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authorKonstantin Käfer <mail@kkaefer.com>2014-05-09 18:10:28 +0200
committerKonstantin Käfer <mail@kkaefer.com>2014-05-09 18:10:28 +0200
commit0bfd7b0f430d51dd5661d69876ac5294616d128f (patch)
tree0a1b706049246a4152dec605b8193b223b81d170 /src/util/raster.cpp
parent70a7ba81f33d88991d21534b68600d470ad2b798 (diff)
downloadqtlocation-mapboxgl-0bfd7b0f430d51dd5661d69876ac5294616d128f.tar.gz
Calculate clip IDs with a huffman prefix tree
This changes the clip IDs from sequential to a huffman prefix tree, meaning that parent tiles share the same prefix with child tiles (but are shorter). This allows us to use the same checkerboard pattern to draw all tiles. TODO: - make sure we're not overflowing the 8 bit limit of the stencil buffer - draw all checkerboard fields at the same time, with one draw call - fix raster drawing (fading, clipping) refs #132
Diffstat (limited to 'src/util/raster.cpp')
-rw-r--r--src/util/raster.cpp26
1 files changed, 12 insertions, 14 deletions
diff --git a/src/util/raster.cpp b/src/util/raster.cpp
index e7cb89e429..90268c09b0 100644
--- a/src/util/raster.cpp
+++ b/src/util/raster.cpp
@@ -13,11 +13,15 @@
using namespace llmr;
+Raster::Raster(Texturepool &texturepool)
+ : texturepool(texturepool)
+{}
+
Raster::~Raster() {
if (img && !textured) {
free(img);
} else if (textured) {
- texturepool->removeTextureID(texture);
+ texturepool.removeTextureID(texture);
}
}
@@ -26,17 +30,14 @@ bool Raster::isLoaded() const {
return loaded;
}
-void Raster::load() {
+bool Raster::load(const std::string &data) {
loadImage(data);
- {
- std::lock_guard<std::mutex> lock(mtx);
- if (img) {
- loaded = true;
- }
+ std::lock_guard<std::mutex> lock(mtx);
+ if (img) {
+ loaded = true;
}
-
- data.clear();
+ return loaded;
}
struct Buffer {
@@ -154,9 +155,6 @@ void Raster::loadImage(const std::string& data) {
}
}
-void Raster::setTexturepool(Texturepool* new_texturepool) {
- texturepool = new_texturepool;
-}
void Raster::bind(bool linear) {
if (!width || !height) {
@@ -164,8 +162,8 @@ void Raster::bind(bool linear) {
return;
}
- if (img && !textured && texturepool) {
- texture = texturepool->getTextureID();
+ if (img && !textured) {
+ texture = texturepool.getTextureID();
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);