/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 by Mike Erwin. All rights reserved. */ /** \file * \ingroup gpu * * Mimics old style opengl immediate mode drawing. */ #pragma once #include #include "GPU_batch.h" #include "GPU_primitive.h" #include "GPU_shader.h" #include "GPU_vertex_format.h" namespace blender::gpu { class Immediate { public: /** Pointer to the mapped buffer data for the current vertex. */ uchar *vertex_data = nullptr; /** Current vertex index. */ uint vertex_idx = 0; /** Length of the buffer in vertices. */ uint vertex_len = 0; /** Which attributes of current vertex have not been given values? */ uint16_t unassigned_attr_bits = 0; /** Attributes that needs to be set. One bit per attribute. */ uint16_t enabled_attr_bits = 0; /** Current draw call specification. */ GPUPrimType prim_type = GPU_PRIM_NONE; GPUVertFormat vertex_format = {}; GPUShader *shader = nullptr; /** Enforce strict vertex count (disabled when using #immBeginAtMost). */ bool strict_vertex_len = true; /** Batch in construction when using #immBeginBatch. */ GPUBatch *batch = nullptr; /** Wide Line workaround. */ /** Previously bound shader to restore after drawing. */ std::optional prev_builtin_shader; /** Builtin shader index. Used to test if the line width workaround can be done. */ std::optional builtin_shader_bound; /** Uniform color: Kept here to update the wide-line shader just before #immBegin. */ float uniform_color[4]; public: Immediate(){}; virtual ~Immediate(){}; virtual uchar *begin() = 0; virtual void end() = 0; }; } // namespace blender::gpu void immActivate(); void immDeactivate();