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@ -384,18 +384,19 @@ void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameC |
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int *scale = model->header->scale; |
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int *scale = model->header->scale; |
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int *translate = model->header->translate; |
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int *translate = model->header->translate; |
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// Model world position and rotation |
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MATRIX model_mtx; |
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MATRIX model_mtx; |
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RotMatrix(&model->rotation, &model_mtx); |
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RotMatrix(&model->rotation, &model_mtx); |
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TransMatrix(&model_mtx, &model->position); |
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TransMatrix(&model_mtx, &model->position); |
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// Adjust light direction by the model's rotation relative to the world |
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MATRIX light_mtx; |
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MATRIX light_mtx; |
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MulMatrix0(&light_dirs, &model_mtx, &light_mtx); |
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MulMatrix0(&light_dirs, &model_mtx, &light_mtx); |
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gte_SetLightMatrix(&light_mtx); |
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gte_SetLightMatrix(&light_mtx); |
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// Compose model matrix with view-projection matrix to obtain the final model-view-projection matrix |
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CompMatrixLV(view_matrix, &model_mtx, &model_mtx); |
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CompMatrixLV(view_matrix, &model_mtx, &model_mtx); |
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PushMatrix(); |
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// TODO: this idea is good but it's missing the >> 12 fraction divide after transformation. Hmmmm... |
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// TODO: this idea is good but it's missing the >> 12 fraction divide after transformation. Hmmmm... |
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// MATRIX mesh_mtx = identity; |
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// MATRIX mesh_mtx = identity; |
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// ScaleMatrixL(&mesh_mtx, (VECTOR*)scale); |
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// ScaleMatrixL(&mesh_mtx, (VECTOR*)scale); |
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@ -483,8 +484,6 @@ void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameC |
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addPrim(ot[db] + depth, poly); |
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addPrim(ot[db] + depth, poly); |
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nextpri += sizeof(POLY_GT3); |
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nextpri += sizeof(POLY_GT3); |
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} |
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} |
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PopMatrix(); |
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} |
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} |
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void drawStuff(int counter) |
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void drawStuff(int counter) |
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@ -498,29 +497,15 @@ void drawStuff(int counter) |
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// Draw the last created text stream |
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// Draw the last created text stream |
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FntFlush(-1); |
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FntFlush(-1); |
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gte_SetBackColor(48, 48, 48); // Ambient light color |
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gte_SetBackColor(48, 48, 48); // Ambient light color |
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gte_SetColorMatrix(&light_cols); // Light color (up to three different lights) |
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gte_SetColorMatrix(&light_cols); // Light color (up to three different lights) |
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// Expected order of things: |
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// - Initial scale matrix to correct aspect ratio |
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// - Coordinate system swizzle (scale) (can probably be combined with the above) |
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// - Camera inverse translation |
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// - Camera inverse rotation (apply on top of camera translation) |
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// - Multiply light matrix (lights will be in Quake coordinate system) |
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// - Push matrix |
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// - Entity local rotation |
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// - Entity local translation |
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// - Model internal scale |
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// - Model internal translate |
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// - Render |
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// - Pop matrix |
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MATRIX proj_matrix = quake_swizzle; // Swizzle coordinates so that everything is in Quake coordinate system (Z up) |
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MATRIX proj_matrix = quake_swizzle; // Swizzle coordinates so that everything is in Quake coordinate system (Z up) |
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ScaleMatrixL(&proj_matrix, &aspect_scale); // Apply aspect ratio correction for the current resolution |
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ScaleMatrixL(&proj_matrix, &aspect_scale); // Apply aspect ratio correction for the current resolution |
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MATRIX view_matrix; |
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MATRIX view_matrix; |
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SVECTOR trot = { 0, 0, 0, 0 }; // TODO: camera rotation (in Quake coordinates) |
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VECTOR tpos = { 0, 400, -100 }; // TODO: camera position (in Quake coordinates) |
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SVECTOR trot = { 0, 0, 0, 0 }; // TODO: inverse camera rotation (in Quake coordinates) |
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VECTOR tpos = { 0, 400, -100 }; // TODO: inverse camera position (in Quake coordinates) |
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RotMatrix(&trot, &view_matrix); // Set camera rotation part of the view matrix |
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RotMatrix(&trot, &view_matrix); // Set camera rotation part of the view matrix |
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ApplyMatrixLV(&view_matrix, &tpos, &tpos); // Apply camera rotation to camera position |
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ApplyMatrixLV(&view_matrix, &tpos, &tpos); // Apply camera rotation to camera position |
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TransMatrix(&view_matrix, &tpos); // Apply transformed position to the translation part of the view matrix |
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TransMatrix(&view_matrix, &tpos); // Apply transformed position to the translation part of the view matrix |
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@ -528,9 +513,6 @@ void drawStuff(int counter) |
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// Compose view and projection matrices to obtain a combined view-projection matrix |
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// Compose view and projection matrices to obtain a combined view-projection matrix |
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CompMatrixLV(&proj_matrix, &view_matrix, &view_matrix); |
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CompMatrixLV(&proj_matrix, &view_matrix, &view_matrix); |
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gte_SetRotMatrix(&view_matrix); |
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gte_SetTransMatrix(&view_matrix); |
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drawModel(&view_matrix, &playerModel, &playerSkin, counter >> 2); |
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drawModel(&view_matrix, &playerModel, &playerSkin, counter >> 2); |
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drawModel(&view_matrix, &shamblerModel, &shamblerSkin, counter >> 2); |
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drawModel(&view_matrix, &shamblerModel, &shamblerSkin, counter >> 2); |
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} |
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} |
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