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@ -76,24 +76,34 @@ typedef struct |
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ps1texture_t front, back; |
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} ps1skin_t; |
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ps1mdl_t playerModel = { .position = { -200, 320, 400 }, .rotation = { 0 } }; |
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ps1mdl_t shamblerModel = { .position = { 200, 320, 400 }, .rotation = { 0 } }; |
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ps1mdl_t playerModel = { .position = { -200, 160, 400 }, .rotation = { 0 } }; |
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ps1mdl_t shamblerModel = { .position = { 200, 160, 400 }, .rotation = { 0 } }; |
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ps1skin_t playerSkin, shamblerSkin; |
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MATRIX color_mtx = { |
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const MATRIX identity = { |
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ONE, 0, 0, |
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0, ONE, 0, |
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0, 0, ONE, |
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0, 0, 0, |
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}; |
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MATRIX light_cols = { |
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ONE, 0, 0, |
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ONE, 0, 0, |
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ONE, 0, 0 |
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}; |
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MATRIX light_mtx = { |
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MATRIX light_dirs = { |
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ONE, 0, 0, |
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0, 0, 0, |
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0, 0, 0 |
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}; |
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// Scale X coordinates to correct the aspect ratio for the chosen resolution |
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VECTOR cam_scale = { SCREENWIDTH * ONE / 320 , ONE, ONE }; |
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VECTOR aspect_scale = { SCREENWIDTH * ONE / 320 , ONE, ONE }; |
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VECTOR cam_pos = { 0, 0, 0 }; |
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SVECTOR cam_rot = { 0 }; |
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void loadModel(const u_long* data, ps1mdl_t *mdl) |
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{ |
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@ -357,9 +367,10 @@ void drawModel(ps1mdl_t *model, ps1skin_t *skin, int frameCounter) |
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short u0, u1, u2, uoffs, voffs; |
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int p; |
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int frameNum = frameCounter % model->header->frameCount; |
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int vertOffs = frameNum * model->header->vertexCount; |
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short halfSkinWidth = model->header->skinWidth >> 1; |
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unsigned short numTriangles = model->header->triangleCount; |
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int frameNum = frameCounter % model->header->frameCount; |
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ps1mdl_vertex_t *baseVert = &model->vertices[frameNum * model->header->vertexCount]; |
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int *scale = model->header->scale; |
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int *translate = model->header->translate; |
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@ -378,31 +389,48 @@ void drawModel(ps1mdl_t *model, ps1skin_t *skin, int frameCounter) |
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// - Render |
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// - Pop matrix |
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MATRIX mtx, lmtx; |
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RotMatrix(&model->rotation, &mtx); |
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ScaleMatrixL(&mtx, &cam_scale); // Aspect ratio correction |
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TransMatrix(&mtx, &model->position); |
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MulMatrix0(&light_mtx, &mtx, &lmtx); |
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// TODO: this can all probably be done much more efficiently with the CompMatrixLV function. Doing it manually first though to better understand it. |
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MATRIX cam_mtx = identity; |
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//VECTOR cam_inv_pos = { -cam_pos.vx, -cam_pos.vy, -cam_pos.vz }; |
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ScaleMatrixL(&cam_mtx, &aspect_scale); // Aspect ratio correction |
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//TransMatrix(&cam_mtx, &cam_inv_pos); |
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//MATRIX cam_rot_mtx; |
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//SVECTOR cam_inv_rot = { -cam_rot.vx, -cam_rot.vy, -cam_rot.vz, 0 }; |
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//RotMatrix(&cam_inv_rot, &cam_rot_mtx); |
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//MulMatrix(&cam_mtx, &cam_rot_mtx); |
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MATRIX light_mtx; |
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// MulMatrix0(&light_dirs, &cam_mtx, &light_mtx); |
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// gte_SetLightMatrix(&light_mtx); |
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MATRIX model_mtx; |
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RotMatrix(&model->rotation, &model_mtx); |
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TransMatrix(&model_mtx, &model->position); |
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MulMatrix(&model_mtx, &cam_mtx); |
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MulMatrix0(&light_dirs, &model_mtx, &light_mtx); |
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gte_SetLightMatrix(&light_mtx); |
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// Model internal scale and translate, to transform vertices from [0..255] range to a larger dynamic range with appropriate world-relative size |
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// Swizzle the coordinates because Quake Z is up |
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// Finding the appropriate scale range here is tricky. Without the << 2 scale the vertex coordinates become so small that you lose depth precision. |
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MATRIX local = { .m = { ONE << 2, 0, 0, 0, 0, -ONE << 2, 0, ONE << 2, 0 }, .t = { 0 } }; |
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ScaleMatrixL(&local, (VECTOR*)scale); |
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TransMatrix(&local, (VECTOR*)translate); |
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MulMatrix(&mtx, &local); |
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MATRIX local_mtx = { .m = { ONE << 2, 0, 0, 0, 0, -ONE << 2, 0, ONE << 2, 0 }, .t = { 0 } }; |
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ScaleMatrixL(&local_mtx, (VECTOR*)scale); |
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TransMatrix(&local_mtx, (VECTOR*)translate); |
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MulMatrix(&model_mtx, &local_mtx); |
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gte_SetRotMatrix(&mtx); |
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gte_SetTransMatrix(&mtx); |
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gte_SetLightMatrix(&lmtx); |
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// TODO: set these after setting up camera, then use PushMatrix + CompMatrixLV for entities? |
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gte_SetRotMatrix(&model_mtx); |
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gte_SetTransMatrix(&model_mtx); |
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for (int triIdx = 0; triIdx < model->header->triangleCount; ++triIdx) |
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for (unsigned short triIdx = 0; triIdx < numTriangles; ++triIdx) |
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{ |
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ps1mdl_triangle_t *tri = &model->triangles[triIdx]; |
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ps1mdl_vertex_t *v0 = &model->vertices[tri->vertexIndex[0] + vertOffs]; |
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ps1mdl_vertex_t *v1 = &model->vertices[tri->vertexIndex[1] + vertOffs]; |
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ps1mdl_vertex_t *v2 = &model->vertices[tri->vertexIndex[2] + vertOffs]; |
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ps1mdl_vertex_t *v0 = &baseVert[tri->vertexIndex[0]]; |
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ps1mdl_vertex_t *v1 = &baseVert[tri->vertexIndex[1]]; |
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ps1mdl_vertex_t *v2 = &baseVert[tri->vertexIndex[2]]; |
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SVECTOR pos0 = { v0->position[0], v0->position[1], v0->position[2], 0 }; |
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SVECTOR pos1 = { v1->position[0], v1->position[1], v1->position[2], 0 }; |
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@ -442,15 +470,14 @@ void drawModel(ps1mdl_t *model, ps1skin_t *skin, int frameCounter) |
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tex = &skin->back; |
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} |
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// TODO: we could get rid of these silly offsets if we just ensure that textures are always page-aligned |
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uoffs = tex->uoffs, voffs = tex->voffs; |
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POLY_GT3 *poly = (POLY_GT3*)nextpri; |
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setPolyGT3(poly); |
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// Store transformed vertex coordinates in screen space |
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gte_stsxy0(&poly->x0); |
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gte_stsxy1(&poly->x1); |
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gte_stsxy2(&poly->x2); |
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gte_stsxy3_gt3(poly); |
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// Copy some values for on-screen debugging |
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outPos.vx = poly->x0; |
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@ -486,7 +513,7 @@ void drawStuff(int counter) |
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FntFlush(-1); |
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gte_SetBackColor(48, 48, 48); // Ambient light color |
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gte_SetColorMatrix(&color_mtx); // 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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drawModel(&playerModel, &playerSkin, counter >> 2); |
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drawModel(&shamblerModel, &shamblerSkin, counter >> 2); |
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@ -504,6 +531,8 @@ int main(int argc, const char *argv[]) |
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counter = 0; |
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while(1) |
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{ |
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playerModel.rotation.vz = (counter << 2) % ONE; |
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drawStuff(counter); |
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// Update display |
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