Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.
/* 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];
Immediate(){};
virtual ~Immediate(){};
virtual uchar *begin() = 0;
virtual void end() = 0;
};
} // namespace blender::gpu
void immActivate();
void immDeactivate();