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authorJelle Raaijmakers <jelle@gmta.nl>2022-04-17 22:14:45 +0200
committerAndreas Kling <kling@serenityos.org>2022-04-20 14:12:56 +0200
commite1a6966863b4f8b038bbb7925391a817b2377211 (patch)
tree3c07b614d456ce1de98e2c0c94c314d8e0ce6314 /Userland/Libraries/LibSoftGPU/Device.cpp
parent838cee37a2b7ed14d417d53261374a975cd436ad (diff)
downloadserenity-e1a6966863b4f8b038bbb7925391a817b2377211.zip
LibSoftGPU: Check for bottom edge in top-left rule in `Device`
If a triangle edge is completely horizontal and moving in a positive X direction, we were erroneously treating it as a top edge. This adds a better check that accounts for those edges. :^)
Diffstat (limited to 'Userland/Libraries/LibSoftGPU/Device.cpp')
-rw-r--r--Userland/Libraries/LibSoftGPU/Device.cpp11
1 files changed, 5 insertions, 6 deletions
diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp
index 5f755d35dc..754520f91e 100644
--- a/Userland/Libraries/LibSoftGPU/Device.cpp
+++ b/Userland/Libraries/LibSoftGPU/Device.cpp
@@ -213,16 +213,15 @@ void Device::rasterize_triangle(Triangle const& triangle)
// Zero is used in testing against edge values below, applying the "top-left rule". If a pixel
// lies exactly on an edge shared by two triangles, we only render that pixel if the edge in
- // question is a "top" or "left" edge. We can detect those easily by testing for Y2 <= Y1,
- // since we know our vertices are in CCW order. By changing a float epsilon to 0, we
- // effectively change the comparisons against the edge values below from "> 0" into ">= 0".
+ // question is a "top" or "left" edge. By changing a float epsilon to 0, we effectively change
+ // the comparisons against the edge values below from "> 0" into ">= 0".
constexpr auto epsilon = NumericLimits<float>::epsilon();
FloatVector3 zero { epsilon, epsilon, epsilon };
- if (v2.y() <= v1.y())
+ if (v2.y() < v1.y() || (v2.y() == v1.y() && v2.x() < v1.x()))
zero.set_x(0.f);
- if (v0.y() <= v2.y())
+ if (v0.y() < v2.y() || (v0.y() == v2.y() && v0.x() < v2.x()))
zero.set_y(0.f);
- if (v1.y() <= v0.y())
+ if (v1.y() < v0.y() || (v1.y() == v0.y() && v1.x() < v0.x()))
zero.set_z(0.f);
// This function tests whether a point as identified by its 3 edge values lies within the triangle