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path: root/src/mbgl/renderer/painter_background.cpp
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Diffstat (limited to 'src/mbgl/renderer/painter_background.cpp')
-rw-r--r--src/mbgl/renderer/painter_background.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/mbgl/renderer/painter_background.cpp b/src/mbgl/renderer/painter_background.cpp
index 7acb98aa26..6c47bb08fb 100644
--- a/src/mbgl/renderer/painter_background.cpp
+++ b/src/mbgl/renderer/painter_background.cpp
@@ -22,8 +22,8 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
optional<SpriteAtlasPosition> imagePosB;
const bool overdraw = isOverdraw();
- const auto& shaderPattern = overdraw ? patternOverdrawShader : patternShader;
- const auto& shaderPlain = overdraw ? plainOverdrawShader : plainShader;
+ auto& patternShader = overdraw ? *overdrawShader.pattern : *shader.pattern;
+ auto& plainShader = overdraw ? *overdrawShader.plain : *shader.plain;
auto& arrayBackgroundPattern = overdraw ? backgroundPatternOverdrawArray : backgroundPatternArray;
auto& arrayBackground = overdraw ? backgroundOverdrawArray : backgroundArray;
@@ -34,24 +34,24 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
if (!imagePosA || !imagePosB)
return;
- 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;
+ config.program = 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;
spriteAtlas->bind(true, store);
- arrayBackgroundPattern.bind(*shaderPattern, tileStencilBuffer, BUFFER_OFFSET(0), store);
+ arrayBackgroundPattern.bind(patternShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
} else {
- config.program = shaderPlain->getID();
- shaderPlain->u_color = properties.backgroundColor;
- shaderPlain->u_opacity = properties.backgroundOpacity;
+ config.program = plainShader.getID();
+ plainShader.u_color = properties.backgroundColor;
+ plainShader.u_opacity = properties.backgroundOpacity;
- arrayBackground.bind(*shaderPlain, tileStencilBuffer, BUFFER_OFFSET(0), store);
+ arrayBackground.bind(plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
}
config.stencilTest = GL_FALSE;
@@ -66,20 +66,20 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
matrix::multiply(vertexMatrix, projMatrix, vertexMatrix);
if (isPatterned) {
- 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());
+ 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());
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;
- shaderPattern->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
- shaderPattern->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
+ patternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
+ patternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
} else {
- shaderPlain->u_matrix = vertexMatrix;
+ plainShader.u_matrix = vertexMatrix;
}
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)tileStencilBuffer.index()));