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#pragma once
#include <mbgl/gl/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/style/paint_property.hpp>
#include <mbgl/shaders/shaders.hpp>
namespace mbgl {
template <class Shaders,
class Primitive,
class LayoutAttrs,
class Uniforms,
class PaintProperties>
class Program {
public:
using LayoutAttributes = LayoutAttrs;
using LayoutVertex = typename LayoutAttributes::Vertex;
using PaintPropertyBinders = typename PaintProperties::Binders;
using PaintAttributes = typename PaintPropertyBinders::Attributes;
using Attributes = gl::ConcatenateAttributes<LayoutAttributes, PaintAttributes>;
using UniformValues = typename Uniforms::Values;
using PaintUniforms = typename PaintPropertyBinders::Uniforms;
using AllUniforms = gl::ConcatenateUniforms<Uniforms, PaintUniforms>;
using ProgramType = gl::Program<Primitive, Attributes, AllUniforms>;
ProgramType program;
Program(gl::Context& context, const ProgramParameters& programParameters)
: program(context,
shaders::vertexSource(programParameters, Shaders::vertexSource),
shaders::fragmentSource(programParameters, Shaders::fragmentSource))
{}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
UniformValues&& uniformValues,
const gl::VertexBuffer<LayoutVertex>& layoutVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const gl::SegmentVector<Attributes>& segments,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::Evaluated& currentProperties,
float currentZoom) {
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom)),
LayoutAttributes::allVariableBindings(layoutVertexBuffer)
.concat(paintPropertyBinders.attributeBindings(currentProperties)),
indexBuffer,
segments
);
}
};
} // namespace mbgl
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