blob: 9fcbe2bdc0b3f44a2817d0d7feed308e07ae93f8 (
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
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
|
/*
* 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.
*/
/** \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 currect 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. */
GPUShader *prev_shader = NULL;
/** 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 wideline shader just before immBegin. */
float uniform_color[4];
public:
Immediate(){};
virtual ~Immediate(){};
virtual uchar *begin(void) = 0;
virtual void end(void) = 0;
};
} // namespace blender::gpu
void immActivate(void);
void immDeactivate(void);
|