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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/fill_program.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/util/tile_cover.hpp>
namespace mbgl {
using namespace style;
void Painter::renderBackground(PaintParameters& parameters, 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.impl->paint;
if (!properties.backgroundPattern.value.to.empty()) {
optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition(
properties.backgroundPattern.value.from, SpritePatternMode::Repeating);
optional<SpriteAtlasPosition> imagePosB = spriteAtlas->getPosition(
properties.backgroundPattern.value.to, SpritePatternMode::Repeating);
if (!imagePosA || !imagePosB)
return;
spriteAtlas->bind(true, context, 0);
for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) {
parameters.programs.fillPattern.draw(
context,
gl::Triangles(),
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
FillPatternUniforms::values(
matrixForTile(tileID),
properties.backgroundOpacity.value,
context.viewport.getCurrentValue().size,
*imagePosA,
*imagePosB,
properties.backgroundPattern.value,
tileID,
state
),
tileTriangleVertexBuffer,
tileTriangleSegments
);
}
} else {
for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) {
parameters.programs.fill.draw(
context,
gl::Triangles(),
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
FillProgram::UniformValues {
uniforms::u_matrix::Value{ matrixForTile(tileID) },
uniforms::u_opacity::Value{ properties.backgroundOpacity.value },
uniforms::u_color::Value{ properties.backgroundColor.value },
uniforms::u_outline_color::Value{ properties.backgroundColor.value },
uniforms::u_world::Value{ context.viewport.getCurrentValue().size },
},
tileTriangleVertexBuffer,
tileTriangleSegments
);
}
}
}
} // namespace mbgl
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