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blender-archive/source/blender/gpu/opengl/gl_primitive.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

50 lines
1.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
*/
#pragma once
#include "BLI_assert.h"
#include "GPU_primitive.h"
#include "glew-mx.h"
namespace blender::gpu {
static inline GLenum to_gl(GPUPrimType prim_type)
{
BLI_assert(prim_type != GPU_PRIM_NONE);
switch (prim_type) {
default:
case GPU_PRIM_POINTS:
return GL_POINTS;
case GPU_PRIM_LINES:
return GL_LINES;
case GPU_PRIM_LINE_STRIP:
return GL_LINE_STRIP;
case GPU_PRIM_LINE_LOOP:
return GL_LINE_LOOP;
case GPU_PRIM_TRIS:
return GL_TRIANGLES;
case GPU_PRIM_TRI_STRIP:
return GL_TRIANGLE_STRIP;
case GPU_PRIM_TRI_FAN:
return GL_TRIANGLE_FAN;
case GPU_PRIM_LINES_ADJ:
return GL_LINES_ADJACENCY;
case GPU_PRIM_LINE_STRIP_ADJ:
return GL_LINE_STRIP_ADJACENCY;
case GPU_PRIM_TRIS_ADJ:
return GL_TRIANGLES_ADJACENCY;
};
}
} // namespace blender::gpu