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->triangles = (ps1bsp_triangle_t*)bytes;
bytes += sizeof(ps1bsp_triangle_t) * world->header->numTriangles;
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];
for (int triangleIdx = 0; triangleIdx < face->numTriangles; ++triangleIdx)
{
const ps1bsp_triangle_t *tri = &world->triangles[face->firstTriangleId + triangleIdx];
// Naively draw the triangle with GTE, nothing special or optimized about this
SVECTOR *v0 = (SVECTOR*)&world->vertices[tri->vertex0];
SVECTOR *v1 = (SVECTOR*)&world->vertices[tri->vertex1];
SVECTOR *v2 = (SVECTOR*)&world->vertices[tri->vertex2];
gte_ldv3(v0, v1, v2);
gte_rtpt(); // Rotation, translation, perspective projection
// Normal clipping for backface culling
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_F3 *poly = (POLY_F3*)display_allocPrim(sizeof(POLY_F3));
if (poly == NULL)
break;
setPolyF3(poly);
gte_stsxy3_f3(poly);
poly->r0 = col->r;
poly->g0 = col->g;
poly->b0 = col->b;
addPrim(curOT + depth, poly);
}
}
}