/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2020 Blender Foundation. * All rights reserved. */ /** \file * \ingroup gpu * * Encapsulation of Framebuffer states (attached textures, viewport, scissors). */ #pragma once #include "BLI_assert.h" #include "GPU_primitive.h" #include "glew-mx.h" namespace blender::gpu { static inline GLenum to_gl(GPUPrimType prim_type) { BLI_assert(prim_type != GPU_PRIM_NONE); switch (prim_type) { default: case GPU_PRIM_POINTS: return GL_POINTS; case GPU_PRIM_LINES: return GL_LINES; case GPU_PRIM_LINE_STRIP: return GL_LINE_STRIP; case GPU_PRIM_LINE_LOOP: return GL_LINE_LOOP; case GPU_PRIM_TRIS: return GL_TRIANGLES; case GPU_PRIM_TRI_STRIP: return GL_TRIANGLE_STRIP; case GPU_PRIM_TRI_FAN: return GL_TRIANGLE_FAN; case GPU_PRIM_LINES_ADJ: return GL_LINES_ADJACENCY; case GPU_PRIM_LINE_STRIP_ADJ: return GL_LINE_STRIP_ADJACENCY; case GPU_PRIM_TRIS_ADJ: return GL_TRIANGLES_ADJACENCY; }; } } // namespace blender::gpu