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// Gawain immediate mode work-alike, take 2
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2016 Mike Erwin
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0
#pragma once
#include "GPU_glew.h"
#include <stdbool.h>
#define PER_THREAD
// #define PER_THREAD __thread
// MSVC uses __declspec(thread) for C code
#define MAX_VERTEX_ATTRIBS 16
#define TRUST_NO_ONE 1
typedef enum {
KEEP_FLOAT,
KEEP_INT,
NORMALIZE_INT_TO_FLOAT, // 127 (ubyte) -> 0.5 (and so on for other int types)
CONVERT_INT_TO_FLOAT // 127 (any int type) -> 127.0
} VertexFetchMode;
typedef struct {
GLenum comp_type;
unsigned comp_ct; // 1 to 4
unsigned sz; // size in bytes, 1 to 16
unsigned offset; // from beginning of vertex, in bytes
VertexFetchMode fetch_mode;
char* name; // TODO: shared allocation of all names within a VertexFormat
} Attrib;
typedef struct {
unsigned attrib_ct; // 0 to 16 (MAX_VERTEX_ATTRIBS)
unsigned stride; // stride in bytes, 1 to 256
bool packed;
Attrib attribs[MAX_VERTEX_ATTRIBS]; // TODO: variable-size attribs array
} VertexFormat;
void clear_VertexFormat(VertexFormat*);
unsigned add_attrib(VertexFormat*, const char* name, GLenum comp_type, unsigned comp_ct, VertexFetchMode);
void pack(VertexFormat*);
// unsigned attrib_idx(const VertexFormat*, const char* name);
void bind_attrib_locations(const VertexFormat*, GLuint program);
extern PER_THREAD VertexFormat immVertexFormat; // so we don't have to copy or pass around
void immInit(void);
void immDestroy(void);
void immBindProgram(GLuint program);
void immUnbindProgram(void);
void immBegin(GLenum primitive, unsigned vertex_ct);
void immEnd(void);
void immAttrib1f(unsigned attrib_id, float x);
void immAttrib2f(unsigned attrib_id, float x, float y);
void immAttrib3f(unsigned attrib_id, float x, float y, float z);
void immAttrib3ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b);
void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
void immEndVertex(void); // and move on to the next vertex
// provide 2D or 3D attribute value and end the current vertex, similar to glVertex:
void immVertex2f(unsigned attrib_id, float x, float y);
void immVertex3f(unsigned attrib_id, float x, float y, float z);
// provide values that don't change for the entire draw call
void immUniform4f(const char* name, float x, float y, float z, float w);
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