diff --git a/main.c b/main.c index 5a5db49..723e695 100644 --- a/main.c +++ b/main.c @@ -368,6 +368,9 @@ static int fakeLight(const int *norm) SVECTOR outPos; +#define MAXVERTEXBUF 512 +SVECTOR vertexBuffer[MAXVERTEXBUF] = { 0 }; // Temporary buffer for precalculating vertex data + #define SCTR(v, i) (short)((scale[i]*(v)->position[i]+translate[i])>>10) void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameCounter) @@ -377,9 +380,10 @@ void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameC int p; short halfSkinWidth = model->header->skinWidth >> 1; - unsigned short numTriangles = model->header->triangleCount; + unsigned short vertexCount = model->header->vertexCount; + unsigned short triangleCount = model->header->triangleCount; int frameNum = frameCounter % model->header->frameCount; - ps1mdl_vertex_t *baseVert = &model->vertices[frameNum * model->header->vertexCount]; + ps1mdl_vertex_t *baseVertex = &model->vertices[frameNum * vertexCount]; int *scale = model->header->scale; int *translate = model->header->translate; @@ -405,23 +409,27 @@ 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) + { + SVECTOR *v = &vertexBuffer[vertIdx]; + setVector(v, SCTR(vin,0), SCTR(vin,1), SCTR(vin,2)); + } - for (unsigned short triIdx = 0; triIdx < numTriangles; ++triIdx) + for (unsigned short triIdx = 0; triIdx < triangleCount; ++triIdx) { ps1mdl_triangle_t *tri = &model->triangles[triIdx]; - ps1mdl_vertex_t *v0 = &baseVert[tri->vertexIndex[0]]; - ps1mdl_vertex_t *v1 = &baseVert[tri->vertexIndex[1]]; - ps1mdl_vertex_t *v2 = &baseVert[tri->vertexIndex[2]]; - - // 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 }; - SVECTOR pos0 = { SCTR(v0,0), SCTR(v0,1), SCTR(v0,2), 0 }; - SVECTOR pos1 = { SCTR(v1,0), SCTR(v1,1), SCTR(v1,2), 0 }; - SVECTOR pos2 = { SCTR(v2,0), SCTR(v2,1), SCTR(v2,2), 0 }; - - gte_ldv3(&pos0, &pos1, &pos2); + 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 *pos0 = &vertexBuffer[tri->vertexIndex[0]]; + SVECTOR *pos1 = &vertexBuffer[tri->vertexIndex[1]]; + SVECTOR *pos2 = &vertexBuffer[tri->vertexIndex[2]]; + + gte_ldv3(pos0, pos1, pos2); gte_rtpt(); // Rotation, Translation and Perspective triplet (all three vertices at once) // Normal clipping for backface culling