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/* 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 = NULL;
/** 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 = NULL;
/** Enforce strict vertex count (disabled when using #immBeginAtMost). */
bool strict_vertex_len = true;
/** Batch in construction when using #immBeginBatch. */
GPUBatch *batch = NULL;
/** 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();
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