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@ -38,6 +38,178 @@ void world_load(const u_long *data, world_t *world) |
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bytes += sizeof(ps1bsp_face_t) * world->header->numFaces; |
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} |
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static inline void drawface_triangle_fan(const ps1bsp_face_t *face, SVECTOR *vecs) |
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{ |
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int p; |
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// Draw the face as a triangle fan |
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u_char maxVert = face->numFaceVertices - 1; |
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for (int vertIdx = 1; vertIdx < maxVert; ++vertIdx) |
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{ |
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const SVECTOR *v0 = &vecs[0]; |
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const SVECTOR *v1 = &vecs[vertIdx]; |
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const SVECTOR *v2 = &vecs[vertIdx + 1]; |
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// Naively draw the triangle 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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// Normal clipping for backface culling |
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gte_nclip(); |
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gte_stopz(&p); |
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if (p < 0) |
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continue; |
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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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unsigned 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 triangle |
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POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3)); |
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if (poly == NULL) |
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break; |
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setPolyG3(poly); |
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gte_stsxy3_g3(poly); |
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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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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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static inline void drawface_triangle_strip(const ps1bsp_face_t *face, SVECTOR *vecs) |
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{ |
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int p; |
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// Draw the face as a triangle strip |
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const SVECTOR *v0, *v1, *v2; |
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const SVECTOR *head = vecs; |
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const SVECTOR *tail = vecs + face->numFaceVertices; |
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u_char reverse = 0; |
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v2 = head++; // Initialize first vertex to index 0 and set head to index 1 |
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u_char numTris = face->numFaceVertices - 2; |
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for (u_char triIdx = 0; triIdx < numTris; ++triIdx) |
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{ |
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if (reverse ^= 1) |
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{ |
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v0 = v2; |
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v1 = head; |
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v2 = --tail; |
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} |
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else |
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{ |
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v0 = v1; |
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v1 = ++head; |
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v2 = tail; |
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} |
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// Naively draw the triangle 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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// Normal clipping for backface culling |
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gte_nclip(); |
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gte_stopz(&p); |
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if (p < 0) |
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continue; |
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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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unsigned 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 triangle |
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POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3)); |
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if (poly == NULL) |
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break; |
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setPolyG3(poly); |
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gte_stsxy3_g3(poly); |
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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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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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static inline void drawface_quad_strip(const ps1bsp_face_t *face, SVECTOR *vecs) |
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{ |
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int p; |
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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 = vecs; |
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const SVECTOR *tail = vecs + face->numFaceVertices; |
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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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// 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 = (face->numFaceVertices - 1) / 2; |
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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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// Normal clipping for backface culling (TODO: should be necessary only once per face, using plane normal & camera direction) |
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gte_nclip(); |
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gte_stopz(&p); |
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if (p < 0) |
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continue; |
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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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unsigned 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 triangle |
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POLY_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4)); |
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if (poly == NULL) |
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break; |
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setPolyG4(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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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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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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} |
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void world_draw(const world_t *world) |
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{ |
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int p; |
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@ -63,64 +235,9 @@ void world_draw(const world_t *world) |
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vecs[vertIdx].pad = vert->baseLight; |
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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 = vecs; |
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const SVECTOR *tail = vecs + face->numFaceVertices; |
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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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// 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 = (face->numFaceVertices - 1) / 2; |
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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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// Normal clipping for backface culling (TODO: should be necessary only once per face, using plane normal & camera direction) |
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gte_nclip(); |
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gte_stopz(&p); |
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if (p < 0) |
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continue; |
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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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unsigned 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 triangle |
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POLY_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4)); |
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if (poly == NULL) |
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break; |
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setPolyG4(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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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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addPrim(curOT + depth, poly); |
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++polyCount; |
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} |
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if (face->numFaceVertices == 3) |
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drawface_triangle_fan(face, vecs); |
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else |
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drawface_quad_strip(face, vecs); |
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} |
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} |