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path: root/src/mbgl/renderer/layers/render_background_layer.cpp
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-rw-r--r--src/mbgl/renderer/layers/render_background_layer.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/mbgl/renderer/layers/render_background_layer.cpp b/src/mbgl/renderer/layers/render_background_layer.cpp
index cbf8d2f074..9fddba3f74 100644
--- a/src/mbgl/renderer/layers/render_background_layer.cpp
+++ b/src/mbgl/renderer/layers/render_background_layer.cpp
@@ -1,9 +1,9 @@
#include <mbgl/renderer/layers/render_background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/renderer/bucket.hpp>
-#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/image_manager.hpp>
+#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/fill_program.hpp>
#include <mbgl/util/tile_cover.hpp>
@@ -42,7 +42,7 @@ bool RenderBackgroundLayer::hasTransition() const {
return unevaluated.hasTransition();
}
-void RenderBackgroundLayer::render(Painter& painter, PaintParameters& parameters, RenderSource*) {
+void RenderBackgroundLayer::render(PaintParameters& parameters, RenderSource*) {
// Note that for bottommost layers without a pattern, the background color is drawn with
// glClear rather than this method.
@@ -54,58 +54,58 @@ void RenderBackgroundLayer::render(Painter& painter, PaintParameters& parameters
const FillProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
if (!evaluated.get<BackgroundPattern>().to.empty()) {
- optional<ImagePosition> imagePosA = painter.imageManager->getPattern(evaluated.get<BackgroundPattern>().from);
- optional<ImagePosition> imagePosB = painter.imageManager->getPattern(evaluated.get<BackgroundPattern>().to);
+ optional<ImagePosition> imagePosA = parameters.imageManager.getPattern(evaluated.get<BackgroundPattern>().from);
+ optional<ImagePosition> imagePosB = parameters.imageManager.getPattern(evaluated.get<BackgroundPattern>().to);
if (!imagePosA || !imagePosB)
return;
- painter.imageManager->bind(painter.context, 0);
+ parameters.imageManager.bind(parameters.context, 0);
- for (const auto& tileID : util::tileCover(painter.state, painter.state.getIntegerZoom())) {
+ for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
parameters.programs.fillPattern.get(properties).draw(
- painter.context,
+ parameters.context,
gl::Triangles(),
- painter.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
+ parameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
- painter.colorModeForRenderPass(),
+ parameters.colorModeForRenderPass(),
FillPatternUniforms::values(
- painter.matrixForTile(tileID),
- painter.context.viewport.getCurrentValue().size,
- painter.imageManager->getPixelSize(),
+ parameters.matrixForTile(tileID),
+ parameters.context.viewport.getCurrentValue().size,
+ parameters.imageManager.getPixelSize(),
*imagePosA,
*imagePosB,
evaluated.get<BackgroundPattern>(),
tileID,
- painter.state
+ parameters.state
),
- painter.tileVertexBuffer,
- painter.quadTriangleIndexBuffer,
- painter.tileTriangleSegments,
+ parameters.staticData.tileVertexBuffer,
+ parameters.staticData.quadTriangleIndexBuffer,
+ parameters.staticData.tileTriangleSegments,
paintAttibuteData,
properties,
- painter.state.getZoom(),
+ parameters.state.getZoom(),
getID()
);
}
} else {
- for (const auto& tileID : util::tileCover(painter.state, painter.state.getIntegerZoom())) {
+ for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
parameters.programs.fill.get(properties).draw(
- painter.context,
+ parameters.context,
gl::Triangles(),
- painter.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
+ parameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
- painter.colorModeForRenderPass(),
+ parameters.colorModeForRenderPass(),
FillProgram::UniformValues {
- uniforms::u_matrix::Value{ painter.matrixForTile(tileID) },
- uniforms::u_world::Value{ painter.context.viewport.getCurrentValue().size },
+ uniforms::u_matrix::Value{ parameters.matrixForTile(tileID) },
+ uniforms::u_world::Value{ parameters.context.viewport.getCurrentValue().size },
},
- painter.tileVertexBuffer,
- painter.quadTriangleIndexBuffer,
- painter.tileTriangleSegments,
+ parameters.staticData.tileVertexBuffer,
+ parameters.staticData.quadTriangleIndexBuffer,
+ parameters.staticData.tileTriangleSegments,
paintAttibuteData,
properties,
- painter.state.getZoom(),
+ parameters.state.getZoom(),
getID()
);
}