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#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/map/map.hpp>
#include <llmr/map/source.hpp>
#include <llmr/util/clip_ids.hpp>
using namespace llmr;
void Painter::drawClippingMasks(const Sources &sources) {
gl::group group("clipping masks");
useProgram(plainShader->program);
glDisable(GL_DEPTH_TEST);
depthMask(false);
glDepthRange(1.0f, 1.0f);
glStencilMask(0xFF);
const BackgroundProperties &properties = map.getStyle()->computed.background;
Color background = properties.color;
const float opacity = properties.opacity;
background[0] *= opacity;
background[1] *= opacity;
background[2] *= opacity;
background[3] *= opacity;
plainShader->setColor(background);
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
for (const auto &pair : sources) {
Source &source = *pair.second;
if (source.enabled) {
source.drawClippingMasks();
}
}
glEnable(GL_DEPTH_TEST);
depthMask(true);
glStencilMask(0x0);
}
void Painter::drawClippingMask(const mat4& matrix, const ClipID &clip) {
plainShader->setMatrix(matrix);
GLint id = static_cast<GLint>(clip.mask.to_ulong());
GLuint mask = clipMask[clip.length];
glStencilFunc(GL_ALWAYS, id, mask);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
}
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