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287 lines
8.2 KiB
287 lines
8.2 KiB
#ifndef __DRAW_H__
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#define __DRAW_H__
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#include "common.h"
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#include "display.h"
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#include <inline_c.h>
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static INLINE void draw_triangle_fan(SVECTOR *verts, u_char numVerts)
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{
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int p;
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if (!mem_checkprim(sizeof(POLY_G3), numVerts - 2))
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return;
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// Draw the face as a triangle fan
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u_char maxVert = numVerts - 1;
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for (int vertIdx = 1; vertIdx < maxVert; ++vertIdx)
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{
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const SVECTOR *v0 = &verts[0];
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const SVECTOR *v1 = &verts[vertIdx];
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const SVECTOR *v2 = &verts[vertIdx + 1];
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// Naively draw the triangle with GTE, nothing special or optimized about this
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gte_ldv3(v0, v1, v2);
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gte_rtpt(); // Rotation, translation, perspective projection
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// Average Z for depth sorting and culling
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gte_avsz3();
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gte_stotz(&p);
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short depth = p >> 2;
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if (depth <= 0 || depth >= OTLEN)
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continue;
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// Draw a flat-shaded untextured colored triangle
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POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3));
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setPolyG3(poly);
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gte_stsxy3_g3(poly);
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad;
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad;
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad;
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addPrim(curOT + depth, poly);
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++polyCount;
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}
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}
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static INLINE void draw_triangle_strip(SVECTOR *verts, u_char numVerts)
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{
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int p;
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u_char numTris = numVerts - 2;
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if (!mem_checkprim(sizeof(POLY_G3), numTris))
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return;
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// Draw the face as a triangle strip
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const SVECTOR *v0, *v1, *v2;
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const SVECTOR *head = verts;
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const SVECTOR *tail = verts + numVerts;
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u_char reverse = 0;
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v2 = head++; // Initialize first vertex to index 0 and set head to index 1
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for (u_char triIdx = 0; triIdx < numTris; ++triIdx)
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{
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if (reverse ^= 1)
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{
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v0 = v2;
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v1 = head;
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v2 = --tail;
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}
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else
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{
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v0 = v1;
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v1 = ++head;
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v2 = tail;
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}
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// Naively draw the triangle with GTE, nothing special or optimized about this
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gte_ldv3(v0, v1, v2);
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gte_rtpt(); // Rotation, translation, perspective projection
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// Average Z for depth sorting and culling
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gte_avsz3();
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gte_stotz(&p);
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short depth = p >> 2;
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if (depth <= 0 || depth >= OTLEN)
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continue;
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// Draw a flat-shaded untextured colored triangle
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POLY_G3 *poly = (POLY_G3*)mem_prim(sizeof(POLY_G3));
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setPolyG3(poly);
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gte_stsxy3_g3(poly);
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad;
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad;
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad;
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addPrim(curOT + depth, poly);
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++polyCount;
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}
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}
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static INLINE void draw_quad_strip(SVECTOR *verts, u_char numVerts)
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{
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int p;
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u_char numQuads = (numVerts - 1) / 2;
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if (!mem_checkprim(sizeof(POLY_G4), numQuads))
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return;
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// Draw the face as a quad strip
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const SVECTOR *v0, *v1, *v2, *v3;
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const SVECTOR *head = verts;
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const SVECTOR *tail = verts + numVerts;
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// Initialize the first two vertices
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v2 = --tail;
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v3 = head++;
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// 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
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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
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{
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v0 = v2;
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v1 = v3;
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v2 = --tail;
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v3 = head++;
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// Naively draw the quad with GTE, nothing special or optimized about this
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gte_ldv3(v0, v1, v2);
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gte_rtpt(); // Rotation, translation, perspective projection
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// Average Z for depth sorting and culling
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gte_avsz3();
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gte_stotz(&p);
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short depth = p >> 2;
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if (depth <= 0 || depth >= OTLEN)
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continue;
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// Draw a flat-shaded untextured colored quad
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POLY_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4));
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setPolyG4(poly);
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gte_stsxy0(&poly->x0);
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gte_stsxy1(&poly->x1);
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gte_stsxy2(&poly->x2);
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// Transform the fourth vertex to complete the quad
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gte_ldv0(v3);
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gte_rtps();
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gte_stsxy(&poly->x3);
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad;
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad;
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad;
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poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad;
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addPrim(curOT + depth, poly);
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++polyCount;
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}
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}
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static INLINE void draw_quad_strip_tex(STVECTOR *verts, u_char numVerts, u_short tpage)
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{
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int p;
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// 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
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u_char numQuads = (numVerts - 1) / 2;
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if (!mem_checkprim(sizeof(POLY_GT4), numQuads))
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return;
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// Draw the face as a quad strip
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const STVECTOR *v0, *v1, *v2, *v3;
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const STVECTOR *head = verts;
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const STVECTOR *tail = verts + numVerts;
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// Initialize the first two vertices
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v2 = --tail;
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v3 = head++;
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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
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{
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v0 = v2;
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v1 = v3;
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v2 = --tail;
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v3 = head++;
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// Naively draw the quad with GTE, nothing special or optimized about this
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gte_ldv3(v0, v1, v2);
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gte_rtpt(); // Rotation, translation, perspective projection
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// Average Z for depth sorting and culling
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gte_avsz3();
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gte_stotz(&p);
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short depth = p >> 2;
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if (depth <= 0 || depth >= OTLEN)
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continue;
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// Draw a flat-shaded untextured colored quad
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POLY_GT4 *poly = (POLY_GT4*)mem_prim(sizeof(POLY_GT4));
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setPolyGT4(poly);
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gte_stsxy0(&poly->x0);
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gte_stsxy1(&poly->x1);
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gte_stsxy2(&poly->x2);
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// Transform the fourth vertex to complete the quad
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gte_ldv0(v3);
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gte_rtps();
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gte_stsxy(&poly->x3);
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// Texture UVs
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setUV4(poly, v0->u, v0->v, v1->u, v1->v, v2->u, v2->v, v3->u, v3->v);
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poly->clut = quake_clut;
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poly->tpage = tpage;
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// Vertex color lighting
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poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad;
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poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad;
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poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad;
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poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad;
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addPrim(curOT + depth, poly);
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++polyCount;
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}
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}
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static INLINE void draw_quad_strip_water(STVECTOR *verts, u_char numVerts, u_short tpage)
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{
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int p;
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// 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
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u_char numQuads = (numVerts - 1) / 2;
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if (!mem_checkprim(sizeof(POLY_FT4), numQuads))
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return;
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// Draw the face as a quad strip
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const STVECTOR *v0, *v1, *v2, *v3;
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const STVECTOR *head = verts;
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const STVECTOR *tail = verts + numVerts;
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// Initialize the first two vertices
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v2 = --tail;
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v3 = head++;
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for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
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{
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v0 = v2;
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v1 = v3;
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v2 = --tail;
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v3 = head++;
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// Naively draw the quad with GTE, nothing special or optimized about this
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gte_ldv3(v0, v1, v2);
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gte_rtpt(); // Rotation, translation, perspective projection
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// Average Z for depth sorting and culling
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gte_avsz3();
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gte_stotz(&p);
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short depth = p >> 2;
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if (depth <= 0 || depth >= OTLEN)
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continue;
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// Draw a flat-shaded untextured colored quad
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POLY_FT4 *poly = (POLY_FT4*)mem_prim(sizeof(POLY_FT4));
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setPolyFT4(poly);
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gte_stsxy0(&poly->x0);
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gte_stsxy1(&poly->x1);
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gte_stsxy2(&poly->x2);
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// Transform the fourth vertex to complete the quad
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gte_ldv0(v3);
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gte_rtps();
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gte_stsxy(&poly->x3);
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// Texture UVs
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setUV4(poly, v0->u, v0->v, v1->u, v1->v, v2->u, v2->v, v3->u, v3->v);
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poly->clut = quake_clut;
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poly->tpage = tpage;
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// Unlit
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poly->r0 = poly->g0 = poly->b0 = 255;
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addPrim(curOT + depth, poly);
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++polyCount;
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}
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}
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#endif // __DRAW_H__
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