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#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/segment.hpp>
#include <mbgl/util/ignore.hpp>
#include <mbgl/util/indexed_tuple.hpp>
#include <mbgl/util/variant.hpp>
#include <cstddef>
#include <vector>
#include <functional>
namespace mbgl {
namespace gl {
template <class T, std::size_t N>
class VariableAttributeBinding {
public:
VariableAttributeBinding(BufferID vertexBuffer_,
std::size_t vertexSize_,
std::size_t attributeOffset_,
std::size_t attributeSize_ = N)
: vertexBuffer(vertexBuffer_),
vertexSize(vertexSize_),
attributeOffset(attributeOffset_),
attributeSize(attributeSize_)
{}
void bind(Context&, AttributeLocation, optional<VariableAttributeBinding<T, N>>&, std::size_t vertexOffset) const;
friend bool operator==(const VariableAttributeBinding& lhs,
const VariableAttributeBinding& rhs) {
return lhs.vertexBuffer == rhs.vertexBuffer
&& lhs.vertexSize == rhs.vertexSize
&& lhs.attributeOffset == rhs.attributeOffset
&& lhs.attributeSize == rhs.attributeSize;
}
private:
BufferID vertexBuffer;
std::size_t vertexSize;
std::size_t attributeOffset;
std::size_t attributeSize;
};
template <class T, std::size_t N>
class ConstantAttributeBinding {
public:
ConstantAttributeBinding() { value.fill(T()); }
explicit ConstantAttributeBinding(std::array<T, N> value_)
: value(std::move(value_))
{}
void bind(Context&, AttributeLocation, optional<VariableAttributeBinding<T, N>>&, std::size_t) const;
friend bool operator==(const ConstantAttributeBinding& lhs,
const ConstantAttributeBinding& rhs) {
return lhs.value == rhs.value;
}
private:
std::array<T, N> value;
};
/*
gl::Attribute<T,N> manages the binding of a constant value or vertex buffer to a GL program attribute.
- T is the underlying primitive type (exposed as Attribute<T,N>::ValueType)
- N is the number of components in the attribute declared in the shader (exposed as Attribute<T,N>::Dimensions)
*/
template <class T, std::size_t N>
class Attribute {
public:
using ValueType = T;
static constexpr size_t Dimensions = N;
using Value = std::array<T, N>;
using VariableBinding = VariableAttributeBinding<T, N>;
using ConstantBinding = ConstantAttributeBinding<T, N>;
using Location = AttributeLocation;
using Binding = variant<
ConstantBinding,
VariableBinding>;
/*
Create a variable (i.e. data-driven) binding for this attribute. The `attributeSize`
parameter may be used to override the number of components available in the buffer for
each vertex. Thus, a buffer with only one float for each vertex can be bound to a
`vec2` attribute
*/
template <class Vertex, class DrawMode>
static VariableBinding variableBinding(const VertexBuffer<Vertex, DrawMode>& buffer,
std::size_t attributeIndex,
std::size_t attributeSize = N) {
static_assert(std::is_standard_layout<Vertex>::value, "vertex type must use standard layout");
return VariableBinding {
buffer.buffer,
sizeof(Vertex),
Vertex::attributeOffsets[attributeIndex],
attributeSize
};
}
static void bind(Context& context,
const Location& location,
optional<VariableBinding>& oldBinding,
const Binding& newBinding,
std::size_t vertexOffset) {
Binding::visit(newBinding, [&] (const auto& binding) {
binding.bind(context, location, oldBinding, vertexOffset);
});
}
};
#define MBGL_DEFINE_ATTRIBUTE(type_, n_, name_) \
struct name_ { \
static auto name() { return #name_; } \
using Type = ::mbgl::gl::Attribute<type_, n_>; \
}
namespace detail {
// Attribute binding requires member offsets. The only standard way to
// obtain an offset is the offsetof macro. The offsetof macro has defined
// behavior only for standard layout types. That rules out std::tuple and
// any other solution that relies on chained inheritance. Manually implemented
// variadic specialization looks like the only solution. Fortunately, we
// only use a maximum of five attributes.
template <class... As>
class Vertex;
template <>
class Vertex<> {
public:
using VertexType = Vertex<>;
};
template <class A1>
class Vertex<A1> {
public:
typename A1::Value a1;
using VertexType = Vertex<A1>;
static const std::size_t attributeOffsets[1];
};
template <class A1, class A2>
class Vertex<A1, A2> {
public:
typename A1::Value a1;
typename A2::Value a2;
using VertexType = Vertex<A1, A2>;
static const std::size_t attributeOffsets[2];
};
template <class A1, class A2, class A3>
class Vertex<A1, A2, A3> {
public:
typename A1::Value a1;
typename A2::Value a2;
typename A3::Value a3;
using VertexType = Vertex<A1, A2, A3>;
static const std::size_t attributeOffsets[3];
};
template <class A1, class A2, class A3, class A4>
class Vertex<A1, A2, A3, A4> {
public:
typename A1::Value a1;
typename A2::Value a2;
typename A3::Value a3;
typename A4::Value a4;
using VertexType = Vertex<A1, A2, A3, A4>;
static const std::size_t attributeOffsets[4];
};
template <class A1, class A2, class A3, class A4, class A5>
class Vertex<A1, A2, A3, A4, A5> {
public:
typename A1::Value a1;
typename A2::Value a2;
typename A3::Value a3;
typename A4::Value a4;
typename A5::Value a5;
using VertexType = Vertex<A1, A2, A3, A4, A5>;
static const std::size_t attributeOffsets[5];
};
template <class A1>
const std::size_t Vertex<A1>::attributeOffsets[1] = {
offsetof(VertexType, a1)
};
template <class A1, class A2>
const std::size_t Vertex<A1, A2>::attributeOffsets[2] = {
offsetof(VertexType, a1),
offsetof(VertexType, a2)
};
template <class A1, class A2, class A3>
const std::size_t Vertex<A1, A2, A3>::attributeOffsets[3] = {
offsetof(VertexType, a1),
offsetof(VertexType, a2),
offsetof(VertexType, a3)
};
template <class A1, class A2, class A3, class A4>
const std::size_t Vertex<A1, A2, A3, A4>::attributeOffsets[4] = {
offsetof(VertexType, a1),
offsetof(VertexType, a2),
offsetof(VertexType, a3),
offsetof(VertexType, a4)
};
template <class A1, class A2, class A3, class A4, class A5>
const std::size_t Vertex<A1, A2, A3, A4, A5>::attributeOffsets[5] = {
offsetof(VertexType, a1),
offsetof(VertexType, a2),
offsetof(VertexType, a3),
offsetof(VertexType, a4),
offsetof(VertexType, a5)
};
} // namespace detail
AttributeLocation bindAttributeLocation(ProgramID, AttributeLocation, const char * name);
template <class... As>
class Attributes {
public:
using Types = TypeList<As...>;
using Locations = IndexedTuple<
TypeList<As...>,
TypeList<typename As::Type::Location...>>;
using Bindings = IndexedTuple<
TypeList<As...>,
TypeList<typename As::Type::Binding...>>;
using VariableBindings = IndexedTuple<
TypeList<As...>,
TypeList<optional<typename As::Type::VariableBinding>...>>;
using NamedLocations = std::vector<std::pair<const std::string, AttributeLocation>>;
using Vertex = detail::Vertex<typename As::Type...>;
template <class A>
static constexpr std::size_t Index = TypeIndex<A, As...>::value;
static Locations bindLocations(const ProgramID& id) {
return Locations { bindAttributeLocation(id, Index<As>, As::name())... };
}
template <class Program>
static Locations loadNamedLocations(const Program& program) {
return Locations{ program.attributeLocation(As::name())... };
}
static NamedLocations getNamedLocations(const Locations& locations) {
return NamedLocations{ { As::name(), locations.template get<As>() }... };
}
template <class DrawMode>
static Bindings allVariableBindings(const VertexBuffer<Vertex, DrawMode>& buffer) {
return Bindings { As::Type::variableBinding(buffer, Index<As>)... };
}
static void bind(Context& context,
const Locations& locations,
VariableBindings& oldBindings,
const Bindings& newBindings,
std::size_t vertexOffset) {
util::ignore({ (As::Type::bind(context,
locations.template get<As>(),
oldBindings.template get<As>(),
newBindings.template get<As>(),
vertexOffset), 0)... });
}
};
namespace detail {
template <class...>
struct ConcatenateAttributes;
template <class... As, class... Bs>
struct ConcatenateAttributes<TypeList<As...>, TypeList<Bs...>> {
using Type = Attributes<As..., Bs...>;
};
} // namespace detail
template <class A, class B>
using ConcatenateAttributes = typename detail::ConcatenateAttributes<
typename A::Types,
typename B::Types>::Type;
} // namespace gl
} // namespace mbgl
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