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#pragma once
#include <mbgl/gfx/texture.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/literal.hpp>
#include <mbgl/util/ignore.hpp>
#include <vector>
#include <string>
namespace mbgl {
namespace gl {
class Context;
void bindTexture(gl::Context&, uint8_t unit, const gfx::TextureBinding&);
template <class>
class TextureStates;
template <class... Ts>
class TextureStates<TypeList<Ts...>> {
private:
using State =
IndexedTuple<TypeList<Ts...>, TypeList<ExpandToType<Ts, gl::UniformState<uint8_t>>...>>;
State state;
public:
void queryLocations(const ProgramID& id) {
state = State{ gl::uniformLocation(id,
concat_literals<&string_literal<'u', '_'>::value, &Ts::name>::value())... };
}
template <class BinaryProgram>
void loadNamedLocations(const BinaryProgram& program) {
state = State{ program.textureLocation(
concat_literals<&string_literal<'u', '_'>::value, &Ts::name>::value())... };
}
NamedUniformLocations getNamedLocations() const {
return NamedUniformLocations{ { concat_literals<&string_literal<'u', '_'>::value, &Ts::name>::value(),
state.template get<Ts>().location }... };
}
void bind(gl::Context& context, const gfx::TextureBindings<TypeList<Ts...>>& bindings) {
util::ignore(
{ (state.template get<Ts>() = TypeIndex<Ts, Ts...>::value,
gl::bindTexture(context, TypeIndex<Ts, Ts...>::value, bindings.template get<Ts>()),
0)... });
}
};
} // namespace gl
} // namespace mbgl
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