Quake BSP renderer for PS1
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#include "common.h"
#include "frustum.h"
#include "display.h"
#include <inline_c.h>
static SVECTOR *left, *right, *top, *bottom;
static INLINE void frustum_buildPlane(MATRIX *rot_matrix, VECTOR *normal, SVECTOR *outPlane)
{
ApplyMatrixLV(rot_matrix, normal, normal);
VectorNormalS(normal, outPlane);
outPlane->pad = -m_dot12(&cam_pos, outPlane);
}
void frustum_update(int width, int height)
{
VECTOR l, r, t, b;
int near;
gte_ReadGeomScreen(&near);
// FntPrint(-1, "N = %d, W = %d, H = %d\n", near, width, height);
// 2 * ONE * near
near <<= 13;
l.vx = near / width;
l.vy = ONE;
l.vz = 0;
b.vx = 0;
b.vy = ONE;
b.vz = near / height;
r.vx = -l.vx;
r.vy = ONE;
r.vz = 0;
t.vx = 0;
t.vy = ONE;
t.vz = -b.vz;
MATRIX rot_matrix;
RotMatrixQ(&cam_rot, &rot_matrix);
// Place the frustum planes at the start of the fast RAM buffer
left = (SVECTOR*)(scratchpad + sizeof(SVECTOR) * 0);
right = (SVECTOR*)(scratchpad + sizeof(SVECTOR) * 1);
top = (SVECTOR*)(scratchpad + sizeof(SVECTOR) * 2);
bottom = (SVECTOR*)(scratchpad + sizeof(SVECTOR) * 3);
frustum_buildPlane(&rot_matrix, &l, left);
frustum_buildPlane(&rot_matrix, &r, right);
frustum_buildPlane(&rot_matrix, &t, top);
frustum_buildPlane(&rot_matrix, &b, bottom);
// FntPrint(-1, "l = %d %d, r = %d %d, t = %d %d, b = %d %d\n",
// left.vx, left.pad, right.vx, right.pad, top.vz, top.pad, bottom.vz, bottom.pad);
}
static INLINE u_char frustum_pointInside_(const SVECTOR p)
{
if (m_dot12(left, &p) + left->pad < 0) return 0;
if (m_dot12(right, &p) + right->pad < 0) return 0;
if (m_dot12(top, &p) + top->pad < 0) return 0;
if (m_dot12(bottom, &p) + bottom->pad < 0) return 0;
return 1;
}
u_char frustum_pointInside(const SVECTOR *point)
{
if (m_dot12(left, point) + left->pad < 0) return 0;
if (m_dot12(right, point) + right->pad < 0) return 0;
if (m_dot12(top, point) + top->pad < 0) return 0;
if (m_dot12(bottom, point) + bottom->pad < 0) return 0;
return 1;
}
u_char frustum_sphereInside(const SVECTOR *sphere)
{
short radius = -sphere->pad;
if (m_dot12(left, sphere) + left->pad < radius) return 0;
if (m_dot12(right, sphere) + right->pad < radius) return 0;
if (m_dot12(top, sphere) + top->pad < radius) return 0;
if (m_dot12(bottom, sphere) + bottom->pad < radius) return 0;
return 1;
}
u_char frustum_boxInside(const SVECTOR *min, const SVECTOR *max)
{
if (frustum_pointInside_((SVECTOR) { min->vx, min->vy, min->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { min->vx, min->vy, max->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { min->vx, max->vy, min->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { min->vx, max->vy, max->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { max->vx, min->vy, min->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { max->vx, min->vy, max->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { max->vx, max->vy, min->vz })) return 1;
if (frustum_pointInside_((SVECTOR) { max->vx, max->vy, max->vz })) return 1;
return 0;
}