* 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.
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#pragma once
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#include <mbgl/programs/program.hpp>
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#include <mbgl/programs/attributes.hpp>
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#include <mbgl/programs/uniforms.hpp>
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#include <mbgl/shader/circle.hpp>
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#include <mbgl/util/geometry.hpp>
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namespace mbgl {
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namespace uniforms {
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_radius);
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MBGL_DEFINE_UNIFORM_SCALAR(bool, u_scale_with_map);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_devicepixelratio);
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} // namespace uniforms
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class CircleProgram : public Program<
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shaders::circle,
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gl::Triangle,
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gl::Attributes<
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attributes::a_pos>,
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gl::Uniforms<
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uniforms::u_matrix,
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uniforms::u_opacity,
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uniforms::u_color,
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uniforms::u_radius,
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uniforms::u_blur,
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uniforms::u_scale_with_map,
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uniforms::u_extrude_scale,
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uniforms::u_devicepixelratio>>
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{
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public:
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using Program::Program;
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/*
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* @param {number} x vertex position
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* @param {number} y vertex position
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* @param {number} ex extrude normal
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* @param {number} ey extrude normal
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*/
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static Vertex vertex(Point<int16_t> p, float ex, float ey) {
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return Vertex {
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{
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static_cast<int16_t>((p.x * 2) + ((ex + 1) / 2)),
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static_cast<int16_t>((p.y * 2) + ((ey + 1) / 2))
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}
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};
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}
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};
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using CircleVertex = CircleProgram::Vertex;
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} // namespace mbgl
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