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-rw-r--r--src/viewport.cpp85
1 files changed, 40 insertions, 45 deletions
diff --git a/src/viewport.cpp b/src/viewport.cpp
index 157399697..94c7b000e 100644
--- a/src/viewport.cpp
+++ b/src/viewport.cpp
@@ -1341,60 +1341,55 @@ static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
{
- while (*psd != NULL) {
- ParentSpriteToDraw* ps = *psd;
+ for (; *psd != NULL; psd++) {
+ ParentSpriteToDraw *ps = *psd;
- if (!ps->comparison_done) {
- ParentSpriteToDraw** psd2 = psd;
+ if (ps->comparison_done) continue;
- ps->comparison_done = true;
+ ps->comparison_done = true;
- while (*++psd2 != NULL) {
- ParentSpriteToDraw* ps2 = *psd2;
- ParentSpriteToDraw** psd3;
+ for (ParentSpriteToDraw **psd2 = psd + 1; *psd2 != NULL; psd2++) {
+ ParentSpriteToDraw *ps2 = *psd2;
- if (ps2->comparison_done) continue;
+ if (ps2->comparison_done) continue;
- /* Decide which comparator to use, based on whether the bounding
- * boxes overlap
+ /* Decide which comparator to use, based on whether the bounding
+ * boxes overlap
+ */
+ if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
+ ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
+ ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
+ /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
+ * the screen and with higher Z elevation, are drawn in front.
+ * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
+ * i.e. X=(left+right)/2, etc.
+ * However, since we only care about order, don't actually divide / 2
*/
- if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
- ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
- ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
- /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
- * the screen and with higher Z elevation, are drawn in front.
- * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
- * i.e. X=(left+right)/2, etc.
- * However, since we only care about order, don't actually divide / 2
- */
- if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
- ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
- continue;
- }
- } else {
- /* We only change the order, if it is definite.
- * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
- * That is: If one partial order says ps behind ps2, do not change the order.
- */
- if (ps->xmax < ps2->xmin ||
- ps->ymax < ps2->ymin ||
- ps->zmax < ps2->zmin) {
- continue;
- }
+ if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
+ ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
+ continue;
+ }
+ } else {
+ /* We only change the order, if it is definite.
+ * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
+ * That is: If one partial order says ps behind ps2, do not change the order.
+ */
+ if (ps->xmax < ps2->xmin ||
+ ps->ymax < ps2->ymin ||
+ ps->zmax < ps2->zmin) {
+ continue;
}
+ }
- /* Swap the two sprites ps and ps2 using bubble-sort algorithm. */
- psd3 = psd;
- do {
- ParentSpriteToDraw* temp = *psd3;
- *psd3 = ps2;
- ps2 = temp;
+ /* Swap the two sprites ps and ps2 using bubble-sort algorithm. */
+ ParentSpriteToDraw **psd3 = psd;
+ do {
+ ParentSpriteToDraw* temp = *psd3;
+ *psd3 = ps2;
+ ps2 = temp;
- psd3++;
- } while (psd3 <= psd2);
- }
- } else {
- psd++;
+ psd3++;
+ } while (psd3 <= psd2);
}
}
}