149 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | ||
|  * ***** BEGIN GPL LICENSE BLOCK *****
 | ||
|  *
 | ||
|  * This program is free software; you can redistribute it and/or
 | ||
|  * modify it under the terms of the GNU General Public License
 | ||
|  * as published by the Free Software Foundation; either version 2
 | ||
|  * of the License, or (at your option) any later version.
 | ||
|  *
 | ||
|  * This program is distributed in the hope that it will be useful,
 | ||
|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | ||
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | ||
|  * GNU General Public License for more details.
 | ||
|  *
 | ||
|  * You should have received a copy of the GNU General Public License
 | ||
|  * along with this program; if not, write to the Free Software Foundation,
 | ||
|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 | ||
|  *
 | ||
|  * The Original Code is Copyright (C) 2016 Blender Foundation.
 | ||
|  * All rights reserved.
 | ||
|  *
 | ||
|  *
 | ||
|  * Contributor(s): Mike Erwin
 | ||
|  *
 | ||
|  * ***** END GPL LICENSE BLOCK *****
 | ||
|  */
 | ||
| 
 | ||
| /** \file blender/gpu/GPU_immediate.h
 | ||
|  *  \ingroup gpu
 | ||
|  *
 | ||
|  * GPU immediate mode work-alike
 | ||
|  */
 | ||
| 
 | ||
| #ifndef __GPU_IMMEDIATE_H__
 | ||
| #define __GPU_IMMEDIATE_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"
 | ||
| 
 | ||
| GPUVertFormat *immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */
 | ||
| 
 | ||
| void immBindProgram(uint32_t program, const GPUShaderInterface *); /* every immBegin must have a program bound first. */
 | ||
| void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */
 | ||
| 
 | ||
| void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
 | ||
| void immBeginAtMost(GPUPrimType, 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. */
 | ||
| GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len);
 | ||
| GPUBatch *immBeginBatchAtMost(GPUPrimType, 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 attr_id. */
 | ||
| void immAttr1f(uint attr_id, float x);
 | ||
| void immAttr2f(uint attr_id, float x, float y);
 | ||
| void immAttr3f(uint attr_id, float x, float y, float z);
 | ||
| void immAttr4f(uint attr_id, float x, float y, float z, float w);
 | ||
| 
 | ||
| void immAttr2i(uint attr_id, int x, int y);
 | ||
| 
 | ||
| void immAttr1u(uint attr_id, uint x);
 | ||
| 
 | ||
| void immAttr2s(uint attr_id, short x, short y);
 | ||
| 
 | ||
| void immAttr2fv(uint attr_id, const float data[2]);
 | ||
| void immAttr3fv(uint attr_id, const float data[3]);
 | ||
| void immAttr4fv(uint attr_id, const float data[4]);
 | ||
| 
 | ||
| void immAttr3ub(uint attr_id, unsigned char r, unsigned char g, unsigned char b);
 | ||
| void immAttr4ub(uint attr_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
 | ||
| 
 | ||
| void immAttr3ubv(uint attr_id, const unsigned char data[3]);
 | ||
| void immAttr4ubv(uint attr_id, const unsigned char data[4]);
 | ||
| 
 | ||
| /* Explicitly skip an attribute. */
 | ||
| /* This advanced option kills automatic value copying for this attr_id. */
 | ||
| void immAttrSkip(uint attr_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 attr_id, float x, float y);
 | ||
| void immVertex3f(uint attr_id, float x, float y, float z);
 | ||
| void immVertex4f(uint attr_id, float x, float y, float z, float w);
 | ||
| 
 | ||
| void immVertex2i(uint attr_id, int x, int y);
 | ||
| 
 | ||
| void immVertex2s(uint attr_id, short x, short y);
 | ||
| 
 | ||
| void immVertex2fv(uint attr_id, const float data[2]);
 | ||
| void immVertex3fv(uint attr_id, const float data[3]);
 | ||
| 
 | ||
| void immVertex2iv(uint attr_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 Blender’s library of built-in shader programs.
 | ||
|  * Use immUnbindProgram() when done. */
 | ||
| void immBindBuiltinProgram(GPUBuiltinShader shader_id);
 | ||
| 
 | ||
| /* Extend immUniformColor to take Blender's themes */
 | ||
| void immUniformThemeColor(int color_id);
 | ||
| void immUniformThemeColor3(int color_id);
 | ||
| void immUniformThemeColorShade(int color_id, int offset);
 | ||
| void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset);
 | ||
| void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset);
 | ||
| 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__ */
 |