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path: root/src/gallium/auxiliary/util/u_draw_quad.c
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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 "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);
   }
}