Quake BSP renderer for PS1
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Nico de Poel
3a7ea8d4b3
Debugging work:
- Load map data using a macro, so I can easily change the implementation for all data chunks.
- Implemented a visdata function that loads all 1's, so that every leaf will be drawn.
- Point-to-plane distance now uses copies of input vectors. May or may not be faster.
- Fixed fps counter rounding and disabled vsync so we can see the true framerate
3 years ago
.gitignore
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
CMakeLists.txt
First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
3 years ago
CMakePresets.json
Added debug and release build configurations
3 years ago
asset.c
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
asset.h
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
atlas-e1m1.tim
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
atlas-e2m2.tim
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
common.h
First bits of code involving BSP traversal with front/back selection and math: determine the leaf that the camera is currently in.
3 years ago
display.c
Debugging work:
3 years ago
display.h
Keep track of and display total polycount
3 years ago
input.c
Reset background and dither flags when switching video modes. Fixes flickering background.
3 years ago
input.h
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
iso.xml
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
main.c
Debugging work:
3 years ago
memory.c
Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
3 years ago
memory.h
Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
3 years ago
ps1bsp.h
Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
3 years ago
qmath.c
First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
3 years ago
qmath.h
Debugging work:
3 years ago
system.cnf
First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
3 years ago
test.ps1bsp
Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
3 years ago
time.c
Fixes to the time system to make it work on real hardware, and prevent potential crash from division by zero.
3 years ago
time.h
Implemented real-time clock, allowing for precise timekeeping and framerate-independent game updates.
3 years ago
world.c
Debugging work:
3 years ago
world.h
Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
3 years ago