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#include "glfw_gl_backend.hpp"
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gl/renderable_resource.hpp>
#include <GLFW/glfw3.h>
class GLFWGLRenderableResource final : public mbgl::gl::RenderableResource {
public:
GLFWGLRenderableResource(GLFWGLBackend& backend_) : backend(backend_) {
}
void bind() override {
backend.setFramebufferBinding(0);
backend.setViewport(0, 0, backend.getSize());
}
void swap() override {
backend.swap();
}
private:
GLFWGLBackend& backend;
};
GLFWGLBackend::GLFWGLBackend(GLFWwindow* window_, const bool capFrameRate)
: mbgl::gl::RendererBackend(mbgl::gfx::ContextMode::Unique),
mbgl::gfx::Renderable(
[window_] {
int fbWidth, fbHeight;
glfwGetFramebufferSize(window_, &fbWidth, &fbHeight);
return mbgl::Size{ static_cast<uint32_t>(fbWidth), static_cast<uint32_t>(fbHeight) };
}(),
std::make_unique<GLFWGLRenderableResource>(*this)),
window(window_) {
glfwMakeContextCurrent(window);
if (!capFrameRate) {
// Disables vsync on platforms that support it.
glfwSwapInterval(0);
} else {
glfwSwapInterval(1);
}
}
GLFWGLBackend::~GLFWGLBackend() = default;
void GLFWGLBackend::activate() {
glfwMakeContextCurrent(window);
}
void GLFWGLBackend::deactivate() {
glfwMakeContextCurrent(nullptr);
}
mbgl::gl::ProcAddress GLFWGLBackend::getExtensionFunctionPointer(const char* name) {
return glfwGetProcAddress(name);
}
void GLFWGLBackend::updateAssumedState() {
assumeFramebufferBinding(0);
assumeViewport(0, 0, size);
}
mbgl::Size GLFWGLBackend::getSize() const {
return size;
}
void GLFWGLBackend::setSize(const mbgl::Size newSize) {
size = newSize;
}
void GLFWGLBackend::swap() {
glfwSwapBuffers(window);
}
namespace mbgl {
namespace gfx {
template <>
std::unique_ptr<GLFWBackend>
Backend::Create<mbgl::gfx::Backend::Type::OpenGL>(GLFWwindow* window, bool capFrameRate) {
return std::make_unique<GLFWGLBackend>(window, capFrameRate);
}
} // namespace gfx
} // namespace mbgl
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