예제 #1
0
void LineAtlas::upload(gl::Context& context, gl::TextureUnit unit) {
    if (!texture) {
        texture = context.createTexture(image, unit);
    } else if (dirty) {
        context.updateTexture(*texture, image, unit);
    }

    dirty = false;
}
void CircleBucket::upload(gl::Context& context) {
    vertexBuffer = context.createVertexBuffer(std::move(vertices));
    indexBuffer = context.createIndexBuffer(std::move(triangles));

    for (auto& pair : paintPropertyBinders) {
        pair.second.upload(context);
    }

    uploaded = true;
}
예제 #3
0
    static Program createProgram(gl::Context& context,
                                 const ProgramParameters& programParameters,
                                 const char* name,
                                 const char* vertexSource_,
                                 const char* fragmentSource_) {
#if MBGL_HAS_BINARY_PROGRAMS
        optional<std::string> cachePath = programParameters.cachePath(name);
        if (cachePath && context.supportsProgramBinaries()) {
            const std::string vertexSource =
                shaders::vertexSource(programParameters, vertexSource_);
            const std::string fragmentSource =
                shaders::fragmentSource(programParameters, fragmentSource_);
            const std::string identifier =
                shaders::programIdentifier(vertexSource, fragmentSource_);

            try {
                if (auto cachedBinaryProgram = util::readFile(*cachePath)) {
                    const BinaryProgram binaryProgram(std::move(*cachedBinaryProgram));
                    if (binaryProgram.identifier() == identifier) {
                        return Program { context, binaryProgram };
                    } else {
                        Log::Warning(Event::OpenGL,
                                     "Cached program %s changed. Recompilation required.",
                                     name);
                    }
                }
            } catch (std::runtime_error& error) {
                Log::Warning(Event::OpenGL, "Could not load cached program: %s",
                             error.what());
            }

            // Compile the shader
            Program result{ context, vertexSource, fragmentSource };

            try {
                if (const auto binaryProgram =
                        result.template get<BinaryProgram>(context, identifier)) {
                    util::write_file(*cachePath, binaryProgram->serialize());
                    Log::Warning(Event::OpenGL, "Caching program in: %s", (*cachePath).c_str());
                }
            } catch (std::runtime_error& error) {
                Log::Warning(Event::OpenGL, "Failed to cache program: %s", error.what());
            }

            return std::move(result);
        }
#endif
        (void)name;
        return Program {
            context, shaders::vertexSource(programParameters, vertexSource_),
            shaders::fragmentSource(programParameters, fragmentSource_)
        };
    }
예제 #4
0
void LineAtlas::bind(gl::Context& context, gl::TextureUnit unit) {
    bool first = false;
    if (!texture) {
        texture = context.createTexture();
        context.activeTexture = unit;
        context.texture[unit] = *texture;
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
        first = true;
    } else if (context.texture[unit] != *texture) {
        context.activeTexture = unit;
        context.texture[unit] = *texture;
    }

    if (dirty) {
        context.activeTexture = unit;
        if (first) {
            MBGL_CHECK_ERROR(glTexImage2D(
                GL_TEXTURE_2D, // GLenum target
                0, // GLint level
                GL_ALPHA, // GLint internalformat
                width, // GLsizei width
                height, // GLsizei height
                0, // GLint border
                GL_ALPHA, // GLenum format
                GL_UNSIGNED_BYTE, // GLenum type
                data.get() // const GLvoid * data
            ));
        } else {
            MBGL_CHECK_ERROR(glTexSubImage2D(
                GL_TEXTURE_2D, // GLenum target
                0, // GLint level
                0, // GLint xoffset
                0, // GLint yoffset
                width, // GLsizei width
                height, // GLsizei height
                GL_ALPHA, // GLenum format
                GL_UNSIGNED_BYTE, // GLenum type
                data.get() // const GLvoid *pixels
            ));
        }


        dirty = false;
    }
}
예제 #5
0
void Raster::upload(gl::Context& context, uint32_t unit) {
    if (!images.empty() && !texture) {
        texture = context.createTexture();
        context.activeTexture = unit;
        context.texture[unit] = *texture;
        updateFilter();
#ifndef GL_ES_VERSION_2_0
        MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, images.size()));
#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));
        GLint level = 0;
        for (auto& img : images) {
            MBGL_CHECK_ERROR(glTexImage2D(
                GL_TEXTURE_2D, level++, GL_RGBA, static_cast<GLsizei>(img.width),
                static_cast<GLsizei>(img.height), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data.get()));
        }
        size = { { images.front().width, images.front().height } };
        images.clear();
        images.shrink_to_fit();
    }
}
예제 #6
0
파일: RenderState.cpp 프로젝트: tapio/Wendy
bool SharedProgramState::reserveSupported(GL::Context& context) const
{
  context.createSharedUniform("wyM", GL::UNIFORM_MAT4, SHARED_MODEL_MATRIX);
  context.createSharedUniform("wyV", GL::UNIFORM_MAT4, SHARED_VIEW_MATRIX);
  context.createSharedUniform("wyP", GL::UNIFORM_MAT4, SHARED_PROJECTION_MATRIX);
  context.createSharedUniform("wyMV", GL::UNIFORM_MAT4, SHARED_MODELVIEW_MATRIX);
  context.createSharedUniform("wyVP", GL::UNIFORM_MAT4, SHARED_VIEWPROJECTION_MATRIX);
  context.createSharedUniform("wyMVP", GL::UNIFORM_MAT4, SHARED_MODELVIEWPROJECTION_MATRIX);

  context.createSharedUniform("wyInvM", GL::UNIFORM_MAT4, SHARED_INVERSE_MODEL_MATRIX);
  context.createSharedUniform("wyInvV", GL::UNIFORM_MAT4, SHARED_INVERSE_VIEW_MATRIX);
  context.createSharedUniform("wyInvP", GL::UNIFORM_MAT4, SHARED_INVERSE_PROJECTION_MATRIX);
  context.createSharedUniform("wyInvMV", GL::UNIFORM_MAT4, SHARED_INVERSE_MODELVIEW_MATRIX);
  context.createSharedUniform("wyInvVP", GL::UNIFORM_MAT4, SHARED_INVERSE_VIEWPROJECTION_MATRIX);
  context.createSharedUniform("wyInvMVP", GL::UNIFORM_MAT4, SHARED_INVERSE_MODELVIEWPROJECTION_MATRIX);

  context.createSharedUniform("wyCameraNearZ", GL::UNIFORM_FLOAT, SHARED_CAMERA_NEAR_Z);
  context.createSharedUniform("wyCameraFarZ", GL::UNIFORM_FLOAT, SHARED_CAMERA_FAR_Z);
  context.createSharedUniform("wyCameraAspectRatio", GL::UNIFORM_FLOAT, SHARED_CAMERA_ASPECT_RATIO);
  context.createSharedUniform("wyCameraFOV", GL::UNIFORM_FLOAT, SHARED_CAMERA_FOV);
  context.createSharedUniform("wyCameraPosition", GL::UNIFORM_VEC3, SHARED_CAMERA_POSITION);

  context.createSharedUniform("wyViewportWidth", GL::UNIFORM_FLOAT, SHARED_VIEWPORT_WIDTH);
  context.createSharedUniform("wyViewportHeight", GL::UNIFORM_FLOAT, SHARED_VIEWPORT_HEIGHT);

  context.createSharedUniform("wyTime", GL::UNIFORM_FLOAT, SHARED_TIME);

  return true;
}
void RasterBucket::upload(gl::Context& context) {
    texture = context.createTexture(image);
    image = {};
    uploaded = true;
}
예제 #8
0
void LineAtlas::bind(gl::Context& context, gl::TextureUnit unit) {
    upload(context, unit);
    context.bindTexture(*texture, unit, gl::TextureFilter::Linear, gl::TextureMipMap::No,
                        gl::TextureWrap::Repeat, gl::TextureWrap::Clamp);
}