Browse Source

Modified triangle rendering code so that it finally works on real hardware.

Not sure why the original method doesn't work, probably some weird limitation on the memory/GTE register subsystems.
This will get rewritten anyway so it doesn't matter much now.
tess_experiment
Nico de Poel 3 years ago
parent
commit
f4017d5f56
  1. 1
      display.c
  2. 5
      main.c
  3. 26
      world.c

1
display.c

@ -155,6 +155,7 @@ void display_start()
gte_SetBackColor(48, 48, 48); // Ambient light color
gte_SetColorMatrix(&light_cols); // Light color (up to three different lights)
gte_SetLightMatrix(&identity);
MATRIX proj_matrix = quake_swizzle; // Swizzle coordinates so that everything is in Quake coordinate system (Z up)
ScaleMatrixL(&proj_matrix, &aspect_scale); // Apply aspect ratio correction for the current resolution

5
main.c

@ -46,11 +46,12 @@ int main(int argc, const char *argv[])
display_start(); // Works
FntPrint(-1, "Time: %d, ticks = %d, delta time = %d, fps = %d\n", (time_getRealTime() * 1000) >> 12, time_getFrameNumber(), time_getDeltaTime(), time_getFrameRate() >> 8);
FntPrint(-1, "Camera pos = (%d, %d, %d) rot = (%d, %d, %d)\n", cam_pos.vx, cam_pos.vy, cam_pos.vz, cam_rot.vx, cam_rot.vy, cam_rot.vz);
// Draw stuff
world_draw(&world); // Doesn't work >:(
FntPrint(-1, "Time: %d, ticks = %d, delta time = %d, fps = %d\n", (time_getRealTime() * 1000) >> 12, time_getFrameNumber(), time_getDeltaTime(), time_getFrameRate() >> 8);
FntPrint(-1, "Camera pos = (%d, %d, %d) rot = (%d, %d, %d)\n", cam_pos.vx, cam_pos.vy, cam_pos.vz, cam_rot.vx, cam_rot.vy, cam_rot.vz);
FntFlush(-1);
display_finish(); // Works

26
world.c

@ -40,6 +40,7 @@ void world_load(const u_long *data, world_t *world)
void world_draw(const world_t *world)
{
SVECTOR vecs[3];
int p;
// The world doesn't move, so we just set the camera view-projection matrix
@ -51,16 +52,27 @@ void world_draw(const world_t *world)
const ps1bsp_face_t *face = &world->faces[faceIdx];
const CVECTOR *col = &colors[faceIdx % numColors];
for (int triangleIdx = 0; triangleIdx < face->numTriangles; ++triangleIdx)
const ps1bsp_triangle_t *tri = &world->triangles[face->firstTriangleId];
for (int triangleIdx = 0; triangleIdx < face->numTriangles; ++triangleIdx, ++tri)
{
const ps1bsp_triangle_t *tri = &world->triangles[face->firstTriangleId + triangleIdx];
// Naively draw the triangle with GTE, nothing special or optimized about this
SVECTOR *v0 = (SVECTOR*)&world->vertices[tri->vertex0];
SVECTOR *v1 = (SVECTOR*)&world->vertices[tri->vertex1];
SVECTOR *v2 = (SVECTOR*)&world->vertices[tri->vertex2];
const ps1bsp_vertex_t *v0 = &world->vertices[tri->vertex0];
const ps1bsp_vertex_t *v1 = &world->vertices[tri->vertex1];
const ps1bsp_vertex_t *v2 = &world->vertices[tri->vertex2];
vecs[0].vx = v0->x; vecs[0].vy = v0->y; vecs[0].vz = v0->z;
vecs[1].vx = v1->x; vecs[1].vy = v1->y; vecs[1].vz = v1->z;
vecs[2].vx = v2->x; vecs[2].vy = v2->y; vecs[2].vz = v2->z;
gte_ldv3c(vecs);
// This method *should* work but it doesn't on real hardware, for some reason.
// Perhaps the PS1 doesn't like loading data from random far-off memory locations directly into GTE registers?
// We probably want to use the scratchpad memory to prepare the vertex data for the GTE anyway.
// SVECTOR *v0 = (SVECTOR*)&world->vertices[tri->vertex0];
// SVECTOR *v1 = (SVECTOR*)&world->vertices[tri->vertex1];
// SVECTOR *v2 = (SVECTOR*)&world->vertices[tri->vertex2];
// gte_ldv3(v0, v1, v2);
gte_ldv3(v0, v1, v2);
gte_rtpt(); // Rotation, translation, perspective projection
// Normal clipping for backface culling

Loading…
Cancel
Save