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Scale, translate and convert vertices to SVECTOR ahead of time, to prevent duplicate conversions and make this thing a bit faster.

master
Nico de Poel 3 years ago
parent
commit
8bb362c53f
  1. 34
      main.c

34
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;
@ -406,22 +410,26 @@ void drawModel(MATRIX *view_matrix, ps1mdl_t *model, ps1skin_t *skin, int frameC
gte_SetRotMatrix(&model_mtx);
gte_SetTransMatrix(&model_mtx);
for (unsigned short triIdx = 0; triIdx < numTriangles; ++triIdx)
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 < 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]];
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 = { 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 };
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(pos0, pos1, pos2);
gte_rtpt(); // Rotation, Translation and Perspective triplet (all three vertices at once)
// Normal clipping for backface culling

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