summaryrefslogtreecommitdiff
path: root/src/mbgl/renderer/painter_background.cpp
diff options
context:
space:
mode:
authorBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-21 17:22:51 -0700
committerBruno de Oliveira Abinader <bruno@mapbox.com>2016-07-01 19:47:35 +0300
commita17b0bcd82ebe8628b69588d19773d26596b86da (patch)
tree06e53bf42b059b28780e995020733aaaeb6487b1 /src/mbgl/renderer/painter_background.cpp
parenteb7cfea7eacad8a179fb3167b88508f8f1f7fdd2 (diff)
downloadqtlocation-mapboxgl-a17b0bcd82ebe8628b69588d19773d26596b86da.tar.gz
[core] Fix overdraw mode on Linux
- Use glBindAttribLocation for GLSL attributes. - Create a separate shader for each shader that supports overdraw. Needed because each uniform location must be known for every program. - Create a separate VAO for each shader inside buckets. Needed because we can only bind a VAO to a specific shader. Fixes #5435.
Diffstat (limited to 'src/mbgl/renderer/painter_background.cpp')
-rw-r--r--src/mbgl/renderer/painter_background.cpp47
1 files changed, 25 insertions, 22 deletions
diff --git a/src/mbgl/renderer/painter_background.cpp b/src/mbgl/renderer/painter_background.cpp
index 7ced6a5c4f..507d5f0f22 100644
--- a/src/mbgl/renderer/painter_background.cpp
+++ b/src/mbgl/renderer/painter_background.cpp
@@ -21,6 +21,9 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
optional<SpriteAtlasPosition> imagePosA;
optional<SpriteAtlasPosition> imagePosB;
+ const auto& shaderPattern = isOverdraw() ? patternOverdrawShader : patternShader;
+ const auto& shaderPlain = isOverdraw() ? plainOverdrawShader : plainShader;
+
if (isPatterned) {
imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, true);
imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, true);
@@ -28,24 +31,24 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
if (!imagePosA || !imagePosB)
return;
- config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID();
- patternShader->u_matrix = identityMatrix;
- patternShader->u_pattern_tl_a = imagePosA->tl;
- patternShader->u_pattern_br_a = imagePosA->br;
- patternShader->u_pattern_tl_b = imagePosB->tl;
- patternShader->u_pattern_br_b = imagePosB->br;
- patternShader->u_mix = properties.backgroundPattern.value.t;
- patternShader->u_opacity = properties.backgroundOpacity;
+ config.program = shaderPattern->getID();
+ shaderPattern->u_matrix = identityMatrix;
+ shaderPattern->u_pattern_tl_a = imagePosA->tl;
+ shaderPattern->u_pattern_br_a = imagePosA->br;
+ shaderPattern->u_pattern_tl_b = imagePosB->tl;
+ shaderPattern->u_pattern_br_b = imagePosB->br;
+ shaderPattern->u_mix = properties.backgroundPattern.value.t;
+ shaderPattern->u_opacity = properties.backgroundOpacity;
spriteAtlas->bind(true, store);
- backgroundPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
+ backgroundPatternArray.bind(*shaderPattern, tileStencilBuffer, BUFFER_OFFSET(0), store);
} else {
- plainShader->u_color = properties.backgroundColor;
- plainShader->u_opacity = properties.backgroundOpacity;
+ config.program = shaderPlain->getID();
+ shaderPlain->u_color = properties.backgroundColor;
+ shaderPlain->u_opacity = properties.backgroundOpacity;
- config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID();
- backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
+ backgroundArray.bind(*shaderPlain, tileStencilBuffer, BUFFER_OFFSET(0), store);
}
config.stencilTest = GL_FALSE;
@@ -60,20 +63,20 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
matrix::multiply(vertexMatrix, projMatrix, vertexMatrix);
if (isPatterned) {
- patternShader->u_matrix = vertexMatrix;
- patternShader->u_pattern_size_a = imagePosA->size;
- patternShader->u_pattern_size_b = imagePosB->size;
- patternShader->u_scale_a = properties.backgroundPattern.value.fromScale;
- patternShader->u_scale_b = properties.backgroundPattern.value.toScale;
- patternShader->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom());
+ shaderPattern->u_matrix = vertexMatrix;
+ shaderPattern->u_pattern_size_a = imagePosA->size;
+ shaderPattern->u_pattern_size_b = imagePosB->size;
+ shaderPattern->u_scale_a = properties.backgroundPattern.value.fromScale;
+ shaderPattern->u_scale_b = properties.backgroundPattern.value.toScale;
+ shaderPattern->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom());
GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
GLint pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
GLint pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
- patternShader->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
- patternShader->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
+ shaderPattern->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
+ shaderPattern->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
} else {
- plainShader->u_matrix = vertexMatrix;
+ shaderPlain->u_matrix = vertexMatrix;
}
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)tileStencilBuffer.index()));