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authorJohn Firebaugh <john.firebaugh@gmail.com>2016-11-07 12:26:05 -0800
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-11-08 08:09:29 -0800
commit1db2ffbc1b69069eca39f786cacc45dbb02c3052 (patch)
tree9d6ed2a7302492f41c52ea3fdeadabf6466b0d8d /src/mbgl/gl/primitives.hpp
parent66bdbc3b969083b9d647abdf72784be64a125949 (diff)
downloadqtlocation-mapboxgl-1db2ffbc1b69069eca39f786cacc45dbb02c3052.tar.gz
[core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header. * `Segment` now tracks offset and length of indices, rather than primitives. This is more natural. * Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering. * `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms. * Use the debug shaders for debug tile rendering, like gl-js. * Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
Diffstat (limited to 'src/mbgl/gl/primitives.hpp')
-rw-r--r--src/mbgl/gl/primitives.hpp22
1 files changed, 22 insertions, 0 deletions
diff --git a/src/mbgl/gl/primitives.hpp b/src/mbgl/gl/primitives.hpp
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+++ b/src/mbgl/gl/primitives.hpp
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+#pragma once
+
+namespace mbgl {
+namespace gl {
+
+class Point {
+public:
+ static constexpr std::size_t vertexCount = 1;
+};
+
+class Line {
+public:
+ static constexpr std::size_t vertexCount = 2;
+};
+
+class Triangle {
+public:
+ static constexpr std::size_t vertexCount = 3;
+};
+
+} // namespace gl
+} // namespace mbgl