Quake BSP renderer for PS1
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#include "common.h"
#include "world.h"
#include "display.h"
#include <inline_c.h>
static CVECTOR colors[] =
{
{ 255, 0, 0 },
{ 0, 255, 0 },
{ 0, 0, 255 },
{ 255, 255, 0 },
{ 255, 0, 255 },
{ 0, 255, 255 },
{ 128, 255, 0 },
{ 255, 128, 0 },
{ 128, 0, 255 },
{ 255, 0, 128 },
{ 0, 128, 255 },
{ 0, 255, 128 },
};
static const int numColors = sizeof(colors) / sizeof(CVECTOR);
void world_load(const u_long *data, world_t *world)
{
const char *bytes = (const char*)data;
ps1bsp_header_t* header = (ps1bsp_header_t*)bytes;
world->vertices = (ps1bsp_vertex_t*)(bytes + header->vertices.offset);
world->numVertices = header->vertices.size / sizeof(ps1bsp_vertex_t);
world->faces = (ps1bsp_face_t*)(bytes + header->faces.offset);
world->numFaces = header->faces.size / sizeof(ps1bsp_face_t);
world->faceVertices = (ps1bsp_facevertex_t*)(bytes + header->faceVertices.offset);
world->numFaceVertices = header->faceVertices.size / sizeof(ps1bsp_facevertex_t);
}
static INLINE void drawface_triangle_fan(const ps1bsp_face_t *face, SVECTOR *vecs)
{
int p;
// Draw the face as a triangle fan
u_char maxVert = face->numFaceVertices - 1;
for (int vertIdx = 1; vertIdx < maxVert; ++vertIdx)
{
const SVECTOR *v0 = &vecs[0];
const SVECTOR *v1 = &vecs[vertIdx];
const SVECTOR *v2 = &vecs[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
// Normal clipping for backface culling
gte_nclip();
gte_stopz(&p);
if (p < 0)
continue;
// Average Z for depth sorting and culling
gte_avsz3();
gte_stotz(&p);
unsigned 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));
if (poly == NULL)
break;
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 drawface_triangle_strip(const ps1bsp_face_t *face, SVECTOR *vecs)
{
int p;
// Draw the face as a triangle strip
const SVECTOR *v0, *v1, *v2;
const SVECTOR *head = vecs;
const SVECTOR *tail = vecs + face->numFaceVertices;
u_char reverse = 0;
v2 = head++; // Initialize first vertex to index 0 and set head to index 1
u_char numTris = face->numFaceVertices - 2;
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
// Normal clipping for backface culling
gte_nclip();
gte_stopz(&p);
if (p < 0)
continue;
// Average Z for depth sorting and culling
gte_avsz3();
gte_stotz(&p);
unsigned 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));
if (poly == NULL)
break;
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 drawface_quad_strip(const ps1bsp_face_t *face, SVECTOR *vecs)
{
int p;
// Draw the face as a quad strip
const SVECTOR *v0, *v1, *v2, *v3;
const SVECTOR *head = vecs;
const SVECTOR *tail = vecs + face->numFaceVertices;
// 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
u_char numQuads = (face->numFaceVertices - 1) / 2;
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
// Normal clipping for backface culling (TODO: should be necessary only once per face, using plane normal & camera direction)
gte_nclip();
gte_stopz(&p);
if (p < 0)
continue;
// Average Z for depth sorting and culling
gte_avsz3();
gte_stotz(&p);
unsigned 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));
if (poly == NULL)
break;
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;
}
}
void world_draw(const world_t *world)
{
int p;
// The world doesn't move, so we just set the camera view-projection matrix
gte_SetRotMatrix(&vp_matrix);
gte_SetTransMatrix(&vp_matrix);
for (int faceIdx = 0; faceIdx < world->numFaces; ++faceIdx)
{
const ps1bsp_face_t *face = &world->faces[faceIdx];
const CVECTOR *col = &colors[faceIdx % numColors];
char *scratch = scratchpad;
SVECTOR *vecs = (SVECTOR*)mem_scratch(&scratch, sizeof(SVECTOR) * face->numFaceVertices);
// Copy this face's vertices into scratch RAM for fast reuse
ps1bsp_facevertex_t *faceVertex = &world->faceVertices[face->firstFaceVertex];
for (int vertIdx = 0; vertIdx < face->numFaceVertices; ++vertIdx, ++faceVertex)
{
const ps1bsp_vertex_t *vert = &world->vertices[faceVertex->index];
vecs[vertIdx] = *((SVECTOR*)vert);
vecs[vertIdx].pad = vert->baseLight;
}
if (face->numFaceVertices == 3)
drawface_triangle_strip(face, vecs);
else
drawface_quad_strip(face, vecs);
}
}