Search
lxdream.org :: lxdream :: r876:78cd32021472
lxdream 0.9.1
released Jun 29
Download Now
changeset876:78cd32021472
parent875:2147174fb320
child877:8331f4aa3616
authornkeynes
dateThu Oct 16 04:46:33 2008 +0000 (15 years ago)
Enhance triangle sort to be a little more precise
src/pvr2/rendsort.c
1.1 --- a/src/pvr2/rendsort.c Tue Oct 14 08:44:37 2008 +0000
1.2 +++ b/src/pvr2/rendsort.c Thu Oct 16 04:46:33 2008 +0000
1.3 @@ -24,11 +24,14 @@
1.4
1.5 #define MIN3( a,b,c ) ((a) < (b) ? ( (a) < (c) ? (a) : (c) ) : ((b) < (c) ? (b) : (c)) )
1.6 #define MAX3( a,b,c ) ((a) > (b) ? ( (a) > (c) ? (a) : (c) ) : ((b) > (c) ? (b) : (c)) )
1.7 +#define EPSILON 0.0001
1.8
1.9 struct sort_triangle {
1.10 struct polygon_struct *poly;
1.11 int triangle_num; // triangle number in the poly, from 0
1.12 - float maxz;
1.13 + /* plane equation */
1.14 + float mx, my, mz, d;
1.15 + float bounds[6]; /* x1,x2,y1,y2,z1,z2 */
1.16 };
1.17
1.18 #define SENTINEL 0xDEADBEEF
1.19 @@ -37,7 +40,7 @@
1.20 * Count the number of triangles in the list starting at the given
1.21 * pvr memory address.
1.22 */
1.23 -int sort_count_triangles( pvraddr_t tile_entry ) {
1.24 +static int sort_count_triangles( pvraddr_t tile_entry ) {
1.25 uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
1.26 int count = 0;
1.27 while(1) {
1.28 @@ -62,6 +65,35 @@
1.29 return count;
1.30 }
1.31
1.32 +static void sort_add_triangle( struct sort_triangle *triangle, struct polygon_struct *poly, int index )
1.33 +{
1.34 + struct vertex_struct *vertexes = &pvr2_scene.vertex_array[poly->vertex_index+index];
1.35 + triangle->poly = poly;
1.36 + triangle->triangle_num = index;
1.37 +
1.38 + /* Compute triangle bounding-box */
1.39 + triangle->bounds[0] = MIN3(vertexes[0].x,vertexes[1].x,vertexes[2].x);
1.40 + triangle->bounds[1] = MAX3(vertexes[0].x,vertexes[1].x,vertexes[2].x);
1.41 + triangle->bounds[2] = MIN3(vertexes[0].y,vertexes[1].y,vertexes[2].y);
1.42 + triangle->bounds[3] = MAX3(vertexes[0].y,vertexes[1].y,vertexes[2].y);
1.43 + triangle->bounds[4] = MIN3(vertexes[0].z,vertexes[1].z,vertexes[2].z);
1.44 + triangle->bounds[5] = MAX3(vertexes[0].z,vertexes[1].z,vertexes[2].z);
1.45 +
1.46 + /* Compute plane equation */
1.47 + float sx = vertexes[1].x - vertexes[0].x;
1.48 + float sy = vertexes[1].y - vertexes[0].y;
1.49 + float sz = vertexes[1].z - vertexes[0].z;
1.50 + float tx = vertexes[2].x - vertexes[0].x;
1.51 + float ty = vertexes[2].y - vertexes[0].y;
1.52 + float tz = vertexes[2].z - vertexes[0].z;
1.53 + triangle->mx = sy*tz - sz*ty;
1.54 + triangle->my = sz*tx - sx*tz;
1.55 + triangle->mz = sx*ty - sy*tx;
1.56 + triangle->d = -vertexes[0].x*triangle->mx -
1.57 + vertexes[0].y*triangle->my -
1.58 + vertexes[0].z*triangle->mz;
1.59 +}
1.60 +
1.61 /**
1.62 * Extract a triangle list from the tile (basically indexes into the polygon list, plus
1.63 * computing maxz while we go through it
1.64 @@ -86,12 +118,8 @@
1.65 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
1.66 while( strip_count > 0 ) {
1.67 assert( poly != NULL );
1.68 - for( i=0; i<poly->vertex_count-2; i++ ) {
1.69 - triangles[count].poly = poly;
1.70 - triangles[count].triangle_num = i;
1.71 - triangles[count].maxz = MAX3( pvr2_scene.vertex_array[poly->vertex_index+i].z,
1.72 - pvr2_scene.vertex_array[poly->vertex_index+i+1].z,
1.73 - pvr2_scene.vertex_array[poly->vertex_index+i+2].z );
1.74 + for( i=0; i<poly->vertex_count-2; i++ ) {
1.75 + sort_add_triangle( &triangles[count], poly, i );
1.76 count++;
1.77 }
1.78 poly = poly->next;
1.79 @@ -103,11 +131,7 @@
1.80 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
1.81 for( i=0; i<6; i++ ) {
1.82 if( entry & (0x40000000>>i) ) {
1.83 - triangles[count].poly = poly;
1.84 - triangles[count].triangle_num = i;
1.85 - triangles[count].maxz = MAX3( pvr2_scene.vertex_array[poly->vertex_index+i].z,
1.86 - pvr2_scene.vertex_array[poly->vertex_index+i+1].z,
1.87 - pvr2_scene.vertex_array[poly->vertex_index+i+2].z );
1.88 + sort_add_triangle( &triangles[count], poly, i );
1.89 count++;
1.90 }
1.91 }
1.92 @@ -117,38 +141,110 @@
1.93
1.94 }
1.95
1.96 -void sort_render_triangles( struct sort_triangle *triangles, int num_triangles,
1.97 - int render_mode )
1.98 +void sort_render_triangles( struct sort_triangle **triangles, int num_triangles )
1.99 {
1.100 int i;
1.101 for( i=0; i<num_triangles; i++ ) {
1.102 - struct polygon_struct *poly = triangles[i].poly;
1.103 + struct polygon_struct *poly = triangles[i]->poly;
1.104 if( poly->tex_id != -1 ) {
1.105 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
1.106 }
1.107 render_set_context( poly->context, GL_GEQUAL );
1.108 glDepthMask(GL_FALSE);
1.109 /* Fix cull direction */
1.110 - if( triangles[i].triangle_num & 1 ) {
1.111 + if( triangles[i]->triangle_num & 1 ) {
1.112 glCullFace(GL_FRONT);
1.113 } else {
1.114 glCullFace(GL_BACK);
1.115 }
1.116
1.117 - glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + triangles[i].triangle_num, 3 );
1.118 + glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + triangles[i]->triangle_num, 3 );
1.119 }
1.120 }
1.121
1.122 -int compare_triangles( const void *a, const void *b )
1.123 +static int sort_triangle_compare( const void *a, const void *b )
1.124 {
1.125 const struct sort_triangle *tri1 = a;
1.126 const struct sort_triangle *tri2 = b;
1.127 - return tri2->maxz - tri1->maxz;
1.128 + if( tri1->bounds[5] <= tri2->bounds[4] )
1.129 + return 1; /* tri1 is entirely under tri2 */
1.130 + else if( tri2->bounds[5] <= tri1->bounds[4] )
1.131 + return -1; /* tri2 is entirely under tri1 */
1.132 + else if( tri1->bounds[1] <= tri2->bounds[0] ||
1.133 + tri2->bounds[1] <= tri1->bounds[0] ||
1.134 + tri1->bounds[3] <= tri2->bounds[2] ||
1.135 + tri2->bounds[3] <= tri1->bounds[2] )
1.136 + return 0; /* tri1 and tri2 don't actually overlap at all */
1.137 + else {
1.138 + struct vertex_struct *tri1v = &pvr2_scene.vertex_array[tri1->poly->vertex_index + tri1->triangle_num];
1.139 + struct vertex_struct *tri2v = &pvr2_scene.vertex_array[tri2->poly->vertex_index + tri2->triangle_num];
1.140 + float v[3];
1.141 + int i;
1.142 + for( i=0; i<3; i++ ) {
1.143 + v[i] = tri1->mx * tri2v[i].x + tri1->my * tri2v[i].y + tri1->mz * tri2v[i].z + tri1->d;
1.144 + if( v[i] > -EPSILON && v[i] < EPSILON ) v[i] = 0;
1.145 + }
1.146 + if( v[0] == 0 && v[1] == 0 && v[2] == 0 ) {
1.147 + return 0; /* coplanar */
1.148 + }
1.149 + if( (v[0] >=0 && v[1] >= 0 && v[2] >= 0) ||
1.150 + (v[0] <= 0 && v[1] <= 0 && v[2] <= 0) ) {
1.151 + /* Tri is on one side of the plane. Pick an arbitrary point to determine which side */
1.152 + float t1z = -(tri1->mx * tri2v[0].x + tri1->my * tri2v[0].y + tri1->d) / tri1->mz;
1.153 + return tri2v[0].z - t1z;
1.154 + }
1.155 +
1.156 + /* If the above test failed, then tri2 intersects tri1's plane. This
1.157 + * doesn't necessarily mean the triangles intersect (although they may).
1.158 + * For now just return 0, and come back to this later as it's a fairly
1.159 + * uncommon case in practice.
1.160 + */
1.161 + return 0;
1.162 + }
1.163 }
1.164
1.165 -void sort_triangles( struct sort_triangle *triangles, int num_triangles )
1.166 +/**
1.167 + * This is pretty much a standard merge sort (Unfortunately can't depend on
1.168 + * the system to provide one. Note we can't use quicksort here - the sort
1.169 + * must be stable to preserve the order of coplanar triangles.
1.170 + */
1.171 +static void sort_triangles( struct sort_triangle **triangles, int num_triangles, struct sort_triangle **out )
1.172 {
1.173 - qsort( triangles, num_triangles, sizeof(struct sort_triangle), compare_triangles );
1.174 + if( num_triangles > 2 ) {
1.175 + int l = num_triangles>>1, r=num_triangles-l, i=0,j=0;
1.176 + struct sort_triangle *left[l];
1.177 + struct sort_triangle *right[r];
1.178 + sort_triangles( triangles, l, left );
1.179 + sort_triangles( triangles+l, r, right );
1.180 +
1.181 + /* Merge */
1.182 + while(1) {
1.183 + if( sort_triangle_compare(left[i], right[j]) <= 0 ) {
1.184 + *out++ = left[i++];
1.185 + if( i == l ) {
1.186 + memcpy( out, &right[j], (r-j)*sizeof(struct sort_triangle *) );
1.187 + break;
1.188 + }
1.189 + } else {
1.190 + *out++ = right[j++];
1.191 + if( j == r ) {
1.192 + memcpy( out, &left[i], (l-i)*sizeof(struct sort_triangle *) );
1.193 + break;
1.194 + }
1.195 + }
1.196 + }
1.197 + } else if( num_triangles == 2 ) {
1.198 + if( sort_triangle_compare(triangles[0], triangles[1]) <= 0 ) {
1.199 + out[0] = triangles[0];
1.200 + out[1] = triangles[1];
1.201 + } else {
1.202 + struct sort_triangle *tmp = triangles[0];
1.203 + out[0] = triangles[1];
1.204 + out[1] = tmp;
1.205 + }
1.206 + } else {
1.207 + out[0] = triangles[0];
1.208 + }
1.209 }
1.210
1.211 void render_autosort_tile( pvraddr_t tile_entry, int render_mode )
1.212 @@ -159,14 +255,17 @@
1.213 } else if( num_triangles == 1 ) { /* Triangle can hardly overlap with itself */
1.214 gl_render_tilelist(tile_entry, GL_LEQUAL);
1.215 } else { /* Ooh boy here we go... */
1.216 + int i;
1.217 struct sort_triangle triangles[num_triangles+1];
1.218 - // Reserve space for num_triangles / 2 * 4 vertexes (maximum possible number of
1.219 - // quad vertices)
1.220 + struct sort_triangle *triangle_order[num_triangles+1];
1.221 triangles[num_triangles].poly = (void *)SENTINEL;
1.222 + for( i=0; i<num_triangles; i++ ) {
1.223 + triangle_order[i] = &triangles[i];
1.224 + }
1.225 int extracted_triangles = sort_extract_triangles(tile_entry, triangles);
1.226 assert( extracted_triangles == num_triangles );
1.227 - sort_triangles( triangles, num_triangles );
1.228 - sort_render_triangles(triangles, num_triangles, render_mode);
1.229 + sort_triangles( triangle_order, num_triangles, triangle_order );
1.230 + sort_render_triangles(triangle_order, num_triangles);
1.231 glCullFace(GL_BACK);
1.232 assert( triangles[num_triangles].poly == (void *)SENTINEL );
1.233 }
.