+ /* Setup vertex texcoords. This is a little tricky for cube maps. */
+ if (tex_target == PIPE_TEXTURE_CUBE) {
+ static const float st[4][2] = {
+ {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
+ };
+ float rx, ry, rz;
+ uint i;
+
+ /* loop over quad verts */
+ for (i = 0; i < 4; i++) {
+ /* Compute sc = +/-scale and tc = +/-scale.
+ * Not +/-1 to avoid cube face selection ambiguity near the edges,
+ * though that can still sometimes happen with this scale factor...
+ */
+ const float scale = 0.9999f;
+ const float sc = (2.0f * st[i][0] - 1.0f) * scale;
+ const float tc = (2.0f * st[i][1] - 1.0f) * scale;
+
+ switch (face) {
+ case PIPE_TEX_FACE_POS_X:
+ rx = 1.0f;
+ ry = -tc;
+ rz = -sc;
+ break;
+ case PIPE_TEX_FACE_NEG_X:
+ rx = -1.0f;
+ ry = -tc;
+ rz = sc;
+ break;
+ case PIPE_TEX_FACE_POS_Y:
+ rx = sc;
+ ry = 1.0f;
+ rz = tc;
+ break;
+ case PIPE_TEX_FACE_NEG_Y:
+ rx = sc;
+ ry = -1.0f;
+ rz = -tc;
+ break;
+ case PIPE_TEX_FACE_POS_Z:
+ rx = sc;
+ ry = -tc;
+ rz = 1.0f;
+ break;
+ case PIPE_TEX_FACE_NEG_Z:
+ rx = -sc;
+ ry = -tc;
+ rz = -1.0f;
+ break;
+ default:
+ assert(0);
+ }