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-rw-r--r--src/renderer/painter.cpp35
1 files changed, 16 insertions, 19 deletions
diff --git a/src/renderer/painter.cpp b/src/renderer/painter.cpp
index 6b71b3031d..8f1d4f1c9d 100644
--- a/src/renderer/painter.cpp
+++ b/src/renderer/painter.cpp
@@ -157,19 +157,16 @@ void Painter::render(const Tile::Ptr& tile) {
drawClippingMask();
- switchShader(outlineShader);
- glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix);
+ // switchShader(outlineShader);
+ // glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix);
- // glStencilFunc(GL_EQUAL, 0x80, 0x80);
- // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- // draw lines:
- tile->lineVertex.bind();
- glVertexAttribPointer(outlineShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, BUFFER_OFFSET(0));
- glUniform4f(outlineShader->u_color, 0.0f, 0.0f, 0.0f, 1.0f);
- glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
- glLineWidth(2.0f);
- glDrawArrays(GL_LINE_STRIP, 0, tile->lineVertex.length());
+ // // draw lines:
+ // tile->lineVertex.bind();
+ // glVertexAttribPointer(outlineShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, BUFFER_OFFSET(0));
+ // glUniform4f(outlineShader->u_color, 0.0f, 0.0f, 0.0f, 1.0f);
+ // glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
+ // glLineWidth(2.0f);
+ // glDrawArrays(GL_LINE_STRIP, 0, tile->lineVertex.length());
for (Layer& layer : tile->layers) {
layer.bucket->render(*this);
@@ -218,7 +215,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
// Draw all groups
char *vertex_index = BUFFER_OFFSET(bucket.vertex_start * 2 * sizeof(uint16_t));
char *elements_index = BUFFER_OFFSET(bucket.elements_start * 3 * sizeof(uint16_t));
- bucket.buffer->bind();
+ bucket.buffer.bind();
for (const auto& group : bucket.groups) {
glVertexAttribPointer(fillShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
@@ -247,8 +244,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
// going to ignore the bits in 0x3F and just care about the global
// clipping mask.
glStencilFunc(GL_EQUAL, 0x80, 0x80);
- const Color& color = style.stroke_color;
- glUniform4f(outlineShader->u_color, color[0], color[1], color[2], color[3]);
+ glUniform4fv(outlineShader->u_color, 1, style.stroke_color.data());
} else {
// Otherwise, we only want to draw the antialiased parts that are
// *outside* the current shape. This is important in case the fill
@@ -256,8 +252,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
// the current shape, some pixels from the outline stroke overlapped
// the (non-antialiased) fill.
glStencilFunc(GL_EQUAL, 0x80, 0xBF);
- const Color& color = style.fill_color;
- glUniform4f(outlineShader->u_color, color[0], color[1], color[2], color[3]);
+ glUniform4fv(outlineShader->u_color, 1, style.fill_color.data());
}
glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
@@ -297,7 +292,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
// Draw filling rectangle.
switchShader(fillShader);
glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix);
- glUniform4f(fillShader->u_color, style.fill_color[0], style.fill_color[1], style.fill_color[2], style.fill_color[3]);
+ glUniform4fv(fillShader->u_color, 1, style.fill_color.data());
}
// Only draw regions that we marked
@@ -345,10 +340,12 @@ void Painter::renderBackground() {
switchShader(fillShader);
glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix);
+ Color white = {{ 1, 1, 1, 1 }};
+
// Draw the clipping mask
glBindBuffer(GL_ARRAY_BUFFER, tile_stencil_buffer);
glVertexAttribPointer(fillShader->a_pos, 2, GL_SHORT, false, 0, BUFFER_OFFSET(0));
- glUniform4f(fillShader->u_color, 0.5f, 0.5f, 0.5f, 1.0f);
+ glUniform4fv(fillShader->u_color, 1, white.data());
glDrawArrays(GL_TRIANGLES, 0, sizeof(tile_stencil_vertices));
}