#include #include #include #include #include #include #include #include #include #include namespace mbgl { using namespace style; RenderBackgroundLayer::RenderBackgroundLayer(Immutable _impl) : RenderLayer(std::move(_impl)), unevaluated(impl().paint.untransitioned()) { } const style::BackgroundLayer::Impl& RenderBackgroundLayer::impl() const { return static_cast(*baseImpl); } std::unique_ptr RenderBackgroundLayer::createBucket(const BucketParameters &, const std::vector &) const { assert(false); return nullptr; } void RenderBackgroundLayer::transition(const TransitionParameters ¶meters) { unevaluated = impl().paint.transitioned(parameters, std::move(unevaluated)); } void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters ¶meters) { evaluated = unevaluated.evaluate(parameters); crossfade = parameters.getCrossfadeParameters(); passes = evaluated.get() > 0 ? RenderPass::Translucent : RenderPass::None; } bool RenderBackgroundLayer::hasTransition() const { return unevaluated.hasTransition(); } bool RenderBackgroundLayer::hasCrossfade() const { return crossfade.t != 1; } 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. const Properties<>::PossiblyEvaluated properties; const BackgroundProgram::PaintPropertyBinders paintAttributeData(properties, 0); auto draw = [&](auto& program, auto&& uniformValues) { const auto allUniformValues = program.computeAllUniformValues( std::move(uniformValues), paintAttributeData, properties, parameters.state.getZoom() ); const auto allAttributeBindings = program.computeAllAttributeBindings( parameters.staticData.tileVertexBuffer, paintAttributeData, properties ); checkRenderability(parameters, program.activeBindingCount(allAttributeBindings)); program.draw( parameters.context, gl::Triangles(), parameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly), gl::StencilMode::disabled(), parameters.colorModeForRenderPass(), gl::CullFaceMode::disabled(), parameters.staticData.quadTriangleIndexBuffer, parameters.staticData.tileTriangleSegments, allUniformValues, allAttributeBindings, getID() ); }; if (!evaluated.get().to.empty()) { optional imagePosA = parameters.imageManager.getPattern(evaluated.get().from); optional imagePosB = parameters.imageManager.getPattern(evaluated.get().to); if (!imagePosA || !imagePosB) return; parameters.imageManager.bind(parameters.context, 0); for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) { draw( parameters.programs.getBackgroundLayerPrograms().backgroundPattern, BackgroundPatternUniforms::values( parameters.matrixForTile(tileID), evaluated.get(), parameters.imageManager.getPixelSize(), *imagePosA, *imagePosB, crossfade, tileID, parameters.state ) ); } } else { for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) { draw( parameters.programs.getBackgroundLayerPrograms().background, BackgroundProgram::UniformValues { uniforms::u_matrix::Value( parameters.matrixForTile(tileID) ), uniforms::u_color::Value( evaluated.get() ), uniforms::u_opacity::Value( evaluated.get() ), } ); } } } optional RenderBackgroundLayer::getSolidBackground() const { if (!evaluated.get().from.empty()) { return nullopt; } return { evaluated.get() * evaluated.get() }; } } // namespace mbgl