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@ -223,4 +223,65 @@ static INLINE void draw_quad_strip_tex(STVECTOR *verts, u_char numVerts, u_short |
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} |
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} |
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static INLINE void draw_quad_strip_water(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_FT4), 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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// 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_FT4 *poly = (POLY_FT4*)mem_prim(sizeof(POLY_FT4)); |
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setPolyFT4(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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// Unlit |
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poly->r0 = poly->g0 = poly->b0 = 255; |
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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__ |