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test/source/blender/gpu/intern/gpu_immediate_private.hh

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/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Mimics old style opengl immediate mode drawing.
*/
#pragma once
#include <optional>
#include "GPU_batch.hh"
#include "GPU_primitive.hh"
#include "GPU_shader.hh"
#include "GPU_vertex_format.hh"
namespace blender::gpu {
class Immediate {
public:
/** Pointer to the mapped buffer data for the current vertex. */
uchar *vertex_data = nullptr;
/** Current vertex index. */
uint vertex_idx = 0;
/** Length of the buffer in vertices. */
uint vertex_len = 0;
/** Which attributes of current vertex have not been given values? */
uint16_t unassigned_attr_bits = 0;
/** Attributes that needs to be set. One bit per attribute. */
uint16_t enabled_attr_bits = 0;
/** Current draw call specification. */
GPUPrimType prim_type = GPU_PRIM_NONE;
GPUVertFormat vertex_format = {};
GPUShader *shader = nullptr;
/** Enforce strict vertex count (disabled when using #immBeginAtMost). */
bool strict_vertex_len = true;
/** Batch in construction when using #immBeginBatch. */
Batch *batch = nullptr;
/** Wide Line workaround. */
/** Previously bound shader to restore after drawing. */
std::optional<eGPUBuiltinShader> prev_builtin_shader;
/** Builtin shader index. Used to test if the line width workaround can be done. */
std::optional<eGPUBuiltinShader> builtin_shader_bound;
/** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
float uniform_color[4];
public:
Immediate(){};
virtual ~Immediate(){};
virtual uchar *begin() = 0;
virtual void end() = 0;
};
} // namespace blender::gpu
void immActivate();
void immDeactivate();