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#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.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>
namespace mbgl {
using namespace style;
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.impl->paint;
bool isPatterned = !properties.backgroundPattern.value.to.empty();// && false;
optional<SpriteAtlasPosition> imagePosA;
optional<SpriteAtlasPosition> imagePosB;
if (isPatterned) {
imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, true);
imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, true);
if (!imagePosA || !imagePosB)
return;
config.program = isOverdraw() ? patternShader->getOverdrawID() : 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 {
plainShader->u_color = properties.backgroundColor;
plainShader->u_opacity = properties.backgroundOpacity;
config.program = isOverdraw() ? plainShader->getOverdrawID() : 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);
for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) {
mat4 vertexMatrix;
state.matrixFor(vertexMatrix, tileID);
matrix::multiply(vertexMatrix, projMatrix, vertexMatrix);
if (isPatterned) {
patternShader->u_matrix = vertexMatrix;
patternShader->u_pattern_size_a = imagePosA->size;
patternShader->u_pattern_size_b = imagePosB->size;
patternShader->u_scale_a = properties.backgroundPattern.value.fromScale;
patternShader->u_scale_b = properties.backgroundPattern.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;
patternShader->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
patternShader->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
} else {
plainShader->u_matrix = vertexMatrix;
}
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)tileStencilBuffer.index()));
}
}
} // namespace mbgl
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