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#include <mbgl/gl/value.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/vertex_array_extension.hpp>
namespace mbgl {
namespace gl {
namespace value {
const constexpr ClearDepth::Type ClearDepth::Default;
void ClearDepth::Set(const Type& value) {
#if MBGL_USE_GLES2
MBGL_CHECK_ERROR(glClearDepthf(value));
#else
MBGL_CHECK_ERROR(glClearDepth(value));
#endif
}
ClearDepth::Type ClearDepth::Get() {
GLfloat clearDepth;
MBGL_CHECK_ERROR(glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth));
return clearDepth;
}
const ClearColor::Type ClearColor::Default { 0, 0, 0, 0 };
void ClearColor::Set(const Type& value) {
MBGL_CHECK_ERROR(glClearColor(value.r, value.g, value.b, value.a));
}
ClearColor::Type ClearColor::Get() {
GLfloat clearColor[4];
MBGL_CHECK_ERROR(glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor));
return { clearColor[0], clearColor[1], clearColor[2], clearColor[3] };
}
const constexpr ClearStencil::Type ClearStencil::Default;
void ClearStencil::Set(const Type& value) {
MBGL_CHECK_ERROR(glClearStencil(value));
}
ClearStencil::Type ClearStencil::Get() {
GLint clearStencil;
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil));
return clearStencil;
}
const constexpr StencilMask::Type StencilMask::Default;
void StencilMask::Set(const Type& value) {
MBGL_CHECK_ERROR(glStencilMask(value));
}
StencilMask::Type StencilMask::Get() {
GLint stencilMask;
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_WRITEMASK, &stencilMask));
return stencilMask;
}
const constexpr DepthMask::Type DepthMask::Default;
void DepthMask::Set(const Type& value) {
MBGL_CHECK_ERROR(glDepthMask(value));
}
DepthMask::Type DepthMask::Get() {
GLboolean depthMask;
MBGL_CHECK_ERROR(glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask));
return depthMask;
}
const constexpr ColorMask::Type ColorMask::Default;
void ColorMask::Set(const Type& value) {
MBGL_CHECK_ERROR(glColorMask(value.r, value.g, value.b, value.a));
}
ColorMask::Type ColorMask::Get() {
GLboolean bools[4];
MBGL_CHECK_ERROR(glGetBooleanv(GL_COLOR_WRITEMASK, bools));
return { static_cast<bool>(bools[0]), static_cast<bool>(bools[1]), static_cast<bool>(bools[2]),
static_cast<bool>(bools[3]) };
}
const constexpr StencilFunc::Type StencilFunc::Default;
void StencilFunc::Set(const Type& value) {
MBGL_CHECK_ERROR(glStencilFunc(static_cast<GLenum>(value.func), value.ref, value.mask));
}
StencilFunc::Type StencilFunc::Get() {
GLint func, ref, mask;
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_FUNC, &func));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_REF, &ref));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask));
return { static_cast<uint32_t>(func), ref, static_cast<uint32_t>(mask) };
}
const constexpr StencilTest::Type StencilTest::Default;
void StencilTest::Set(const Type& value) {
MBGL_CHECK_ERROR(value ? glEnable(GL_STENCIL_TEST) : glDisable(GL_STENCIL_TEST));
}
StencilTest::Type StencilTest::Get() {
Type stencilTest;
MBGL_CHECK_ERROR(stencilTest = glIsEnabled(GL_STENCIL_TEST));
return stencilTest;
}
const constexpr StencilOp::Type StencilOp::Default;
void StencilOp::Set(const Type& value) {
MBGL_CHECK_ERROR(glStencilOp(static_cast<GLenum>(value.sfail),
static_cast<GLenum>(value.dpfail),
static_cast<GLenum>(value.dppass)));
}
StencilOp::Type StencilOp::Get() {
GLint sfail, dpfail, dppass;
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_FAIL, &sfail));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass));
return { static_cast<StencilMode::Op>(sfail), static_cast<StencilMode::Op>(dpfail),
static_cast<StencilMode::Op>(dppass) };
}
const constexpr DepthRange::Type DepthRange::Default;
void DepthRange::Set(const Type& value) {
#if MBGL_USE_GLES2
MBGL_CHECK_ERROR(glDepthRangef(value.min, value.max));
#else
MBGL_CHECK_ERROR(glDepthRange(value.min, value.max));
#endif
}
DepthRange::Type DepthRange::Get() {
GLfloat floats[2];
MBGL_CHECK_ERROR(glGetFloatv(GL_DEPTH_RANGE, floats));
return { floats[0], floats[1] };
}
const constexpr DepthTest::Type DepthTest::Default;
void DepthTest::Set(const Type& value) {
MBGL_CHECK_ERROR(value ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST));
}
DepthTest::Type DepthTest::Get() {
Type depthTest;
MBGL_CHECK_ERROR(depthTest = glIsEnabled(GL_DEPTH_TEST));
return depthTest;
}
const constexpr DepthFunc::Type DepthFunc::Default;
void DepthFunc::Set(const DepthFunc::Type& value) {
MBGL_CHECK_ERROR(glDepthFunc(static_cast<GLenum>(value)));
}
DepthFunc::Type DepthFunc::Get() {
GLint depthFunc;
MBGL_CHECK_ERROR(glGetIntegerv(GL_DEPTH_FUNC, &depthFunc));
return static_cast<Type>(depthFunc);
}
const constexpr Blend::Type Blend::Default;
void Blend::Set(const Type& value) {
MBGL_CHECK_ERROR(value ? glEnable(GL_BLEND) : glDisable(GL_BLEND));
}
Blend::Type Blend::Get() {
Type blend;
MBGL_CHECK_ERROR(blend = glIsEnabled(GL_BLEND));
return blend;
}
const constexpr BlendEquation::Type BlendEquation::Default;
void BlendEquation::Set(const Type& value) {
MBGL_CHECK_ERROR(glBlendEquation(static_cast<GLenum>(value)));
}
BlendEquation::Type BlendEquation::Get() {
GLint blend;
MBGL_CHECK_ERROR(glGetIntegerv(GL_BLEND_EQUATION_RGB, &blend));
return static_cast<Type>(blend);
}
const constexpr BlendFunc::Type BlendFunc::Default;
void BlendFunc::Set(const Type& value) {
MBGL_CHECK_ERROR(
glBlendFunc(static_cast<GLenum>(value.sfactor), static_cast<GLenum>(value.dfactor)));
}
BlendFunc::Type BlendFunc::Get() {
GLint sfactor, dfactor;
MBGL_CHECK_ERROR(glGetIntegerv(GL_BLEND_SRC_ALPHA, &sfactor));
MBGL_CHECK_ERROR(glGetIntegerv(GL_BLEND_DST_ALPHA, &dfactor));
return { static_cast<ColorMode::BlendFactor>(sfactor),
static_cast<ColorMode::BlendFactor>(dfactor) };
}
const BlendColor::Type BlendColor::Default { 0, 0, 0, 0 };
void BlendColor::Set(const Type& value) {
MBGL_CHECK_ERROR(glBlendColor(value.r, value.g, value.b, value.a));
}
BlendColor::Type BlendColor::Get() {
GLfloat floats[4];
MBGL_CHECK_ERROR(glGetFloatv(GL_BLEND_COLOR, floats));
return { floats[0], floats[1], floats[2], floats[3] };
}
const constexpr Program::Type Program::Default;
void Program::Set(const Type& value) {
MBGL_CHECK_ERROR(glUseProgram(value));
}
Program::Type Program::Get() {
GLint program;
MBGL_CHECK_ERROR(glGetIntegerv(GL_CURRENT_PROGRAM, &program));
return program;
}
const constexpr LineWidth::Type LineWidth::Default;
void LineWidth::Set(const Type& value) {
MBGL_CHECK_ERROR(glLineWidth(value));
}
LineWidth::Type LineWidth::Get() {
GLfloat lineWidth;
MBGL_CHECK_ERROR(glGetFloatv(GL_LINE_WIDTH, &lineWidth));
return lineWidth;
}
const constexpr ActiveTexture::Type ActiveTexture::Default;
void ActiveTexture::Set(const Type& value) {
MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0 + value));
}
ActiveTexture::Type ActiveTexture::Get() {
GLint activeTexture;
MBGL_CHECK_ERROR(glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture));
return static_cast<Type>(activeTexture - GL_TEXTURE0);
}
const constexpr Viewport::Type Viewport::Default;
void Viewport::Set(const Type& value) {
MBGL_CHECK_ERROR(glViewport(value.x, value.y, value.size.width, value.size.height));
}
Viewport::Type Viewport::Get() {
GLint viewport[4];
MBGL_CHECK_ERROR(glGetIntegerv(GL_VIEWPORT, viewport));
return { static_cast<int32_t>(viewport[0]), static_cast<int32_t>(viewport[1]),
{ static_cast<uint32_t>(viewport[2]), static_cast<uint32_t>(viewport[3]) } };
}
const constexpr ScissorTest::Type ScissorTest::Default;
void ScissorTest::Set(const Type& value) {
MBGL_CHECK_ERROR(value ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST));
}
ScissorTest::Type ScissorTest::Get() {
Type scissorTest;
MBGL_CHECK_ERROR(scissorTest = glIsEnabled(GL_SCISSOR_TEST));
return scissorTest;
}
const constexpr BindFramebuffer::Type BindFramebuffer::Default;
void BindFramebuffer::Set(const Type& value) {
MBGL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, value));
}
BindFramebuffer::Type BindFramebuffer::Get() {
GLint binding;
MBGL_CHECK_ERROR(glGetIntegerv(GL_FRAMEBUFFER_BINDING, &binding));
return binding;
}
const constexpr BindRenderbuffer::Type BindRenderbuffer::Default;
void BindRenderbuffer::Set(const Type& value) {
MBGL_CHECK_ERROR(glBindRenderbuffer(GL_RENDERBUFFER, value));
}
BindRenderbuffer::Type BindRenderbuffer::Get() {
GLint binding;
MBGL_CHECK_ERROR(glGetIntegerv(GL_RENDERBUFFER_BINDING, &binding));
return binding;
}
const constexpr BindTexture::Type BindTexture::Default;
void BindTexture::Set(const Type& value) {
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, value));
}
BindTexture::Type BindTexture::Get() {
GLint binding;
MBGL_CHECK_ERROR(glGetIntegerv(GL_TEXTURE_BINDING_2D, &binding));
return binding;
}
const constexpr BindVertexBuffer::Type BindVertexBuffer::Default;
void BindVertexBuffer::Set(const Type& value) {
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, value));
}
BindVertexBuffer::Type BindVertexBuffer::Get() {
GLint binding;
MBGL_CHECK_ERROR(glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &binding));
return binding;
}
const constexpr BindElementBuffer::Type BindElementBuffer::Default;
void BindElementBuffer::Set(const Type& value) {
MBGL_CHECK_ERROR(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, value));
}
BindElementBuffer::Type BindElementBuffer::Get() {
GLint binding;
MBGL_CHECK_ERROR(glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &binding));
return binding;
}
const constexpr BindVertexArray::Type BindVertexArray::Default;
void BindVertexArray::Set(const Type& value, const Context& context) {
if (auto vertexArray = context.getVertexArrayExtension()) {
if (vertexArray->bindVertexArray) {
MBGL_CHECK_ERROR(vertexArray->bindVertexArray(value));
}
}
}
BindVertexArray::Type BindVertexArray::Get(const Context& context) {
GLint binding = 0;
if (context.getVertexArrayExtension()) {
#ifdef GL_VERTEX_ARRAY_BINDING
MBGL_CHECK_ERROR(glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &binding));
#elif GL_VERTEX_ARRAY_BINDING_OES
MBGL_CHECK_ERROR(glGetIntegerv(GL_VERTEX_ARRAY_BINDING_OES, &binding));
#elif GL_VERTEX_ARRAY_BINDING_ARB
MBGL_CHECK_ERROR(glGetIntegerv(GL_VERTEX_ARRAY_BINDING_ARB, &binding));
#elif GLVERTEX_ARRAY_BINDING_APPLE
MBGL_CHECK_ERROR(glGetIntegerv(GLVERTEX_ARRAY_BINDING_APPLE, &binding));
#endif
}
return binding;
}
const optional<AttributeBinding> VertexAttribute::Default {};
void VertexAttribute::Set(const optional<AttributeBinding>& binding, Context& context, AttributeLocation location) {
if (binding) {
context.vertexBuffer = binding->vertexBuffer;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(location));
MBGL_CHECK_ERROR(glVertexAttribPointer(
location,
static_cast<GLint>(binding->attributeSize),
static_cast<GLenum>(binding->attributeType),
static_cast<GLboolean>(false),
static_cast<GLsizei>(binding->vertexSize),
reinterpret_cast<GLvoid*>(binding->attributeOffset + (binding->vertexSize * binding->vertexOffset))));
} else {
MBGL_CHECK_ERROR(glDisableVertexAttribArray(location));
}
}
const constexpr PixelStorePack::Type PixelStorePack::Default;
void PixelStorePack::Set(const Type& value) {
assert(value.alignment == 1 || value.alignment == 2 || value.alignment == 4 ||
value.alignment == 8);
MBGL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, value.alignment));
}
PixelStorePack::Type PixelStorePack::Get() {
Type value;
MBGL_CHECK_ERROR(glGetIntegerv(GL_PACK_ALIGNMENT, &value.alignment));
return value;
}
const constexpr PixelStoreUnpack::Type PixelStoreUnpack::Default;
void PixelStoreUnpack::Set(const Type& value) {
assert(value.alignment == 1 || value.alignment == 2 || value.alignment == 4 ||
value.alignment == 8);
MBGL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, value.alignment));
}
PixelStoreUnpack::Type PixelStoreUnpack::Get() {
Type value;
MBGL_CHECK_ERROR(glGetIntegerv(GL_UNPACK_ALIGNMENT, &value.alignment));
return value;
}
#if not MBGL_USE_GLES2
const constexpr PointSize::Type PointSize::Default;
void PointSize::Set(const Type& value) {
MBGL_CHECK_ERROR(glPointSize(value));
}
PointSize::Type PointSize::Get() {
GLfloat pointSize;
MBGL_CHECK_ERROR(glGetFloatv(GL_POINT_SIZE, &pointSize));
return pointSize;
}
const constexpr PixelZoom::Type PixelZoom::Default;
void PixelZoom::Set(const Type& value) {
MBGL_CHECK_ERROR(glPixelZoom(value.xfactor, value.yfactor));
}
PixelZoom::Type PixelZoom::Get() {
GLfloat xfactor, yfactor;
MBGL_CHECK_ERROR(glGetFloatv(GL_ZOOM_X, &xfactor));
MBGL_CHECK_ERROR(glGetFloatv(GL_ZOOM_Y, &yfactor));
return { xfactor, yfactor };
}
const constexpr RasterPos::Type RasterPos::Default;
void RasterPos::Set(const Type& value) {
MBGL_CHECK_ERROR(glRasterPos4d(value.x, value.y, value.z, value.w));
}
RasterPos::Type RasterPos::Get() {
GLdouble pos[4];
MBGL_CHECK_ERROR(glGetDoublev(GL_CURRENT_RASTER_POSITION, pos));
return { pos[0], pos[1], pos[2], pos[3] };
}
const constexpr PixelTransferDepth::Type PixelTransferDepth::Default;
void PixelTransferDepth::Set(const Type& value) {
MBGL_CHECK_ERROR(glPixelTransferf(GL_DEPTH_SCALE, value.scale));
MBGL_CHECK_ERROR(glPixelTransferf(GL_DEPTH_BIAS, value.bias));
}
PixelTransferDepth::Type PixelTransferDepth::Get() {
Type value;
MBGL_CHECK_ERROR(glGetFloatv(GL_DEPTH_SCALE, &value.scale));
MBGL_CHECK_ERROR(glGetFloatv(GL_DEPTH_BIAS, &value.bias));
return value;
}
const constexpr PixelTransferStencil::Type PixelTransferStencil::Default;
void PixelTransferStencil::Set(const Type& value) {
MBGL_CHECK_ERROR(glPixelTransferf(GL_INDEX_SHIFT, value.shift));
MBGL_CHECK_ERROR(glPixelTransferf(GL_INDEX_OFFSET, value.offset));
}
PixelTransferStencil::Type PixelTransferStencil::Get() {
Type value;
MBGL_CHECK_ERROR(glGetIntegerv(GL_INDEX_SHIFT, &value.shift));
MBGL_CHECK_ERROR(glGetIntegerv(GL_INDEX_OFFSET, &value.offset));
return value;
}
#endif // MBGL_USE_GLES2
} // namespace value
} // namespace gl
} // namespace mbgl
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