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
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 by Mike Erwin. All rights reserved. */
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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() = 0;
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virtual void end() = 0;
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};
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} // namespace blender::gpu
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void immActivate();
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void immDeactivate();
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