INLINE void draw_quad_strip_water(STVECTOR *verts, u_char numVerts, u_short tpage)
{
int p;
// 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 = (numVerts - 1) / 2;
if (!mem_checkprim(sizeof(POLY_FT4), numQuads))
return;
// Draw the face as a quad strip
const STVECTOR *v0, *v1, *v2, *v3;
const STVECTOR *head = verts;
const STVECTOR *tail = verts + numVerts;
// Initialize the first two vertices
v2 = --tail;
v3 = head++;
for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
{
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
// Average Z for depth sorting and culling
gte_avsz3();
gte_stotz(&p);
short depth = p >> 2;
if (depth <= 0 || depth >= OTLEN)
continue;
// Draw a flat-shaded untextured colored quad
POLY_FT4 *poly = (POLY_FT4*)mem_prim(sizeof(POLY_FT4));
setPolyFT4(poly);
gte_stsxy0(&poly->x0);
gte_stsxy1(&poly->x1);
gte_stsxy2(&poly->x2);
// Transform the fourth vertex to complete the quad
gte_ldv0(v3);
gte_rtps();
gte_stsxy(&poly->x3);
// Texture UVs
setUV4(poly, v0->u, v0->v, v1->u, v1->v, v2->u, v2->v, v3->u, v3->v);
poly->clut = quake_clut;
poly->tpage = tpage;
// Unlit
poly->r0 = poly->g0 = poly->b0 = 255;
addPrim(curOT + depth, poly);
++polyCount;
}
}
#endif // __DRAW_H__ #endif // __DRAW_H__

5
world.c

@ -128,7 +128,10 @@ static void world_drawface(const world_t *world, const ps1bsp_face_t *face)
curVert->pad = polyVertex->light; curVert->pad = polyVertex->light;
} }
draw_quad_strip_tex(verts, poly->numPolyVertices, faceTexture->tpage);
if (face->flags & SURF_DRAWWATER)
draw_quad_strip_water(verts, poly->numPolyVertices, faceTexture->tpage);
else
draw_quad_strip_tex(verts, poly->numPolyVertices, faceTexture->tpage);
} }
} }
} }

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