Nico de Poel
225ec746ec
Updated vertex field names to match, to facilitate blitting to SVECTOR
3 years ago
Nico de Poel
b87102afb2
Export model face data
3 years ago
Nico de Poel
197c657361
Prevent 16-bit overflow when storing face area; fixes wildly inconsistent tessellation LOD calculations
3 years ago
Nico de Poel
8d51e7e252
Embed the texture atlas data inside the exported .ps1bsp file and name those files after the actual map.
Makes it a bit easier to switch between maps for testing.
3 years ago
Nico de Poel
dfe7806450
Reorganized model data so as not to cause any memory alignment issues
3 years ago
Nico de Poel
97a08243b5
Added a world spawn element with a generic sky color derived from the sky texture
3 years ago
Nico de Poel
45796822cd
Reorganized poly vertex data structure to allow for faster copying in the PS1 code
3 years ago
Nico de Poel
caaccee1dd
Export model data for dynamic world objects
3 years ago
Nico de Poel
cc18611de8
Reorganized texture code so that the palette is loaded separately, and metadata used to calculate UVs are kept out of the exported file for PS1.
3 years ago
Nico de Poel
9f1ed1f35f
Draw lava, slime and teleporters as liquids, but not transparent.
3 years ago
Nico de Poel
fb66f93b46
Provide some additional data in the PS1 BSP file, including linked list pointers for leaf-based polygon sorting
3 years ago
Nico de Poel
cc1fcec7ea
Also add leaf bounding sphere for optional per-leaf frustum culling.
3 years ago
Nico de Poel
c91e8e6167
Added bounding spheres to node data, used for frustum culling
3 years ago
Nico de Poel
0df5801eba
Export face vertex data again, to allow for simplified rendering routines
3 years ago
Nico de Poel
93551117b1
Added surface flags, allowing for rendering of water surfaces
3 years ago
Nico de Poel
4655246b69
Retired the concept of surface vertices, as UVs can in fact not be shared between polygons.
I may revisit this idea when trying to compress data size, as lighting data can be shared between poly vertices.
3 years ago
Nico de Poel
fc281251ea
Overhaul of geometry conversion:
- Faces are now tessellated into one or more polygons, based on UV coordinates and texture tiling
- Polygons have their own vertex index list and light/UV values per vertex
- Lighting is sampled per polygon vertex, allowing for more light samples in general and more refined lighting
- There are still problems with reconstruction of vertices for sloped surfaces, but this is enough of a result for a checkpoint commit
3 years ago
Nico de Poel
72d03aff9c
Fixed some issues with texture atlas, page and ID generation. Texture references generally seem to be in order now, but UVs are still a problem.
3 years ago
Nico de Poel
d84a14973b
First pass at converting texture info to PS1 VRAM data. Not quite right yet but it's starting to work.
3 years ago
Nico de Poel
1882d246b9
A bit of cleanup ahead of attempting to make textures work
3 years ago
Nico de Poel
bf3bf810f6
Added computation of face area by projecting its vertices onto its plane and then generating a bounding box. Will be used for determining tessellation subdivisions.
3 years ago
Nico de Poel
e65ce7b673
First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
Not quite right yet but it does get a result, and it's given me a good idea of what the correct solution for this should be.
3 years ago
Nico de Poel
a1e289f5fa
Export plane type field, to allow optimizations for axis-aligned planes
3 years ago
Nico de Poel
eb548d13d8
Added plane and center point to face struct, for early backface culling.
3 years ago
Nico de Poel
f6da144c6a
Padded some structs to make them 32-bit aligned
3 years ago
Nico de Poel
86343e96a9
Added export of PVS data
3 years ago
Nico de Poel
049a02fec7
Added conversion of plane, node and leaf data
3 years ago
Nico de Poel
a631e5a90d
Reworked PS1BSP format to use dentry-style header info, and added structs for planes, nodes and leafs.
3 years ago
Nico de Poel
9af577773d
Improved lightmap sampling for face vertices
3 years ago
Nico de Poel
f596c008d7
Store sampled light data per face vertex, so we can individually light each face without having to average lighting values.
Keeping averaged light per vertex intact for now, as sampling isn't quite perfect yet and I like to have some options.
3 years ago
Nico de Poel
ba68bc128e
Write face vertex indices to output file instead of triangle data, which takes up less space and allows the PS1 code to decide how to draw the primitives.
3 years ago
Nico de Poel
2f3facc4d8
Added a few more bits of BSP data, fixed edge list which is in fact an array of ints; the documentation was wrong.
3 years ago
Nico de Poel
bd339fc737
Separated file loading from BSP processing, making it easier to use data from different sources and also ensuring everything gets cleaned up properly at the end.
3 years ago
Nico de Poel
fac8e40425
Made an attempt to add some structure to the BSP file processing
3 years ago
Nico de Poel
8f82f467a0
First import of PS1 MDL/BSP tools project, long overdue
3 years ago