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Rewrote the other face drawing functions to ditch the vertex copying stage too.

unrollquadloop
Nico de Poel 3 years ago
parent
commit
ae080953f7
  1. 90
      draw.h
  2. 36
      world.c

90
draw.h

@ -73,28 +73,33 @@ static INLINE void draw_trianglestrip_lit(SVECTOR *verts, u_char numVerts, u_lon
}
}
static INLINE void draw_quadstrip_lit(SVECTOR *verts, u_char numVerts, u_long *ot)
static INLINE void draw_quadstrip_lit(const ps1bsp_vertex_t *vertices, const ps1bsp_polyvertex_t *polyVerts, u_char numVerts, u_long *ot)
{
// Draw the face as a quad strip
const SVECTOR *v0, *v1, *v2, *v3;
const SVECTOR *head = verts;
const SVECTOR *tail = verts + numVerts;
const ps1bsp_polyvertex_t *v0, *v1, *v2, *v3;
u_char i0, i1, i2, i3;
u_char head = 0;
u_char tail = numVerts;
// Initialize the first two vertices
v2 = --tail;
v3 = head++;
i2 = --tail;
i3 = head++;
// Normally a quad strip would have (N-2)/2 quads, but we might end up with a sole triangle at the end which will be drawn as a collapsed quad
u_char numQuads = (numVerts - 1) >> 1;
for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
{
v0 = v2;
v1 = v3;
v2 = --tail;
v3 = head++;
i0 = i2;
i1 = i3;
i2 = --tail;
i3 = head++;
// Naively draw the quad with GTE, nothing special or optimized about this
gte_ldv3(v0, v1, v2);
v0 = &polyVerts[i0];
v1 = &polyVerts[i1];
v2 = &polyVerts[i2];
v3 = &polyVerts[i3];
// Transform the first three vertices
gte_ldv3(&vertices[v0->index], &vertices[v1->index], &vertices[v2->index]);
gte_rtpt(); // Rotation, translation, perspective projection
// Draw a flat-shaded untextured colored quad
@ -103,14 +108,63 @@ static INLINE void draw_quadstrip_lit(SVECTOR *verts, u_char numVerts, u_long *o
gte_stsxy3_g3(poly);
// Transform the fourth vertex to complete the quad
gte_ldv0(v3);
gte_ldv0(&vertices[v3->index]);
gte_rtps();
gte_stsxy(&poly->x3);
poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->pad;
poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->pad;
poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->pad;
poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->pad;
poly->r0 = poly->g0 = poly->b0 = (uint8_t)v0->light;
poly->r1 = poly->g1 = poly->b1 = (uint8_t)v1->light;
poly->r2 = poly->g2 = poly->b2 = (uint8_t)v2->light;
poly->r3 = poly->g3 = poly->b3 = (uint8_t)v3->light;
addPrim(ot, poly);
++polyCount;
}
}
static INLINE void draw_quadstrip_colored(const ps1bsp_vertex_t *vertices, const ps1bsp_facevertex_t *faceVerts, u_char numVerts, u_long *ot)
{
const ps1bsp_facevertex_t *v0, *v1, *v2, *v3;
u_char i0, i1, i2, i3;
u_char head = 0;
u_char tail = numVerts;
// Initialize the first two vertices
i2 = --tail;
i3 = head++;
// Normally a quad strip would have (N-2)/2 quads, but we might end up with a sole triangle at the end which will be drawn as a collapsed quad
u_char numQuads = (numVerts - 1) >> 1;
for (u_char quadIdx = 0; quadIdx < numQuads; ++quadIdx)
{
i0 = i2;
i1 = i3;
i2 = --tail;
i3 = head++;
v0 = &faceVerts[i0];
v1 = &faceVerts[i1];
v2 = &faceVerts[i2];
v3 = &faceVerts[i3];
// Transform the first three vertices
gte_ldv3(&vertices[v0->index], &vertices[v1->index], &vertices[v2->index]);
gte_rtpt(); // Rotation, translation, perspective projection
// Draw a flat-shaded untextured colored quad
POLY_G4 *poly = (POLY_G4*)mem_prim(sizeof(POLY_G4));
setPolyG4(poly);
gte_stsxy3_g3(poly);
// Transform the fourth vertex to complete the quad
gte_ldv0(&vertices[v3->index]);
gte_rtps();
gte_stsxy(&poly->x3);
poly->r0 = v0->r << 3; poly->g0 = v0->g << 3; poly->b0 = v0->b << 3;
poly->r1 = v1->r << 3; poly->g1 = v1->g << 3; poly->b1 = v1->b << 3;
poly->r2 = v2->r << 3; poly->g2 = v2->g << 3; poly->b2 = v2->b << 3;
poly->r3 = v3->r << 3; poly->g3 = v3->g << 3; poly->b3 = v3->b << 3;
addPrim(ot, poly);
++polyCount;

36
world.c

@ -103,22 +103,8 @@ static void world_drawface_fast(const world_t *world, const ps1bsp_face_t *face,
return;
// Draw untextured, vertex colored faces, skipping the entire polygon tessellation step
SVECTOR *verts = (SVECTOR*)(scratchpad + 256);
SVECTOR *curVert = verts;
const ps1bsp_facevertex_t *faceVertex = &world->faceVertices[face->firstFaceVertex];
for (u_char vertIdx = 0; vertIdx < face->numFaceVertices; ++vertIdx, ++faceVertex, ++curVert)
{
const ps1bsp_vertex_t *vert = &world->vertices[faceVertex->index];
curVert->vx = vert->x;
curVert->vy = vert->y;
curVert->vz = vert->z;
curVert->pad = (unsigned short)(size_t)face & 0xFF; // TODO: apply averaged light * color value
}
if (face->numFaceVertices == 3)
draw_triangle_lit(verts, ot);
else
draw_quadstrip_lit(verts, face->numFaceVertices, ot);
const ps1bsp_facevertex_t *faceVertices = &world->faceVertices[face->firstFaceVertex];
draw_quadstrip_colored(world->vertices, faceVertices, face->numFaceVertices, ot);
}
static void world_drawface_lit(const world_t *world, const ps1bsp_face_t *face, u_long *ot)
@ -132,25 +118,11 @@ static void world_drawface_lit(const world_t *world, const ps1bsp_face_t *face,
return;
// Draw untextured, vertex colored polygons
SVECTOR *verts = (SVECTOR*)(scratchpad + 256);
const ps1bsp_polygon_t* poly = &world->polygons[face->firstPolygon];
for (u_char polyIdx = 0; polyIdx < face->numPolygons; ++polyIdx, ++poly)
{
ps1bsp_polyvertex_t *polyVertex = &world->polyVertices[poly->firstPolyVertex];
SVECTOR *curVert = verts;
for (u_char vertIdx = 0; vertIdx < poly->numPolyVertices; ++vertIdx, ++polyVertex, ++curVert)
{
const ps1bsp_vertex_t *vert = &world->vertices[polyVertex->index];
curVert->vx = vert->x;
curVert->vy = vert->y;
curVert->vz = vert->z;
curVert->pad = polyVertex->light;
}
if (poly->numPolyVertices == 3)
draw_triangle_lit(verts, ot);
else
draw_quadstrip_lit(verts, poly->numPolyVertices, ot);
ps1bsp_polyvertex_t *polyVertices = &world->polyVertices[poly->firstPolyVertex];
draw_quadstrip_lit(world->vertices, polyVertices, poly->numPolyVertices, ot);
}
}

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