diff --git a/draw.h b/draw.h index 6255212..2c30cec 100644 --- a/draw.h +++ b/draw.h @@ -146,10 +146,9 @@ static INLINE void draw_triangle_textured(STVECTOR *verts, u_short tpage, u_long ++polyCount; } -static INLINE void draw_quadstrip_textured(STVECTOR *verts, u_char numVerts, u_short tpage, u_long *ot) +static INLINE void draw_quadstrip_textured(const ps1bsp_vertex_t *vertices, const ps1bsp_polyvertex_t *polyVerts, u_char numVerts, u_short tpage, u_long *ot) { - // Draw the face as a quad strip - STVECTOR *v0, *v1, *v2, *v3; + const ps1bsp_polyvertex_t *v0, *v1, *v2, *v3; u_char i0, i1, i2, i3; u_char head = 0; u_char tail = numVerts; @@ -168,23 +167,22 @@ static INLINE void draw_quadstrip_textured(STVECTOR *verts, u_char numVerts, u_s i2 = --tail; i3 = head++; - v0 = &verts[i0]; - v1 = &verts[i1]; - v2 = &verts[i2]; + v0 = &polyVerts[i0]; + v1 = &polyVerts[i1]; + v2 = &polyVerts[i2]; + v3 = &polyVerts[i3]; - // Naively draw the quad with GTE, nothing special or optimized about this - gte_ldv3(v0, v1, v2); + // 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 + // Draw a gouraud shaded textured quad POLY_GT4 *poly = (POLY_GT4*)mem_prim(sizeof(POLY_GT4)); setPolyGT4(poly); gte_stsxy3_gt3(poly); - v3 = &verts[i3]; - // Transform the fourth vertex to complete the quad - gte_ldv0(v3); + gte_ldv0(&vertices[v3->index]); gte_rtps(); gte_stsxy(&poly->x3); @@ -194,20 +192,20 @@ static INLINE void draw_quadstrip_textured(STVECTOR *verts, u_char numVerts, u_s poly->tpage = tpage; // Vertex color lighting - 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_water(STVECTOR *verts, u_char numVerts, u_short tpage, u_long *ot) +static INLINE void draw_quadstrip_water(const ps1bsp_vertex_t *vertices, const ps1bsp_polyvertex_t *polyVerts, u_char numVerts, u_short tpage, u_long *ot) { // Draw the face as a quad strip - const STVECTOR *v0, *v1, *v2, *v3; + const ps1bsp_polyvertex_t *v0, *v1, *v2, *v3; u_char i0, i1, i2, i3; u_char head = 0; u_char tail = numVerts; @@ -225,25 +223,22 @@ static INLINE void draw_quadstrip_water(STVECTOR *verts, u_char numVerts, u_shor i2 = --tail; i3 = head++; - v0 = &verts[i0]; - v1 = &verts[i1]; - v2 = &verts[i2]; + v0 = &polyVerts[i0]; + v1 = &polyVerts[i1]; + v2 = &polyVerts[i2]; + v3 = &polyVerts[i3]; - // Naively draw the quad with GTE, nothing special or optimized about this - gte_ldv3(v0, v1, v2); + // 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 + // Draw a flat-shaded textured quad POLY_FT4 *poly = (POLY_FT4*)mem_prim(sizeof(POLY_FT4)); setPolyFT4(poly); - gte_stsxy0(&poly->x0); - gte_stsxy1(&poly->x1); - gte_stsxy2(&poly->x2); - - v3 = &verts[i3]; + gte_stsxy3_ft3(poly); // Transform the fourth vertex to complete the quad - gte_ldv0(v3); + gte_ldv0(&vertices[v3->index]); gte_rtps(); gte_stsxy(&poly->x3); diff --git a/world.c b/world.c index b24632e..536f247 100644 --- a/world.c +++ b/world.c @@ -167,47 +167,23 @@ static void world_drawface_textured(const world_t *world, const ps1bsp_face_t *f return; // Draw textured, vertex colored polygons - STVECTOR *verts = (STVECTOR*)(scratchpad + 256); - ps1bsp_texture_t *faceTexture = &world->textures[face->textureId]; + const ps1bsp_texture_t *texture = &world->textures[face->textureId]; const ps1bsp_polygon_t* poly = &world->polygons[face->firstPolygon]; if (face->flags & SURF_DRAWWATER) { for (u_char polyIdx = 0; polyIdx < face->numPolygons; ++polyIdx, ++poly) { - ps1bsp_polyvertex_t *polyVertex = &world->polyVertices[poly->firstPolyVertex]; - STVECTOR *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->u = (u_short)polyVertex->u; - curVert->v = (u_short)polyVertex->v; - } - - draw_quadstrip_water(verts, poly->numPolyVertices, faceTexture->tpage, ot); + ps1bsp_polyvertex_t *polyVertices = &world->polyVertices[poly->firstPolyVertex]; + draw_quadstrip_water(world->vertices, polyVertices, poly->numPolyVertices, texture->tpage, ot); } } else { for (u_char polyIdx = 0; polyIdx < face->numPolygons; ++polyIdx, ++poly) { - ps1bsp_polyvertex_t *polyVertex = &world->polyVertices[poly->firstPolyVertex]; - STVECTOR *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->u = (u_short)polyVertex->u; - curVert->v = (u_short)polyVertex->v; - curVert->pad = polyVertex->light; - } - - draw_quadstrip_textured(verts, poly->numPolyVertices, faceTexture->tpage, ot); + ps1bsp_polyvertex_t *polyVertices = &world->polyVertices[poly->firstPolyVertex]; + draw_quadstrip_textured(world->vertices, polyVertices, poly->numPolyVertices, texture->tpage, ot); } } }