diff options
Diffstat (limited to 'src/mbgl/renderer/painter_background.cpp')
-rw-r--r-- | src/mbgl/renderer/painter_background.cpp | 48 |
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())); |