Quake BSP renderer for PS1
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 

226 lines
6.5 KiB

#ifndef __DRAW_H__
#define __DRAW_H__
#include "common.h"
#include "display.h"
#include <inline_c.h>
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__