[core] draw clipping masks from ClipIDGenerator rather than Sources

This commit is contained in:
Konstantin Käfer
2016-02-05 16:10:19 +01:00
parent a5c9103656
commit 4edb2bc222
5 changed files with 21 additions and 28 deletions

View File

@@ -173,14 +173,6 @@ void Source::updateMatrices(const mat4 &projMatrix, const TransformState &transf
}
}
void Source::drawClippingMasks(Painter &painter) {
for (const auto& pair : tiles) {
Tile &tile = *pair.second;
MBGL_DEBUG_GROUP(std::string { "mask: " } + std::string(tile.id));
painter.drawClippingMask(tile.matrix, tile.clip);
}
}
void Source::finishRender(Painter &painter) {
for (const auto& pair : tiles) {
Tile &tile = *pair.second;

View File

@@ -60,7 +60,6 @@ public:
bool update(const StyleUpdateParameters&);
void updateMatrices(const mat4 &projMatrix, const TransformState &transform);
void drawClippingMasks(Painter &painter);
void finishRender(Painter &painter);
std::forward_list<Tile *> getLoadedTiles() const;

View File

@@ -151,7 +151,7 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
source->updateMatrices(projMatrix, state);
}
drawClippingMasks(sources);
drawClippingMasks(generator.getStencils());
}
frameHistory.record(data.getAnimationTime(), state.getZoom());

View File

@@ -93,8 +93,7 @@ public:
float contrastFactor(float contrast);
std::array<float, 3> spinWeights(float spin_value);
void drawClippingMasks(const std::set<Source*>&);
void drawClippingMask(const mat4& matrix, const ClipID& clip);
void drawClippingMasks(const std::map<TileID, ClipID>&);
bool needsAnimation() const;

View File

@@ -6,31 +6,34 @@
using namespace mbgl;
void Painter::drawClippingMasks(const std::set<Source*>& sources) {
void Painter::drawClippingMasks(const std::map<TileID, ClipID>& stencils) {
MBGL_DEBUG_GROUP("clipping masks");
mat4 matrix;
const GLuint mask = 0b11111111;
config.program = plainShader->program;
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
config.depthFunc.reset();
config.depthTest = GL_TRUE;
config.depthTest = GL_FALSE;
config.depthMask = GL_FALSE;
config.colorMask = { GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
config.depthRange = { 1.0f, 1.0f };
config.stencilMask = mask;
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET_0);
for (const auto& source : sources) {
source->drawClippingMasks(*this);
for (const auto& stencil : stencils) {
const auto& id = stencil.first;
const auto& clip = stencil.second;
MBGL_DEBUG_GROUP(std::string{ "mask: " } + std::string(id));
state.matrixFor(matrix, id, id.z);
matrix::multiply(matrix, projMatrix, matrix);
plainShader->u_matrix = matrix;
const GLint ref = (GLint)(clip.reference.to_ulong());
config.stencilFunc = { GL_ALWAYS, ref, mask };
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
}
}
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());
config.stencilFunc = { GL_ALWAYS, ref, mask };
config.stencilMask = mask;
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
}