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https://bitbucket.org/CPMADevs/cnq3
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commit
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3 changed files with 44 additions and 15 deletions
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@ -505,8 +505,9 @@ struct drawSurf_t {
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unsigned sort; // bit combination for fast compares
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float depth; // transparent surface's midpoint's depth
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const surfaceType_t* surface; // any of surface*_t
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int index; // transparent surface's registration order
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qhandle_t model; // MD3 model handle
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int index; // transparent surface's registration order
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float shaderSort; // transparent surface's shader sort
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};
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extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( const void* );
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@ -797,15 +798,11 @@ compared quickly during the qsorting process
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the bits are allocated as follows:
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31-31 : unused (1 bit)
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30-30 : depth fade (1 bit)
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29-29 : polygon offset (1 bit)
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29-31 : zero (3 bits)
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15-28 : sorted shader index (14 bits)
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5-14 : entity index (10 bits)
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0- 4 : fog index (5 bits)
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*/
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#define QSORT_DEPTHFADE_SHIFT 30
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#define QSORT_POLYOFF_SHIFT 29
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#define QSORT_SHADERNUM_SHIFT 15
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#define QSORT_ENTITYNUM_SHIFT 5
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#define QSORT_FOGNUM_SHIFT 0
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@ -1072,9 +1072,7 @@ void R_AddDrawSurf( const surfaceType_t* surface, const shader_t* shader, int fo
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// the sort data is packed into a single 32 bit value so it can be
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// compared quickly during the qsorting process
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tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
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| tr.shiftedEntityNum | (fogIndex << QSORT_FOGNUM_SHIFT)
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| ((shader->dfType != DFT_NONE) << QSORT_DEPTHFADE_SHIFT)
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| (shader->polygonOffset << QSORT_POLYOFF_SHIFT);
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| tr.shiftedEntityNum | (fogIndex << QSORT_FOGNUM_SHIFT);
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tr.refdef.drawSurfs[index].surface = surface;
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tr.refdef.drawSurfs[index].model = tr.currentModel != NULL ? tr.currentModel->index : 0;
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}
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@ -1088,9 +1086,7 @@ void R_AddLitSurf( const surfaceType_t* surface, const shader_t* shader, int fog
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litSurf_t* litsurf = &tr.refdef.litSurfs[index];
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litsurf->sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
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| tr.shiftedEntityNum | (fogIndex << QSORT_FOGNUM_SHIFT)
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| ((shader->dfType != DFT_NONE) << QSORT_DEPTHFADE_SHIFT)
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| (shader->polygonOffset << QSORT_POLYOFF_SHIFT);
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| tr.shiftedEntityNum | (fogIndex << QSORT_FOGNUM_SHIFT);
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litsurf->surface = surface;
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if (!tr.light->head)
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@ -1210,14 +1206,17 @@ c) What we really want is true order-independent transparency (OIT).
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- Per-pixel fixed-size arrays (there are several methods).
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- Depth peeling (there are also several methods).
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*/
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static int R_CompareDrawSurfDepth( const void* aPtr, const void* bPtr )
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static int R_CompareDrawSurf( const void* aPtr, const void* bPtr )
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{
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const drawSurf_t* a = ( const drawSurf_t* )aPtr;
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const drawSurf_t* b = ( const drawSurf_t* )bPtr;
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if ( a->shaderSort < b->shaderSort )
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return -1;
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if ( a->shaderSort > b->shaderSort )
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return 1;
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if ( a->depth > b->depth )
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return -1;
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if ( a->depth < b->depth )
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return 1;
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@ -1288,10 +1287,21 @@ static void R_SortDrawSurfs( int firstDrawSurf, int firstLitSurf )
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drawSurfs[i].depth = R_ComputeSurfaceDepth( drawSurfs[i].surface, entityNum, drawSurfs[i].model );
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drawSurfs[i].index = i;
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drawSurfs[i].shaderSort = shader->sort;
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}
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// sort transparent surfaces by depth
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qsort( drawSurfs + numDrawSurfs - numTranspSurfs, numTranspSurfs, sizeof(drawSurf_t), &R_CompareDrawSurfDepth );
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qsort( drawSurfs + numDrawSurfs - numTranspSurfs, numTranspSurfs, sizeof(drawSurf_t), &R_CompareDrawSurf );
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#if defined(_DEBUG)
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float prevSort = -1.0f;
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for ( int i = 0; i < numDrawSurfs; ++i )
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{
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R_DecomposeSort( (drawSurfs + i)->sort, &entityNum, &shader, &fogNum );
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assert( shader->sort >= prevSort );
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prevSort = shader->sort;
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}
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#endif
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// all the lit surfaces are in a single queue
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// but each light's surfaces are sorted within its subsection
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@ -1508,6 +1508,22 @@ static qbool ParseShader( const char** text )
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}
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static int R_CompareShaders( const void* aPtr, const void* bPtr )
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{
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const shader_t* const a = *(const shader_t**)aPtr;
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const shader_t* const b = *(const shader_t**)bPtr;
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if ( a->sort < b->sort )
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return -1;
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if ( a->sort > b->sort )
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return 1;
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if ( a->polygonOffset ^ b->polygonOffset )
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return a->polygonOffset - b->polygonOffset;
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return a->cullType - b->cullType;
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}
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/*
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Positions the most recently created shader in the tr.sortedShaders[] array
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such that the shader->sort key is sorted relative to the other shaders.
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@ -1530,6 +1546,12 @@ static void SortNewShader()
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newShader->sortedIndex = i+1;
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tr.sortedShaders[i+1] = newShader;
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// sort it more aggressively for better performance
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qsort( tr.sortedShaders, tr.numShaders, sizeof(shader_t*), &R_CompareShaders );
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for ( i = 0; i < tr.numShaders; ++i ) {
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tr.sortedShaders[i]->sortedIndex = i;
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}
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}
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