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- fixed warnings
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- fixed unused mode
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elect86 committed Aug 6, 2018
1 parent df07796 commit 294d84e
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Showing 2 changed files with 20 additions and 7 deletions.
4 changes: 2 additions & 2 deletions build.gradle
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ apply plugin: 'com.github.johnrengelman.shadow'

buildscript {

ext.kotlinVersion = '1.2.51'
ext.kotlinVersion = '1.2.60'

repositories {
jcenter() // shadow
Expand All @@ -34,7 +34,7 @@ dependencies {
implementation "$kotlin-stdlib:$kotlinVersion"
implementation "$kotlin-reflect:$kotlinVersion"

implementation 'com.github.kotlin-graphics:gli:62e94a11cc'
implementation 'com.github.kotlin-graphics:gli:7f4fbde'

//testCompile 'io.kotlintest:kotlintest-runner-junit5:3.0.6'

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23 changes: 18 additions & 5 deletions src/main/kotlin/gln/draw/draw.kt
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ package gln.draw

import glm_.BYTES
import glm_.buffer.cap
import glm_.buffer.rem
import glm_.size
import org.lwjgl.opengl.*
import java.nio.ByteBuffer
Expand All @@ -28,13 +29,14 @@ inline fun glDrawArraysInstancedBaseInstance(count: Int, primCount: Int, baseIns
inline fun glDrawArraysInstancedBaseInstance(mode: Int, count: Int, primCount: Int, baseInstance: Int) = GL42.glDrawArraysInstancedBaseInstance(mode, 0, count, primCount, baseInstance)
// TODO check primcount, also stride: Int = 0
inline fun glMultiDrawArraysIndirect(indirect: ByteBuffer) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.size / (4 * Int.BYTES), 0)

inline fun glMultiDrawArraysIndirect(mode: Int, indirect: ByteBuffer) = GL43.glMultiDrawArraysIndirect(mode, indirect, indirect.size / (4 * Int.BYTES), 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: ByteBuffer, primCount: Int) = GL43.glMultiDrawArraysIndirect(mode, indirect, primCount, 0)
inline fun glMultiDrawArraysIndirect(indirect: IntBuffer) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.cap / 4, 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: IntBuffer) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.cap / 4, 0) // TODO should TRIANGLES not be mode instead? what does that mean for primcount calculation?
inline fun glMultiDrawArraysIndirect(indirect: IntBuffer) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.rem / DrawArraysIndirectCommand_LENGTH, 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: IntBuffer) = GL43.glMultiDrawArraysIndirect(mode, indirect, indirect.rem / DrawArraysIndirectCommand_LENGTH, 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: IntBuffer, primCount: Int) = GL43.glMultiDrawArraysIndirect(mode, indirect, primCount, 0)
inline fun glMultiDrawArraysIndirect(indirect: IntArray) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.size / 4, 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: IntArray) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.size / 4, 0) // TODO should TRIANGLES not be mode instead? what does that mean for primcount calculation?
inline fun glMultiDrawArraysIndirect(indirect: IntArray) = GL43.glMultiDrawArraysIndirect(GL11.GL_TRIANGLES, indirect, indirect.size / DrawArraysIndirectCommand_LENGTH, 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: IntArray) = GL43.glMultiDrawArraysIndirect(mode, indirect, indirect.size / DrawArraysIndirectCommand_LENGTH, 0)
inline fun glMultiDrawArraysIndirect(mode: Int, indirect: IntArray, primCount: Int) = GL43.glMultiDrawArraysIndirect(mode, indirect, primCount, 0)

inline fun glMultiDrawArraysIndirectBindlessNV(indirect: ByteBuffer, drawCount: Int, vertexBufferCount: Int) = glMultiDrawArraysIndirectBindlessNV(GL11.GL_TRIANGLES, indirect, drawCount, vertexBufferCount)
Expand All @@ -49,4 +51,15 @@ inline fun glDrawElements(mode: Int, count: Int, type: Int) = GL11.glDrawElement

inline fun glDrawElementsBaseVertex(count: Int, type: Int, indices_buffer_offset: Long, basevertex: Int) = GL32.glDrawElementsBaseVertex(GL11.GL_TRIANGLES, count, type, indices_buffer_offset, basevertex)
// TODO finish
inline fun glDrawElementsInstancedBaseVertex(count: Int, type: Int, primcount: Int, basevertex: Int) = GL32.glDrawElementsInstancedBaseVertex(GL11.GL_TRIANGLES, count, type, 0, primcount, basevertex)
inline fun glDrawElementsInstancedBaseVertex(count: Int, type: Int, primcount: Int, basevertex: Int) = GL32.glDrawElementsInstancedBaseVertex(GL11.GL_TRIANGLES, count, type, 0, primcount, basevertex)


/**
* typedef struct {
* uint count;
* uint instanceCount;
* uint first;
* uint baseInstance;
* } DrawArraysIndirectCommand;
*/
val DrawArraysIndirectCommand_LENGTH = 4 // TODO property of inline classe

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