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/*
* 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 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];
Immediate(){};
virtual ~Immediate(){};
virtual uchar *begin(void) = 0;
virtual void end(void) = 0;
};
} // namespace blender::gpu
void immActivate(void);
void immDeactivate(void);