Quake BSP renderer for PS1
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Nico de Poel
9474739c26
Sort faces for brush models into the overall faces list.
This works well to draw models correctly by themselves, but when placed in the world they may still have clipping issues with other models and/or neighboring leafs.
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
Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map.
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
common.h
Added a separate CLUT for transparent surfaces, and set semi-transparency mode on water polygons.
3 years ago
display.c
Added support for setting the clear color to a generic sky color.
3 years ago
display.h
Added support for setting the clear color to a generic sky color.
3 years ago
draw.h
Added a draw function for flat colored quads, useful for debugging
3 years ago
frustum.c
Changed dot product and point-plane distance functions to use vector pointers as input.
3 years ago
frustum.h
Added box-frustum test code, used to experiment with more accurate per-leaf bounding box frustum culling.
3 years ago
input.c
Added check to backface culling to see if the face is behind the camera.
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
Display PAL and NTSC on the debug status text, making it easier to distinguish what we're outputting when.
3 years ago
memory.c
Made polygon building faster by checking ahead of time if we have enough primitive buffer space, instead of checking it per polygon.
3 years ago
memory.h
Textures are now showing up somewhat correctly!
3 years ago
n64e1m1.ps1bsp
Keep track of the leaf a model is in, so that it doesn't need to be looked up every frame but instead only when the model moves.
3 years ago
n64e2m2.ps1bsp
Keep track of the leaf a model is in, so that it doesn't need to be looked up every frame but instead only when the model moves.
3 years ago
n64start.ps1bsp
Keep track of the leaf a model is in, so that it doesn't need to be looked up every frame but instead only when the model moves.
3 years ago
ps1bsp.h
Keep track of the leaf a model is in, so that it doesn't need to be looked up every frame but instead only when the model moves.
3 years ago
qmath.c
Fixed the wonky camera rotation, though the left/right vectors are still off.
3 years ago
qmath.h
Changed dot product and point-plane distance functions to use vector pointers as input.
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
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
Sort faces for brush models into the overall faces list.
3 years ago
world.h
Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map.
3 years ago