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-rw-r--r--src/mbgl/gl/context.hpp49
1 files changed, 31 insertions, 18 deletions
diff --git a/src/mbgl/gl/context.hpp b/src/mbgl/gl/context.hpp
index 6daf3f9bfb..74c1bcba56 100644
--- a/src/mbgl/gl/context.hpp
+++ b/src/mbgl/gl/context.hpp
@@ -8,7 +8,7 @@
#include <mbgl/gl/framebuffer.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
-#include <mbgl/gl/attribute.hpp>
+#include <mbgl/gl/drawable.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <memory>
@@ -78,13 +78,15 @@ public:
TextureFilter = TextureFilter::Nearest,
TextureMipMap = TextureMipMap::No);
- template <class Shader, class Vertex>
- void bindAttributes(const Shader& shader, const VertexBuffer<Vertex>&, const int8_t* offset) {
- static_assert(std::is_same<typename Shader::VertexType, Vertex>::value, "vertex type mismatch");
- for (const auto& binding : AttributeBindings<Shader, Vertex>()(shader)) {
- bindAttribute(binding, sizeof(Vertex), offset);
- }
- }
+ void clear(optional<mbgl::Color> color,
+ optional<float> depth,
+ optional<int32_t> stencil);
+
+ void draw(const Drawable&);
+
+ void setDepthMode(const DepthMode&);
+ void setStencilMode(const StencilMode&);
+ void setColorMode(const ColorMode&);
// Actually remove the objects we marked as abandoned with the above methods.
// Only call this while the OpenGL context is exclusive to this thread.
@@ -106,6 +108,19 @@ public:
void setDirtyState();
+ State<value::ActiveTexture> activeTexture;
+ State<value::BindFramebuffer> bindFramebuffer;
+ State<value::Viewport> viewport;
+ std::array<State<value::BindTexture>, 2> texture;
+ State<value::BindVertexArray> vertexArrayObject;
+ State<value::Program> program;
+
+#if not MBGL_USE_GLES2
+ State<value::PixelZoom> pixelZoom;
+ State<value::RasterPos> rasterPos;
+#endif // MBGL_USE_GLES2
+
+private:
State<value::StencilFunc> stencilFunc;
State<value::StencilMask> stencilMask;
State<value::StencilTest> stencilTest;
@@ -115,34 +130,32 @@ public:
State<value::DepthTest> depthTest;
State<value::DepthFunc> depthFunc;
State<value::Blend> blend;
+ State<value::BlendEquation> blendEquation;
State<value::BlendFunc> blendFunc;
State<value::BlendColor> blendColor;
State<value::ColorMask> colorMask;
State<value::ClearDepth> clearDepth;
State<value::ClearColor> clearColor;
State<value::ClearStencil> clearStencil;
- State<value::Program> program;
State<value::LineWidth> lineWidth;
- State<value::ActiveTexture> activeTexture;
- State<value::BindFramebuffer> bindFramebuffer;
- State<value::Viewport> viewport;
State<value::BindRenderbuffer> bindRenderbuffer;
#if not MBGL_USE_GLES2
- State<value::PixelZoom> pixelZoom;
- State<value::RasterPos> rasterPos;
+ State<value::PointSize> pointSize;
#endif // MBGL_USE_GLES2
- std::array<State<value::BindTexture>, 2> texture;
State<value::BindVertexBuffer> vertexBuffer;
State<value::BindElementBuffer> elementBuffer;
- State<value::BindVertexArray> vertexArrayObject;
-private:
UniqueBuffer createVertexBuffer(const void* data, std::size_t size);
UniqueBuffer createIndexBuffer(const void* data, std::size_t size);
UniqueTexture createTexture(Size size, const void* data, TextureUnit);
UniqueFramebuffer createFramebuffer();
UniqueRenderbuffer createRenderbuffer(RenderbufferType, Size size);
- void bindAttribute(const AttributeBinding&, std::size_t stride, const int8_t* offset);
+
+ PrimitiveType operator()(const Points&);
+ PrimitiveType operator()(const Lines&);
+ PrimitiveType operator()(const LineStrip&);
+ PrimitiveType operator()(const Triangles&);
+ PrimitiveType operator()(const TriangleStrip&);
friend detail::ProgramDeleter;
friend detail::ShaderDeleter;