Initial pass at pointsprites. Needs a lot more work.

This commit is contained in:
Ben Vanik 2014-01-20 01:13:37 -08:00
parent ea5a6e19dd
commit 58504d8c0b
2 changed files with 43 additions and 6 deletions

View File

@ -135,6 +135,43 @@ D3D11PointSpriteGeometryShader::~D3D11PointSpriteGeometryShader() {
int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader, int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) { alloy::StringBuffer* output) {
// TODO(benvanik): fetch default point size from register and use that if
// the VS doesn't write oPointSize.
// TODO(benvanik): clamp to min/max.
// TODO(benvanik): figure out how to see which interpolator gets adjusted.
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
}
output->Append(
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"[maxvertexcount(4)]\n"
"void main(point VERTEX input[1], inout TriangleStream<VERTEX> output) {\n"
" const float2 offsets[4] = {\n"
" float2(-1.0, 1.0),\n"
" float2( 1.0, 1.0),\n"
" float2(-1.0, -1.0),\n"
" float2( 1.0, -1.0),\n"
" };\n"
" float psize = max(input[0].oPointSize.x, 1.0);\n"
" VERTEX v;\n"
" for (uint n = 0; n < 4; n++) {\n"
" v = input[0];\n"
" v.oPos.xy += offsets[n] * psize;\n"
" output.Append(v);\n"
" }\n"
" output.RestartStrip();\n"
"}\n");
return 0; return 0;
} }

View File

@ -139,12 +139,12 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
switch (prim_type) { switch (prim_type) {
case XE_GPU_PRIMITIVE_TYPE_POINT_LIST: case XE_GPU_PRIMITIVE_TYPE_POINT_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST; primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
//if (state_.vertex_shader) { if (state_.vertex_shader) {
// if (state_.vertex_shader->DemandGeometryShader( if (state_.vertex_shader->DemandGeometryShader(
// D3D11VertexShader::POINT_SPRITE_SHADER, &geometry_shader)) { D3D11VertexShader::POINT_SPRITE_SHADER, &geometry_shader)) {
// return 1; return 1;
// } }
//} }
break; break;
case XE_GPU_PRIMITIVE_TYPE_LINE_LIST: case XE_GPU_PRIMITIVE_TYPE_LINE_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;