/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
+/**
+ * Notes on wide points and sprite mode:
+ *
+ * In wide point/sprite mode we effectively need to convert each incoming
+ * vertex into four outgoing vertices specifying the corners of a quad.
+ * Since we don't (yet) have geometry shaders, we have to handle this here
+ * in the draw module.
+ *
+ * For sprites, it also means that this is where we have to handle texcoords
+ * for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
+ * if/how enabled texcoords are automatically generated for sprites. We pass
+ * that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
+ * array.
+ *
+ * Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
+ * here as well. This is basically an additional texture/generic attribute
+ * that varies .x from 0 to 1 horizontally across the point and varies .y
+ * vertically from 0 to 1 down the sprite.
+ *
+ * With geometry shaders, the state tracker could create a GS to do
+ * most/all of this.
+ */
+
+
#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_defines.h"
int psize_slot;
- int point_coord_fs_input; /**< input for pointcoord (and fog) */
+ int point_coord_fs_input; /**< input for pointcoord */
};
}
-
-
/**
* Set the vertex texcoords for sprite mode.
* Coords may be left untouched or set to a right-side-up or upside-down
}
if (wide->point_coord_fs_input >= 0) {
- /* put gl_PointCoord into extra vertex output's zw components */
- uint k = wide->stage.draw->extra_vp_outputs.slot;
- v->data[k][2] = tc[0];
- v->data[k][3] = tc[1];
+ /* put gl_PointCoord into the extra vertex slot */
+ uint slot = wide->stage.draw->extra_vp_outputs.slot;
+ v->data[slot][0] = tc[0];
+ v->data[slot][1] = tc[1];
+ v->data[slot][2] = 0.0F;
+ v->data[slot][3] = 1.0F;
}
}
static int
-find_fog_input_attrib(struct draw_context *draw)
+find_pntc_input_attrib(struct draw_context *draw)
{
- /* Scan the fragment program's input decls to find the fogcoord
- * attribute. The z/w components will store the point coord.
+ /* Scan the fragment program's input decls to find the pointcoord
+ * attribute. The xy components will store the point coord.
*/
return 0; /* XXX fix this */
}
}
wide->num_texcoords = j;
- /* find fragment shader PointCoord/Fog input */
- wide->point_coord_fs_input = find_fog_input_attrib(draw);
+ /* find fragment shader PointCoord input */
+ wide->point_coord_fs_input = find_pntc_input_attrib(draw);
/* setup extra vp output (point coord implemented as a texcoord) */
draw->extra_vp_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;