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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/renderer/painter.cpp
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/renderer/painter.cpp')
-rw-r--r--src/mbgl/renderer/painter.cpp54
1 files changed, 34 insertions, 20 deletions
diff --git a/src/mbgl/renderer/painter.cpp b/src/mbgl/renderer/painter.cpp
index d9e7f9fd35..a09e3b73fc 100644
--- a/src/mbgl/renderer/painter.cpp
+++ b/src/mbgl/renderer/painter.cpp
@@ -41,30 +41,44 @@ namespace mbgl {
using namespace style;
-Painter::Painter(gl::Context& context_, const TransformState& state_)
- : context(context_),
- state(state_),
- tileTriangleVertexBuffer(context.createVertexBuffer(std::vector<FillVertex> {{
+static gl::VertexVector<FillVertex, gl::Triangles> tileTriangles() {
+ gl::VertexVector<FillVertex, gl::Triangles> result;
+ result.emplace_back(
FillAttributes::vertex({ 0, 0 }),
FillAttributes::vertex({ util::EXTENT, 0 }),
- FillAttributes::vertex({ 0, util::EXTENT }),
- FillAttributes::vertex({ util::EXTENT, 0 }),
- FillAttributes::vertex({ 0, util::EXTENT }),
- FillAttributes::vertex({ util::EXTENT, util::EXTENT })
- }})),
- tileLineStripVertexBuffer(context.createVertexBuffer(std::vector<FillVertex> {{
- FillAttributes::vertex({ 0, 0 }),
+ FillAttributes::vertex({ 0, util::EXTENT }));
+ result.emplace_back(
FillAttributes::vertex({ util::EXTENT, 0 }),
- FillAttributes::vertex({ util::EXTENT, util::EXTENT }),
FillAttributes::vertex({ 0, util::EXTENT }),
- FillAttributes::vertex({ 0, 0 })
- }})),
- rasterVertexBuffer(context.createVertexBuffer(std::vector<RasterVertex> {{
- RasterProgram::vertex({ 0, 0 }, { 0, 0 }),
- RasterProgram::vertex({ util::EXTENT, 0 }, { 32767, 0 }),
- RasterProgram::vertex({ 0, util::EXTENT }, { 0, 32767 }),
- RasterProgram::vertex({ util::EXTENT, util::EXTENT }, { 32767, 32767 })
- }})) {
+ FillAttributes::vertex({ util::EXTENT, util::EXTENT }));
+ return result;
+}
+
+static gl::VertexVector<FillVertex, gl::LineStrip> tileLineStrip() {
+ gl::VertexVector<FillVertex, gl::LineStrip> result;
+ result.emplace_back(FillAttributes::vertex({ 0, 0 }));
+ result.emplace_back(FillAttributes::vertex({ util::EXTENT, 0 }));
+ result.emplace_back(FillAttributes::vertex({ util::EXTENT, util::EXTENT }));
+ result.emplace_back(FillAttributes::vertex({ 0, util::EXTENT }));
+ result.emplace_back(FillAttributes::vertex({ 0, 0 }));
+ return result;
+}
+
+static gl::VertexVector<RasterVertex, gl::TriangleStrip> rasterTriangleStrip() {
+ gl::VertexVector<RasterVertex, gl::TriangleStrip> result;
+ result.emplace_back(RasterProgram::vertex({ 0, 0 }, { 0, 0 }));
+ result.emplace_back(RasterProgram::vertex({ util::EXTENT, 0 }, { 32767, 0 }));
+ result.emplace_back(RasterProgram::vertex({ 0, util::EXTENT }, { 0, 32767 }));
+ result.emplace_back(RasterProgram::vertex({ util::EXTENT, util::EXTENT }, { 32767, 32767 }));
+ return result;
+}
+
+Painter::Painter(gl::Context& context_, const TransformState& state_)
+ : context(context_),
+ state(state_),
+ tileTriangleVertexBuffer(context.createVertexBuffer(tileTriangles())),
+ tileLineStripVertexBuffer(context.createVertexBuffer(tileLineStrip())),
+ rasterVertexBuffer(context.createVertexBuffer(rasterTriangleStrip())) {
#ifndef NDEBUG
gl::debugging::enable();
#endif