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100 lines
2.9 KiB
100 lines
2.9 KiB
#include "common.h"
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#include "world.h"
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#include "display.h"
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#include <inline_c.h>
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static CVECTOR colors[] =
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{
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{ 255, 0, 0 },
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{ 0, 255, 0 },
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{ 0, 0, 255 },
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{ 255, 255, 0 },
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{ 255, 0, 255 },
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{ 0, 255, 255 },
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{ 128, 255, 0 },
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{ 255, 128, 0 },
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{ 128, 0, 255 },
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{ 255, 0, 128 },
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{ 0, 128, 255 },
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{ 0, 255, 128 },
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};
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static const int numColors = sizeof(colors) / sizeof(CVECTOR);
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void world_load(const u_long *data, world_t *world)
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{
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const char *bytes = (const char*)data;
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world->header = (ps1bsp_header_t*)bytes;
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bytes += sizeof(ps1bsp_header_t);
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world->vertices = (ps1bsp_vertex_t*)bytes;
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bytes += sizeof(ps1bsp_vertex_t) * world->header->numVertices;
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world->faceVertIndices = (unsigned short*)bytes;
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bytes += sizeof(unsigned short) * world->header->numFaceVertIndices;
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world->faces = (ps1bsp_face_t*)bytes;
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bytes += sizeof(ps1bsp_face_t) * world->header->numFaces;
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}
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void world_draw(const world_t *world)
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{
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int p;
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// The world doesn't move, so we just set the camera view-projection matrix
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gte_SetRotMatrix(&vp_matrix);
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gte_SetTransMatrix(&vp_matrix);
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for (int faceIdx = 0; faceIdx < world->header->numFaces; ++faceIdx)
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{
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const ps1bsp_face_t *face = &world->faces[faceIdx];
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const CVECTOR *col = &colors[faceIdx % numColors];
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char *scratch = scratchpad;
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SVECTOR *vecs = (SVECTOR*)mem_scratch(&scratch, sizeof(SVECTOR) * face->numVertices);
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// Copy this face's vertices into scratch RAM for fast reuse
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unsigned short *faceVertIndex = &world->faceVertIndices[face->firstVertexIndex];
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for (int vertIdx = 0; vertIdx < face->numVertices; ++vertIdx, ++faceVertIndex)
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{
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vecs[vertIdx] = *((SVECTOR*)&world->vertices[*faceVertIndex]);
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}
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// Draw the face as a triangle fan
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for (int vertIdx = 1; vertIdx < face->numVertices - 1; ++vertIdx)
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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(&vecs[0], &vecs[vertIdx], &vecs[vertIdx + 1]);
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gte_rtpt(); // Rotation, translation, perspective projection
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// Normal clipping for backface culling
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gte_nclip();
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gte_stopz(&p);
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if (p < 0)
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continue;
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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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unsigned 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_F3 *poly = (POLY_F3*)mem_prim(sizeof(POLY_F3));
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if (poly == NULL)
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break;
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setPolyF3(poly);
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gte_stsxy3_f3(poly);
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poly->r0 = col->r;
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poly->g0 = col->g;
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poly->b0 = col->b;
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addPrim(curOT + depth, poly);
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}
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}
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}
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