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.. _rasterizer:
Rasterizer
==========
The rasterizer state controls the rendering of points, lines and triangles.
Attributes include polygon culling state, line width, line stipple,
multisample state, scissoring and flat/smooth shading.
Shading
-------
flatshade
^^^^^^^^^
If set, the provoking vertex of each polygon is used to determine the color
of the entire polygon. If not set, fragment colors will be interpolated
between the vertex colors.
The actual interpolated shading algorithm is obviously
implementation-dependent, but will usually be Gourard for most hardware.
.. note::
This is separate from the fragment shader input attributes
CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
clipping time to determine how to set the color of new vertices.
:ref:`Draw` can implement flat shading by copying the provoking vertex
color to all the other vertices in the primitive.
flatshade_first
^^^^^^^^^^^^^^^
Whether the first vertex should be the provoking vertex, for most primitives.
If not set, the last vertex is the provoking vertex.
There are several important exceptions to the specification of this rule.
* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
vertex. If the caller wishes to change the provoking vertex, they merely
need to rotate the vertices themselves.
* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: This option has no
effect; the provoking vertex is always the last vertex.
* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
second vertex, not the first. This permits each segment of the fan to have
a different color.
Polygons
--------
light_twoside
^^^^^^^^^^^^^
If set, there are per-vertex back-facing colors. The hardware
(perhaps assisted by :ref:`Draw`) should be set up to use this state
along with the front/back information to set the final vertex colors
prior to rasterization.
The frontface vertex shader color output is marked with TGSI semantic
COLOR[0], and backface COLOR[1].
front_ccw
Indicates whether the window order of front-facing polygons is
counter-clockwise (TRUE) or clockwise (FALSE).
cull_mode
Indicates which faces of polygons to cull, either PIPE_FACE_NONE
(cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
PIPE_FACE_BACK (cull back-facing polygons), or
PIPE_FACE_FRONT_AND_BACK (cull all polygons).
fill_front
Indicates how to fill front-facing polygons, either
PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
PIPE_POLYGON_MODE_POINT.
fill_back
Indicates how to fill back-facing polygons, either
PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
PIPE_POLYGON_MODE_POINT.
poly_stipple_enable
Whether polygon stippling is enabled.
poly_smooth
Controls OpenGL-style polygon smoothing/antialiasing
offset_point
If set, point-filled polygons will have polygon offset factors applied
offset_line
If set, line-filled polygons will have polygon offset factors applied
offset_tri
If set, filled polygons will have polygon offset factors applied
offset_units
Specifies the polygon offset bias
offset_scale
Specifies the polygon offset scale
Lines
-----
line_width
The width of lines.
line_smooth
Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
line_stipple_enable
Whether line stippling is enabled.
line_stipple_pattern
16-bit bitfield of on/off flags, used to pattern the line stipple.
line_stipple_factor
When drawing a stippled line, each bit in the stipple pattern is
repeated N times, where N = line_stipple_factor + 1.
line_last_pixel
Controls whether the last pixel in a line is drawn or not. OpenGL
omits the last pixel to avoid double-drawing pixels at the ends of lines
when drawing connected lines.
Points
------
sprite_coord_enable
^^^^^^^^^^^^^^^^^^^
Specifies if a texture unit has its texture coordinates replaced or not. This
is a packed bitfield containing the enable for all texcoords -- if all bits
are zero, point sprites are effectively disabled. If any bit is set, then
point_smooth and point_quad_rasterization are ignored; point smoothing is
disabled and points are always rasterized as quads. If enabled, the four
vertices of the resulting quad will be assigned texture coordinates,
according to sprite_coord_mode.
sprite_coord_mode
^^^^^^^^^^^^^^^^^
Specifies how the value for each shader output should be computed when drawing
point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
vertex will have coordinates (0,0,0,1).
This state is used by :ref:`Draw` to generate texcoords.
.. note::
When geometry shaders are available, a special geometry shader could be
used instead of this functionality, to convert incoming points into quads
with the proper texture coordinates.
point_quad_rasterization
^^^^^^^^^^^^^^^^^^^^^^^^
Determines if points should be rasterized as quads or points. Certain APIs,
like Direct3D, always use quad rasterization for points, regardless of
whether point sprites are enabled or not. If this state is enabled, point
smoothing and antialiasing are disabled. If it is disabled, point sprite
coordinates are not generated.
.. note::
Some renderers always internally translate points into quads; this state
still affects those renderers by overriding other rasterization state.
point_smooth
Whether points should be smoothed. Point smoothing turns rectangular
points into circles or ovals.
point_size_per_vertex
Whether the vertex shader is expected to have a point size output.
Undefined behaviour is permitted if there is disagreement between
this flag and the actual bound shader.
point_size
The size of points, if not specified per-vertex.
Other Members
-------------
scissor
Whether the scissor test is enabled.
multisample
Whether :term:`MSAA` is enabled.
gl_rasterization_rules
Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
the rasterizer will use (0, 0) for pixel centers.
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