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#include <mbgl/renderer/painter.hpp>
#include <mbgl/map/source.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/util/clip_id.hpp>
#include <mbgl/gl/debugging.hpp>
using namespace mbgl;
void Painter::drawClippingMasks(const std::set<Source*>& sources) {
MBGL_DEBUG_GROUP("clipping masks");
config.program = plainShader->program;
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
config.depthFunc.reset();
config.depthTest = GL_TRUE;
config.depthMask = GL_FALSE;
config.colorMask = { GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
config.depthRange = { 1.0f, 1.0f };
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET_0);
for (const auto& source : sources) {
source->drawClippingMasks(*this);
}
config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
config.depthMask = GL_TRUE;
config.stencilMask = 0x0;
}
void Painter::drawClippingMask(const mat4& matrix, const ClipID &clip) {
plainShader->u_matrix = matrix;
const GLint ref = (GLint)(clip.reference.to_ulong());
const GLuint mask = (GLuint)(clip.mask.to_ulong());
config.stencilFunc = { GL_ALWAYS, ref, mask };
config.stencilMask = mask;
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
}
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