78 Commits (1b7c80a21d88fc1c98dabfb54b6a707b7c6b982c)

Author SHA1 Message Date
Nico de Poel 1b7c80a21d Moved tessellation LOD stuff entirely into face culling function. 3 years ago
Nico de Poel d5ab868cbf No need to bother with function pointers for drawing anymore, really. 3 years ago
Nico de Poel 0ea3df5de9 Selection between textured/untextured face drawing functions moved one abstraction level higher. 3 years ago
Nico de Poel 87c5517bdd Swap texture window only when the twin value changes. 3 years ago
Nico de Poel 7c0c15019c Swap texture window only when the texture changes between faces. 3 years ago
Nico de Poel 5bd322d33b Use texture windows to allow repeating textures on select faces. 3 years ago
Nico de Poel 1c4bd55cdb Added a front frustum plane which isn't really used for anything yet, but it could be interesting for testing different depth culling approaches. 3 years ago
Nico de Poel 2122ae3421 Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 3 years ago
Nico de Poel 2167011f96 Commentary and TODOs 3 years ago
Nico de Poel 02b19a67dc First implementation of near-camera polygon tessellation, which surprisingly actually worked on the first try! 3 years ago
Nico de Poel 9474739c26 Sort faces for brush models into the overall faces list. 3 years ago
Nico de Poel ba1e384f69 Keep track of the leaf a model is in, so that it doesn't need to be looked up every frame but instead only when the model moves. 3 years ago
Nico de Poel fd77b80afc First implementation of dynamic world object (model) rendering. 3 years ago
Nico de Poel 090cde5f89 Included face area value in tessellation LOD level calculation. 3 years ago
Nico de Poel 4f92d4c7e3 Getting close to a formula for determining tessellation LOD that takes camera position, direction, face normal and distance into account. 3 years ago
Nico de Poel 5442b2d4c9 Added a draw function for flat colored quads, useful for debugging 3 years ago
Nico de Poel 21101b3287 Added a special case for drawing faces that are single triangles. 3 years ago
Nico de Poel 3b89d01ec1 Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map. 3 years ago
Nico de Poel ef0d2ad723 Changed dot product and point-plane distance functions to use vector pointers as input. 3 years ago
Nico de Poel 4146238e1e Moved frustum planes to fast scratchpad RAM for another appreciable speed boost. 3 years ago
Nico de Poel a7e29ee420 Fixed issue with model data memory alignment, officially using model #0 now to draw the static world geometry. 3 years ago
Nico de Poel de12e4269f Minor stuff 3 years ago
Nico de Poel 2cb5bcb856 Added support for setting the clear color to a generic sky color. 3 years ago
Nico de Poel 26d541e48f Eliminated recursion from the BSP traversal, using fast RAM to hold the node stack. Yet another appreciable speed boost. 3 years ago
Nico de Poel 520e62922c Perform backface culling early to save on a bunch of needless linked list iterations. 3 years ago
Nico de Poel 32237fc6ec Fixed a few issues and further optimized the quad drawing code. 3 years ago
Nico de Poel 38e91f4c3a BSP file now includes model data for dynamic world objects 3 years ago
Nico de Poel 542a81b68c Draw lava, slime and teleporters as liquids, but not transparent. 3 years ago
Nico de Poel ae080953f7 Rewrote the other face drawing functions to ditch the vertex copying stage too. 3 years ago
Nico de Poel be7eb87685 Ditched the copy-to-scratch-RAM step for drawing textured faces, which apparently is no longer needed to run on real hardware. 3 years ago
Nico de Poel ba83d78aa8 Removed the need for global variables for sorting leafs and faces 3 years ago
Nico de Poel 4d138b4199 Added an extra face sorting step so we can draw faces in front-to-back order: 3 years ago
Nico de Poel a8d3bf567b First pass at leaf-based rendering order: 3 years ago
Nico de Poel 5e738340b8 Added box-frustum test code, used to experiment with more accurate per-leaf bounding box frustum culling. 3 years ago
Nico de Poel 812bcb6a63 Some micro-optimizations in the face drawing code. The PS1 really does favor simple counters over pointer arithmetic. 3 years ago
Nico de Poel b0893a902d Added support for leaf-based frustum culling, but leaving it disabled for now. 3 years ago
Nico de Poel ea2b963653 Implemented per-node frustum culling based on bounding spheres. 3 years ago
Nico de Poel 0f450cf6b1 Added initial frustum calculation based on screen parameters and view matrix. 3 years ago
Nico de Poel b1e568e5c3 Added check to backface culling to see if the face is behind the camera. 3 years ago
Nico de Poel 7232e061d7 Added a fast face drawing routine, which is basically what we had before: 3 years ago
Nico de Poel 85a8b332c5 Some reorganization of face drawing code; allow better separation between drawing methods, and require the "enable texturing" check only once ahead of drawing. 3 years ago
Nico de Poel c9bee9d500 Draw water surfaces as unlit textured polygons 3 years ago
Nico de Poel 73903474e4 Moved polygon drawing routines into a separate header file 3 years ago
Nico de Poel 3b5a59dae6 Geometry, textures and lighting now all working correctly. 3 years ago
Nico de Poel ebbc01c672 Overhaul of geometry representation, with correct UV'ing and more finely tesselated surfaces. 3 years ago
Nico de Poel 989ec0bafb Simplified toggle behavior for button inputs, and added an option to toggle texturing with the circle button. 3 years ago
Nico de Poel 9c1cbd467e Small tweaks: 3 years ago
Nico de Poel a478a7c1ed Fixed a silly mistake in the primitive buffer allocation space check 3 years ago
Nico de Poel b43767ebb8 Realized we can include the UV offsets into the UVs stored in the preprocessed map file, so we don't need to add those at runtime. Easy performance win. 3 years ago
Nico de Poel 5549e3f126 Textures are now showing up somewhat correctly! 3 years ago