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#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/object.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <string>
namespace mbgl {
namespace gl {
template <class P, class As, class Us>
class Program {
public:
using Primitive = P;
using Attributes = As;
using Uniforms = Us;
using UniformValues = typename Uniforms::Values;
using AttributeBindings = typename Attributes::Bindings;
Program(Context& context, const std::string& vertexSource, const std::string& fragmentSource)
: program(
context.createProgram(context.createShader(ShaderType::Vertex, vertexSource),
context.createShader(ShaderType::Fragment, fragmentSource))),
attributeLocations(Attributes::bindLocations(program)),
uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))) {
}
template <class BinaryProgram>
Program(Context& context, const BinaryProgram& binaryProgram)
: program(context.createProgram(binaryProgram.format(), binaryProgram.code())),
attributeLocations(Attributes::loadNamedLocations(binaryProgram)),
uniformsState(Uniforms::loadNamedLocations(binaryProgram)) {
}
template <class BinaryProgram>
optional<BinaryProgram> get(Context& context, const std::string& identifier) const {
if (auto binaryProgram = context.getBinaryProgram(program)) {
return BinaryProgram{ binaryProgram->first, std::move(binaryProgram->second),
identifier, Attributes::getNamedLocations(attributeLocations),
Uniforms::getNamedLocations(uniformsState) };
}
return {};
}
template <class DrawMode>
void draw(Context& context,
DrawMode drawMode,
DepthMode depthMode,
StencilMode stencilMode,
ColorMode colorMode,
UniformValues&& uniformValues,
AttributeBindings&& attributeBindings,
const IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments) {
static_assert(std::is_same<Primitive, typename DrawMode::Primitive>::value, "incompatible draw mode");
context.setDrawMode(drawMode);
context.setDepthMode(depthMode);
context.setStencilMode(stencilMode);
context.setColorMode(colorMode);
context.program = program;
Uniforms::bind(uniformsState, std::move(uniformValues));
for (const auto& segment : segments) {
segment.bind(context,
indexBuffer.buffer,
attributeLocations,
attributeBindings);
context.draw(drawMode.primitiveType,
segment.indexOffset,
segment.indexLength);
}
}
private:
UniqueProgram program;
typename Attributes::Locations attributeLocations;
typename Uniforms::State uniformsState;
};
} // namespace gl
} // namespace mbgl
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