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Engine directory for ticket #1
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Engine/source/gfx/primBuilder.h
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Engine/source/gfx/primBuilder.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PRIMBUILDER_H_
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#define _PRIMBUILDER_H_
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#include "gfx/gfxVertexBuffer.h"
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//**************************************************************************
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//
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//**************************************************************************
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/// Primitive Builder.
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///
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/// A simple interface to put together lines and polygons
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/// quickly and easily - OpenGL style. This is basically
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/// a convenient way to fill a vertex buffer, then draw it.
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///
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/// There are two ways to use it. You can use the begin()
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/// and end() calls to have it draw immediately after calling
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/// end(). This is the "OpenGL" or "immediate" style of usage.
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///
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/// The other way to use this is to use the beginToBuffer()
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/// and endToBuffer() calls, which let you store the
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/// results of your intermediate calls for later use.
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/// This is much more efficient than using the immediate style.
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///
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namespace PrimBuild
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{
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extern const ColorI _colWhite;
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void beginToBuffer( GFXPrimitiveType type, U32 maxVerts );
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GFXVertexBuffer *endToBuffer( U32 &outNumPrims );
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void begin( GFXPrimitiveType type, U32 maxVerts );
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void end( bool useGenericShaders = true );
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void vertex2f( F32 x, F32 y );
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void vertex3f( F32 x, F32 y, F32 z );
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void vertex2fv( const F32 *data );
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inline void vertex2fv( const Point2F &pnt ) { vertex2fv( (F32 *) &pnt ); };
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inline void vertex2fv( const Point2F *pnt ) { vertex2fv( (F32 *) pnt ); };
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void vertex3fv( const F32 *data );
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inline void vertex3fv( const Point3F &pnt ) { vertex3fv( (F32 *) &pnt ); };
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inline void vertex3fv( const Point3F *pnt ) { vertex3fv( (F32 *) pnt ); };
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inline void vertex2i( S32 x, S32 y ) { vertex2f((F32)x, (F32)y); }
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inline void vertex3i( S32 x, S32 y, S32 z ) { vertex3f((F32)x, (F32)y, (F32)z); }
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void color( const ColorI & );
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void color( const ColorF & );
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void color3i( U8 red, U8 green, U8 blue );
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void color4i( U8 red, U8 green, U8 blue, U8 alpha );
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void color3f( F32 red, F32 green, F32 blue );
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void color4f( F32 red, F32 green, F32 blue, F32 alpha );
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inline void colorWhite() { color( _colWhite ); }
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void texCoord2f( F32 x, F32 y );
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void shutdown();
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}
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#endif
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