clamp after offsetting, new comments

This commit is contained in:
Brian 2007-07-10 14:38:10 -06:00
parent 6aa9c8ebc1
commit 13aa51de41
1 changed files with 18 additions and 16 deletions

View File

@ -74,32 +74,34 @@ static void do_offset_tri( struct prim_stage *stage,
/* Window coords:
*/
GLfloat *v0 = (GLfloat *)&(header->v[0]->data[0]);
GLfloat *v1 = (GLfloat *)&(header->v[1]->data[0]);
GLfloat *v2 = (GLfloat *)&(header->v[2]->data[0]);
GLfloat *v0 = header->v[0]->data[0];
GLfloat *v1 = header->v[1]->data[0];
GLfloat *v2 = header->v[2]->data[0];
/* edge vectors e = v0 - v2, f = v1 - v2 */
GLfloat ex = v0[0] - v2[2];
GLfloat fx = v1[0] - v2[2];
GLfloat ey = v0[1] - v2[2];
GLfloat fy = v1[1] - v2[2];
GLfloat ez = v0[2] - v2[2];
GLfloat fx = v1[0] - v2[2];
GLfloat fy = v1[1] - v2[2];
GLfloat fz = v1[2] - v2[2];
/* (a,b) = cross(e,f).xy */
GLfloat a = ey*fz - ez*fy;
GLfloat b = ez*fx - ex*fz;
GLfloat ac = a * inv_det;
GLfloat bc = b * inv_det;
GLfloat zoffset;
GLfloat dzdx = FABSF(a * inv_det);
GLfloat dzdy = FABSF(b * inv_det);
ac = FABSF(ac);
bc = FABSF(bc);
GLfloat zoffset = offset->units + MAX2(dzdx, dzdy) * offset->scale;
zoffset = offset->units + MAX2( ac, bc ) * offset->scale;
v0[2] += zoffset;
v1[2] += zoffset;
v2[2] += zoffset;
/*
* Note: we're applying the offset and clamping per-vertex.
* Ideally, the offset is applied per-fragment prior to fragment shading.
*/
v0[2] = CLAMP(v0[2] + zoffset, 0.0, 1.0);
v1[2] = CLAMP(v1[2] + zoffset, 0.0, 1.0);
v2[2] = CLAMP(v2[2] + zoffset, 0.0, 1.0);
stage->next->tri( stage->next, header );
}