78 lines
2.9 KiB
C++
78 lines
2.9 KiB
C++
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// Gawain immediate mode work-alike
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//
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// This code is part of the Gawain library, with modifications
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// specific to integration with Blender.
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//
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// Copyright 2016 Mike Erwin
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
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// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
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#pragma once
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#include "vertex_format.h"
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#define IMM_BATCH_COMBO 1
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void immInit(void);
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void immDestroy(void);
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VertexFormat* immVertexFormat(void); // returns a cleared vertex format, ready for add_attrib
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void immBindProgram(GLuint program);
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void immUnbindProgram(void);
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void immBegin(GLenum primitive, unsigned vertex_ct); // must supply exactly vertex_ct vertices
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void immBeginAtMost(GLenum primitive, unsigned max_vertex_ct); // can supply fewer vertices
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void immEnd(void); // finishes and draws
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#if IMM_BATCH_COMBO
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#include "gawain/batch.h"
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// immBegin a batch, then use standard immFunctions as usual.
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// immEnd will finalize the batch instead of drawing.
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// Then you can draw it as many times as you like! Partially replaces the need for display lists.
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Batch* immBeginBatch(GLenum prim_type, unsigned vertex_ct);
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Batch* immBeginBatchAtMost(GLenum prim_type, unsigned vertex_ct);
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#endif
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void immAttrib1f(unsigned attrib_id, float x);
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void immAttrib2f(unsigned attrib_id, float x, float y);
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void immAttrib3f(unsigned attrib_id, float x, float y, float z);
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void immAttrib4f(unsigned attrib_id, float x, float y, float z, float w);
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void immAttrib2i(unsigned attrib_id, int x, int y);
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void immAttrib3fv(unsigned attrib_id, const float data[3]);
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void immAttrib4fv(unsigned attrib_id, const float data[4]);
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void immAttrib3ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b);
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void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
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void immAttrib3ubv(unsigned attrib_id, const unsigned char data[4]);
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void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4]);
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void immEndVertex(void); // and move on to the next vertex
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// provide 2D or 3D attribute value and end the current vertex, similar to glVertex:
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void immVertex2f(unsigned attrib_id, float x, float y);
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void immVertex3f(unsigned attrib_id, float x, float y, float z);
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void immVertex2i(unsigned attrib_id, int x, int y);
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void immVertex2fv(unsigned attrib_id, const float data[2]);
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void immVertex3fv(unsigned attrib_id, const float data[3]);
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void immVertex2iv(unsigned attrib_id, const int data[2]);
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// provide values that don't change for the entire draw call
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void immUniform1f(const char* name, float x);
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void immUniform4f(const char* name, float x, float y, float z, float w);
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// these set "uniform vec4 color"
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// TODO: treat as sRGB?
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void immUniformColor3ubv(const unsigned char data[3]);
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void immUniformColor4ubv(const unsigned char data[4]);
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void immUniform1i(const char *name, const unsigned int data);
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