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#include <mbgl/platform/platform.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/util/raster.hpp>
#include <mbgl/util/time.hpp>
#include <mbgl/util/uv_detail.hpp>
#include <mbgl/util/std.hpp>
#include <cassert>
#include <cstring>
using namespace mbgl;
Raster::Raster(TexturePool& texturePool_)
: texturePool(texturePool_)
{}
Raster::~Raster() {
if (textured) {
texturePool.removeTextureID(texture);
}
}
bool Raster::isLoaded() const {
std::lock_guard<std::mutex> lock(mtx);
return loaded;
}
bool Raster::load(const std::string &data) {
img = util::make_unique<util::Image>(data);
width = img->getWidth();
height = img->getHeight();
std::lock_guard<std::mutex> lock(mtx);
if (img->getData()) {
loaded = true;
}
return loaded;
}
void Raster::bind(bool linear) {
if (!width || !height) {
fprintf(stderr, "trying to bind texture without dimension\n");
return;
}
if (img && !textured) {
texture = texturePool.getTextureID();
glBindTexture(GL_TEXTURE_2D, texture);
#ifndef GL_ES_VERSION_2_0
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getData());
img.reset();
textured = true;
} else if (textured) {
glBindTexture(GL_TEXTURE_2D, texture);
}
GLuint new_filter = linear ? GL_LINEAR : GL_NEAREST;
if (new_filter != this->filter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, new_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, new_filter);
filter = new_filter;
}
}
// overload ::bind for prerendered raster textures
void Raster::bind(const GLuint custom_texture) {
if (img && !textured) {
glBindTexture(GL_TEXTURE_2D, custom_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getData());
img.reset();
textured = true;
} else if (textured) {
glBindTexture(GL_TEXTURE_2D, custom_texture);
}
GLuint new_filter = GL_LINEAR;
if (new_filter != this->filter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, new_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, new_filter);
filter = new_filter;
}
}
void Raster::beginFadeInTransition() {
timestamp start = util::now();
fade_transition = std::make_shared<util::ease_transition<double>>(opacity, 1.0, opacity, start, 250_milliseconds);
}
bool Raster::needsTransition() const {
return fade_transition != nullptr;
}
void Raster::updateTransitions(timestamp now) {
if (fade_transition->update(now) == util::transition::complete) {
fade_transition = nullptr;
}
}
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