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#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/renderer/painter.hpp>
namespace mbgl {
using namespace style;
void RasterBucket::upload(gl::TexturePool& texturePool, gl::ObjectStore& store) {
if (hasData()) {
raster.upload(texturePool, store);
uploaded = true;
}
}
void RasterBucket::render(Painter& painter,
const Layer& layer,
const UnwrappedTileID& tileID,
const mat4& matrix) {
painter.renderRaster(*this, *layer.as<RasterLayer>(), tileID, matrix);
}
void RasterBucket::setImage(PremultipliedImage image) {
raster.load(std::move(image));
}
void RasterBucket::drawRaster(RasterShader& shader,
StaticVertexBuffer& vertices,
VertexArrayObject& array,
gl::TexturePool& texturePool,
gl::ObjectStore& store) {
raster.bind(true, texturePool, store);
array.bind(shader, vertices, BUFFER_OFFSET_0, store);
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index()));
}
bool RasterBucket::hasData() const {
return raster.isLoaded();
}
bool RasterBucket::needsClipping() const {
return false;
}
} // namespace mbgl
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