diff --git a/GL/clip.c b/GL/clip.c index a4c55fa..b89bad4 100644 --- a/GL/clip.c +++ b/GL/clip.c @@ -33,34 +33,37 @@ void clipLineToNearZ(const ClipVertex* v1, const ClipVertex* v2, ClipVertex* vou vout->xyz[2] = v1->xyz[2] + (vec[2] * (*t)); } -static void interpolateFloat(const float v1, const float v2, const float t, float* out) { - *out = v1 + (v2 - v1) * t; +static inline void interpolateFloat(const float v1, const float v2, const float t, float* out) { + float v = v2 - v1; + *out = (v * t) + v1; } static void interpolateVec2(const float* v1, const float* v2, const float t, float* out) { /* FIXME: SH4 has an asm instruction for this */ - out[0] = v1[0] + (v2[0] - v1[0]) * t; - out[1] = v1[1] + (v2[1] - v1[1]) * t; + interpolateFloat(v1[0], v2[0], t, &out[0]); + interpolateFloat(v1[1], v2[1], t, &out[1]); } static void interpolateVec3(const float* v1, const float* v2, const float t, float* out) { /* FIXME: SH4 has an asm instruction for this */ - out[0] = v1[0] + (v2[0] - v1[0]) * t; - out[1] = v1[1] + (v2[1] - v1[1]) * t; - out[2] = v1[2] + (v2[2] - v1[2]) * t; + + interpolateFloat(v1[0], v2[0], t, &out[0]); + interpolateFloat(v1[1], v2[1], t, &out[1]); + interpolateFloat(v1[2], v2[2], t, &out[2]); } static void interpolateVec4(const float* v1, const float* v2, const float t, float* out) { /* FIXME: SH4 has an asm instruction for this */ - out[0] = v1[0] + (v2[0] - v1[0]) * t; - out[1] = v1[1] + (v2[1] - v1[1]) * t; - out[2] = v1[2] + (v2[2] - v1[2]) * t; - out[3] = v1[3] + (v2[3] - v1[3]) * t; + interpolateFloat(v1[0], v2[0], t, &out[0]); + interpolateFloat(v1[1], v2[1], t, &out[1]); + interpolateFloat(v1[2], v2[2], t, &out[2]); + interpolateFloat(v1[3], v2[3], t, &out[3]); } const uint32_t VERTEX_CMD_EOL = 0xf0000000; const uint32_t VERTEX_CMD = 0xe0000000; +void clipTriangleStrip(AlignedVector* vertices, AlignedVector* outBuffer) __attribute__((optimize("fast-math"))); void clipTriangleStrip(AlignedVector* vertices, AlignedVector* outBuffer) { /* Clipping triangle strips is *hard* this is the algorithm we follow: