void FrameHistory::bind(gl::ObjectStore& store) {
    if (!texture) {
        texture = store.createTexture();
        MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
#ifndef GL_ES_VERSION_2_0
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
    } else {
        MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
    }

}
Esempio n. 2
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void FrameHistory::bind(gl::ObjectStore& store, gl::Config& config, uint32_t unit) {
    if (!texture) {
        texture = store.createTexture();
        config.activeTexture = unit;
        config.texture[unit] = *texture;
#ifndef GL_ES_VERSION_2_0
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
    } else if (config.texture[unit] != *texture) {
        config.activeTexture = unit;
        config.texture[unit] = *texture;
    }
}
Esempio n. 3
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void SpriteAtlas::bind(bool linear, gl::ObjectStore& objectStore) {
    if (!data) {
        return; // Empty atlas
    }

    if (!texture) {
        texture = objectStore.createTexture();
        MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
#ifndef GL_ES_VERSION_2_0
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
        // We are using clamp to edge here since OpenGL ES doesn't allow GL_REPEAT on NPOT textures.
        // We use those when the pixelRatio isn't a power of two, e.g. on iPhone 6 Plus.
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
        fullUploadRequired = true;
    } else {
        MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
    }

    GLuint filter_val = linear ? GL_LINEAR : GL_NEAREST;
    if (filter_val != filter) {
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val));
        filter = filter_val;
    }

    if (dirty) {
        std::lock_guard<std::recursive_mutex> lock(mtx);

        if (fullUploadRequired) {
            MBGL_CHECK_ERROR(glTexImage2D(
                GL_TEXTURE_2D, // GLenum target
                0, // GLint level
                GL_RGBA, // GLint internalformat
                pixelWidth, // GLsizei width
                pixelHeight, // GLsizei height
                0, // GLint border
                GL_RGBA, // GLenum format
                GL_UNSIGNED_BYTE, // GLenum type
                data.get() // const GLvoid * data
            ));
            fullUploadRequired = false;
        } else {
            MBGL_CHECK_ERROR(glTexSubImage2D(
                GL_TEXTURE_2D, // GLenum target
                0, // GLint level
                0, // GLint xoffset
                0, // GLint yoffset
                pixelWidth, // GLsizei width
                pixelHeight, // GLsizei height
                GL_RGBA, // GLenum format
                GL_UNSIGNED_BYTE, // GLenum type
                data.get() // const GLvoid *pixels
            ));
        }

        dirty = false;

#ifndef GL_ES_VERSION_2_0
        // platform::showColorDebugImage("Sprite Atlas", reinterpret_cast<const char*>(data.get()),
        //                               pixelWidth, pixelHeight, pixelWidth, pixelHeight);
#endif
    }
};