Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_immediate_private.hh « intern « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 74ebbdc7ae3dbf019079daf66d97203afd792e5f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
/* 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 "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. */
  eGPUBuiltinShader prev_builtin_shader = GPU_SHADER_TEXT;
  /** Builtin shader index. Used to test if the workaround can be done. */
  eGPUBuiltinShader builtin_shader_bound = GPU_SHADER_TEXT;
  /** 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();