better quad sorting
unrelated to the PR, but at least it's done
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src/external/rlsw.h
vendored
88
src/external/rlsw.h
vendored
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@ -2670,76 +2670,40 @@ static inline bool sw_quad_is_axis_aligned(void)
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static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
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{
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// Sort 4 quad vertices into clockwise order with fixed layout:
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//
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// v0 -- v1
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// | |
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// v3 -- v2
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//
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// The goal is:
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// - v0: top-left (minimum Y, then minimum X)
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// - v1: top-right (minimum Y row, maximum X)
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// - v2: bottom-right (maximum Y, maximum X)
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// - v3: bottom-left (maximum Y, minimum X)
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const sw_vertex_t *input = RLSW.vertexBuffer;
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// Separate vertices into top and bottom based on Y-coordinate
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const sw_vertex_t *top[2] = {NULL, NULL};
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const sw_vertex_t *bottom[2] = {NULL, NULL};
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int topCount = 0, bottomCount = 0;
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// Calculate the centroid of the quad
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float cx = (input[0].screen[0] + input[1].screen[0] +
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input[2].screen[0] + input[3].screen[0]) * 0.25f;
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float cy = (input[0].screen[1] + input[1].screen[1] +
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input[2].screen[1] + input[3].screen[1]) * 0.25f;
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// Find minimum and maximum Y
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float minY = input[0].screen[1];
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float maxY = input[0].screen[1];
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// Calculate the angle of each vertex relative to the center
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// and assign them directly to their correct position
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const sw_vertex_t *corners[4] = { 0 };
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for (int i = 1; i < 4; i++)
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{
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if (input[i].screen[1] < minY) minY = input[i].screen[1];
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if (input[i].screen[1] > maxY) maxY = input[i].screen[1];
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}
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// Separate vertices based on Y-coordinate
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for (int i = 0; i < 4; i++)
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{
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if ((input[i].screen[1] == minY) && (topCount < 2)) top[topCount++] = &input[i];
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else if ((input[i].screen[1] == maxY) && (bottomCount < 2)) bottom[bottomCount++] = &input[i];
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float dx = input[i].screen[0] - cx;
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float dy = input[i].screen[1] - cy;
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// Determine the quadrant (clockwise from top-left)
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// top-left: dx < 0, dy < 0
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// top-right: dx >= 0, dy < 0
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// bottom-right: dx >= 0, dy >= 0
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// bottom-left: dx < 0, dy >= 0
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int idx;
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if (dy < 0) idx = (dx < 0)? 0 : 1; // Top row
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else idx = (dx < 0)? 3 : 2; // Bottom row
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corners[idx] = &input[i];
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}
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// If we don't have enough top/bottom vertices (e.g., Y values are all different),
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// classify vertices as top or bottom based on whether they're closer to minY or maxY
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for (int i = 0; i < 4; i++)
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{
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if ((topCount < 2) && (&input[i] != top[0]) && (&input[i] != bottom[0]) && (&input[i] != bottom[1]))
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{
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if (fabsf(input[i].screen[1] - minY) <= fabsf(input[i].screen[1] - maxY)) top[topCount++] = &input[i];
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}
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if ((bottomCount < 2) && (&input[i] != top[0]) && (&input[i] != top[1]) && (&input[i] != bottom[0]))
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{
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if (fabsf(input[i].screen[1] - maxY) < fabsf(input[i].screen[1] - minY)) bottom[bottomCount++] = &input[i];
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}
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}
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// Sort top vertices by X (left to right)
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if ((topCount == 2) && (top[0]->screen[0] > top[1]->screen[0]))
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{
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const sw_vertex_t *temp = top[0];
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top[0] = top[1];
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top[1] = temp;
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}
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// Sort bottom vertices by X (left to right)
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if ((bottomCount == 2) && (bottom[0]->screen[0] > bottom[1]->screen[0]))
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{
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const sw_vertex_t *temp = bottom[0];
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bottom[0] = bottom[1];
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bottom[1] = temp;
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}
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// Assign vertices in clockwise order as per the required layout
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output[0] = top[0]; // v0: top-left
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output[1] = top[topCount-1]; // v1: top-right
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output[2] = bottom[bottomCount-1]; // v2: bottom-right
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output[3] = bottom[0]; // v3: bottom-left
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output[0] = corners[0]; // top-left
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output[1] = corners[1]; // top-right
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output[2] = corners[2]; // bottom-right
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output[3] = corners[3]; // bottom-left
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}
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// TODO: REVIEW: Could a perfectly aligned quad, where one of the four points has a different depth,
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