* \author Brian Paul
*/
-#include "pipe/p_util.h"
-#include "draw_private.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
+#include "draw_pipe.h"
float scale;
float units;
+ float clamp;
};
static void do_offset_tri( struct draw_stage *stage,
struct prim_header *header )
{
+ const unsigned pos = draw_current_shader_position_output(stage->draw);
struct offset_stage *offset = offset_stage(stage);
float inv_det = 1.0f / header->det;
/* Window coords:
*/
- float *v0 = header->v[0]->data[0];
- float *v1 = header->v[1]->data[0];
- float *v2 = header->v[2]->data[0];
+ float *v0 = header->v[0]->data[pos];
+ float *v1 = header->v[1]->data[pos];
+ float *v2 = header->v[2]->data[pos];
/* edge vectors e = v0 - v2, f = v1 - v2 */
float ex = v0[0] - v2[0];
float a = ey*fz - ez*fy;
float b = ez*fx - ex*fz;
- float dzdx = FABSF(a * inv_det);
- float dzdy = FABSF(b * inv_det);
+ float dzdx = fabsf(a * inv_det);
+ float dzdy = fabsf(b * inv_det);
float zoffset = offset->units + MAX2(dzdx, dzdy) * offset->scale;
+ if (offset->clamp)
+ zoffset = (offset->clamp < 0.0f) ? MAX2(zoffset, offset->clamp) :
+ MIN2(zoffset, offset->clamp);
+
/*
* Note: we're applying the offset and clamping per-vertex.
* Ideally, the offset is applied per-fragment prior to fragment shading.
struct prim_header tmp;
tmp.det = header->det;
- tmp.edgeflags = header->edgeflags;
+ tmp.flags = header->flags;
+ tmp.pad = header->pad;
tmp.v[0] = dup_vert(stage, header->v[0], 0);
tmp.v[1] = dup_vert(stage, header->v[1], 1);
tmp.v[2] = dup_vert(stage, header->v[2], 2);
struct prim_header *header )
{
struct offset_stage *offset = offset_stage(stage);
- float mrd = 1.0f / 65535.0f; /* XXX this depends on depthbuffer bits! */
+ const struct pipe_rasterizer_state *rast = stage->draw->rasterizer;
+ unsigned fill_mode = rast->fill_front;
+ boolean do_offset;
+
+ if (rast->fill_back != rast->fill_front) {
+ /* Need to check for back-facing triangle */
+ boolean ccw = header->det < 0.0f;
+ if (ccw != rast->front_ccw)
+ fill_mode = rast->fill_back;
+ }
+
+ /* Now determine if we need to do offsetting for the point/line/fill mode */
+ switch (fill_mode) {
+ case PIPE_POLYGON_MODE_FILL:
+ do_offset = rast->offset_tri;
+ break;
+ case PIPE_POLYGON_MODE_LINE:
+ do_offset = rast->offset_line;
+ break;
+ case PIPE_POLYGON_MODE_POINT:
+ do_offset = rast->offset_point;
+ break;
+ default:
+ assert(!"invalid fill_mode in offset_first_tri()");
+ do_offset = rast->offset_tri;
+ }
+
+ if (do_offset) {
+ offset->scale = rast->offset_scale;
+ offset->clamp = rast->offset_clamp;
+ offset->units = (float) (rast->offset_units * stage->draw->mrd);
+ }
+ else {
+ offset->scale = 0.0f;
+ offset->clamp = 0.0f;
+ offset->units = 0.0f;
+ }
- offset->units = stage->draw->rasterizer->offset_units * mrd;
- offset->scale = stage->draw->rasterizer->offset_scale;
stage->tri = offset_tri;
stage->tri( stage, header );
}
-static void offset_line( struct draw_stage *stage,
- struct prim_header *header )
-{
- stage->next->line( stage->next, header );
-}
-
-
-static void offset_point( struct draw_stage *stage,
- struct prim_header *header )
-{
- stage->next->point( stage->next, header );
-}
static void offset_flush( struct draw_stage *stage,
struct draw_stage *draw_offset_stage( struct draw_context *draw )
{
struct offset_stage *offset = CALLOC_STRUCT(offset_stage);
-
- draw_alloc_temp_verts( &offset->stage, 3 );
+ if (offset == NULL)
+ goto fail;
offset->stage.draw = draw;
+ offset->stage.name = "offset";
offset->stage.next = NULL;
- offset->stage.point = offset_point;
- offset->stage.line = offset_line;
+ offset->stage.point = draw_pipe_passthrough_point;
+ offset->stage.line = draw_pipe_passthrough_line;
offset->stage.tri = offset_first_tri;
offset->stage.flush = offset_flush;
offset->stage.reset_stipple_counter = offset_reset_stipple_counter;
offset->stage.destroy = offset_destroy;
+ if (!draw_alloc_temp_verts( &offset->stage, 3 ))
+ goto fail;
+
return &offset->stage;
+
+fail:
+ if (offset)
+ offset->stage.destroy( &offset->stage );
+
+ return NULL;
}