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Improve sorting
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1 changed files with 9 additions and 3 deletions
12
small3dlib.h
12
small3dlib.h
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@ -2428,7 +2428,10 @@ void _S3L_projectVertex(
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result->w = S3L_FRACTIONS_PER_UNIT; // for translation
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result->w = S3L_FRACTIONS_PER_UNIT; // for translation
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S3L_vec3Xmat4(result,projectionMatrix);
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S3L_vec3Xmat4(result,projectionMatrix);
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result->w = result->z;
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/* We'll keep the non-clamped z in w for sorting. */
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result->z = result->z >= S3L_NEAR ? result->z : S3L_NEAR;
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result->z = result->z >= S3L_NEAR ? result->z : S3L_NEAR;
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/* ^ This firstly prevents zero division in the follwoing z-divide and
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/* ^ This firstly prevents zero division in the follwoing z-divide and
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secondly "pushes" vertices that are in front of near a little bit forward,
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secondly "pushes" vertices that are in front of near a little bit forward,
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@ -2519,8 +2522,11 @@ void S3L_drawScene(S3L_Scene scene)
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S3L_sortArray[S3L_sortArrayLength].modelIndex = modelIndex;
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S3L_sortArray[S3L_sortArrayLength].modelIndex = modelIndex;
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S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex;
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S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex;
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S3L_sortArray[S3L_sortArrayLength].sortValue =
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S3L_sortArray[S3L_sortArrayLength].sortValue =
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(transformed0.z + transformed1.z + transformed2.z) >> 2;
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S3L_max(0,(transformed0.w + transformed1.w + transformed2.w)) >> 2;
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/* ^ As a simple approximation we sort by the triangle center point,
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/* ^
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The w component here stores non-clamped z.
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As a simple approximation we sort by the triangle center point,
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which is a mean coordinate -- we don't actually have to divide by 3
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which is a mean coordinate -- we don't actually have to divide by 3
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(or anything), that is unnecessary for sorting! We shift by 2 just
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(or anything), that is unnecessary for sorting! We shift by 2 just
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as a fast operation to prevent overflow of the sum ver uint_16t. */
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as a fast operation to prevent overflow of the sum ver uint_16t. */
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