D9054 did multiple consecutive `immBegin()`/`immEnd()` draw calls to draw multiple lines at varying thickness. This would only work for the first line, then they'd all get a 1px thickness (at least on macOS). Issue was that `wide_line_workaround_end()` called `immBindShader()` directly to restore the old shader (which the workaround overrides). However this doesn't set `imm->builtin_shader_bound` which has to be done for the workaround to work on the next `immBegin()` call. Instead `immBindBuiltinProgram()` can be called. Differential Revision: https://developer.blender.org/D10520 Reviewed by: Clément Foucault
79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
/*
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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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*
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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 by Mike Erwin.
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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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* Mimics old style opengl immediate mode drawing.
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*/
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#pragma once
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#include "GPU_batch.h"
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#include "GPU_primitive.h"
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#include "GPU_shader.h"
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#include "GPU_vertex_format.h"
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namespace blender::gpu {
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class Immediate {
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public:
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/** Pointer to the mapped buffer data for the current vertex. */
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uchar *vertex_data = NULL;
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/** Current vertex index. */
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uint vertex_idx = 0;
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/** Length of the buffer in vertices. */
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uint vertex_len = 0;
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/** Which attributes of current vertex have not been given values? */
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uint16_t unassigned_attr_bits = 0;
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/** Attributes that needs to be set. One bit per attribute. */
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uint16_t enabled_attr_bits = 0;
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/** Current draw call specification. */
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GPUPrimType prim_type = GPU_PRIM_NONE;
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GPUVertFormat vertex_format = {};
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GPUShader *shader = NULL;
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/** Enforce strict vertex count (disabled when using #immBeginAtMost). */
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bool strict_vertex_len = true;
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/** Batch in construction when using #immBeginBatch. */
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GPUBatch *batch = NULL;
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/** Wide Line workaround. */
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/** Previously bound shader to restore after drawing. */
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eGPUBuiltinShader prev_builtin_shader = GPU_SHADER_TEXT;
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/** Builtin shader index. Used to test if the workaround can be done. */
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eGPUBuiltinShader builtin_shader_bound = GPU_SHADER_TEXT;
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/** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
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float uniform_color[4];
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public:
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Immediate(){};
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virtual ~Immediate(){};
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virtual uchar *begin(void) = 0;
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virtual void end(void) = 0;
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};
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} // namespace blender::gpu
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void immActivate(void);
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void immDeactivate(void);
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