[core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header. * `Segment` now tracks offset and length of indices, rather than primitives. This is more natural. * Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering. * `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms. * Use the debug shaders for debug tile rendering, like gl-js. * Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
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@@ -11,11 +11,13 @@ enum class ProgramDefines : bool {
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Overdraw = true,
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};
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template <class Shaders, class As, class Us>
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class Program : public gl::Program<As, Us> {
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template <class Shaders, class Primitive, class Attributes, class Uniforms>
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class Program : public gl::Program<Primitive, Attributes, Uniforms> {
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public:
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using ParentType = gl::Program<Primitive, Attributes, Uniforms>;
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Program(gl::Context& context, ProgramDefines defines)
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: gl::Program<As, Us>(context, Shaders::vertexSource, fragmentSource(defines))
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: ParentType(context, Shaders::vertexSource, fragmentSource(defines))
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{}
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static std::string fragmentSource(ProgramDefines defines) {
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