This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/gawain/immediate.h
Mike Erwin b1f700dad3 Gawain: use PRIM_ and INDEX_ enums instead of GLenum
For a few reasons:
- separate enum sets for separate concepts
- debug with symbolic names instead of 0x4e72
- prepare for a Vulkan future
2016-11-16 16:03:15 -05:00

106 lines
4.0 KiB
C++

// Gawain immediate mode work-alike
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2016 Mike Erwin
//
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
#pragma once
#include "vertex_format.h"
#define IMM_BATCH_COMBO 1
VertexFormat* immVertexFormat(void); // returns a cleared vertex format, ready for add_attrib
void immBindProgram(GLuint program); // every immBegin must have a program bound first
void immUnbindProgram(void); // call after your last immEnd, or before binding another program
void immBegin(PrimitiveType, unsigned vertex_ct); // must supply exactly vertex_ct vertices
void immBeginAtMost(PrimitiveType, unsigned max_vertex_ct); // can supply fewer vertices
void immEnd(void); // finishes and draws
#if IMM_BATCH_COMBO
#include "batch.h"
// 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.
Batch* immBeginBatch(PrimitiveType, unsigned vertex_ct);
Batch* immBeginBatchAtMost(PrimitiveType, unsigned vertex_ct);
#endif
// 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 attrib_id
void immAttrib1f(unsigned attrib_id, float x);
void immAttrib2f(unsigned attrib_id, float x, float y);
void immAttrib3f(unsigned attrib_id, float x, float y, float z);
void immAttrib4f(unsigned attrib_id, float x, float y, float z, float w);
void immAttrib2i(unsigned attrib_id, int x, int y);
void immAttrib2s(unsigned attrib_id, short x, short y);
void immAttrib3fv(unsigned attrib_id, const float data[3]);
void immAttrib4fv(unsigned attrib_id, const float data[4]);
void immAttrib3ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b);
void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
void immAttrib3ubv(unsigned attrib_id, const unsigned char data[4]);
void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4]);
// explicitly skip an attribute
// this advanced option kills automatic value copying for this attrib_id
void immSkipAttrib(unsigned attrib_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(unsigned attrib_id, float x, float y);
void immVertex3f(unsigned attrib_id, float x, float y, float z);
void immVertex2i(unsigned attrib_id, int x, int y);
void immVertex2s(unsigned attrib_id, short x, short y);
void immVertex2fv(unsigned attrib_id, const float data[2]);
void immVertex3fv(unsigned attrib_id, const float data[3]);
void immVertex2iv(unsigned attrib_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 immUniform1f(const char* name, float x);
void immUniform4f(const char* name, float x, float y, float z, float w);
void immUniform4fv(const char* name, const float data[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 immUniformColor4ubv(const unsigned char rgba[4]);
// these are called by the system -- not part of drawing API
void immInit(void);
void immActivate(void);
void immDeactivate(void);
void immDestroy(void);