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author | John Firebaugh <john.firebaugh@gmail.com> | 2016-11-07 12:26:05 -0800 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2016-11-08 08:09:29 -0800 |
commit | 1db2ffbc1b69069eca39f786cacc45dbb02c3052 (patch) | |
tree | 9d6ed2a7302492f41c52ea3fdeadabf6466b0d8d /src/mbgl/layout | |
parent | 66bdbc3b969083b9d647abdf72784be64a125949 (diff) | |
download | qtlocation-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/layout')
-rw-r--r-- | src/mbgl/layout/symbol_layout.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/mbgl/layout/symbol_layout.cpp b/src/mbgl/layout/symbol_layout.cpp index c2f8426785..932745aa57 100644 --- a/src/mbgl/layout/symbol_layout.cpp +++ b/src/mbgl/layout/symbol_layout.cpp @@ -449,7 +449,7 @@ void SymbolLayout::addSymbols(Buffer &buffer, const SymbolQuads &symbols, float } if (buffer.segments.empty() || buffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) { - buffer.segments.emplace_back(buffer.vertices.size(), buffer.triangles.size()); + buffer.segments.emplace_back(buffer.vertices.vertexSize(), buffer.triangles.indexSize()); } // We're generating triangle fans, so we always start with the first @@ -476,7 +476,7 @@ void SymbolLayout::addSymbols(Buffer &buffer, const SymbolQuads &symbols, float buffer.triangles.emplace_back(index + 1, index + 2, index + 3); segment.vertexLength += vertexLength; - segment.primitiveLength += 2; + segment.indexLength += 6; } } @@ -507,14 +507,14 @@ void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket& const float maxZoom = util::clamp(zoom + util::log2(box.maxScale), util::MIN_ZOOM_F, util::MAX_ZOOM_F); const float placementZoom = util::clamp(zoom + util::log2(box.placementScale), util::MIN_ZOOM_F, util::MAX_ZOOM_F); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom)); - collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom)); + collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom), + CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom)); + collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom), + CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom)); + collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom), + CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom)); + collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom), + CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom)); } }; populateCollisionBox(symbolInstance.textCollisionFeature); |