Allow property functions for prerender properties, but tie them to the tile's zoom level instead of the map zoom level

fixes #253
This commit is contained in:
Konstantin Käfer
2014-06-01 17:43:12 +02:00
parent 2dc03c733c
commit 1be972eb15
9 changed files with 75 additions and 66 deletions

View File

@@ -4,8 +4,8 @@
using namespace llmr;
PrerenderedTexture::PrerenderedTexture(uint16_t size)
: size(size) {
PrerenderedTexture::PrerenderedTexture(const PrerenderProperties &properties)
: properties(properties) {
}
PrerenderedTexture::~PrerenderedTexture() {
@@ -28,11 +28,6 @@ void PrerenderedTexture::bindTexture() {
}
glBindTexture(GL_TEXTURE_2D, texture);
// if (!mipmapped) {
// glGenerateMipmap(GL_TEXTURE_2D);
// mipmapped = true;
// }
}
void PrerenderedTexture::bindFramebuffer() {
@@ -45,7 +40,7 @@ void PrerenderedTexture::bindFramebuffer() {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
@@ -95,7 +90,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -113,7 +108,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->setOffset({{ 1.0f / float(size), 0 }});
painter.gaussianShader->setOffset({{ 1.0f / float(properties.size), 0 }});
glBindTexture(GL_TEXTURE_2D, original_texture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
@@ -127,7 +122,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->setOffset({{ 0, 1.0f / float(size) }});
painter.gaussianShader->setOffset({{ 0, 1.0f / float(properties.size) }});
glBindTexture(GL_TEXTURE_2D, secondary_texture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());