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
This commit is contained in:
StapleButter 2017-07-06 02:02:30 +02:00
parent d357b1c2ac
commit dc32613028

View File

@ -858,7 +858,8 @@ void SubmitPolygon()
poly->XTop = xtop; poly->XBottom = xbot; poly->XTop = xtop; poly->XBottom = xbot;
poly->SortKey = (ybot << 8) | ytop; 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->WShift = wshift;
poly->WBuffer = (FlushAttributes & 0x2); poly->WBuffer = (FlushAttributes & 0x2);
@ -873,7 +874,7 @@ void SubmitPolygon()
z = w << wshift; z = w << wshift;
else else
z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF; 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 // checkme
if (z < 0) z = 0; if (z < 0) z = 0;
else if (z > 0xFFFFFF) z = 0xFFFFFF; else if (z > 0xFFFFFF) z = 0xFFFFFF;
@ -1339,7 +1340,7 @@ void ExecuteCommand()
if (PosMatrixStackPointer < 0 || PosMatrixStackPointer > 30) 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; PosMatrixStackPointer += offset;
GXStat |= (1<<15); GXStat |= (1<<15);
break; break;
@ -1798,10 +1799,13 @@ void VCount144()
bool YSort(Polygon* a, Polygon* b) 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 // * polygons with lower bottom Y come first
// * upon equal bottom Y, polygons with lower top Y come first // * upon equal bottom Y, polygons with lower top Y come first
// * upon equal bottom AND top Y, original ordering is used // * upon equal bottom AND top Y, original ordering is used
// the SortKey is calculated as to implement these rules
return a->SortKey < b->SortKey; return a->SortKey < b->SortKey;
} }