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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/fill_bucket.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/map/source.hpp>
#include <mbgl/util/clip_ids.hpp>
using namespace mbgl;
void Painter::drawClippingMasks(const std::set<std::shared_ptr<StyleSource>> &sources) {
gl::group group("clipping masks");
useProgram(plainShader->program);
glDisable(GL_DEPTH_TEST);
depthMask(false);
glColorMask(false, false, false, false);
depthRange(1.0f, 1.0f);
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
for (const std::shared_ptr<StyleSource> &source : sources) {
source->source->drawClippingMasks(*this);
}
glEnable(GL_DEPTH_TEST);
glColorMask(true, true, true, true);
depthMask(true);
glStencilMask(0x0);
}
void Painter::drawClippingMask(const mat4& matrix, const ClipID &clip) {
plainShader->u_matrix = matrix;
const GLint ref = (GLint)(clip.reference.to_ulong());
const GLuint mask = (GLuint)(clip.mask.to_ulong());
glStencilFunc(GL_ALWAYS, ref, mask);
glStencilMask(mask);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
}
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