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lxdream.org :: lxdream :: r650:80568a7a1ec7
lxdream 0.9.1
released Jun 29
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changeset650:80568a7a1ec7 lxdream-render
parent649:620c5c6496b5
child651:95a9cf98785b
authornkeynes
dateSun Mar 16 04:49:19 2008 +0000 (16 years ago)
branchlxdream-render
Use max-z rather than min-z for tri sort (still wrong for some cases of course,
but consistent with prior behaviour)
src/pvr2/rendsort.c
1.1 --- a/src/pvr2/rendsort.c Tue Mar 11 08:50:16 2008 +0000
1.2 +++ b/src/pvr2/rendsort.c Sun Mar 16 04:49:19 2008 +0000
1.3 @@ -30,7 +30,7 @@
1.4 struct sort_triangle {
1.5 struct polygon_struct *poly;
1.6 int triangle_num; // triangle number in the poly, from 0
1.7 - float minz;
1.8 + float maxz;
1.9 };
1.10
1.11 #define SENTINEL 0xDEADBEEF
1.12 @@ -66,7 +66,7 @@
1.13
1.14 /**
1.15 * Extract a triangle list from the tile (basically indexes into the polygon list, plus
1.16 - * computing minz while we go through it
1.17 + * computing maxz while we go through it
1.18 */
1.19 int sort_extract_triangles( pvraddr_t tile_entry, struct sort_triangle *triangles )
1.20 {
1.21 @@ -98,7 +98,7 @@
1.22 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_addr];
1.23 triangles[count].poly = poly;
1.24 triangles[count].triangle_num = 0;
1.25 - triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index].z,
1.26 + triangles[count].maxz = MAX3( pvr2_scene.vertex_array[poly->vertex_index].z,
1.27 pvr2_scene.vertex_array[poly->vertex_index+1].z,
1.28 pvr2_scene.vertex_array[poly->vertex_index+2].z );
1.29 poly_addr += polygon_length;
1.30 @@ -113,13 +113,13 @@
1.31 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_addr];
1.32 triangles[count].poly = poly;
1.33 triangles[count].triangle_num = 0;
1.34 - triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index].z,
1.35 + triangles[count].maxz = MAX3( pvr2_scene.vertex_array[poly->vertex_index].z,
1.36 pvr2_scene.vertex_array[poly->vertex_index+1].z,
1.37 pvr2_scene.vertex_array[poly->vertex_index+2].z );
1.38 count++;
1.39 triangles[count].poly = poly;
1.40 triangles[count].triangle_num = 1;
1.41 - triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index+1].z,
1.42 + triangles[count].maxz = MAX3( pvr2_scene.vertex_array[poly->vertex_index+1].z,
1.43 pvr2_scene.vertex_array[poly->vertex_index+2].z,
1.44 pvr2_scene.vertex_array[poly->vertex_index+3].z );
1.45 count++;
1.46 @@ -133,7 +133,7 @@
1.47 if( entry & (0x40000000>>i) ) {
1.48 triangles[count].poly = poly;
1.49 triangles[count].triangle_num = i;
1.50 - triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index+i].z,
1.51 + triangles[count].maxz = MAX3( pvr2_scene.vertex_array[poly->vertex_index+i].z,
1.52 pvr2_scene.vertex_array[poly->vertex_index+i+1].z,
1.53 pvr2_scene.vertex_array[poly->vertex_index+i+2].z );
1.54 count++;
1.55 @@ -155,7 +155,7 @@
1.56 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
1.57 }
1.58 render_set_context( poly->context, RENDER_NORMAL );
1.59 - glEnable(GL_DEPTH_TEST);
1.60 + glDepthMask(GL_FALSE);
1.61 glDepthFunc(GL_GEQUAL);
1.62 /* Fix cull direction */
1.63 if( triangles[i].triangle_num & 1 ) {
1.64 @@ -163,6 +163,7 @@
1.65 } else {
1.66 glCullFace(GL_BACK);
1.67 }
1.68 +
1.69 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + triangles[i].triangle_num, 3 );
1.70 }
1.71 }
1.72 @@ -171,7 +172,7 @@
1.73 {
1.74 const struct sort_triangle *tri1 = a;
1.75 const struct sort_triangle *tri2 = b;
1.76 - return tri2->minz - tri1->minz;
1.77 + return tri2->maxz - tri1->maxz;
1.78 }
1.79
1.80 void sort_triangles( struct sort_triangle *triangles, int num_triangles )
1.81 @@ -191,7 +192,8 @@
1.82 // Reserve space for num_triangles / 2 * 4 vertexes (maximum possible number of
1.83 // quad vertices)
1.84 triangles[num_triangles].poly = (void *)SENTINEL;
1.85 - sort_extract_triangles(tile_entry, triangles);
1.86 + int extracted_triangles = sort_extract_triangles(tile_entry, triangles);
1.87 + assert( extracted_triangles == num_triangles );
1.88 sort_triangles( triangles, num_triangles );
1.89 sort_render_triangles(triangles, num_triangles, render_mode);
1.90 glCullFace(GL_BACK);
.