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										 |  |  |  | /*
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							|  |  |  |  |  * ***** BEGIN GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  |  * | 
					
						
							|  |  |  |  |  * 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 | 
					
						
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										 |  |  |  |  * of the License, or (at your option) any later version. | 
					
						
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										 |  |  |  |  * | 
					
						
							|  |  |  |  |  * 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 Blender Foundation. | 
					
						
							|  |  |  |  |  * All rights reserved. | 
					
						
							|  |  |  |  |  * | 
					
						
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										 |  |  |  |  * | 
					
						
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										 |  |  |  |  * Contributor(s): Mike Erwin | 
					
						
							|  |  |  |  |  * | 
					
						
							|  |  |  |  |  * ***** END GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  |  */ | 
					
						
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										 |  |  |  | /** \file blender/gpu/GPU_immediate.h
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							|  |  |  |  |  *  \ingroup gpu | 
					
						
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										 |  |  |  |  * GPU immediate mode work-alike | 
					
						
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										 |  |  |  |  */ | 
					
						
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										 |  |  |  | #ifndef __GPU_IMMEDIATE_H__
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							|  |  |  |  | #define __GPU_IMMEDIATE_H__
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										 |  |  |  | #include "GPU_vertex_format.h"
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							|  |  |  |  | #include "GPU_primitive.h"
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							|  |  |  |  | #include "GPU_shader_interface.h"
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							|  |  |  |  | #include "GPU_batch.h"
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							|  |  |  |  | #include "GPU_immediate_util.h"
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							|  |  |  |  | #include "GPU_shader.h"
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										 |  |  |  | GPUVertFormat *immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ | 
					
						
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										 |  |  |  | void immBindProgram(uint32_t program, const GPUShaderInterface *); /* every immBegin must have a program bound first. */ | 
					
						
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										 |  |  |  | void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */ | 
					
						
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										 |  |  |  | void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */ | 
					
						
							|  |  |  |  | void immBeginAtMost(GPUPrimType, uint max_vertex_len); /* can supply fewer vertices. */ | 
					
						
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										 |  |  |  | void immEnd(void); /* finishes and draws. */ | 
					
						
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							|  |  |  |  | /* ImmBegin a batch, then use standard immFunctions as usual. */ | 
					
						
							|  |  |  |  | /* ImmEnd will finalize the batch instead of drawing. */ | 
					
						
							|  |  |  |  | /* Then you can draw it as many times as you like! Partially replaces the need for display lists. */ | 
					
						
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										 |  |  |  | GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len); | 
					
						
							|  |  |  |  | GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len); | 
					
						
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							|  |  |  |  | /* Provide attribute values that can change per vertex. */ | 
					
						
							|  |  |  |  | /* First vertex after immBegin must have all its attributes specified. */ | 
					
						
							|  |  |  |  | /* Skipped attributes will continue using the previous value for that attrib_id. */ | 
					
						
							|  |  |  |  | void immAttrib1f(uint attrib_id, float x); | 
					
						
							|  |  |  |  | void immAttrib2f(uint attrib_id, float x, float y); | 
					
						
							|  |  |  |  | void immAttrib3f(uint attrib_id, float x, float y, float z); | 
					
						
							|  |  |  |  | void immAttrib4f(uint attrib_id, float x, float y, float z, float w); | 
					
						
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							|  |  |  |  | void immAttrib2i(uint attrib_id, int x, int y); | 
					
						
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							|  |  |  |  | void immAttrib1u(uint attrib_id, uint x); | 
					
						
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							|  |  |  |  | void immAttrib2s(uint attrib_id, short x, short y); | 
					
						
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							|  |  |  |  | void immAttrib2fv(uint attrib_id, const float data[2]); | 
					
						
							|  |  |  |  | void immAttrib3fv(uint attrib_id, const float data[3]); | 
					
						
							|  |  |  |  | void immAttrib4fv(uint attrib_id, const float data[4]); | 
					
						
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							|  |  |  |  | void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b); | 
					
						
							|  |  |  |  | void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a); | 
					
						
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							|  |  |  |  | void immAttrib3ubv(uint attrib_id, const unsigned char data[4]); | 
					
						
							|  |  |  |  | void immAttrib4ubv(uint attrib_id, const unsigned char data[4]); | 
					
						
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							|  |  |  |  | /* Explicitly skip an attribute. */ | 
					
						
							|  |  |  |  | /* This advanced option kills automatic value copying for this attrib_id. */ | 
					
						
							|  |  |  |  | void immSkipAttrib(uint attrib_id); | 
					
						
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							|  |  |  |  | /* Provide one last attribute value & end the current vertex. */ | 
					
						
							|  |  |  |  | /* This is most often used for 2D or 3D position (similar to glVertex). */ | 
					
						
							|  |  |  |  | void immVertex2f(uint attrib_id, float x, float y); | 
					
						
							|  |  |  |  | void immVertex3f(uint attrib_id, float x, float y, float z); | 
					
						
							|  |  |  |  | void immVertex4f(uint attrib_id, float x, float y, float z, float w); | 
					
						
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							|  |  |  |  | void immVertex2i(uint attrib_id, int x, int y); | 
					
						
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							|  |  |  |  | void immVertex2s(uint attrib_id, short x, short y); | 
					
						
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							|  |  |  |  | void immVertex2fv(uint attrib_id, const float data[2]); | 
					
						
							|  |  |  |  | void immVertex3fv(uint attrib_id, const float data[3]); | 
					
						
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							|  |  |  |  | void immVertex2iv(uint attrib_id, const int data[2]); | 
					
						
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							|  |  |  |  | /* Provide uniform values that don't change for the entire draw call. */ | 
					
						
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										 |  |  |  | void immUniform1i(const char *name, int x); | 
					
						
							|  |  |  |  | void immUniform4iv(const char *name, const int data[4]); | 
					
						
							|  |  |  |  | void immUniform1f(const char *name, float x); | 
					
						
							|  |  |  |  | void immUniform2f(const char *name, float x, float y); | 
					
						
							|  |  |  |  | void immUniform2fv(const char *name, const float data[2]); | 
					
						
							|  |  |  |  | void immUniform3f(const char *name, float x, float y, float z); | 
					
						
							|  |  |  |  | void immUniform3fv(const char *name, const float data[3]); | 
					
						
							|  |  |  |  | void immUniformArray3fv(const char *name, const float *data, int count); | 
					
						
							|  |  |  |  | void immUniform4f(const char *name, float x, float y, float z, float w); | 
					
						
							|  |  |  |  | void immUniform4fv(const char *name, const float data[4]); | 
					
						
							|  |  |  |  | void immUniformArray4fv(const char *bare_name, const float *data, int count); | 
					
						
							|  |  |  |  | void immUniformMatrix4fv(const char *name, const float data[4][4]); | 
					
						
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							|  |  |  |  | /* Convenience functions for setting "uniform vec4 color". */ | 
					
						
							|  |  |  |  | /* The rgb functions have implicit alpha = 1.0. */ | 
					
						
							|  |  |  |  | void immUniformColor4f(float r, float g, float b, float a); | 
					
						
							|  |  |  |  | void immUniformColor4fv(const float rgba[4]); | 
					
						
							|  |  |  |  | void immUniformColor3f(float r, float g, float b); | 
					
						
							|  |  |  |  | void immUniformColor3fv(const float rgb[3]); | 
					
						
							|  |  |  |  | void immUniformColor3fvAlpha(const float rgb[3], float a); | 
					
						
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							|  |  |  |  | void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b); | 
					
						
							|  |  |  |  | void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); | 
					
						
							|  |  |  |  | void immUniformColor3ubv(const unsigned char rgb[3]); | 
					
						
							|  |  |  |  | void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a); | 
					
						
							|  |  |  |  | void immUniformColor4ubv(const unsigned char rgba[4]); | 
					
						
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							|  |  |  |  | /* Extend immBindProgram to use Blender’s library of built-in shader programs.
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							|  |  |  |  |  * Use immUnbindProgram() when done. */ | 
					
						
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										 |  |  |  | void immBindBuiltinProgram(GPUBuiltinShader shader_id); | 
					
						
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										 |  |  |  | /* Extend immUniformColor to take Blender's themes */ | 
					
						
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										 |  |  |  | void immUniformThemeColor(int color_id); | 
					
						
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										 |  |  |  | void immUniformThemeColor3(int color_id); | 
					
						
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										 |  |  |  | void immUniformThemeColorShade(int color_id, int offset); | 
					
						
							|  |  |  |  | void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset); | 
					
						
							|  |  |  |  | void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset); | 
					
						
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										 |  |  |  | void immUniformThemeColorBlend(int color_id1, int color_id2, float fac); | 
					
						
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										 |  |  |  | void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset); | 
					
						
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										 |  |  |  | /* These are called by the system -- not part of drawing API. */ | 
					
						
							|  |  |  |  | void immInit(void); | 
					
						
							|  |  |  |  | void immActivate(void); | 
					
						
							|  |  |  |  | void immDeactivate(void); | 
					
						
							|  |  |  |  | void immDestroy(void); | 
					
						
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										 |  |  |  | #endif  /* __GPU_IMMEDIATE_H__ */
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