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								/*
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * 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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											2016-09-13 02:18:33 -04:00
										 
									 
								 
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 *
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								 * The Original Code is Copyright (C) 2016 Blender Foundation.
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								 * All rights reserved.
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								 */
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								/** \file
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								 * \ingroup gpu
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								 *
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								 * GPU immediate mode work-alike
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								 */
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								#pragma once
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								#include "GPU_batch.h"
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								#include "GPU_immediate_util.h"
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								#include "GPU_primitive.h"
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								#include "GPU_shader.h"
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								#include "GPU_texture.h"
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								#include "GPU_vertex_format.h"
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								#ifdef __cplusplus
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								extern "C" {
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								#endif
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								/** Returns a cleared vertex format, ready for #add_attr. */
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								GPUVertFormat *immVertexFormat(void);
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								/** Every immBegin must have a program bound first. */
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								void immBindShader(GPUShader *shader);
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								/** Call after your last immEnd, or before binding another program. */
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								void immUnbindProgram(void);
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								/** Must supply exactly vertex_len vertices. */
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								void immBegin(GPUPrimType, uint vertex_len);
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								/** Can supply fewer vertices. */
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								void immBeginAtMost(GPUPrimType, uint max_vertex_len);
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								void immEnd(void); /* finishes and draws. */
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								/* immBegin a batch, then use standard immFunctions as usual. */
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								/* immEnd will finalize the batch instead of drawing. */
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								/* Then you can draw it as many times as you like!
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								 * Partially replaces the need for display lists. */
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								GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len);
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								GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len);
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								/* Provide attribute values that can change per vertex. */
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								/* First vertex after immBegin must have all its attributes specified. */
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								/* Skipped attributes will continue using the previous value for that attr_id. */
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								void immAttr1f(uint attr_id, float x);
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								void immAttr2f(uint attr_id, float x, float y);
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								void immAttr3f(uint attr_id, float x, float y, float z);
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								void immAttr4f(uint attr_id, float x, float y, float z, float w);
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								void immAttr2i(uint attr_id, int x, int y);
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								void immAttr1u(uint attr_id, uint x);
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								void immAttr2s(uint attr_id, short x, short y);
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								void immAttr2fv(uint attr_id, const float data[2]);
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								void immAttr3fv(uint attr_id, const float data[3]);
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								void immAttr4fv(uint attr_id, const float data[4]);
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								void immAttr3ub(uint attr_id, unsigned char r, unsigned char g, unsigned char b);
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								void immAttr4ub(uint attr_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
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								void immAttr3ubv(uint attr_id, const unsigned char data[3]);
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								void immAttr4ubv(uint attr_id, const unsigned char data[4]);
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								/* Explicitly skip an attribute. */
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								/* This advanced option kills automatic value copying for this attr_id. */
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								void immAttrSkip(uint attr_id);
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								/* Provide one last attribute value & end the current vertex. */
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								/* This is most often used for 2D or 3D position (similar to glVertex). */
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								void immVertex2f(uint attr_id, float x, float y);
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								void immVertex3f(uint attr_id, float x, float y, float z);
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								void immVertex4f(uint attr_id, float x, float y, float z, float w);
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								void immVertex2i(uint attr_id, int x, int y);
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								void immVertex2s(uint attr_id, short x, short y);
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								void immVertex2fv(uint attr_id, const float data[2]);
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								void immVertex3fv(uint attr_id, const float data[3]);
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								void immVertex2iv(uint attr_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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											2018-07-18 23:09:31 +10:00
										 
									 
								 
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								void immUniform1i(const char *name, int x);
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								void immUniform1f(const char *name, float x);
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								void immUniform2f(const char *name, float x, float y);
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								void immUniform2fv(const char *name, const float data[2]);
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								void immUniform3f(const char *name, float x, float y, float z);
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								void immUniform3fv(const char *name, const float data[3]);
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								void immUniform4f(const char *name, float x, float y, float z, float w);
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								void immUniform4fv(const char *name, const float data[4]);
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								void immUniformArray4fv(const char *bare_name, const float *data, int count);
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								void immUniformMatrix4fv(const char *name, const float data[4][4]);
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											2018-07-17 21:11:23 +02:00
										 
									 
								 
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											2020-07-17 03:20:43 +02:00
										 
									 
								 
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								void immBindTexture(const char *name, GPUTexture *tex);
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								void immBindTextureSampler(const char *name, GPUTexture *tex, eGPUSamplerState state);
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											2018-07-17 21:11:23 +02:00
										 
									 
								 
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								/* Convenience functions for setting "uniform vec4 color". */
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								/* The rgb functions have implicit alpha = 1.0. */
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								void immUniformColor4f(float r, float g, float b, float a);
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								void immUniformColor4fv(const float rgba[4]);
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								void immUniformColor3f(float r, float g, float b);
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								void immUniformColor3fv(const float rgb[3]);
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								void immUniformColor3fvAlpha(const float rgb[3], float a);
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								void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b);
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								void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
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								void immUniformColor3ubv(const unsigned char rgb[3]);
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								void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
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								void immUniformColor4ubv(const unsigned char rgba[4]);
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											2016-09-15 18:41:28 +02:00
										 
									 
								 
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											2019-04-14 10:48:42 +02:00
										 
									 
								 
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								/**
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											2020-07-30 01:07:29 +02:00
										 
									 
								 
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								 * Extend #immBindShader to use Blender’s library of built-in shader programs.
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											2019-04-14 10:48:42 +02:00
										 
									 
								 
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								 * Use #immUnbindProgram() when done.
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								 */
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											2019-01-23 14:15:43 +11:00
										 
									 
								 
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								void immBindBuiltinProgram(eGPUBuiltinShader shader_id);
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											2016-10-12 23:01:59 +00:00
										 
									 
								 
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											2018-07-17 21:11:23 +02:00
										 
									 
								 
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								/* Extend immUniformColor to take Blender's themes */
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											2016-10-16 17:04:17 -04:00
										 
									 
								 
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								void immUniformThemeColor(int color_id);
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											2020-08-06 18:28:22 +10:00
										 
									 
								 
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								void immUniformThemeColorAlpha(int color_id, float a);
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											2017-04-05 10:59:46 +02:00
										 
									 
								 
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								void immUniformThemeColor3(int color_id);
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											2016-10-16 17:04:17 -04:00
										 
									 
								 
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								void immUniformThemeColorShade(int color_id, int offset);
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								void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset);
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								void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset);
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											2016-12-13 16:45:59 -05:00
										 
									 
								 
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								void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
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											2017-01-15 19:26:35 -05:00
										 
									 
								 
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								void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
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											2018-07-17 21:11:23 +02:00
										 
									 
								 
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								/* These are called by the system -- not part of drawing API. */
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								void immInit(void);
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								void immActivate(void);
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								void immDeactivate(void);
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								void immDestroy(void);
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											2020-03-02 15:28:47 +01:00
										 
									 
								 
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								#ifdef __cplusplus
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								}
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								#endif
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