Faster sprite sorting algorithm

This commit is contained in:
Hannu Hanhi 2020-04-21 22:08:52 +03:00
parent 628bd27b88
commit b5fb88922a
1 changed files with 51 additions and 109 deletions

View File

@ -3685,96 +3685,44 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
// --------------------------------------------------------------------------
// Sort vissprites by distance
// --------------------------------------------------------------------------
static gr_vissprite_t gr_vsprsortedhead;
gr_vissprite_t* gr_vsprorder[MAXVISSPRITES];
// For more correct transparency the transparent sprites would need to be
// sorted and drawn together with transparent surfaces.
static int CompareVisSprites(const void *p1, const void *p2)
{
gr_vissprite_t* spr1 = *(gr_vissprite_t*const*)p1;
gr_vissprite_t* spr2 = *(gr_vissprite_t*const*)p2;
int idiff;
float fdiff;
// make transparent sprites last
// "boolean to int"
int transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
int transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
idiff = transparency1 - transparency2;
if (idiff != 0) return idiff;
fdiff = spr2->tz - spr1->tz;// this order seems correct when checking with apitrace. Back to front.
if (fabsf(fdiff) < 1.0E-36f)
return spr1->dispoffset - spr2->dispoffset;// smallest dispoffset first if sprites are at (almost) same location.
else if (fdiff > 0)
return 1;
else
return -1;
}
static void HWR_SortVisSprites(void)
{
UINT32 i;
gr_vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
gr_vissprite_t *best = NULL;
gr_vissprite_t unsorted;
float bestdist = 0.0f;
INT32 bestdispoffset = 0;
if (!gr_visspritecount)
return;
dsfirst = HWR_GetVisSprite(0);
for (i = 0, dsnext = dsfirst, ds = NULL; i < gr_visspritecount; i++)
{
dsprev = ds;
ds = dsnext;
if (i < gr_visspritecount - 1) dsnext = HWR_GetVisSprite(i + 1);
ds->next = dsnext;
ds->prev = dsprev;
}
// Fix first and last. ds still points to the last one after the loop
dsfirst->prev = &unsorted;
unsorted.next = dsfirst;
if (ds)
ds->next = &unsorted;
unsorted.prev = ds;
// pull the vissprites out by scale
gr_vsprsortedhead.next = gr_vsprsortedhead.prev = &gr_vsprsortedhead;
for (i = 0; i < gr_visspritecount; i++)
{
best = NULL;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (!best || ds->tz > bestdist)
{
bestdist = ds->tz;
bestdispoffset = ds->dispoffset;
best = ds;
}
// order visprites of same scale by dispoffset, smallest first
else if (fabsf(ds->tz - bestdist) < 1.0E-36f && ds->dispoffset < bestdispoffset)
{
bestdispoffset = ds->dispoffset;
best = ds;
}
}
if (best)
{
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = &gr_vsprsortedhead;
best->prev = gr_vsprsortedhead.prev;
}
gr_vsprsortedhead.prev->next = best;
gr_vsprsortedhead.prev = best;
}
// Sryder: Oh boy, while it's nice having ALL the sprites sorted properly, it fails when we bring MD2's into the
// mix and they want to be translucent. So let's place all the translucent sprites and MD2's AFTER
// everything else, but still ordered of course, the depth buffer can handle the opaque ones plenty fine.
// We just need to move all translucent ones to the end in order
// TODO: Fully sort all sprites and MD2s with walls and floors, this part will be unnecessary after that
best = gr_vsprsortedhead.next;
for (i = 0; i < gr_visspritecount; i++)
{
if ((best->mobj->flags2 & MF2_SHADOW) || (best->mobj->frame & FF_TRANSMASK))
{
if (best == gr_vsprsortedhead.next)
{
gr_vsprsortedhead.next = best->next;
}
best->prev->next = best->next;
best->next->prev = best->prev;
best->prev = gr_vsprsortedhead.prev;
gr_vsprsortedhead.prev->next = best;
gr_vsprsortedhead.prev = best;
ds = best;
best = best->next;
ds->next = &gr_vsprsortedhead;
}
else
best = best->next;
gr_vsprorder[i] = HWR_GetVisSprite(i);
}
qsort(gr_vsprorder, gr_visspritecount, sizeof(gr_vissprite_t*), CompareVisSprites);
}
// A drawnode is something that points to a 3D floor, 3D side, or masked
@ -4068,34 +4016,28 @@ void HWR_RenderDrawNodes(void)
// --------------------------------------------------------------------------
void HWR_DrawSprites(void)
{
if (gr_visspritecount > 0)
UINT32 i;
for (i = 0; i < gr_visspritecount; i++)
{
gr_vissprite_t *spr;
// draw all vissprites back to front
for (spr = gr_vsprsortedhead.next;
spr != &gr_vsprsortedhead;
spr = spr->next)
{
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
else
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
// 8/1/19: Only don't display player models if no default SPR_PLAY is found.
if (!cv_grmdls.value || ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) && ((!cv_grfallbackplayermodel.value) || md2_models[SPR_PLAY].notfound || md2_models[SPR_PLAY].scale < 0.0f)))
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
}
gr_vissprite_t *spr = gr_vsprorder[i];
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
else
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
// 8/1/19: Only don't display player models if no default SPR_PLAY is found.
if (!cv_grmdls.value || ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) && ((!cv_grfallbackplayermodel.value) || md2_models[SPR_PLAY].notfound || md2_models[SPR_PLAY].scale < 0.0f)))
HWR_DrawSprite(spr);
else
{
if (!cv_grmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
}
}
HWR_DrawMD2(spr);
}
else
{
if (!cv_grmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
}
}
}