diff options
Diffstat (limited to 'src/mbgl/renderer/painter_fill.cpp')
-rw-r--r-- | src/mbgl/renderer/painter_fill.cpp | 115 |
1 files changed, 57 insertions, 58 deletions
diff --git a/src/mbgl/renderer/painter_fill.cpp b/src/mbgl/renderer/painter_fill.cpp index 758f934ce1..2b90f6d351 100644 --- a/src/mbgl/renderer/painter_fill.cpp +++ b/src/mbgl/renderer/painter_fill.cpp @@ -44,23 +44,22 @@ void Painter::renderFill(FillBucket& bucket, config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! const bool overdraw = isOverdraw(); - const auto& shaderOutline = overdraw ? outlineOverdrawShader : outlineShader; - const auto& shaderPattern = overdraw ? patternOverdrawShader : patternShader; - const auto& shaderOutlinePattern = overdraw ? outlinePatternOverdrawShader : outlinePatternShader; - const auto& shaderPlain = overdraw ? plainOverdrawShader : plainShader; + auto& outlineShader = overdraw ? *overdrawShader.outline : *shader.outline; + auto& patternShader = overdraw ? *overdrawShader.pattern : *shader.pattern; + auto& outlinePatternShader = overdraw ? *overdrawShader.outlinePattern : *shader.outlinePattern; + auto& plainShader = overdraw ? *overdrawShader.plain : *shader.plain; // Because we're drawing top-to-bottom, and we update the stencil mask // befrom, we have to draw the outline first (!) if (outline && pass == RenderPass::Translucent) { + config.program = outlineShader.getID(); + outlineShader.u_matrix = vertexMatrix; - config.program = shaderOutline->getID(); - shaderOutline->u_matrix = vertexMatrix; - - shaderOutline->u_outline_color = strokeColor; - shaderOutline->u_opacity = opacity; + outlineShader.u_outline_color = strokeColor; + outlineShader.u_opacity = opacity; // Draw the entire line - shaderOutline->u_world = worldSize; + outlineShader.u_world = worldSize; if (isOutlineColorDefined) { // If we defined a different color for the fill outline, we are // going to ignore the bits in 0x07 and just care about the global @@ -74,7 +73,7 @@ void Painter::renderFill(FillBucket& bucket, // the (non-antialiased) fill. setDepthSublayer(0); // OK } - bucket.drawVertices(*shaderOutline, store, overdraw); + bucket.drawVertices(outlineShader, store, overdraw); } if (pattern) { @@ -83,61 +82,61 @@ void Painter::renderFill(FillBucket& bucket, // Image fill. if (pass == RenderPass::Translucent && imagePosA && imagePosB) { - config.program = shaderPattern->getID(); - shaderPattern->u_matrix = vertexMatrix; - 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_opacity = properties.fillOpacity; - shaderPattern->u_image = 0; - shaderPattern->u_mix = properties.fillPattern.value.t; - shaderPattern->u_pattern_size_a = imagePosA->size; - shaderPattern->u_pattern_size_b = imagePosB->size; - shaderPattern->u_scale_a = properties.fillPattern.value.fromScale; - shaderPattern->u_scale_b = properties.fillPattern.value.toScale; - shaderPattern->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); + config.program = patternShader.getID(); + patternShader.u_matrix = vertexMatrix; + 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_opacity = properties.fillOpacity; + patternShader.u_image = 0; + patternShader.u_mix = properties.fillPattern.value.t; + patternShader.u_pattern_size_a = imagePosA->size; + patternShader.u_pattern_size_b = imagePosB->size; + patternShader.u_scale_a = properties.fillPattern.value.fromScale; + patternShader.u_scale_b = properties.fillPattern.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) }}; config.activeTexture = GL_TEXTURE0; spriteAtlas->bind(true, store); // Draw the actual triangles into the color & stencil buffer. setDepthSublayer(0); - bucket.drawElements(*shaderPattern, store, overdraw); + bucket.drawElements(patternShader, store, overdraw); if (properties.fillAntialias && !isOutlineColorDefined) { - config.program = shaderOutlinePattern->getID(); - shaderOutlinePattern->u_matrix = vertexMatrix; - - shaderOutlinePattern->u_pattern_tl_a = imagePosA->tl; - shaderOutlinePattern->u_pattern_br_a = imagePosA->br; - shaderOutlinePattern->u_pattern_tl_b = imagePosB->tl; - shaderOutlinePattern->u_pattern_br_b = imagePosB->br; - shaderOutlinePattern->u_opacity = properties.fillOpacity; - shaderOutlinePattern->u_image = 0; - shaderOutlinePattern->u_mix = properties.fillPattern.value.t; - shaderOutlinePattern->u_pattern_size_a = imagePosA->size; - shaderOutlinePattern->u_pattern_size_b = imagePosB->size; - shaderOutlinePattern->u_scale_a = properties.fillPattern.value.fromScale; - shaderOutlinePattern->u_scale_b = properties.fillPattern.value.toScale; - shaderOutlinePattern->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); - shaderOutlinePattern->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; - shaderOutlinePattern->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; + config.program = outlinePatternShader.getID(); + outlinePatternShader.u_matrix = vertexMatrix; + + outlinePatternShader.u_pattern_tl_a = imagePosA->tl; + outlinePatternShader.u_pattern_br_a = imagePosA->br; + outlinePatternShader.u_pattern_tl_b = imagePosB->tl; + outlinePatternShader.u_pattern_br_b = imagePosB->br; + outlinePatternShader.u_opacity = properties.fillOpacity; + outlinePatternShader.u_image = 0; + outlinePatternShader.u_mix = properties.fillPattern.value.t; + outlinePatternShader.u_pattern_size_a = imagePosA->size; + outlinePatternShader.u_pattern_size_b = imagePosB->size; + outlinePatternShader.u_scale_a = properties.fillPattern.value.fromScale; + outlinePatternShader.u_scale_b = properties.fillPattern.value.toScale; + outlinePatternShader.u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); + outlinePatternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; + outlinePatternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; // Draw the entire line - shaderOutlinePattern->u_world = worldSize; + outlinePatternShader.u_world = worldSize; config.activeTexture = GL_TEXTURE0; spriteAtlas->bind(true, store); setDepthSublayer(2); - bucket.drawVertices(*shaderOutlinePattern, store, overdraw); + bucket.drawVertices(outlinePatternShader, store, overdraw); } } } else { @@ -147,31 +146,31 @@ void Painter::renderFill(FillBucket& bucket, // fragments or when it's translucent and we're drawing translucent // fragments // Draw filling rectangle. - config.program = shaderPlain->getID(); - shaderPlain->u_matrix = vertexMatrix; - shaderPlain->u_color = fillColor; - shaderPlain->u_opacity = opacity; + config.program = plainShader.getID(); + plainShader.u_matrix = vertexMatrix; + plainShader.u_color = fillColor; + plainShader.u_opacity = opacity; // Draw the actual triangles into the color & stencil buffer. setDepthSublayer(1); - bucket.drawElements(*shaderPlain, store, overdraw); + bucket.drawElements(plainShader, store, overdraw); } } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == RenderPass::Translucent) { - config.program = shaderOutline->getID(); - shaderOutline->u_matrix = vertexMatrix; + config.program = outlineShader.getID(); + outlineShader.u_matrix = vertexMatrix; - shaderOutline->u_outline_color = fillColor; - shaderOutline->u_opacity = opacity; + outlineShader.u_outline_color = fillColor; + outlineShader.u_opacity = opacity; // Draw the entire line - shaderOutline->u_world = worldSize; + outlineShader.u_world = worldSize; setDepthSublayer(2); - bucket.drawVertices(*shaderOutline, store, overdraw); + bucket.drawVertices(outlineShader, store, overdraw); } } |