(Glitch64) vectorized depth bias triangle strip vertices

This commit is contained in:
unknown 2015-03-02 21:26:11 -05:00
parent c904115353
commit a82947b5bd
1 changed files with 24 additions and 6 deletions

View File

@ -228,9 +228,13 @@ grDepthMask( FxBool mask )
float biasFactor = 0;
void FindBestDepthBias()
{
GLfloat vertices[4][3];
float f, bestz = 0.25f;
int x;
if (biasFactor) return;
if (biasFactor)
return;
biasFactor = 64.0f; // default value
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_DEPTH_TEST);
@ -242,14 +246,28 @@ void FindBestDepthBias()
glDisable(GL_ALPHA_TEST);
glColor4ub(255,255,255,255);
glDepthMask(GL_TRUE);
for (x=0, f=1.0f; f<=65536.0f; x+=4, f*=2.0f) {
for (x = 0; x < 4; x++)
vertices[x][2] = 0.5;
for (x = 0, f = 1.0f; f <= 65536.0f; x += 4, f *= 2.0f) {
float z;
vertices[0][0] = float(x + 4 - widtho) / (width / 2);
vertices[0][1] = float(0 + 0 - heighto) / (height / 2);
vertices[1][0] = float(x + 0 - widtho) / (width / 2);
vertices[1][1] = float(0 + 0 - heighto) / (height / 2);
vertices[2][0] = float(x + 4 - widtho) / (width / 2);
vertices[2][1] = float(0 + 4 - heighto) / (height / 2);
vertices[3][0] = float(x + 0 - widtho) / (width / 2);
vertices[3][1] = float(0 + 4 - heighto) / (height / 2);
glPolygonOffset(0, f);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(float(x+4 - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5);
glVertex3f(float(x - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5);
glVertex3f(float(x+4 - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5);
glVertex3f(float(x - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5);
glVertex3fv(vertices[0]);
glVertex3fv(vertices[1]);
glVertex3fv(vertices[2]);
glVertex3fv(vertices[3]);
glEnd();
glReadPixels(x+2, 2+viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);