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/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_winsys.h"
#include "util/u_draw_quad.h"
/**
* Draw a simple vertex buffer / primitive.
* Limited to float[4] vertex attribs, tightly packed.
*/
void
util_draw_vertex_buffer(struct pipe_context *pipe,
struct pipe_buffer *vbuf,
uint offset,
uint prim_type,
uint num_verts,
uint num_attribs)
{
struct pipe_vertex_buffer vbuffer;
struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS];
uint i;
assert(num_attribs <= PIPE_MAX_ATTRIBS);
/* tell pipe about the vertex buffer */
vbuffer.buffer = vbuf;
vbuffer.stride = num_attribs * 4 * sizeof(float); /* vertex size */
vbuffer.buffer_offset = offset;
pipe->set_vertex_buffers(pipe, 1, &vbuffer);
/* tell pipe about the vertex attributes */
for (i = 0; i < num_attribs; i++) {
velements[i].src_offset = i * 4 * sizeof(float);
velements[i].vertex_buffer_index = 0;
velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
velements[i].nr_components = 4;
}
pipe->set_vertex_elements(pipe, num_attribs, velements);
/* draw */
pipe->draw_arrays(pipe, prim_type, 0, num_verts);
}
/**
* Draw screen-aligned textured quad.
* Note: this function allocs/destroys a vertex buffer and isn't especially
* efficient.
*/
void
util_draw_texquad(struct pipe_context *pipe,
float x0, float y0, float x1, float y1, float z)
{
struct pipe_buffer *vbuf;
uint numAttribs = 2, vertexBytes, i, j;
vertexBytes = 4 * (4 * numAttribs * sizeof(float));
/* XXX create one-time */
vbuf = pipe_buffer_create(pipe->screen, 32,
PIPE_BUFFER_USAGE_VERTEX, vertexBytes);
if (vbuf) {
float *v = (float *) pipe_buffer_map(pipe->screen, vbuf,
PIPE_BUFFER_USAGE_CPU_WRITE);
if (v) {
/*
* Load vertex buffer
*/
for (i = j = 0; i < 4; i++) {
v[j + 2] = z; /* z */
v[j + 3] = 1.0; /* w */
v[j + 6] = 0.0; /* r */
v[j + 7] = 1.0; /* q */
j += 8;
}
v[0] = x0;
v[1] = y0;
v[4] = 0.0; /*s*/
v[5] = 0.0; /*t*/
v[8] = x1;
v[9] = y0;
v[12] = 1.0;
v[13] = 0.0;
v[16] = x1;
v[17] = y1;
v[20] = 1.0;
v[21] = 1.0;
v[24] = x0;
v[25] = y1;
v[28] = 0.0;
v[29] = 1.0;
pipe_buffer_unmap(pipe->screen, vbuf);
util_draw_vertex_buffer(pipe, vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, 2);
}
pipe_buffer_reference(pipe->screen, &vbuf, NULL);
}
}
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