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242 lines
7.0 KiB
242 lines
7.0 KiB
#include "common.h"
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#include "world.h"
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#include "display.h"
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#include <inline_c.h>
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static CVECTOR colors[] =
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{
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{ 255, 0, 0 },
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{ 0, 255, 0 },
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{ 0, 0, 255 },
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{ 255, 255, 0 },
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{ 255, 0, 255 },
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{ 0, 255, 255 },
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{ 128, 255, 0 },
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{ 255, 128, 0 },
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{ 128, 0, 255 },
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{ 255, 0, 128 },
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{ 0, 128, 255 },
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{ 0, 255, 128 },
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};
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static const int numColors = sizeof(colors) / sizeof(CVECTOR);
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void world_load(const u_long *data, world_t *world)
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{
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const char *bytes = (const char*)data;
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ps1bsp_header_t* header = (ps1bsp_header_t*)bytes;
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world->vertices = (ps1bsp_vertex_t*)(bytes + header->vertices.offset);
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world->numVertices = header->vertices.size / sizeof(ps1bsp_vertex_t);
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world->faces = (ps1bsp_face_t*)(bytes + header->faces.offset);
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world->numFaces = header->faces.size / sizeof(ps1bsp_face_t);
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world->faceVertices = (ps1bsp_facevertex_t*)(bytes + header->faceVertices.offset);
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world->numFaceVertices = header->faceVertices.size / sizeof(ps1bsp_facevertex_t);
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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 quad
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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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// The world doesn't move, so we just set the camera view-projection matrix
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gte_SetRotMatrix(&vp_matrix);
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gte_SetTransMatrix(&vp_matrix);
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for (int faceIdx = 0; faceIdx < world->numFaces; ++faceIdx)
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{
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const ps1bsp_face_t *face = &world->faces[faceIdx];
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const CVECTOR *col = &colors[faceIdx % numColors];
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char *scratch = scratchpad;
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SVECTOR *vecs = (SVECTOR*)mem_scratch(&scratch, sizeof(SVECTOR) * face->numFaceVertices);
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// Copy this face's vertices into scratch RAM for fast reuse
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ps1bsp_facevertex_t *faceVertex = &world->faceVertices[face->firstFaceVertex];
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for (int vertIdx = 0; vertIdx < face->numFaceVertices; ++vertIdx, ++faceVertex)
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{
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const ps1bsp_vertex_t *vert = &world->vertices[faceVertex->index];
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vecs[vertIdx] = *((SVECTOR*)vert);
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vecs[vertIdx].pad = vert->baseLight;
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}
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if (face->numFaceVertices == 3)
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drawface_triangle_strip(face, vecs);
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else
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drawface_quad_strip(face, vecs);
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}
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}
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