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#pragma once
#include <mbgl/gl/types.hpp>
#include <stdexcept>
#include <type_traits>
#include <limits>
#if __APPLE__
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#elif TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#elif TARGET_OS_MAC
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#error Unsupported Apple platform
#endif
#elif __ANDROID__ || MBGL_USE_GLES2
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
namespace mbgl {
namespace gl {
struct Error : std::runtime_error {
using std::runtime_error::runtime_error;
};
void checkError(const char *cmd, const char *file, int line);
#ifndef NDEBUG
#define MBGL_CHECK_ERROR(cmd) ([&]() { struct __MBGL_C_E { ~__MBGL_C_E() { ::mbgl::gl::checkError(#cmd, __FILE__, __LINE__); } } __MBGL_C_E; return cmd; }())
#else
#define MBGL_CHECK_ERROR(cmd) (cmd)
#endif
template <typename T> struct AttributeType;
template <> struct AttributeType<int8_t> : std::integral_constant<GLenum, GL_BYTE> {};
template <> struct AttributeType<uint8_t> : std::integral_constant<GLenum, GL_UNSIGNED_BYTE> {};
template <> struct AttributeType<int16_t> : std::integral_constant<GLenum, GL_SHORT> {};
template <> struct AttributeType<uint16_t> : std::integral_constant<GLenum, GL_UNSIGNED_SHORT> {};
template <> struct AttributeType<int32_t> : std::integral_constant<GLenum, GL_INT> {};
template <> struct AttributeType<uint32_t> : std::integral_constant<GLenum, GL_UNSIGNED_INT> {};
template <> struct AttributeType<float> : std::integral_constant<GLenum, GL_FLOAT> {};
template <std::size_t memberOffset, class V, class E, std::size_t N>
void bindVertexAttribute(AttributeLocation location, const E (V::*)[N], const int8_t* offset) {
static_assert(std::is_standard_layout<V>::value, "vertex type must use standard layout");
static_assert(memberOffset % 4 == 0, "vertex attribute must be optimally aligned");
static_assert(1 <= N && N <= 4, "count must be 1, 2, 3, or 4");
static_assert(sizeof(V) <= std::numeric_limits<GLsizei>::max(), "vertex type is too big");
MBGL_CHECK_ERROR(glEnableVertexAttribArray(location));
MBGL_CHECK_ERROR(glVertexAttribPointer(location,
static_cast<GLint>(N),
AttributeType<E>::value,
false,
static_cast<GLsizei>(sizeof(V)),
offset + memberOffset));
}
// This has to be a macro because it uses the offsetof macro, which is the only legal way to get a member offset.
#define MBGL_BIND_VERTEX_ATTRIBUTE(VertexType, member, offset) \
::mbgl::gl::bindVertexAttribute<offsetof(VertexType, member)>(Shader::member, &VertexType::member, offset)
} // namespace gl
} // namespace mbgl
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