[Bf-blender-cvs] [a398cde] blender2.8: Gawain: code cleanup & inline docs
Mike Erwin
noreply at git.blender.org
Sat Oct 8 00:52:23 CEST 2016
Commit: a398cdedfa1d892fa19b22cf4717e80b6e20539b
Author: Mike Erwin
Date: Fri Oct 7 18:51:42 2016 -0400
Branches: blender2.8
https://developer.blender.org/rBa398cdedfa1d892fa19b22cf4717e80b6e20539b
Gawain: code cleanup & inline docs
Made function categories more clear & added more notes about how to use this API.
immEndVertex is no longer part of the public API.
Minor cleanup & organizing of recent additions.
===================================================================
M source/blender/gpu/gawain/immediate.c
M source/blender/gpu/gawain/immediate.h
===================================================================
diff --git a/source/blender/gpu/gawain/immediate.c b/source/blender/gpu/gawain/immediate.c
index 07903dc..5be7372 100644
--- a/source/blender/gpu/gawain/immediate.c
+++ b/source/blender/gpu/gawain/immediate.c
@@ -367,11 +367,6 @@ void immEnd()
imm.strict_vertex_ct = true;
imm.vertex_idx = 0;
imm.attrib_value_bits = 0;
-
- // further optional cleanup
-// imm.buffer_bytes_mapped = 0;
-// imm.buffer_data = NULL;
-// imm.vertex_data = NULL;
}
static void setAttribValueBit(unsigned attrib_id)
@@ -385,6 +380,9 @@ static void setAttribValueBit(unsigned attrib_id)
imm.attrib_value_bits |= mask;
}
+
+// --- generic attribute functions ---
+
void immAttrib1f(unsigned attrib_id, float x)
{
Attrib* attrib = imm.vertex_format.attribs + attrib_id;
@@ -556,7 +554,7 @@ void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4])
immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]);
}
-void immEndVertex()
+static void immEndVertex(void) // and move on to the next vertex
{
#if TRUST_NO_ONE
assert(imm.primitive != PRIM_NONE); // make sure we're between a Begin/End pair
@@ -586,7 +584,7 @@ void immEndVertex()
}
}
}
-
+
imm.vertex_idx++;
imm.vertex_data += imm.vertex_format.stride;
imm.attrib_value_bits = 0;
@@ -622,8 +620,17 @@ void immVertex3fv(unsigned attrib_id, const float data[3])
immEndVertex();
}
+void immVertex2iv(unsigned attrib_id, const int data[2])
+ {
+ immAttrib2i(attrib_id, data[0], data[1]);
+ immEndVertex();
+ }
+
+
+// --- generic uniform functions ---
+
void immUniform1f(const char* name, float x)
-{
+ {
int loc = glGetUniformLocation(imm.bound_program, name);
#if TRUST_NO_ONE
@@ -631,7 +638,7 @@ void immUniform1f(const char* name, float x)
#endif
glUniform1f(loc, x);
-}
+ }
void immUniform4f(const char* name, float x, float y, float z, float w)
{
@@ -644,20 +651,23 @@ void immUniform4f(const char* name, float x, float y, float z, float w)
glUniform4f(loc, x, y, z, w);
}
-void immVertex2iv(unsigned attrib_id, const int data[2])
+void immUniform1i(const char* name, int x)
{
- immAttrib2i(attrib_id, data[0], data[1]);
- immEndVertex();
- }
+ int loc = glGetUniformLocation(imm.bound_program, name);
-void immUniformColor3fv(const float rgb[3])
- {
- immUniform4f("color", rgb[0], rgb[1], rgb[2], 1.0f);
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1i(loc, x);
}
-void immUniformColor3fvAlpha(float rgb[3], float alpha)
+
+// --- convenience functions for setting "uniform vec4 color" ---
+
+void immUniformColor4f(float r, float g, float b, float a)
{
- immUniform4f("color",rgb[0], rgb[1], rgb[2], alpha);
+ immUniform4f("color", r, g, b, a);
}
void immUniformColor4fv(const float rgba[4])
@@ -665,6 +675,18 @@ void immUniformColor4fv(const float rgba[4])
immUniform4f("color", rgba[0], rgba[1], rgba[2], rgba[3]);
}
+void immUniformColor3fv(const float rgb[3])
+ {
+ immUniform4f("color", rgb[0], rgb[1], rgb[2], 1.0f);
+ }
+
+void immUniformColor3fvAlpha(const float rgb[3], float a)
+ {
+ immUniform4f("color", rgb[0], rgb[1], rgb[2], a);
+ }
+
+// TODO: v-- treat as sRGB? --v
+
void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b)
{
const float scale = 1.0f / 255.0f;
@@ -686,19 +708,3 @@ void immUniformColor4ubv(const unsigned char rgba[4])
{
immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
}
-
-void immUniformColor4f(float r, float g, float b, float a)
- {
- immUniform4f("color", r, g, b, a);
- }
-
-void immUniform1i(const char *name, const unsigned int data)
- {
- int loc = glGetUniformLocation(imm.bound_program, name);
-
-#if TRUST_NO_ONE
- assert(loc != -1);
-#endif
-
- glUniform1i(loc, data);
- }
diff --git a/source/blender/gpu/gawain/immediate.h b/source/blender/gpu/gawain/immediate.h
index e41c8b2..bca7542 100644
--- a/source/blender/gpu/gawain/immediate.h
+++ b/source/blender/gpu/gawain/immediate.h
@@ -15,13 +15,11 @@
#define IMM_BATCH_COMBO 1
-void immInit(void);
-void immDestroy(void);
VertexFormat* immVertexFormat(void); // returns a cleared vertex format, ready for add_attrib
-void immBindProgram(GLuint program);
-void immUnbindProgram(void);
+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(GLenum primitive, unsigned vertex_ct); // must supply exactly vertex_ct vertices
void immBeginAtMost(GLenum primitive, unsigned max_vertex_ct); // can supply fewer vertices
@@ -36,6 +34,10 @@ Batch* immBeginBatch(GLenum prim_type, unsigned vertex_ct);
Batch* immBeginBatchAtMost(GLenum prim_type, 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);
@@ -52,9 +54,9 @@ void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned
void immAttrib3ubv(unsigned attrib_id, const unsigned char data[4]);
void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4]);
-void immEndVertex(void); // and move on to the next vertex
-// provide 2D or 3D attribute value and end the current vertex, similar to glVertex:
+// 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);
@@ -65,19 +67,27 @@ void immVertex3fv(unsigned attrib_id, const float data[3]);
void immVertex2iv(unsigned attrib_id, const int data[2]);
-// provide values that don't change for the entire draw call
+
+// 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);
-// these set "uniform vec4 color"
-void immUniformColor3fv(const float rgb[3]);
+
+// 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]);
-// TODO: v-- treat as sRGB? --v
+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 data[3]);
-void immUniformColor3fvAlpha(float rgb[3], float alpha);
-void immUniformColor4ubv(const unsigned char data[4]);
-void immUniformColor4f(float r, float g, float b, float a);
+void immUniformColor3ubv(const unsigned char rgb[3]);
+void immUniformColor4ubv(const unsigned char rgba[4]);
+
-void immUniform1i(const char *name, const unsigned int data);
+// these are called by the system -- not part of drawing API
+
+void immInit(void);
+void immDestroy(void);
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