/*
Copyright (C) 2003 - Derek John Evans 

This file is part of Yeti3D Portable Engine

Yeti3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 2003 - Derek J. Evans <derek@theteahouse.com.au>
Prepared for public release: 10/24/2003 - Derek J. Evans <derek@theteahouse.com.au>
*/

/*
Copyright (C) 2003 - Derek John Evans 

This file is part of Yeti3D Portable Engine

Yeti3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 2003 - Derek J. Evans <derek@theteahouse.com.au>
Prepared for public release: 10/24/2003 - Derek J. Evans <derek@theteahouse.com.au>
*/

/*
** Name: Yeti3D
** Desc: Portable GameBoy Advanced 3D Engine
** Auth: Derek J. Evans <derek@theteahouse.com.au>
**
** Copyright (C) 2003 Derek J. Evans. All Rights Reserved.
**
** YY  YY EEEEEE TTTTTT IIIIII 33333  DDDDD
** YY  YY EE       TT     II       33 DD  DD
**  YYYY  EEEE     TT     II     333  DD  DD
**   YY   EE       TT     II       33 DD  DD
**   YY   EEEEEE   TT   IIIIII 33333  DDDDD
*/

#include "yeti.h"

/******************************************************************************/

void CODE_IN_IWRAM matrix_rotate_world(matrx_t m, int alp, int bet, int gam)
{
  int cosalp = fixcos(alp);
  int sinalp = fixsin(alp);
  int cosbet = fixcos(bet);
  int sinbet = fixsin(bet);
  int cosgam = fixcos(gam);
  int singam = fixsin(gam);

  m[0][0] =  fixmul(singam, fixmul(sinbet, sinalp)) + fixmul(cosgam, cosalp);
  m[0][1] =  fixmul(cosbet, sinalp);
  m[0][2] =  fixmul(singam, cosalp) - fixmul(cosgam, fixmul(sinbet, sinalp));

  m[1][0] =  fixmul(singam, fixmul(sinbet, cosalp)) - fixmul(cosgam, sinalp);
  m[1][1] =  fixmul(cosbet, cosalp);
  m[1][2] = -fixmul(cosgam, fixmul(sinbet, cosalp)) - fixmul(singam, sinalp);

  m[2][0] = -fixmul(singam, cosbet);
  m[2][1] =  sinbet;
  m[2][2] =  fixmul(cosgam, cosbet);
}

void CODE_IN_IWRAM matrix_rotate_object(matrx_t m, int alp, int bet, int gam)
{
  int cosalp = fixcos(alp);
  int sinalp = fixsin(alp);
  int cosbet = fixcos(bet);
  int sinbet = fixsin(bet);
  int cosgam = fixcos(gam);
  int singam = fixsin(gam);

  m[0][0] =  fixmul(cosalp, cosgam) - fixmul(sinalp, fixmul(sinbet, singam));
  m[0][1] =  fixmul(sinalp, cosgam) + fixmul(cosalp, fixmul(sinbet, singam));
  m[0][2] =  fixmul(cosbet, singam);

  m[1][0] = -fixmul(sinalp, cosbet);
  m[1][1] =  fixmul(cosalp, cosbet);
  m[1][2] = -sinbet;

  m[2][0] = -fixmul(cosalp, singam) - fixmul(sinalp, fixmul(sinbet, cosgam));
  m[2][1] =  fixmul(cosalp, fixmul(sinbet, cosgam)) - fixmul(sinalp, singam);
  m[2][2] =  fixmul(cosbet, cosgam);
}

/******************************************************************************/

/*
** Name: vertex_project
** Desc: Projects a vertex into screen space. (ie: 3D to 2D viewport space)
*/
void CODE_IN_IWRAM vertex_project(vertex_t* v)
{
  if (v->z > YETI_RECIPROCAL_MIN && v->z < YETI_RECIPROCAL_MAX)
  {
    int z = reciprocal[v->z];

    v->sx =  (((YETI_VIEWPORT_X2-YETI_VIEWPORT_X1)*v->x*z)>>9)+i2fdiv2(YETI_VIEWPORT_X2+YETI_VIEWPORT_X1);
    v->sy = -(((YETI_VIEWPORT_Y2-YETI_VIEWPORT_Y1)*v->y*z)>>9)+i2fdiv2(YETI_VIEWPORT_Y2+YETI_VIEWPORT_Y1);
  }
  else
  {
    v->sx = v->sy = 0;
  }
}

/******************************************************************************/

/*
** Name: draw_sprite
** Desc: Draws a 16bit sprite to a framebuffer. The sprite is clipped to the
**       given rectangle.
*/
#ifndef __PATCH_DRAW_SPRITE__
void CODE_IN_IWRAM draw_sprite(
  yeti_t* yeti,
  int x1, int y1, int x2, int y2,
  YETI_ROM sprite_t sprite, int u1, int v1, int u2, int v2,
  int cl, int ct, int cr, int cb, int mode)
{
  if ((x2 - x1) > 0 && (y2 - y1) > 0)
  {
    int uu = f2i((u2 - u1) * reciprocal[x2 - x1]);
    int vv = f2i((v2 - v1) * reciprocal[y2 - y1]);
    
    u1 = i2f(u1);
    v1 = i2f(v1);

    if (x1 < cl) {u1 += (cl - x1) * uu; x1 = cl;}
    if (y1 < ct) {v1 += (ct - y1) * vv; y1 = ct;}
    if (x2 > cr) {x2 = cr;}
    if (y2 > cb) {y2 = cb;}

    if ((x2 - x1) > 0 && (y2 - y1) > 0)
    {
      int w = sprite[0];

      switch (mode)
      {
        case 0:
        {
          for (; y1 < y2; y1++, v1 += vv)
          {
            YETI_ROM u16* tb = &sprite[f2i(v1)*w+2];
            u16* fb = &yeti->viewport.back->pixels[y1][x1];
            int i = x2 - x1, u = u1 - uu;

#define AFFINE(I) {u16 c=tb[f2i(u+=uu)];if(c)fb[I]=c;}
          AFFINE_LOOP;
#undef  AFFINE
          }
          break;
        }
        case 1:
        {
          for (; y1 < y2; y1++, v1 += vv)
          {
            YETI_ROM u16* tb = &sprite[f2i(v1)*w+2];
            u16* fb = &yeti->viewport.back->pixels[y1][x1];
            int i = x2 - x1, u = u1 - uu;

#define AFFINE(I) {u16 c=tb[f2i(u+=uu)];if(c)fb[I]=RGB_BLEND(c,fb[I]);}
          AFFINE_LOOP;
#undef  AFFINE
          }
          break;
        }
        case 2:
        {
          for (; y1 < y2; y1++, v1 += vv)
          {
            YETI_ROM u16* tb = &sprite[f2i(v1)*w+2];
            u16* fb = &yeti->viewport.back->pixels[y1][x1];
            int i = x2 - x1, u = u1 - uu;

#define AFFINE(I) {fb[I] = RGB_BLEND(tb[f2i(u+=uu)], fb[I]);}
          AFFINE_LOOP;
#undef  AFFINE
          }
          break;
        }
      }
    }
  }
}
#endif

/*
** Name: stretch_sprite_di
** Desc: Draws a device independant sprite to the screen. The sprite will be
**       scaled to match the viewport.
*/
void CODE_IN_IWRAM stretch_sprite_di(
  yeti_t* yeti,
  int x1, int y1, int x2, int y2, int z,
  YETI_ROM sprite_t sprite,
  int u1, int v1, int u2, int v2, int mode)
{
  if (z > 4)
  {
    vertex_t a, b;

    a.x = x1; a.y = y1; a.z = z;
    b.x = x2; b.y = y2; b.z = z;

    vertex_project(&a);
    vertex_project(&b);

    draw_sprite(
      yeti, f2i(a.sx), f2i(a.sy), f2i(b.sx), f2i(b.sy),
      sprite, u1, v1, u2, v2,
      YETI_VIEWPORT_X1, YETI_VIEWPORT_Y1, YETI_VIEWPORT_X2, YETI_VIEWPORT_Y2,
      mode);
  }
}

void CODE_IN_IWRAM draw_sprite_di(
  yeti_t* yeti,
  int x1, int y1, int x2, int y2, int z,
  YETI_ROM sprite_t sprite, int mode)
{
  stretch_sprite_di(yeti, x1, y1, x2, y2, z, sprite, 0, 0, sprite[0], sprite[1], mode);
}

/*
** Name: draw_poly_flat
** Desc: Clears a polygon to black. Might be used to render far polygons that
**       have faded to black.
*/
#ifndef __PATCH_DRAW_FILLED_POLY__
void CODE_IN_IWRAM draw_poly_flat(vertex_t* p, int n, framebuffer_t* dst)
{
  int lt_i = 0, lt_x = 0, lt_xx = 0;
  int rt_i = 0, rt_x = 0, rt_xx = 0;
  int x1 = 0, x2 = 0, i = 0;
  int lt_length = 0, rt_length = 0;
  int y1 = 999999, y2 = -999999;

  for (i = n; i--;)
  {
    p[i].d = fixup(p[i].y);
    if (p[i].y < y1) {y1 = p[i].y; lt_i = rt_i = i;}
    if (p[i].y > y2) {y2 = p[i].y;}
  }
  
  if ((y1 = fixup(y1)) < YETI_VIEWPORT_Y1) y1 = YETI_VIEWPORT_Y1;
  if ((y2 = fixup(y2)) > YETI_VIEWPORT_Y2) y2 = YETI_VIEWPORT_Y2;

  for (; y1 < y2; y1++)
  {
    if (--lt_length <= 0)
    {
      do {
        i = lt_i--; if (lt_i < 0) lt_i = n - 1;
      } while ((lt_length = p[lt_i].d - p[i].d) <= 0);

      lt_xx = r2i((p[lt_i].x - (lt_x = p[i].x)) * reciprocal[lt_length]);
    }
    if (--rt_length <= 0)
    {
      do {
        i = rt_i++; if (rt_i >= n) rt_i = 0;
      } while ((rt_length = p[rt_i].d - p[i].d) <= 0);

      rt_xx = r2i((p[rt_i].x - (rt_x = p[i].x)) * reciprocal[rt_length]);
    }
    if ((x1 = fixup(lt_x)) < YETI_VIEWPORT_X1) x1 = YETI_VIEWPORT_X1;
    if ((x2 = fixup(rt_x)) > YETI_VIEWPORT_X2) x2 = YETI_VIEWPORT_X2;

    if ((i = x2 - x1) > 0)
    {
      u16* fb = &dst->pixels[y1][x1];
      
#define AFFINE(I) fb[I] = 0;
      AFFINE_LOOP;
#undef  AFFINE
    }
    lt_x += lt_xx;
    rt_x += rt_xx; 
  }
}
#endif

/*
** Name: draw_poly
** Desc: Renders a lit, texture mapped polygon to a viewport. No clipping is
**       applied. 
** Note: This is the function that Greg replaced with his poly ARM asm code.
*/
#ifndef __PATCH_DRAW_POLY__
void CODE_IN_IWRAM draw_poly(vertex_t* p, int n, YETI_ROM texture_t texture, framebuffer_t* dst,
  lua_t lua)
{
  int lt_i = 0, lt_x = 0, lt_xx = 0, lt_u = 0, lt_uu = 0, lt_v = 0, lt_vv = 0, lt_l = 0, lt_ll = 0;
  int rt_i = 0, rt_x = 0, rt_xx = 0, rt_u = 0, rt_uu = 0, rt_v = 0, rt_vv=  0, rt_l = 0, rt_ll = 0;
  int x1 = 0, x2 = 0, i = 0, j = 0, u = 0, uu = 0, v = 0, vv = 0, l = 0, ll = 0;
  int lt_length = 0, rt_length = 0;
  int y1 = 999999, y2 = -999999;

  for (i = n; i--;)
  {
    p[i].d = fixup(p[i].y);
    if (p[i].y < y1) {y1 = p[i].y; lt_i = rt_i = i;}
    if (p[i].y > y2) {y2 = p[i].y;}
  }

  if ((y1 = fixup(y1)) < YETI_VIEWPORT_Y1) y1 = YETI_VIEWPORT_Y1;
  if ((y2 = fixup(y2)) > YETI_VIEWPORT_Y2) y2 = YETI_VIEWPORT_Y2;

  for (; y1 < y2; y1++)
  {
    if (--lt_length <= 0)
    {
      do {
        i = lt_i--; if (lt_i < 0) lt_i = n - 1;
      } while ((lt_length = p[lt_i].d - p[i].d) <= 0);

      j = reciprocal[lt_length];

      lt_xx = r2i((p[lt_i].x - (lt_x = p[i].x)) * j);
      lt_uu = r2i((p[lt_i].u - (lt_u = p[i].u)) * j);
      lt_vv = r2i((p[lt_i].v - (lt_v = p[i].v)) * j);
      lt_ll = r2i((p[lt_i].l - (lt_l = p[i].l)) * j);
    }
    if (--rt_length <= 0)
    {
      do {
        i = rt_i++; if (rt_i >= n) rt_i = 0;
      } while ((rt_length = p[rt_i].d - p[i].d) <= 0);

      j = reciprocal[rt_length];

      rt_xx = r2i((p[rt_i].x - (rt_x = p[i].x)) * j);
      rt_uu = r2i((p[rt_i].u - (rt_u = p[i].u)) * j);
      rt_vv = r2i((p[rt_i].v - (rt_v = p[i].v)) * j);
      rt_ll = r2i((p[rt_i].l - (rt_l = p[i].l)) * j);
    }
    if ((x1 = fixup(lt_x)) < YETI_VIEWPORT_X1) x1 = YETI_VIEWPORT_X1;
    if ((x2 = fixup(rt_x)) > YETI_VIEWPORT_X2) x2 = YETI_VIEWPORT_X2;

    if ((i = x2 - x1) > 0)
    {
      u16* fb = &dst->pixels[y1][x1];
      
      j = reciprocal[i];
      uu = r2i((rt_u - (u = lt_u)) * j); u -= uu;
      vv = r2i((rt_v - (v = lt_v)) * j); v -= vv;
      l = lt_l - rt_l;

      if (l > YETI_CONSTANT_LIGHT || l < -YETI_CONSTANT_LIGHT)
      {
        ll = r2i((rt_l - (l = lt_l)) * j); l -= ll;

#define AFFINE(I) fb[I] = lua[f2i(l+=ll)][texture[f2i((v+=vv))&63][f2i((u+=uu))&63]];
      AFFINE_LOOP;
#undef  AFFINE
      }
      else
      {
        u16* lut = lua[f2i((lt_l + rt_l) >> 1)];
#define AFFINE(I) fb[I] = lut[texture[f2i(v+=vv)&63][f2i(u+=uu)&63]];
      AFFINE_LOOP;
#undef  AFFINE
      }
    }
    lt_x += lt_xx; lt_u += lt_uu; lt_v += lt_vv; lt_l += lt_ll;
    rt_x += rt_xx; rt_u += rt_uu; rt_v += rt_vv; rt_l += rt_ll; 
  }
}
#endif

/******************************************************************************/

/*
** Name: polygon_clip
** Desc: clip a polygon to pre-calculated plane distances.
*/
#ifndef __PATCH_POLYGON_CLIP__
int CODE_IN_IWRAM polygon_clip(yeti_t* yeti, vertex_t** dst, vertex_t** src, int n)
{
  vertex_t** tmp = dst;

  if (n > 2)
  {
    vertex_t* pre;

    for (pre = src[n - 1]; n--; pre = *src++)
    {
      if (pre->d >= 0) *dst++ = pre;

      if ((pre->d ^ src[0]->d) < 0)
      {
        vertex_t* dv = *dst++ = YETI_VERTEX(yeti);
        vertex_t* sv = src[0];
        int d = pre->d - sv->d;
        int r = f2i(d < 0 ? reciprocal[-d] * -pre->d : reciprocal[d] * pre->d);

        dv->x = fixlerp(pre->x, sv->x, r);
        dv->y = fixlerp(pre->y, sv->y, r);
        dv->z = fixlerp(pre->z, sv->z, r);
        dv->u = fixlerp(pre->u, sv->u, r);
        dv->v = fixlerp(pre->v, sv->v, r);
        dv->l = fixlerp(pre->l, sv->l, r);

        vertex_project(dv);
      }
    }
  }
  return dst - tmp;
}
#endif

/******************************************************************************/

/*
** Name: draw_clipped_poly
** Desc: Renders a clipped poly to a screen. The texture is DDA mapped to the given polygon.
*/
#ifndef __PATCH_DRAW_CLIPPED_POLY__
void CODE_IN_IWRAM draw_clipped_poly(yeti_t* yeti, polyclip_t src, int n, int tid)
{
  int i;
  polygon_t p;

  for (i = n; i--;)
  {
    p[i].x = src[i]->sx;
    p[i].y = src[i]->sy;
    p[i].u = src[i]->u;
    p[i].v = src[i]->v;
    p[i].l = src[i]->l;
  }
  if (
    tid == YETI_TEXTURE_SKY ||
    tid == YETI_TEXTURE_WINDOW ||
    tid == YETI_TEXTURE_WATER ||
    tid == YETI_TEXTURE_LAVA)
  {
    for (i = n; i--;) p[i].l = i2f(32);
  }
// NOTE: Gregs ARM Texture Mapper for the GBA swaps X & Y.
#ifdef __GBA__
#ifdef __PATCH_DRAW_POLY__
  for (i = n; i--;)
  {
    int x = p[i].x; p[i].x = p[i].y; p[i].y = x;
  }
#endif
#endif

  draw_poly(p, n, yeti->textures[tid], yeti->viewport.back, yeti->lighting[0]);
}
#endif

/******************************************************************************/

/*
** Name: draw_texture
** Desc: Renders a texture to a screen. The texture is DDA mapped to the given polygon.
*/
#ifndef __PATCH_DRAW_TEXTURE__
void CODE_IN_IWRAM draw_texture(yeti_t* yeti, polyclip_t p, int n, int tid)
{
  int i;

  for (i = n; i--;)
  {
    if (
       (p[i]->x + p[i]->z) < 0 ||
       (p[i]->z - p[i]->x) < 0 ||
       (p[i]->y + p[i]->z) < 0 ||
       (p[i]->z - p[i]->y) < 0 )
    {
      polyclip_t a, b;

      for (i = n; i--; p[i]->d = p[i]->x + p[i]->z); n = polygon_clip(yeti, a, p, n); // Left
      for (i = n; i--; a[i]->d = a[i]->z - a[i]->x); n = polygon_clip(yeti, b, a, n); // Right
      for (i = n; i--; b[i]->d = b[i]->y + b[i]->z); n = polygon_clip(yeti, a, b, n); // Top
      for (i = n; i--; a[i]->d = a[i]->z - a[i]->y); n = polygon_clip(yeti, b, a, n); // Bottom

      p = b;
      
      break;
    }
  }
  if (n > 2) draw_clipped_poly(yeti, p, n, tid);
}
#endif
/******************************************************************************/

/*
** Name: rotate_vector
** Desc: Rotates a cell vector and apply world lighting. Rotated vectors are
**       cached in map cells so they can be reused. The rotated vertex is
**       indexed by its un-rotated y position.
*/
vertex_t* CODE_IN_IWRAM rotate_vector(yeti_t* yeti, vec3_t* v)
{
  int x, y, z;
  vertex_t* rv;
  cell_t* cell = &yeti->cells[f2i(v->z)][f2i(v->x)];

  if (CELL_IS_MARKED(cell))
  {
    for (x = cell->vcache_size; x--;)
    {
      if (cell->vcache[x]->i == v->y) return cell->vcache[x];
    }
  }
  else
  {
    CELL_MARK(cell);
    cell->vcache_size = 0;
  }
  
  x = v->x - yeti->camera->x;
  y = v->y - yeti->camera->z;
  z = v->z - yeti->camera->y;

  rv    = YETI_VERTEX(yeti);
  rv->i = v->y;
  rv->x = f2i(yeti->m[0][0] * x + yeti->m[0][1] * y + yeti->m[0][2] * z);
  rv->y = yeti->is2d ? y : f2i(yeti->m[1][0] * x + yeti->m[1][1] * y + yeti->m[1][2] * z);
  rv->z = f2i(yeti->m[2][0] * x + yeti->m[2][1] * y + yeti->m[2][2] * z);
  rv->l = cell->lit - (rv->z >> 1);

  if (rv->l < YETI_LIGHT_MIN) rv->l = YETI_LIGHT_MIN;
  if (rv->l > YETI_LIGHT_MAX) rv->l = YETI_LIGHT_MAX;

  vertex_project(rv);

  if (cell->vcache_size < YETI_VCACHE_MAX)
  {
    cell->vcache[cell->vcache_size++] = rv;
  }
  return rv;
}

/*
** Name: texcoord_fixup
** Desc: Fix up texture UV's so they are within optimal range. The PSONE
**       doesn't support texture wrapping, so we have to shift the UV's
**       withing range. Plus, excessive UV's increase fixpt errors. 
*/
void CODE_IN_IWRAM texcoord_fixup(polyclip_t p, int n)
{
  int i;
  int u = p[0]->u;
  int v = p[0]->v;

  for (i = 1; i < n; i++)
  {
    if (p[i]->u < u) u = p[i]->u;
    if (p[i]->v < v) v = p[i]->v;
  }
  for (i = n; i--;)
  {
    p[i]->u -= u & ~(i2f(64) - 1);
    p[i]->v -= v & ~(i2f(64) - 1);

    if (p[i]->u == i2f(64)) p[i]->u--;
    if (p[i]->v == i2f(64)) p[i]->v--;
  }
}

/*
** Name: draw_quad
** Desc: Renders a single quad/rectangle of a cell using the given texture
**       mapping mode and texture id. The mapping mode changes depending
**       of if this is a north-south wall, east-west wall or ceiling/floor.
*/
void CODE_IN_IWRAM draw_quad(yeti_t* yeti, int tid, Quad_t quad, int texgen)
{
  int u, uu, v, vv;
  polyclip_t p;

  tid = CLAMP(tid, 0, YETI_TEXTURE_MAX - 1); 

  p[0] = rotate_vector(yeti, &quad[0]);
  p[1] = rotate_vector(yeti, &quad[1]);
  p[2] = rotate_vector(yeti, &quad[2]);
  p[3] = rotate_vector(yeti, &quad[3]);

  u  = yeti->surfaces[tid].xsize;
  v  = yeti->surfaces[tid].ysize;
  uu = yeti->surfaces[tid].xpan;
  vv = yeti->surfaces[tid].ypan;

  switch (texgen)
  {
    case YETI_TEXGEN_WALL_LR:
    {
      p[0]->u = (quad[0].z + uu) << u; p[0]->v = (quad[0].y + vv) << v;
      p[1]->u = (quad[1].z + uu) << u; p[1]->v = (quad[1].y + vv) << v;
      p[2]->u = (quad[2].z + uu) << u; p[2]->v = (quad[2].y + vv) << v;
      p[3]->u = (quad[3].z + uu) << u; p[3]->v = (quad[3].y + vv) << v;
      break;
    }
    case YETI_TEXGEN_WALL_FB:
    {
      p[0]->u = (quad[0].x + uu) << u; p[0]->v = (quad[0].y + vv) << v;
      p[1]->u = (quad[1].x + uu) << u; p[1]->v = (quad[1].y + vv) << v;
      p[2]->u = (quad[2].x + uu) << u; p[2]->v = (quad[2].y + vv) << v;
      p[3]->u = (quad[3].x + uu) << u; p[3]->v = (quad[3].y + vv) << v;
      break;
    }
    case YETI_TEXGEN_FLAT:
    {
      p[0]->u = (quad[0].x + uu) << u; p[0]->v = (quad[0].z + vv) << v;
      p[1]->u = (quad[1].x + uu) << u; p[1]->v = (quad[1].z + vv) << v;
      p[2]->u = (quad[2].x + uu) << u; p[2]->v = (quad[2].z + vv) << v;
      p[3]->u = (quad[3].x + uu) << u; p[3]->v = (quad[3].z + vv) << v;
      break;
    }
    case YETI_TEXGEN_BASIC:
    {
      p[0]->u = i2f(64); p[0]->v = i2f(64);
      p[1]->u = i2f( 0); p[1]->v = i2f(64);
      p[2]->u = i2f( 0); p[2]->v = i2f( 0);
      p[3]->u = i2f(64); p[3]->v = i2f( 0);
      break;
    }
  }
#ifdef __PSONE__
  texcoord_fixup(p, 4);
#endif

  draw_texture(yeti, p, 4, tid);
}

void CODE_IN_IWRAM draw_wall(yeti_t* yeti, int tid, Quad_t quad, int top, int bot, int texgen)
{
  if (bot < top)
  {
#ifdef YETI_LOW_QUALITY_WALLS
    quad[0].y = quad[3].y = top; quad[1].y = quad[2].y = bot;
    draw_quad(yeti, tid, quad, texgen);
#else
    int i, j;

    for (i = bot; i < top; i = j)
    {                       
      j = fixtrunc(i + FIXONE);
      quad[0].y = quad[3].y = MIN(j, top); quad[1].y = quad[2].y = i;
      draw_quad(yeti, tid, quad, texgen);
    }
#endif    
  }
}

/******************************************************************************/

/*
** Name: draw_entity_as_sprite
** Desc: Draws a entity as a 2D sprite.
*/
void CODE_IN_IWRAM draw_entity_as_sprite(entity_t* e)
{
  sprite_t sprite = (rgb555_t*)e->visual.data;
  int w = sprite_width (sprite) * e->visual.width;
  int h = sprite_height(sprite) * e->visual.height;

  draw_sprite_di((yeti_t *)e->yeti, e->rx - w, e->ry + h, e->rx + w, e->ry - h,
    e->rz, sprite, e->visual.mode);
}

/*
** Name: draw_entity_as_model
** Desc: Draws a entity 3D model at the given location.
*/
void CODE_IN_IWRAM draw_entity_as_model(entity_t* entity)
{
  s8* model = (s8*)entity->visual.data;
  yeti_t* yeti = (yeti_t*)entity->yeti;
  matrx_t m;
  polyclip_t p;
  vec3_t verts[100];
  int i, j, nvertices;

  model++;

  matrix_rotate_object(m, f2i(entity->r), f2i(entity->p), f2i(entity->t));
  
  for (nvertices = *model++, i = 0; i < nvertices; i++)
  {
    int u = *model++;
    int v = *model++;
    int w = *model++;
    int x = f2i(m[0][0] * u + m[0][1] * v + m[0][2] * w) + entity->x - yeti->camera->x;
    int y = f2i(m[1][0] * u + m[1][1] * v + m[1][2] * w) + entity->z - yeti->camera->z;
    int z = f2i(m[2][0] * u + m[2][1] * v + m[2][2] * w) + entity->y - yeti->camera->y;
    
    verts[i].x = f2i(yeti->m[0][0] * x + yeti->m[0][1] * y + yeti->m[0][2] * z);
    verts[i].y = yeti->is2d ? y : f2i(yeti->m[1][0] * x + yeti->m[1][1] * y + yeti->m[1][2] * z);
    verts[i].z = f2i(yeti->m[2][0] * x + yeti->m[2][1] * y + yeti->m[2][2] * z);
  }
  for (i = *model++; i--;)
  {
    int npts = *model++;
    for (j = 0; j < npts; j++)
    {
      p[j] = YETI_VERTEX(yeti);
      *((vec3_t*)&p[j][0]) = verts[*model++];
      p[j]->u = i2f(*model++);
      p[j]->v = i2f(*model++);
      p[j]->l = i2f(48);
      vertex_project(p[j]);
    }
    draw_texture(yeti, p, npts, *model++);
  }
}

/******************************************************************************/

void CODE_IN_IWRAM yeti_draw(yeti_t* yeti)
{
  cell_t* cell;
  Quad_t p;
  entity_t* e1;
  entity_t* e2;
  int i, nrays, ncells, rayangle, raywidth;

  CELL_UNMARK_ALL();

  yeti->is2d = !yeti->camera->p && !yeti->camera->r;
  
  matrix_rotate_world(yeti->m,
    -f2i(yeti->camera->r),
    -f2i(yeti->camera->p),
    -f2i(yeti->camera->t));

  raywidth = 16 + (ABS(yeti->camera->p) >> 13);

  rayangle = (YETI_RAY_MAX >> 1) * raywidth + f2i(yeti->camera->t);
  
  for (i = YETI_RAY_MAX; i--; rayangle -= raywidth)
  {
    yeti->ray_vel[i].x = fixsin(rayangle) >> YETI_RAY_QUALITY;
    yeti->ray_vel[i].y = fixcos(rayangle) >> YETI_RAY_QUALITY;
    yeti->ray_pos[i].x = yeti->camera->x;
    yeti->ray_pos[i].y = yeti->camera->y;
  }
  
  for (nrays = YETI_RAY_MAX, ncells = 0; nrays && ncells < YETI_CELL_MAX;)
  {
    for (i = YETI_RAY_MAX; i--;)
    {    
      if (yeti->ray_pos[i].x)
      {
        cell = &yeti->cells[f2i(yeti->ray_pos[i].y)][f2i(yeti->ray_pos[i].x)];
                  
        if (CELL_IS_SOLID(cell))
        {
          nrays--;
          yeti->ray_pos[i].x = 0;
        }
        else
        {
          if (!CELL_IS_MARKED(cell))
          {
            CELL_MARK(cell);
            cell->entities = 0;
            yeti->vis[ncells].x = f2i(yeti->ray_pos[i].x);
            yeti->vis[ncells].y = f2i(yeti->ray_pos[i].y);

            if (++ncells == YETI_CELL_MAX) break;
          }                           
          yeti->ray_pos[i].x += yeti->ray_vel[i].x;
          yeti->ray_pos[i].y += yeti->ray_vel[i].y;
        }
      }
    }
  }
  
  // Merge the entities into the world map.
  
  for (i = yeti->nentities; i--;)
  {
    e1 = &yeti->entities[i];

    if (e1 != yeti->camera && e1->visual.data)
    {
      cell = &yeti->cells[f2i(e1->y)][f2i(e1->x)];

      if (CELL_IS_MARKED(cell))
      {
        int x = e1->x - yeti->camera->x;
        int y = e1->z - yeti->camera->z;
        int z = e1->y - yeti->camera->y;

        e1->rx = f2i(yeti->m[0][0] * x + yeti->m[0][1] * y + yeti->m[0][2] * z);
        e1->ry = yeti->is2d ? y : f2i(yeti->m[1][0] * x + yeti->m[1][1] * y + yeti->m[1][2] * z);
        e1->rz = f2i(yeti->m[2][0] * x + yeti->m[2][1] * y + yeti->m[2][2] * z);

        if (!cell->entities || e1->z < cell->entities->rz)
        {
          e1->next = cell->entities; cell->entities = e1;
        }
        else
        {
          for (e2 = cell->entities; e2->next && e1->rz < e2->next->rz; e2 = e2->next);
          e1->next = e2->next; e2->next = e1;
        }
      }
    }
  }

  CELL_UNMARK_ALL();
  
  for (i = ncells; i--;)
  {
    int x1 = yeti->vis[i].x;
    int y1 = yeti->vis[i].y;

    cell_t* c0 = &yeti->cells[y1-1][x1];
    cell_t* c1 = &yeti->cells[y1  ][x1];
    cell_t* c2 = &yeti->cells[y1+1][x1];

    int top = c1[0].top;
    int bot = c1[0].bot;

    int x2 = i2f(x1 + 1);
    int y2 = i2f(y1 + 1);
    x1 = i2f(x1);
    y1 = i2f(y1);

    // Render Right Wall

    if (yeti->camera->x < x2)
    {
      p[0].x = p[1].x = p[2].x = p[3].x = x2;
      p[0].z = p[1].z = y1; p[2].z = p[3].z = y2;

      draw_wall(yeti, c1[1].wtx, p, MIN(c1[1].bot, top), bot, YETI_TEXGEN_WALL_LR);
      draw_wall(yeti, c1[1].wtx, p, top, MAX(c1[1].top, bot), YETI_TEXGEN_WALL_LR);
    }

    // Render Left Wall

    if (yeti->camera->x > x1)
    {
      p[0].x = p[1].x = p[2].x = p[3].x = x1;
      p[0].z = p[1].z = y2; p[2].z = p[3].z = y1;

      draw_wall(yeti, c1[-1].wtx, p, MIN(c1[-1].bot, top), bot, YETI_TEXGEN_WALL_LR);
      draw_wall(yeti, c1[-1].wtx, p, top, MAX(c1[-1].top, bot), YETI_TEXGEN_WALL_LR);
    }

    // Render Front Wall

    if (yeti->camera->y < y2)
    {
      p[0].z = p[1].z = p[2].z = p[3].z = y2;
      p[0].x = p[1].x = x2; p[2].x = p[3].x = x1;

      draw_wall(yeti, c2[0].wtx, p, MIN(c2[0].bot, top), bot, YETI_TEXGEN_WALL_FB);
      draw_wall(yeti, c2[0].wtx, p, top, MAX(c2[0].top, bot), YETI_TEXGEN_WALL_FB);
    }

    // Render Back Wall

    if (yeti->camera->y > y1)
    {
      p[0].z = p[1].z = p[2].z = p[3].z = y1;
      p[0].x = p[1].x = x1; p[2].x = p[3].x = x2;

      draw_wall(yeti, c0[0].wtx, p, MIN(c0[0].bot, top), bot, YETI_TEXGEN_WALL_FB);
      draw_wall(yeti, c0[0].wtx, p, top, MAX(c0[0].top, bot), YETI_TEXGEN_WALL_FB);
    }

    // Render cell ceiling and floor
    
    if (!CELL_IS_SOLID(c1))
    {
       p[0].x = p[3].x = x1; p[1].x = p[2].x = x2;

      // Cell Bottom (Floor)

      if (yeti->camera->z > bot)
      {
        p[0].y = p[1].y = p[2].y = p[3].y = bot;
        p[0].z = p[1].z = y2; p[2].z = p[3].z = y1;

        draw_quad(yeti, c1->btx, p, YETI_TEXGEN_FLAT);
      }

      // Cell Top (Ceiling)

      if (yeti->camera->z < top)
      {
        p[0].y = p[1].y = p[2].y = p[3].y = top;
        p[0].z = p[1].z = y1; p[2].z = p[3].z = y2;

        draw_quad(yeti, c1->ttx, p, YETI_TEXGEN_FLAT);
      }
    }
    for (e1 = c1->entities; e1; e1 = e1->next)
    {
      if (e1->ondraw) e1->ondraw(e1); else draw_entity_as_sprite(e1);
      //draw_entity_as_model(e1);
    }
  }

  if (yeti->overlay)
  {
    draw_sprite_di(yeti, -i2f(1), i2f(1), i2f(1), -i2f(1), 200, yeti->overlay, 2);
  }
}

/******************************************************************************/

