diff options
author | StapleButter <thetotalworm@gmail.com> | 2017-07-06 02:02:30 +0200 |
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committer | StapleButter <thetotalworm@gmail.com> | 2017-07-06 02:02:30 +0200 |
commit | dc326130286c5d562949afa0f7ee07abc790c0de (patch) | |
tree | 9859de3137ab28006f2659de1e95cdf355364d43 | |
parent | d357b1c2ac4365a860e6c98b105b16fd4ac7864d (diff) |
3D: opaque polygons are sorted by winding order
the Sands of Destruction character menu relies on this, it mixes and matches polygon windings to thwart Y-sorting
-rw-r--r-- | src/GPU3D.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp index 3337d99..e04eaec 100644 --- a/src/GPU3D.cpp +++ b/src/GPU3D.cpp @@ -858,7 +858,8 @@ void SubmitPolygon() poly->XTop = xtop; poly->XBottom = xbot; poly->SortKey = (ybot << 8) | ytop; - if (poly->Translucent) poly->SortKey |= 0x10000; + if (poly->Translucent) poly->SortKey |= 0x20000; + else if (!poly->FacingView) poly->SortKey |= 0x10000; poly->WShift = wshift; poly->WBuffer = (FlushAttributes & 0x2); @@ -873,7 +874,7 @@ void SubmitPolygon() z = w << wshift; else z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF; - +//printf("poly%d v%d: %d %d Z=%08X (%08X %08X)\n", NumPolygons-1, i, vtx->FinalPosition[0], vtx->FinalPosition[1], z, vtx->Position[2], vtx->Position[3]); // checkme if (z < 0) z = 0; else if (z > 0xFFFFFF) z = 0xFFFFFF; @@ -1339,7 +1340,7 @@ void ExecuteCommand() if (PosMatrixStackPointer < 0 || PosMatrixStackPointer > 30) { - printf("!! POS MATRIX STACK UNDER/OVERFLOW %d\n", PosMatrixStackPointer); + //printf("!! POS MATRIX STACK UNDER/OVERFLOW %d\n", PosMatrixStackPointer); PosMatrixStackPointer += offset; GXStat |= (1<<15); break; @@ -1798,10 +1799,13 @@ void VCount144() bool YSort(Polygon* a, Polygon* b) { - // Y-sorting rules: + // polygon sorting rules: + // * opaque polygons come first + // * opaque polygons are sorted by winding, front-facing polygons come first // * polygons with lower bottom Y come first // * upon equal bottom Y, polygons with lower top Y come first // * upon equal bottom AND top Y, original ordering is used + // the SortKey is calculated as to implement these rules return a->SortKey < b->SortKey; } |