Gawain: code cleanup & inline docs

Made function categories more clear & added more notes about how to use this API.

immEndVertex is no longer part of the public API.

Minor cleanup & organizing of recent additions.
This commit is contained in:
2016-10-07 18:51:42 -04:00
parent b613d25354
commit a398cdedfa
2 changed files with 65 additions and 49 deletions

View File

@@ -367,11 +367,6 @@ void immEnd()
imm.strict_vertex_ct = true;
imm.vertex_idx = 0;
imm.attrib_value_bits = 0;
// further optional cleanup
// imm.buffer_bytes_mapped = 0;
// imm.buffer_data = NULL;
// imm.vertex_data = NULL;
}
static void setAttribValueBit(unsigned attrib_id)
@@ -385,6 +380,9 @@ static void setAttribValueBit(unsigned attrib_id)
imm.attrib_value_bits |= mask;
}
// --- generic attribute functions ---
void immAttrib1f(unsigned attrib_id, float x)
{
Attrib* attrib = imm.vertex_format.attribs + attrib_id;
@@ -556,7 +554,7 @@ void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4])
immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]);
}
void immEndVertex()
static void immEndVertex(void) // and move on to the next vertex
{
#if TRUST_NO_ONE
assert(imm.primitive != PRIM_NONE); // make sure we're between a Begin/End pair
@@ -586,7 +584,7 @@ void immEndVertex()
}
}
}
imm.vertex_idx++;
imm.vertex_data += imm.vertex_format.stride;
imm.attrib_value_bits = 0;
@@ -622,8 +620,17 @@ void immVertex3fv(unsigned attrib_id, const float data[3])
immEndVertex();
}
void immVertex2iv(unsigned attrib_id, const int data[2])
{
immAttrib2i(attrib_id, data[0], data[1]);
immEndVertex();
}
// --- generic uniform functions ---
void immUniform1f(const char* name, float x)
{
{
int loc = glGetUniformLocation(imm.bound_program, name);
#if TRUST_NO_ONE
@@ -631,7 +638,7 @@ void immUniform1f(const char* name, float x)
#endif
glUniform1f(loc, x);
}
}
void immUniform4f(const char* name, float x, float y, float z, float w)
{
@@ -644,10 +651,28 @@ void immUniform4f(const char* name, float x, float y, float z, float w)
glUniform4f(loc, x, y, z, w);
}
void immVertex2iv(unsigned attrib_id, const int data[2])
void immUniform1i(const char* name, int x)
{
immAttrib2i(attrib_id, data[0], data[1]);
immEndVertex();
int loc = glGetUniformLocation(imm.bound_program, name);
#if TRUST_NO_ONE
assert(loc != -1);
#endif
glUniform1i(loc, x);
}
// --- convenience functions for setting "uniform vec4 color" ---
void immUniformColor4f(float r, float g, float b, float a)
{
immUniform4f("color", r, g, b, a);
}
void immUniformColor4fv(const float rgba[4])
{
immUniform4f("color", rgba[0], rgba[1], rgba[2], rgba[3]);
}
void immUniformColor3fv(const float rgb[3])
@@ -655,15 +680,12 @@ void immUniformColor3fv(const float rgb[3])
immUniform4f("color", rgb[0], rgb[1], rgb[2], 1.0f);
}
void immUniformColor3fvAlpha(float rgb[3], float alpha)
void immUniformColor3fvAlpha(const float rgb[3], float a)
{
immUniform4f("color",rgb[0], rgb[1], rgb[2], alpha);
immUniform4f("color", rgb[0], rgb[1], rgb[2], a);
}
void immUniformColor4fv(const float rgba[4])
{
immUniform4f("color", rgba[0], rgba[1], rgba[2], rgba[3]);
}
// TODO: v-- treat as sRGB? --v
void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b)
{
@@ -686,19 +708,3 @@ void immUniformColor4ubv(const unsigned char rgba[4])
{
immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
}
void immUniformColor4f(float r, float g, float b, float a)
{
immUniform4f("color", r, g, b, a);
}
void immUniform1i(const char *name, const unsigned int data)
{
int loc = glGetUniformLocation(imm.bound_program, name);
#if TRUST_NO_ONE
assert(loc != -1);
#endif
glUniform1i(loc, data);
}

View File

@@ -15,13 +15,11 @@
#define IMM_BATCH_COMBO 1
void immInit(void);
void immDestroy(void);
VertexFormat* immVertexFormat(void); // returns a cleared vertex format, ready for add_attrib
void immBindProgram(GLuint program);
void immUnbindProgram(void);
void immBindProgram(GLuint program); // every immBegin must have a program bound first
void immUnbindProgram(void); // call after your last immEnd, or before binding another program
void immBegin(GLenum primitive, unsigned vertex_ct); // must supply exactly vertex_ct vertices
void immBeginAtMost(GLenum primitive, unsigned max_vertex_ct); // can supply fewer vertices
@@ -36,6 +34,10 @@ Batch* immBeginBatch(GLenum prim_type, unsigned vertex_ct);
Batch* immBeginBatchAtMost(GLenum prim_type, unsigned vertex_ct);
#endif
// 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(unsigned attrib_id, float x);
void immAttrib2f(unsigned attrib_id, float x, float y);
void immAttrib3f(unsigned attrib_id, float x, float y, float z);
@@ -52,9 +54,9 @@ void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned
void immAttrib3ubv(unsigned attrib_id, const unsigned char data[4]);
void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4]);
void immEndVertex(void); // and move on to the next vertex
// provide 2D or 3D attribute value and end the current vertex, similar to glVertex:
// provide one last attribute value & end the current vertex
// this is most often used for 2D or 3D position (similar to glVertex)
void immVertex2f(unsigned attrib_id, float x, float y);
void immVertex3f(unsigned attrib_id, float x, float y, float z);
@@ -65,19 +67,27 @@ void immVertex3fv(unsigned attrib_id, const float data[3]);
void immVertex2iv(unsigned attrib_id, const int data[2]);
// provide values that don't change for the entire draw call
// provide uniform values that don't change for the entire draw call
void immUniform1i(const char* name, int x);
void immUniform1f(const char* name, float x);
void immUniform4f(const char* name, float x, float y, float z, float w);
// these set "uniform vec4 color"
void immUniformColor3fv(const float rgb[3]);
// 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]);
// TODO: v-- treat as sRGB? --v
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 data[3]);
void immUniformColor3fvAlpha(float rgb[3], float alpha);
void immUniformColor4ubv(const unsigned char data[4]);
void immUniformColor4f(float r, float g, float b, float a);
void immUniformColor3ubv(const unsigned char rgb[3]);
void immUniformColor4ubv(const unsigned char rgba[4]);
void immUniform1i(const char *name, const unsigned int data);
// these are called by the system -- not part of drawing API
void immInit(void);
void immDestroy(void);