diff --git a/main.c b/main.c index 0fe0032..2ae440f 100644 --- a/main.c +++ b/main.c @@ -357,23 +357,45 @@ void drawModel(ps1mdl_t *model, ps1skin_t *skin, int frameCounter) short u0, u1, u2, uoffs, voffs; int p; + int frameNum = frameCounter % model->header->frameCount; + int vertOffs = frameNum * model->header->vertexCount; + short halfSkinWidth = model->header->skinWidth >> 1; + + int *scale = model->header->scale; + int *translate = model->header->translate; + + // Expected order of things: + // - Initial scale matrix to correct aspect ratio + // - Coordinate system swizzle (scale) (can probably be combined with the above) + // - Camera inverse translation + // - Camera inverse rotation (apply on top of camera translation) + // - Multiply light matrix (lights will be in Quake coordinate system) + // - Push matrix + // - Entity local rotation + // - Entity local translation + // - Model internal scale + // - Model internal translate + // - Render + // - Pop matrix + MATRIX mtx, lmtx; RotMatrix(&model->rotation, &mtx); ScaleMatrixL(&mtx, &cam_scale); // Aspect ratio correction TransMatrix(&mtx, &model->position); MulMatrix0(&light_mtx, &mtx, &lmtx); + // Model internal scale and translate, to transform vertices from [0..255] range to a larger dynamic range with appropriate world-relative size + // Swizzle the coordinates because Quake Z is up + // Finding the appropriate scale range here is tricky. Without the << 2 scale the vertex coordinates become so small that you lose depth precision. + MATRIX local = { .m = { ONE << 2, 0, 0, 0, 0, -ONE << 2, 0, ONE << 2, 0 }, .t = { 0 } }; + ScaleMatrixL(&local, (VECTOR*)scale); + TransMatrix(&local, (VECTOR*)translate); + MulMatrix(&mtx, &local); + gte_SetRotMatrix(&mtx); gte_SetTransMatrix(&mtx); gte_SetLightMatrix(&lmtx); - int frameNum = frameCounter % model->header->frameCount; - int vertOffs = frameNum * model->header->vertexCount; - short halfSkinWidth = model->header->skinWidth >> 1; - - int *scale = model->header->scale; - int *translate = model->header->translate; - for (int triIdx = 0; triIdx < model->header->triangleCount; ++triIdx) { ps1mdl_triangle_t *tri = &model->triangles[triIdx]; @@ -382,12 +404,9 @@ void drawModel(ps1mdl_t *model, ps1skin_t *skin, int frameCounter) ps1mdl_vertex_t *v1 = &model->vertices[tri->vertexIndex[1] + vertOffs]; ps1mdl_vertex_t *v2 = &model->vertices[tri->vertexIndex[2] + vertOffs]; - // Swizzle the coordinates because Quake Z is up - // TODO: scale and translate should be done by the GTE instead of through software here - // Finding the appropriate scale range here is tricky. Normalize with >> 12 as usual and the coordinates become so small that you lose depth precision. - SVECTOR pos0 = { (scale[0] * v0->position[0] + translate[0]) >> 10, (scale[2] * -v0->position[2] + translate[2]) >> 10, (scale[1] * v0->position[1] + translate[1]) >> 10, 0 }; - SVECTOR pos1 = { (scale[0] * v1->position[0] + translate[0]) >> 10, (scale[2] * -v1->position[2] + translate[2]) >> 10, (scale[1] * v1->position[1] + translate[1]) >> 10, 0 }; - SVECTOR pos2 = { (scale[0] * v2->position[0] + translate[0]) >> 10, (scale[2] * -v2->position[2] + translate[2]) >> 10, (scale[1] * v2->position[1] + translate[1]) >> 10, 0 }; + SVECTOR pos0 = { v0->position[0], v0->position[1], v0->position[2], 0 }; + SVECTOR pos1 = { v1->position[0], v1->position[1], v1->position[2], 0 }; + SVECTOR pos2 = { v2->position[0], v2->position[1], v2->position[2], 0 }; gte_ldv3(&pos0, &pos1, &pos2); gte_rtpt(); // Rotation, Translation and Perspective triplet (all three vertices at once) @@ -439,6 +458,7 @@ void drawModel(ps1mdl_t *model, ps1skin_t *skin, int frameCounter) outPos.vz = p; // Calculate vertex color based on normal + // TODO: we could probably speed this up by precalculating the lighting for each normal, if we need to draw more than 162 vertices gte_ldrgb(&poly->r0); gte_ldv3(anorms[v0->normalIndex], anorms[v1->normalIndex], anorms[v2->normalIndex]); gte_nct(); @@ -466,7 +486,7 @@ void drawStuff(int counter) FntFlush(-1); gte_SetBackColor(48, 48, 48); // Ambient light color - gte_SetColorMatrix(&color_mtx); // Light color and direction + gte_SetColorMatrix(&color_mtx); // Light color (up to three different lights) drawModel(&playerModel, &playerSkin, counter >> 2); drawModel(&shamblerModel, &shamblerSkin, counter >> 2);