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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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) 2016 by Mike Erwin.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_immediate.c
* \ingroup gpu
*
* GPU immediate mode work-alike
*/
#include "UI_resources.h"
#include "GPU_attr_binding.h"
#include "GPU_buffer_id.h"
#include "GPU_immediate.h"
#include "GPU_vertex_array_id.h"
#include "gpu_attr_binding_private.h"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
#include "gpu_vertex_format_private.h"
#include <string.h>
#include <stdlib.h>
/* necessary functions from matrix API */
extern void GPU_matrix_bind(const GPUShaderInterface *);
extern bool GPU_matrix_dirty_get(void);
typedef struct {
/* TODO: organize this struct by frequency of change (run-time) */
GPUBatch *batch;
GPUContext *context;
/* current draw call */
GLubyte *buffer_data;
uint buffer_offset;
uint buffer_bytes_mapped;
uint vertex_len;
bool strict_vertex_len;
GPUPrimType prim_type;
GPUVertFormat vertex_format;
/* current vertex */
uint vertex_idx;
GLubyte *vertex_data;
uint16_t unassigned_attrib_bits; /* which attributes of current vertex have not been given values? */
GLuint vbo_id;
GLuint vao_id;
GLuint bound_program;
const GPUShaderInterface *shader_interface;
GPUAttrBinding attrib_binding;
uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */
} Immediate;
/* size of internal buffer -- make this adjustable? */
#define IMM_BUFFER_SIZE (4 * 1024 * 1024)
static bool initialized = false;
static Immediate imm;
void immInit(void)
{
#if TRUST_NO_ONE
assert(!initialized);
#endif
memset(&imm, 0, sizeof(Immediate));
imm.vbo_id = GPU_buf_id_alloc();
glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
imm.prim_type = GPU_PRIM_NONE;
imm.strict_vertex_len = true;
glBindBuffer(GL_ARRAY_BUFFER, 0);
initialized = true;
}
void immActivate(void)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
assert(imm.vao_id == 0);
#endif
imm.vao_id = GPU_vao_alloc();
imm.context = GPU_context_active_get();
}
void immDeactivate(void)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
assert(imm.vao_id != 0);
#endif
GPU_vao_free(imm.vao_id, imm.context);
imm.vao_id = 0;
imm.prev_enabled_attrib_bits = 0;
}
void immDestroy(void)
{
GPU_buf_id_free(imm.vbo_id);
initialized = false;
}
GPUVertFormat *immVertexFormat(void)
{
GPU_vertformat_clear(&imm.vertex_format);
return &imm.vertex_format;
}
void immBindProgram(GLuint program, const GPUShaderInterface *shaderface)
{
#if TRUST_NO_ONE
assert(imm.bound_program == 0);
assert(glIsProgram(program));
#endif
imm.bound_program = program;
imm.shader_interface = shaderface;
if (!imm.vertex_format.packed)
VertexFormat_pack(&imm.vertex_format);
glUseProgram(program);
get_attrib_locations(&imm.vertex_format, &imm.attrib_binding, shaderface);
GPU_matrix_bind(shaderface);
}
void immBindBuiltinProgram(GPUBuiltinShader shader_id)
{
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
immBindProgram(shader->program, shader->interface);
}
void immUnbindProgram(void)
{
#if TRUST_NO_ONE
assert(imm.bound_program != 0);
#endif
#if PROGRAM_NO_OPTI
glUseProgram(0);
#endif
imm.bound_program = 0;
}
#if TRUST_NO_ONE
static bool vertex_count_makes_sense_for_primitive(uint vertex_len, GPUPrimType prim_type)
{
/* does vertex_len make sense for this primitive type? */
if (vertex_len == 0) {
return false;
}
switch (prim_type) {
case GPU_PRIM_POINTS:
return true;
case GPU_PRIM_LINES:
return vertex_len % 2 == 0;
case GPU_PRIM_LINE_STRIP:
case GPU_PRIM_LINE_LOOP:
return vertex_len >= 2;
case GPU_PRIM_LINE_STRIP_ADJ:
return vertex_len >= 4;
case GPU_PRIM_TRIS:
return vertex_len % 3 == 0;
case GPU_PRIM_TRI_STRIP:
case GPU_PRIM_TRI_FAN:
return vertex_len >= 3;
default:
return false;
}
}
#endif
void immBegin(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we haven't already begun */
assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
#endif
imm.prim_type = prim_type;
imm.vertex_len = vertex_len;
imm.vertex_idx = 0;
imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
/* how many bytes do we need for this draw call? */
const uint bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_len);
#if TRUST_NO_ONE
assert(bytes_needed <= IMM_BUFFER_SIZE);
#endif
glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
/* does the current buffer have enough room? */
const uint available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset;
/* ensure vertex data is aligned */
const uint pre_padding = padding(imm.buffer_offset, imm.vertex_format.stride); /* might waste a little space, but it's safe */
if ((bytes_needed + pre_padding) <= available_bytes) {
imm.buffer_offset += pre_padding;
}
else {
/* orphan this buffer & start with a fresh one */
/* this method works on all platforms, old & new */
glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
imm.buffer_offset = 0;
}
/* printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1); */
imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER, imm.buffer_offset, bytes_needed,
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (imm.strict_vertex_len ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT));
#if TRUST_NO_ONE
assert(imm.buffer_data != NULL);
#endif
imm.buffer_bytes_mapped = bytes_needed;
imm.vertex_data = imm.buffer_data;
}
void immBeginAtMost(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(vertex_len > 0);
#endif
imm.strict_vertex_len = false;
immBegin(prim_type, vertex_len);
}
GPUBatch *immBeginBatch(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we haven't already begun */
assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
#endif
imm.prim_type = prim_type;
imm.vertex_len = vertex_len;
imm.vertex_idx = 0;
imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
GPUVertBuf *verts = GPU_vertbuf_create_with_format(&imm.vertex_format);
GPU_vertbuf_data_alloc(verts, vertex_len);
imm.buffer_bytes_mapped = GPU_vertbuf_size_get(verts);
imm.vertex_data = verts->data;
imm.batch = GPU_batch_create_ex(prim_type, verts, NULL, GPU_BATCH_OWNS_VBO);
imm.batch->phase = GPU_BATCH_BUILDING;
return imm.batch;
}
GPUBatch *immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
{
imm.strict_vertex_len = false;
return immBeginBatch(prim_type, vertex_len);
}
static void immDrawSetup(void)
{
/* set up VAO -- can be done during Begin or End really */
glBindVertexArray(imm.vao_id);
/* enable/disable vertex attribs as needed */
if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) {
for (uint loc = 0; loc < GPU_VERT_ATTR_MAX_LEN; ++loc) {
bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc);
bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc);
if (is_enabled && !was_enabled) {
glEnableVertexAttribArray(loc);
}
else if (was_enabled && !is_enabled) {
glDisableVertexAttribArray(loc);
}
}
imm.prev_enabled_attrib_bits = imm.attrib_binding.enabled_bits;
}
const uint stride = imm.vertex_format.stride;
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
const GPUVertAttr *a = imm.vertex_format.attribs + a_idx;
const uint offset = imm.buffer_offset + a->offset;
const GLvoid *pointer = (const GLubyte *)0 + offset;
const uint loc = read_attrib_location(&imm.attrib_binding, a_idx);
switch (a->fetch_mode) {
case GPU_FETCH_FLOAT:
case GPU_FETCH_INT_TO_FLOAT:
glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
break;
case GPU_FETCH_INT:
glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
}
}
if (GPU_matrix_dirty_get()) {
GPU_matrix_bind(imm.shader_interface);
}
}
void immEnd(void)
{
#if TRUST_NO_ONE
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
uint buffer_bytes_used;
if (imm.strict_vertex_len) {
#if TRUST_NO_ONE
assert(imm.vertex_idx == imm.vertex_len); /* with all vertices defined */
#endif
buffer_bytes_used = imm.buffer_bytes_mapped;
}
else {
#if TRUST_NO_ONE
assert(imm.vertex_idx <= imm.vertex_len);
#endif
if (imm.vertex_idx == imm.vertex_len) {
buffer_bytes_used = imm.buffer_bytes_mapped;
}
else {
#if TRUST_NO_ONE
assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type));
#endif
imm.vertex_len = imm.vertex_idx;
buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len);
/* unused buffer bytes are available to the next immBegin */
}
/* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
}
if (imm.batch) {
if (buffer_bytes_used != imm.buffer_bytes_mapped) {
GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
/* TODO: resize only if vertex count is much smaller */
}
GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
imm.batch->phase = GPU_BATCH_READY_TO_DRAW;
imm.batch = NULL; /* don't free, batch belongs to caller */
}
else {
glUnmapBuffer(GL_ARRAY_BUFFER);
if (imm.vertex_len > 0) {
immDrawSetup();
glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
/* prep for next immBegin */
imm.buffer_offset += buffer_bytes_used;
}
/* prep for next immBegin */
imm.prim_type = GPU_PRIM_NONE;
imm.strict_vertex_len = true;
}
static void setAttribValueBit(uint attrib_id)
{
uint16_t mask = 1 << attrib_id;
#if TRUST_NO_ONE
assert(imm.unassigned_attrib_bits & mask); /* not already set */
#endif
imm.unassigned_attrib_bits &= ~mask;
}
/* --- generic attribute functions --- */
void immAttrib1f(uint attrib_id, float x)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 1);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
}
void immAttrib2f(uint attrib_id, float x, float y)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
data[1] = y;
}
void immAttrib3f(uint attrib_id, float x, float y, float z)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 3);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
data[1] = y;
data[2] = z;
}
void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 4);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
data[1] = y;
data[2] = z;
data[3] = w;
}
void immAttrib1u(uint attrib_id, uint x)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_U32);
assert(attrib->comp_len == 1);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
uint *data = (uint *)(imm.vertex_data + attrib->offset);
data[0] = x;
}
void immAttrib2i(uint attrib_id, int x, int y)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_I32);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
int *data = (int *)(imm.vertex_data + attrib->offset);
data[0] = x;
data[1] = y;
}
void immAttrib2s(uint attrib_id, short x, short y)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_I16);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
short *data = (short *)(imm.vertex_data + attrib->offset);
data[0] = x;
data[1] = y;
}
void immAttrib2fv(uint attrib_id, const float data[2])
{
immAttrib2f(attrib_id, data[0], data[1]);
}
void immAttrib3fv(uint attrib_id, const float data[3])
{
immAttrib3f(attrib_id, data[0], data[1], data[2]);
}
void immAttrib4fv(uint attrib_id, const float data[4])
{
immAttrib4f(attrib_id, data[0], data[1], data[2], data[3]);
}
void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_U8);
assert(attrib->comp_len == 3);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
GLubyte *data = imm.vertex_data + attrib->offset;
/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
data[0] = r;
data[1] = g;
data[2] = b;
}
void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_U8);
assert(attrib->comp_len == 4);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
GLubyte *data = imm.vertex_data + attrib->offset;
/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
data[0] = r;
data[1] = g;
data[2] = b;
data[3] = a;
}
void immAttrib3ubv(uint attrib_id, const unsigned char data[3])
{
immAttrib3ub(attrib_id, data[0], data[1], data[2]);
}
void immAttrib4ubv(uint attrib_id, const unsigned char data[4])
{
immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]);
}
void immSkipAttrib(uint attrib_id)
{
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
}
static void immEndVertex(void) /* and move on to the next vertex */
{
#if TRUST_NO_ONE
assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
assert(imm.vertex_idx < imm.vertex_len);
#endif
/* have all attribs been assigned values?
* if not, copy value from previous vertex */
if (imm.unassigned_attrib_bits) {
#if TRUST_NO_ONE
assert(imm.vertex_idx > 0); /* first vertex must have all attribs specified */
#endif
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
if ((imm.unassigned_attrib_bits >> a_idx) & 1) {
const GPUVertAttr *a = imm.vertex_format.attribs + a_idx;
/* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */
GLubyte *data = imm.vertex_data + a->offset;
memcpy(data, data - imm.vertex_format.stride, a->sz);
/* TODO: consolidate copy of adjacent attributes */
}
}
}
imm.vertex_idx++;
imm.vertex_data += imm.vertex_format.stride;
imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
}
void immVertex2f(uint attrib_id, float x, float y)
{
immAttrib2f(attrib_id, x, y);
immEndVertex();
}
void immVertex3f(uint attrib_id, float x, float y, float z)
{
immAttrib3f(attrib_id, x, y, z);
immEndVertex();
}
void immVertex4f(uint attrib_id, float x, float y, float z, float w)
{
immAttrib4f(attrib_id, x, y, z, w);
immEndVertex();
}
void immVertex2i(uint attrib_id, int x, int y)
{
immAttrib2i(attrib_id, x, y);
immEndVertex();
}
void immVertex2s(uint attrib_id, short x, short y)
{
immAttrib2s(attrib_id, x, y);
immEndVertex();
}
void immVertex2fv(uint attrib_id, const float data[2])
{
immAttrib2f(attrib_id, data[0], data[1]);
immEndVertex();
}
void immVertex3fv(uint attrib_id, const float data[3])
{
immAttrib3f(attrib_id, data[0], data[1], data[2]);
immEndVertex();
}
void immVertex2iv(uint attrib_id, const int data[2])
{
immAttrib2i(attrib_id, data[0], data[1]);
immEndVertex();
}
/* --- generic uniform functions --- */
#if 0
# if TRUST_NO_ONE
# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
# else
# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
# endif
#else
/* NOTE: It is possible to have uniform fully optimized out from the shader.
* In this case we can't assert failure or allow NULL-pointer dereference.
* TODO(sergey): How can we detect existing-but-optimized-out uniform but still
* catch typos in uniform names passed to immUniform*() functions? */
# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
#endif
void immUniform1f(const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
void immUniform2f(const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
void immUniform2fv(const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
void immUniform3f(const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
void immUniform3fv(const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
}
/* can increase this limit or move to another file */
#define MAX_UNIFORM_NAME_LEN 60
void immUniformArray3fv(const char *bare_name, const float *data, int count)
{
/* look up "name[0]" when given "name" */
const size_t len = strlen(bare_name);
#if TRUST_NO_ONE
assert(len <= MAX_UNIFORM_NAME_LEN);
#endif
char name[MAX_UNIFORM_NAME_LEN];
strcpy(name, bare_name);
name[len + 0] = '[';
name[len + 1] = '0';
name[len + 2] = ']';
name[len + 3] = '\0';
GET_UNIFORM
glUniform3fv(uniform->location, count, data);
}
void immUniform4f(const char *name, float x, float y, float z, float w)
{
GET_UNIFORM
glUniform4f(uniform->location, x, y, z, w);
}
void immUniform4fv(const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
void immUniformArray4fv(const char *bare_name, const float *data, int count)
{
/* look up "name[0]" when given "name" */
const size_t len = strlen(bare_name);
#if TRUST_NO_ONE
assert(len <= MAX_UNIFORM_NAME_LEN);
#endif
char name[MAX_UNIFORM_NAME_LEN];
strcpy(name, bare_name);
name[len + 0] = '[';
name[len + 1] = '0';
name[len + 2] = ']';
name[len + 3] = '\0';
GET_UNIFORM
glUniform4fv(uniform->location, count, data);
}
void immUniformMatrix4fv(const char *name, const float data[4][4])
{
GET_UNIFORM
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data);
}
void immUniform1i(const char *name, int x)
{
GET_UNIFORM
glUniform1i(uniform->location, x);
}
void immUniform4iv(const char *name, const int data[4])
{
GET_UNIFORM
glUniform4iv(uniform->location, 1, data);
}
/* --- convenience functions for setting "uniform vec4 color" --- */
void immUniformColor4f(float r, float g, float b, float a)
{
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_UNIFORM_COLOR);
#if TRUST_NO_ONE
assert(uniform != NULL);
#endif
glUniform4f(uniform->location, r, g, b, a);
}
void immUniformColor4fv(const float rgba[4])
{
immUniformColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
}
void immUniformColor3f(float r, float g, float b)
{
immUniformColor4f(r, g, b, 1.0f);
}
void immUniformColor3fv(const float rgb[3])
{
immUniformColor4f(rgb[0], rgb[1], rgb[2], 1.0f);
}
void immUniformColor3fvAlpha(const float rgb[3], float a)
{
immUniformColor4f(rgb[0], rgb[1], rgb[2], a);
}
/* TODO: v-- treat as sRGB? --v */
void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b)
{
const float scale = 1.0f / 255.0f;
immUniformColor4f(scale * r, scale * g, scale * b, 1.0f);
}
void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
const float scale = 1.0f / 255.0f;
immUniformColor4f(scale * r, scale * g, scale * b, scale * a);
}
void immUniformColor3ubv(const unsigned char rgb[3])
{
immUniformColor3ub(rgb[0], rgb[1], rgb[2]);
}
void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char alpha)
{
immUniformColor4ub(rgb[0], rgb[1], rgb[2], alpha);
}
void immUniformColor4ubv(const unsigned char rgba[4])
{
immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
}
void immUniformThemeColor(int color_id)
{
float color[4];
UI_GetThemeColor4fv(color_id, color);
immUniformColor4fv(color);
}
void immUniformThemeColor3(int color_id)
{
float color[3];
UI_GetThemeColor3fv(color_id, color);
immUniformColor3fv(color);
}
void immUniformThemeColorShade(int color_id, int offset)
{
float color[4];
UI_GetThemeColorShade4fv(color_id, offset, color);
immUniformColor4fv(color);
}
void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset)
{
float color[4];
UI_GetThemeColorShadeAlpha4fv(color_id, color_offset, alpha_offset, color);
immUniformColor4fv(color);
}
void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset)
{
float color[4];
UI_GetThemeColorBlendShade4fv(color_id1, color_id2, fac, offset, color);
immUniformColor4fv(color);
}
void immUniformThemeColorBlend(int color_id1, int color_id2, float fac)
{
uint8_t color[3];
UI_GetThemeColorBlend3ubv(color_id1, color_id2, fac, color);
immUniformColor3ubv(color);
}
void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
{
unsigned char col[4];
UI_GetThemeColorShadeAlpha4ubv(colorid, coloffset, alphaoffset, col);
immUniformColor4ub(col[0], col[1], col[2], col[3]);
}
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