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Abuse SVECTOR padding field to store the normal index, so we don't need to do an extra lookup inside the draw loop.

master
Nico de Poel 3 years ago
parent
commit
2bacaabfd1
  1. 24
      main.c

24
main.c

@ -410,26 +410,24 @@ void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameC
gte_SetRotMatrix(&model_mtx);
gte_SetTransMatrix(&model_mtx);
ps1mdl_vertex_t *vin = baseVertex;
for (unsigned short vertIdx = 0; vertIdx < vertexCount; ++vertIdx, ++vin)
// Scale, translate and convert vertex data to SVECTOR ahead of time for all vertices.
// This eliminates duplicate calculations on vertices shared by multiple triangles.
SVECTOR *v = vertexBuffer;
for (unsigned short vertIdx = 0; vertIdx < vertexCount; ++vertIdx, ++baseVertex, ++v)
{
SVECTOR *v = &vertexBuffer[vertIdx];
setVector(v, SCTR(vin,0), SCTR(vin,1), SCTR(vin,2));
setVector(v, SCTR(baseVertex,0), SCTR(baseVertex,1), SCTR(baseVertex,2));
v->pad = baseVertex->normalIndex;
}
for (unsigned short triIdx = 0; triIdx < triangleCount; ++triIdx)
{
ps1mdl_triangle_t *tri = &model->triangles[triIdx];
ps1mdl_vertex_t *v0 = &baseVertex[tri->vertexIndex[0]];
ps1mdl_vertex_t *v1 = &baseVertex[tri->vertexIndex[1]];
ps1mdl_vertex_t *v2 = &baseVertex[tri->vertexIndex[2]];
SVECTOR *v0 = &vertexBuffer[tri->vertexIndex[0]];
SVECTOR *v1 = &vertexBuffer[tri->vertexIndex[1]];
SVECTOR *v2 = &vertexBuffer[tri->vertexIndex[2]];
SVECTOR *pos0 = &vertexBuffer[tri->vertexIndex[0]];
SVECTOR *pos1 = &vertexBuffer[tri->vertexIndex[1]];
SVECTOR *pos2 = &vertexBuffer[tri->vertexIndex[2]];
gte_ldv3(pos0, pos1, pos2);
gte_ldv3(v0, v1, v2);
gte_rtpt(); // Rotation, Translation and Perspective triplet (all three vertices at once)
// Normal clipping for backface culling
@ -480,7 +478,7 @@ void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameC
// 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_ldv3(anorms[v0->pad], anorms[v1->pad], anorms[v2->pad]);
gte_nct();
gte_strgb3(&poly->r0, &poly->r1, &poly->r2);

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