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#include <mbgl/renderer/painter.hpp>
#include <mbgl/source/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::map<TileID, ClipID>& stencils) {
MBGL_DEBUG_GROUP("clipping masks");
mat4 matrix;
const GLuint mask = 0b11111111;
config.program = plainShader->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;
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET_0, glObjectStore);
for (const auto& stencil : stencils) {
const auto& id = stencil.first;
const auto& clip = stencil.second;
MBGL_DEBUG_GROUP(std::string{ "mask: " } + std::string(id));
state.matrixFor(matrix, id, id.z);
matrix::multiply(matrix, projMatrix, matrix);
plainShader->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()));
}
}
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