Fixed and faster transparency sorting for OGL. For easy comparison, check Ethereal Crystal in Abstraction Pack

This commit is contained in:
Hannu Hanhi 2020-04-19 18:42:03 +03:00
parent ff98d3b28a
commit 628bd27b88
1 changed files with 74 additions and 93 deletions

View File

@ -43,6 +43,8 @@
#include "../p_slopes.h" #include "../p_slopes.h"
#endif #endif
#include <stdlib.h> // qsort
#define ABS(x) ((x) < 0 ? -(x) : (x)) #define ABS(x) ((x) < 0 ? -(x) : (x))
// ========================================================================== // ==========================================================================
@ -3897,27 +3899,65 @@ void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector,
numpolyplanes++; numpolyplanes++;
} }
// putting sortindex and sortnode here so the comparator function can see them
gr_drawnode_t *sortnode;
size_t *sortindex;
static int CompareDrawNodes(const void *p1, const void *p2)
{
size_t n1 = *(const size_t*)p1;
size_t n2 = *(const size_t*)p2;
INT32 v1 = 0;
INT32 v2 = 0;
INT32 diff;
if (sortnode[n1].plane)
v1 = sortnode[n1].plane->drawcount;
else if (sortnode[n1].polyplane)
v1 = sortnode[n1].polyplane->drawcount;
else if (sortnode[n1].wall)
v1 = sortnode[n1].wall->drawcount;
else I_Error("n1 unknown");
if (sortnode[n2].plane)
v2 = sortnode[n2].plane->drawcount;
else if (sortnode[n2].polyplane)
v2 = sortnode[n2].polyplane->drawcount;
else if (sortnode[n2].wall)
v2 = sortnode[n2].wall->drawcount;
else I_Error("n2 unknown");
diff = v2 - v1;
if (diff == 0) I_Error("diff is zero");
return diff;
}
static int CompareDrawNodePlanes(const void *p1, const void *p2)
{
size_t n1 = *(const size_t*)p1;
size_t n2 = *(const size_t*)p2;
if (!sortnode[n1].plane) I_Error("Uh.. This isn't a plane! (n1)");
if (!sortnode[n2].plane) I_Error("Uh.. This isn't a plane! (n2)");
return ABS(sortnode[n2].plane->fixedheight - viewz) - ABS(sortnode[n1].plane->fixedheight - viewz);
}
// HWR_RenderDrawNodes // HWR_RenderDrawNodes
// Creates, sorts and renders a list of drawnodes for the current frame. // Creates, sorts and renders a list of drawnodes for the current frame.
void HWR_RenderDrawNodes(void) void HWR_RenderDrawNodes(void)
{ {
UINT32 i = 0, p = 0, prev = 0, loop; UINT32 i = 0, p = 0;
const fixed_t pviewz = viewz; size_t run_start = 0;
// Dump EVERYTHING into a huge drawnode list. Then we'll sort it! // Dump EVERYTHING into a huge drawnode list. Then we'll sort it!
// Could this be optimized into _AddTransparentWall/_AddTransparentPlane? // Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
// Hell yes! But sort algorithm must be modified to use a linked list. // Hell yes! But sort algorithm must be modified to use a linked list.
gr_drawnode_t *sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes) sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
+ (sizeof(polyplaneinfo_t)*numpolyplanes) + (sizeof(polyplaneinfo_t)*numpolyplanes)
+ (sizeof(wallinfo_t)*numwalls) + (sizeof(wallinfo_t)*numwalls)
,PU_STATIC, NULL); ,PU_STATIC, NULL);
// todo: // todo:
// However, in reality we shouldn't be re-copying and shifting all this information // However, in reality we shouldn't be re-copying and shifting all this information
// that is already lying around. This should all be in some sort of linked list or lists. // that is already lying around. This should all be in some sort of linked list or lists.
size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL); sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
// If true, swap the draw order.
boolean shift = false;
for (i = 0; i < numplanes; i++, p++) for (i = 0; i < numplanes; i++, p++)
{ {
@ -3944,99 +3984,40 @@ void HWR_RenderDrawNodes(void)
// through the lists of masked textures and // through the lists of masked textures and
// translucent ffloors being drawn. // translucent ffloors being drawn.
// This is a bubble sort! Wahoo! // im not sure if this sort on the next line is needed.
// it sorts the list based on the value of the 'drawcount' member of the drawnodes.
// im thinking the list might already be in that order, but i havent bothered to check yet.
// anyway doing this sort does not hurt and does not take much time.
// the while loop after this sort is important however!
qsort(sortindex, p, sizeof(size_t), CompareDrawNodes);
// Stuff is sorted: // try solving floor order here. for each consecutive run of floors in the list, sort that run.
// sortnode[sortindex[0]] = farthest away while (run_start < p-1)// p-1 because a 1 plane run at the end of the list does not count
// sortnode[sortindex[p-1]] = closest
// "i" should be closer. "prev" should be further.
// The lower drawcount is, the further it is from the screen.
for (loop = 0; loop < p; loop++)
{ {
for (i = 1; i < p; i++) // locate run start
if (sortnode[sortindex[run_start]].plane)
{ {
prev = i-1; // found it, now look for run end
if (sortnode[sortindex[i]].plane) size_t run_end;// (inclusive)
for (i = run_start+1; i < p; i++)// size_t and UINT32 being used mixed here... shouldnt break anything though..
{ {
// What are we comparing it with? if (!sortnode[sortindex[i]].plane) break;
if (sortnode[sortindex[prev]].plane)
{
// Plane (i) is further away than plane (prev)
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
shift = true;
}
if (sortnode[sortindex[prev]].polyplane)
{
// Plane (i) is further away than polyplane (prev)
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Plane (i) is further than wall (prev)
if (sortnode[sortindex[i]].plane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
} }
else if (sortnode[sortindex[i]].polyplane) run_end = i-1;
if (run_end > run_start)// if there are multiple consecutive planes, not just one
{ {
// What are we comparing it with? // consecutive run of planes found, now sort it
if (sortnode[sortindex[prev]].plane) // not sure how long these runs can be in reality...
{ qsort(sortindex + run_start, run_end - run_start + 1, sizeof(size_t), CompareDrawNodePlanes);
// Plane (i) is further away than plane (prev)
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
shift = true;
}
if (sortnode[sortindex[prev]].polyplane)
{
// Plane (i) is further away than polyplane (prev)
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Plane (i) is further than wall (prev)
if (sortnode[sortindex[i]].polyplane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
} }
else if (sortnode[sortindex[i]].wall) run_start = run_end + 1;// continue looking for runs coming right after this one
{ }
// What are we comparing it with? else
if (sortnode[sortindex[prev]].plane) {
{ // this wasnt the run start, try next one
// Wall (i) is further than plane(prev) run_start++;
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].plane->drawcount) }
shift = true; }
}
if (sortnode[sortindex[prev]].polyplane)
{
// Wall (i) is further than polyplane(prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].polyplane->drawcount)
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Wall (i) is further than wall (prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
}
if (shift)
{
size_t temp;
temp = sortindex[prev];
sortindex[prev] = sortindex[i];
sortindex[i] = temp;
shift = false;
}
} //i++
} // loop++
// Okay! Let's draw it all! Woo! // Okay! Let's draw it all! Woo!
HWD.pfnSetTransform(&atransform); HWD.pfnSetTransform(&atransform);