49 lines
1.0 KiB
C++
49 lines
1.0 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
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*/
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#pragma once
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#include "BLI_assert.h"
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#include "GPU_primitive.hh"
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namespace blender::gpu {
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static inline GLenum to_gl(GPUPrimType prim_type)
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{
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BLI_assert(prim_type != GPU_PRIM_NONE);
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switch (prim_type) {
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default:
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case GPU_PRIM_POINTS:
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return GL_POINTS;
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case GPU_PRIM_LINES:
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return GL_LINES;
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case GPU_PRIM_LINE_STRIP:
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return GL_LINE_STRIP;
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case GPU_PRIM_LINE_LOOP:
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return GL_LINE_LOOP;
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case GPU_PRIM_TRIS:
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return GL_TRIANGLES;
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case GPU_PRIM_TRI_STRIP:
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return GL_TRIANGLE_STRIP;
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case GPU_PRIM_TRI_FAN:
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return GL_TRIANGLE_FAN;
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case GPU_PRIM_LINES_ADJ:
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return GL_LINES_ADJACENCY;
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case GPU_PRIM_LINE_STRIP_ADJ:
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return GL_LINE_STRIP_ADJACENCY;
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case GPU_PRIM_TRIS_ADJ:
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return GL_TRIANGLES_ADJACENCY;
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};
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}
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} // namespace blender::gpu
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