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;
world->header = (ps1bsp_header_t*)bytes;
bytes += sizeof(ps1bsp_header_t);
world->vertices = (ps1bsp_vertex_t*)bytes;
bytes += sizeof(ps1bsp_vertex_t) * world->header->numVertices;
world->faceVertices = (ps1bsp_facevertex_t*)bytes;
bytes += sizeof(ps1bsp_facevertex_t) * world->header->numFaceVertices;
world->faces = (ps1bsp_face_t*)bytes;
bytes += sizeof(ps1bsp_face_t) * world->header->numFaces;
}
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->header->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;
}
// 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
for (u_char vertIdx = 0; vertIdx < face->numFaceVertices - 2; ++vertIdx)
{
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 (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 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);
}
}
}