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/** 
 * @file llglimmediate.h
 * @brief LLGLImmediate definition
 *
 *	This class acts as a wrapper for OpenGL immediate calls concerning glBegin and glEnd.
 *	The goal of this class is to minimize the number of api calls due to legacy rendering
 *	code, and to define an interface for a multiple rendering API abstraction of the UI
 *	rendering.
 *
 * $LicenseInfo:firstyear=2001&license=viewergpl$
 * 
 * Copyright (c) 2001-2008, Linden Research, Inc.
 * 
 * Second Life Viewer Source Code
 * The source code in this file ("Source Code") is provided by Linden Lab
 * to you under the terms of the GNU General Public License, version 2.0
 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
 * the GPL can be found in doc/GPL-license.txt in this distribution, or
 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
 * 
 * There are special exceptions to the terms and conditions of the GPL as
 * it is applied to this Source Code. View the full text of the exception
 * in the file doc/FLOSS-exception.txt in this software distribution, or
 * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception
 * 
 * By copying, modifying or distributing this software, you acknowledge
 * that you have read and understood your obligations described above,
 * and agree to abide by those obligations.
 * 
 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
 * COMPLETENESS OR PERFORMANCE.
 * $/LicenseInfo$
 */

#ifndef LL_LLGLIMMEDIATE_H
#define LL_LLGLIMMEDIATE_H

#include "stdtypes.h"
#include "llgltypes.h"
#include "llglheaders.h"

class LLGLImmediate
{
public:
	LLGLImmediate();

	void translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
	void pushMatrix();
	void popMatrix();
	void blendFunc(GLenum sfactor, GLenum dfactor);
	void start();
	void stop();
	void flush();

	void begin(const GLuint& mode);
	void end();
	void vertex2i(const GLint& x, const GLint& y);
	void vertex2f(const GLfloat& x, const GLfloat& y);
	void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z);
	void vertex2fv(const GLfloat* v);
	void vertex3fv(const GLfloat* v);
	
	void texCoord2i(const GLint& x, const GLint& y);
	void texCoord2f(const GLfloat& x, const GLfloat& y);
	void texCoord2fv(const GLfloat* tc);

	void color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a);
	void color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a);
	void color4fv(const GLfloat* c);
	void color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b);
	void color3fv(const GLfloat* c);
	void color4ubv(const GLubyte* c);

	// switch clever mode GL immediate rendering on or off.  Setting to true builds
	// client arrays manually, setting to false passes through the GL immediate mode
	// commands to the GL implementation.  Controllable by the RenderUseCleverUI
	// debug setting.
	// *NOTE: I have measured that this has about a 9% performance cost (0.6ms) for the
	// Render/UI fasttimer vs the old #if CLEVER compile time switch.  Dave Parks and I
	// agreed that this was acceptable at the time due to it enabling better regression
	// testing for QA.
	// -Brad
	void setClever(bool do_clever);

	typedef struct Vertex
	{
		GLfloat v[3];
		GLubyte c[4];
		GLfloat uv[2];
	};

public:
	static BOOL sStarted;

private:
	static bool sClever;
	
	U32 mCount;
	U32 mMode;
	Vertex mBuffer[4096];
};

extern LLGLImmediate gGL;

#endif