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#include <mbgl/renderer/painter.hpp>
#include <mbgl/layer/background_layer.hpp>
#include <mbgl/shader/pattern_shader.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/tile_cover.hpp>
using namespace mbgl;
void Painter::renderBackground(const BackgroundLayer& layer) {
// Note that for bottommost layers without a pattern, the background color is drawn with
// glClear rather than this method.
const BackgroundPaintProperties& properties = layer.paint;
bool isPatterned = !properties.backgroundPattern.value.to.empty();// && false;
optional<SpriteAtlasPosition> imagePosA;
optional<SpriteAtlasPosition> imagePosB;
bool wireframe = frame.debugOptions & MapDebugOptions::Wireframe;
isPatterned &= !wireframe;
if (isPatterned) {
imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, true);
imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, true);
if (!imagePosA || !imagePosB)
return;
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);
backgroundPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
} else {
if (wireframe) {
plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
plainShader->u_opacity = 1.0f;
} else {
plainShader->u_color = properties.backgroundColor;
plainShader->u_opacity = properties.backgroundOpacity;
}
config.program = plainShader->getID();
backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
}
config.stencilTest = GL_FALSE;
config.depthFunc.reset();
config.depthTest = GL_TRUE;
config.depthMask = GL_FALSE;
setDepthSublayer(0);
auto tileIDs = util::tileCover(state, state.getIntegerZoom());
for (auto& id : tileIDs) {
mat4 vtxMatrix;
state.matrixFor(vtxMatrix, id);
matrix::multiply(vtxMatrix, projMatrix, vtxMatrix);
if (isPatterned) {
patternShader->u_matrix = vtxMatrix;
std::array<int, 2> imageSizeScaledA = {{
(int)((*imagePosA).size[0] * properties.backgroundPattern.value.fromScale),
(int)((*imagePosA).size[1] * properties.backgroundPattern.value.fromScale)
}};
std::array<int, 2> imageSizeScaledB = {{
(int)((*imagePosB).size[0] * properties.backgroundPattern.value.toScale),
(int)((*imagePosB).size[1] * properties.backgroundPattern.value.toScale)
}};
patternShader->u_patternscale_a = {{
1.0f / id.pixelsToTileUnits(imageSizeScaledA[0], state.getIntegerZoom()),
1.0f / id.pixelsToTileUnits(imageSizeScaledA[1], state.getIntegerZoom())
}};
patternShader->u_patternscale_b = {{
1.0f / id.pixelsToTileUnits(imageSizeScaledB[0], state.getIntegerZoom()),
1.0f / id.pixelsToTileUnits(imageSizeScaledB[1], state.getIntegerZoom())
}};
float offsetAx = (std::fmod(util::tileSize, imageSizeScaledA[0]) * id.canonical.x) /
(float)imageSizeScaledA[0];
float offsetAy = (std::fmod(util::tileSize, imageSizeScaledA[1]) * id.canonical.y) /
(float)imageSizeScaledA[1];
float offsetBx = (std::fmod(util::tileSize, imageSizeScaledB[0]) * id.canonical.x) /
(float)imageSizeScaledB[0];
float offsetBy = (std::fmod(util::tileSize, imageSizeScaledB[1]) * id.canonical.y) /
(float)imageSizeScaledB[1];
patternShader->u_offset_a = std::array<float, 2>{{offsetAx, offsetAy}};
patternShader->u_offset_b = std::array<float, 2>{{offsetBx, offsetBy}};
} else {
plainShader->u_matrix = vtxMatrix;
}
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)tileStencilBuffer.index()));
}
}
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