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#include <mbgl/renderer/painter.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/util/clip_id.hpp>
namespace mbgl {
void Painter::renderClippingMask(const UnwrappedTileID& tileID, const ClipID& clip) {
context.draw({
gl::DepthMode::disabled(),
gl::StencilMode {
gl::StencilMode::Always(),
static_cast<int32_t>(clip.reference.to_ulong()),
0b11111111,
gl::StencilMode::Keep,
gl::StencilMode::Keep,
gl::StencilMode::Replace
},
gl::ColorMode::disabled(),
shaders->fill,
FillColorUniforms::values(
matrixForTile(tileID),
0.0f,
Color {},
Color {},
context.viewport.getCurrentValue().size
),
gl::Unindexed<gl::Triangles>(tileTriangleVertexBuffer)
});
}
} // namespace mbgl
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