[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.
This commit is contained in:
John Firebaugh
2016-11-07 12:26:05 -08:00
parent 66bdbc3b96
commit 1db2ffbc1b
42 changed files with 475 additions and 362 deletions

View File

@@ -18,21 +18,19 @@ void Painter::renderTileDebug(const RenderTile& renderTile) {
MBGL_DEBUG_GROUP(std::string { "debug " } + util::toString(renderTile.id));
auto draw = [&] (Color color, auto subject) {
context.draw({
auto draw = [&] (Color color, const auto& vertexBuffer, auto drawMode) {
programs->debug.draw(
context,
drawMode,
gl::DepthMode::disabled(),
stencilModeForClipping(renderTile.clip),
gl::ColorMode::unblended(),
programs->fill,
FillProgram::UniformValues {
DebugProgram::UniformValues {
uniforms::u_matrix::Value{ renderTile.matrix },
uniforms::u_opacity::Value{ 1.0f },
uniforms::u_color::Value{ color },
uniforms::u_outline_color::Value{ color },
uniforms::u_world::Value{ context.viewport.getCurrentValue().size },
uniforms::u_color::Value{ color }
},
subject
});
vertexBuffer
);
};
if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) {
@@ -47,15 +45,12 @@ void Painter::renderTileDebug(const RenderTile& renderTile) {
tile.expires, frame.debugOptions, context);
}
const auto& vertexBuffer = tile.debugBucket->vertexBuffer;
draw(Color::white(), gl::Unindexed<gl::Lines>(vertexBuffer, 4.0f * frame.pixelRatio));
draw(Color::black(), gl::Unindexed<gl::Points>(vertexBuffer, 2.0f));
draw(Color::black(), gl::Unindexed<gl::Lines>(vertexBuffer, 2.0f * frame.pixelRatio));
draw(Color::white(), tile.debugBucket->vertexBuffer, gl::Lines { 4.0f * frame.pixelRatio });
draw(Color::black(), tile.debugBucket->vertexBuffer, gl::Lines { 2.0f * frame.pixelRatio });
}
if (frame.debugOptions & MapDebugOptions::TileBorders) {
draw(Color::red(), gl::Unindexed<gl::LineStrip>(tileLineStripVertexBuffer, 4.0f * frame.pixelRatio));
draw(Color::red(), tileLineStripVertexBuffer, gl::LineStrip { 4.0f * frame.pixelRatio });
}
}