1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
|
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/util/clip_id.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/gl/debugging.hpp>
namespace mbgl {
void Painter::drawClippingMasks(const std::map<UnwrappedTileID, ClipID>& stencils) {
MBGL_DEBUG_GROUP("clipping masks");
const bool overdraw = isOverdraw();
const auto& shaderPlain = overdraw ? plainOverdrawShader : plainShader;
auto& arrayCoveringPlain = overdraw ? coveringPlainOverdrawArray : coveringPlainArray;
mat4 matrix;
const GLuint mask = 0b11111111;
config.program = shaderPlain->getID();
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
config.depthTest = GL_FALSE;
config.depthMask = GL_FALSE;
config.colorMask = { GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
config.stencilMask = mask;
arrayCoveringPlain.bind(*shaderPlain, tileStencilBuffer, BUFFER_OFFSET_0, store);
for (const auto& stencil : stencils) {
const auto& id = stencil.first;
const auto& clip = stencil.second;
MBGL_DEBUG_GROUP(std::string{ "mask: " } + util::toString(id));
state.matrixFor(matrix, id);
matrix::multiply(matrix, projMatrix, matrix);
shaderPlain->u_matrix = matrix;
const GLint ref = (GLint)(clip.reference.to_ulong());
config.stencilFunc = { GL_ALWAYS, ref, mask };
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
}
}
} // namespace mbgl
|