#ifndef __DRAW_H__ #define __DRAW_H__ #include "common.h" #include "display.h" #include static INLINE void draw_triangle_fan(SVECTOR *verts, u_char numVerts) { int p; if (!mem_checkprim(sizeof(POLY_G3), numVerts - 2)) return; // Draw the face as a triangle fan u_char maxVert = numVerts - 1; for (int vertIdx = 1; vertIdx < maxVert; ++vertIdx) { const SVECTOR *v0 = &verts[0]; const SVECTOR *v1 = &verts[vertIdx]; const SVECTOR *v2 = &verts[vertIdx + 1]; // Naively draw the triangle 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 triangle POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3)); setPolyG3(poly); gte_stsxy3_g3(poly); poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; addPrim(curOT + depth, poly); ++polyCount; } } static INLINE void draw_triangle_strip(SVECTOR *verts, u_char numVerts) { int p; u_char numTris = numVerts - 2; if (!mem_checkprim(sizeof(POLY_G3), numTris)) return; // Draw the face as a triangle strip const SVECTOR *v0, *v1, *v2; const SVECTOR *head = verts; const SVECTOR *tail = verts + numVerts; u_char reverse = 0; v2 = head++; // Initialize first vertex to index 0 and set head to index 1 for (u_char triIdx = 0; triIdx < numTris; ++triIdx) { if (reverse ^= 1) { v0 = v2; v1 = head; v2 = --tail; } else { v0 = v1; v1 = ++head; v2 = tail; } // Naively draw the triangle 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 triangle POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3)); setPolyG3(poly); gte_stsxy3_g3(poly); poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; addPrim(curOT + depth, poly); ++polyCount; } } static INLINE void draw_quad_strip(SVECTOR *verts, u_char numVerts) { int p; u_char numQuads = (numVerts - 1) / 2; if (!mem_checkprim(sizeof(POLY_G4), numQuads)) return; // Draw the face as a quad strip const SVECTOR *v0, *v1, *v2, *v3; const SVECTOR *head = verts; const SVECTOR *tail = verts + numVerts; // Initialize the first two vertices v2 = --tail; v3 = head++; // 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 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_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4)); setPolyG4(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); poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad; addPrim(curOT + depth, poly); ++polyCount; } } static INLINE void draw_quad_strip_tex(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_GT4), 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_GT4 *poly = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); setPolyGT4(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; // Vertex color lighting poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad; poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad; poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad; poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad; addPrim(curOT + depth, poly); ++polyCount; } } #endif // __DRAW_H__