GWN: Port to GPU module: Move files to GPU

This does not include all the struct and type renaming. Only files were
renamed.

gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
This commit is contained in:
2018-07-17 21:11:23 +02:00
parent 6329629bb9
commit 247ad2034d
51 changed files with 1886 additions and 2137 deletions

View File

@@ -24,29 +24,113 @@
* ***** END GPL LICENSE BLOCK *****
*/
/* Immediate mode rendering is powered by the Gawain library.
* This file contains any additions or modifications specific to Blender.
/** \file blender/gpu/GPU_immediate.h
* \ingroup gpu
*
* Gawain immediate mode work-alike
*/
#ifndef __GPU_IMMEDIATE_H__
#define __GPU_IMMEDIATE_H__
#include "../../../intern/gawain/gawain/gwn_immediate.h"
#include "../../../intern/gawain/gawain/gwn_imm_util.h"
// TODO: CMake magic to do this:
// #include "gawain/gwn_immediate.h"
// #include "gawain/gwn_imm_util.h"
#include "GPU_vertex_format.h"
#include "GPU_primitive.h"
#include "GPU_shader_interface.h"
#include "GPU_batch.h"
#include "GPU_immediate_util.h"
#include "GPU_shader.h"
Gwn_VertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */
void immBindProgram(uint32_t program, const Gwn_ShaderInterface*); /* every immBegin must have a program bound first. */
void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */
void immBegin(Gwn_PrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
void immBeginAtMost(Gwn_PrimType, uint max_vertex_len); /* can supply fewer vertices. */
void immEnd(void); /* finishes and draws. */
/* 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. */
Gwn_Batch* immBeginBatch(Gwn_PrimType, uint vertex_len);
Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType, uint vertex_len);
/* 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);
void immAttrib2i(uint attrib_id, int x, int y);
void immAttrib1u(uint attrib_id, uint x);
void immAttrib2s(uint attrib_id, short x, short y);
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]);
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);
void immAttrib3ubv(uint attrib_id, const unsigned char data[4]);
void immAttrib4ubv(uint attrib_id, const unsigned char data[4]);
/* Explicitly skip an attribute. */
/* This advanced option kills automatic value copying for this attrib_id. */
void immSkipAttrib(uint attrib_id);
/* 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);
void immVertex2i(uint attrib_id, int x, int y);
void immVertex2s(uint attrib_id, short x, short y);
void immVertex2fv(uint attrib_id, const float data[2]);
void immVertex3fv(uint attrib_id, const float data[3]);
void immVertex2iv(uint attrib_id, const int data[2]);
/* Provide uniform values that don't change for the entire draw call. */
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]);
/* 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);
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]);
/* Extend immBindProgram to use Blenders library of built-in shader programs.
* Use immUnbindProgram() when done. */
void immBindBuiltinProgram(GPUBuiltinShader shader_id);
/*
* Extend immUniformColor to take Blender's themes
*/
/* Extend immUniformColor to take Blender's themes */
void immUniformThemeColor(int color_id);
void immUniformThemeColor3(int color_id);
void immUniformThemeColorShade(int color_id, int offset);
@@ -55,4 +139,10 @@ void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int
void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
/* These are called by the system -- not part of drawing API. */
void immInit(void);
void immActivate(void);
void immDeactivate(void);
void immDestroy(void);
#endif /* __GPU_IMMEDIATE_H__ */