Quake BSP renderer for PS1
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#include "common.h"
#include "frustum.h"
#include "display.h"
#include <inline_c.h>
static SVECTOR left, right, top, bottom;
static INLINE void frustum_buildPlane(MATRIX *view_matrix, VECTOR *normal, SVECTOR *outPlane)
{
ApplyMatrixLV(view_matrix, normal, normal);
VectorNormalS(normal, outPlane);
outPlane->pad = m_dot12(cam_pos, *outPlane);
}
void frustum_update(MATRIX *view_matrix, int width, int height)
{
VECTOR l, r, t, b;
int near;
gte_ReadGeomScreen(&near);
//FntPrint(-1, "N = %d, W = %d, H = %d\n", near, width, height);
// 2 * near, shifted left for division
near <<= 13;
l.vx = near / width;
l.vy = ONE;
l.vz = 0;
b.vx = 0;
b.vy = ONE;
b.vz = near / height;
r.vx = -l.vx;
r.vy = ONE;
r.vz = 0;
t.vx = 0;
t.vy = ONE;
t.vz = -b.vz;
frustum_buildPlane(view_matrix, &l, &left);
frustum_buildPlane(view_matrix, &r, &right);
frustum_buildPlane(view_matrix, &t, &top);
frustum_buildPlane(view_matrix, &b, &bottom);
// FntPrint(-1, "l = %d %d, r = %d %d, t = %d %d, b = %d %d\n",
// left.vx, left.pad, right.vx, right.pad, top.vz, top.pad, bottom.vz, bottom.pad);
}
u_char frustum_checkSphere(SVECTOR *sphere)
{
return 1;
}