rm rasterize_properties, should be close to working...doesn't work
This commit is contained in:
@@ -150,54 +150,6 @@ void Painter::renderFill(FillBucket& bucket, std::shared_ptr<StyleLayer> layer_d
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// Abort early.
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if (!bucket.hasData()) return;
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const FillProperties &properties = layer_desc->getProperties<FillProperties>();
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// if (layer_desc->rasterize && layer_desc->rasterize->isEnabled(id.z)) {
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// if (pass == Translucent) {
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// const RasterizedProperties rasterize = layer_desc->rasterize->get(id.z);
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// // Buffer value around the 0..4096 extent that will be drawn into the 256x256 pixel
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// // texture. We later scale the texture so that the actual bounds will align with this
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// // tile's bounds. The reason we do this is so that the
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// if (!bucket.prerendered) {
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// bucket.prerendered = std::make_unique<PrerenderedTexture>(rasterize);
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// bucket.prerendered->bindFramebuffer();
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//
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// preparePrerender(*bucket.prerendered);
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//
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// const FillProperties modifiedProperties = [&]{
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// FillProperties modifiedProperties = properties;
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// modifiedProperties.opacity = 1;
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// return modifiedProperties;
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// }();
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//
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// // When drawing the fill, we want to draw a buffer around too, so we
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// // essentially downscale everyting, and then upscale it later when rendering.
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// const int buffer = rasterize.buffer * 4096.0f;
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// const mat4 vtxMatrix = [&]{
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// mat4 vtxMatrix;
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// matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
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// matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
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// return vtxMatrix;
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// }();
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//
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// setOpaque();
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// renderFill(bucket, modifiedProperties, id, vtxMatrix);
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//
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// setTranslucent();
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// renderFill(bucket, modifiedProperties, id, vtxMatrix);
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//
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// if (rasterize.blur > 0) {
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// bucket.prerendered->blur(*this, rasterize.blur);
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// }
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//
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// // RESET STATE
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// bucket.prerendered->unbindFramebuffer();
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// finishPrerender(*bucket.prerendered);
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// }
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//
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// renderPrerenderedTexture(*bucket.prerendered, properties);
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// }
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// } else {
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const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
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renderFill(bucket, properties, id, vtxMatrix);
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// }
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const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
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renderFill(bucket, properties, id, vtxMatrix);
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}
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@@ -1,9 +1,11 @@
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#include <mbgl/renderer/painter.hpp>
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#include <mbgl/style/style_properties.hpp>
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#include <mbgl/renderer/prerendered_texture.hpp>
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#include <mbgl/renderer/raster_bucket.hpp>
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using namespace mbgl;
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void Painter::preparePrerender(PrerenderedTexture &texture) {
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void Painter::preparePrerender(RasterBucket &bucket) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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@@ -14,19 +16,18 @@ void Painter::preparePrerender(PrerenderedTexture &texture) {
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#endif
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, texture.properties.size, texture.properties.size);
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glViewport(0, 0, bucket.properties.size, bucket.properties.size);
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}
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void Painter::finishPrerender(PrerenderedTexture &/*texture*/) {
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void Painter::finishPrerender(RasterBucket &bucket) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
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}
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template <typename Properties>
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void Painter::renderPrerenderedTexture(PrerenderedTexture &texture, const Properties &properties) {
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const int buffer = texture.properties.buffer * 4096.0f;
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void Painter::renderPrerenderedTexture(RasterBucket &bucket) {
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const int buffer = bucket.properties.buffer * 4096.0f;
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// draw the texture on a quad
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useProgram(rasterShader->program);
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@@ -39,11 +40,8 @@ void Painter::renderPrerenderedTexture(PrerenderedTexture &texture, const Proper
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rasterShader->setImage(0);
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rasterShader->setBuffer(buffer);
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rasterShader->setOpacity(1);
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// rasterShader->setOpacity(properties.opacity); // TODO find a place to pass opacity and change this back
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texture.bindTexture();
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// rasterShader->setOpacity(bucket.properties.opacity); // TODO find a place to pass opacity and change this back
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bucket.texture.bindTexture();
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coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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}
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template void Painter::renderPrerenderedTexture(PrerenderedTexture &, const FillProperties &);
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template void Painter::renderPrerenderedTexture(PrerenderedTexture &, const RasterizedProperties &);
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@@ -11,81 +11,37 @@ void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> lay
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const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
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if (layer_desc->rasterize) {
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auto rasterize = std::make_unique<RasterizeProperties>();
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if (layer_desc->layers) {
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bucket.texture.bindFramebuffer();
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if (pass == Translucent) {
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// Buffer value around the 0..4096 extent that will be drawn into the 256x256 pixel
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// texture. We later scale the texture so that the actual bounds will align with this
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// tile's bounds. The reason we do this is so that the
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const RasterizedProperties rasterize = layer_desc->rasterize->get(id.z);
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if (!bucket.prerendered) {
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bucket.prerendered = std::make_unique<PrerenderedTexture>(rasterize);
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bucket.prerendered->bindFramebuffer();
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preparePrerender(*bucket.prerendered);
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const RasterProperties modifiedProperties = [&]{
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RasterProperties modifiedProperties = properties;
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// modifiedProperties.opacity = 1; // figure out why this was here
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return modifiedProperties;
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}();
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// When drawing the fill, we want to draw a buffer around too, so we
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// essentially downscale everyting, and then upscale it later when rendering.
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const int buffer = rasterize.buffer * 4096.0f;
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const mat4 vtxMatrix = [&]{
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mat4 vtxMatrix;
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matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
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matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
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return vtxMatrix;
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}();
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setOpaque();
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// renderFill(bucket, modifiedProperties, id, vtxMatrix);
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// resize();
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// changeMatrix();
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// map.updateRenderState();
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// drawClippingMasks(getActiveSources());
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// Actually render the layers
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map.renderLayers(layer_desc->layers);
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// Finalize the rendering, e.g. by calling debug render calls per tile.
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// This guarantees that we have at least one function per tile called.
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// When only rendering layers via the stylesheet, it's possible that we don't
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// ever visit a tile during rendering.
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// for (const std::shared_ptr<StyleSource> &source : getActiveSources()) {
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// source->source->finishRender(painter);
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// }
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//
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// // Schedule another rerender when we definitely need a next frame.
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// if (transform.needsTransition() || style->hasTransitions()) {
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// update();
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// }
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glFlush();
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preparePrerender(bucket);
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if (rasterize.blur > 0) {
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bucket.prerendered->blur(*this, rasterize.blur);
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}
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// RESET STATE
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bucket.prerendered->unbindFramebuffer();
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finishPrerender(*bucket.prerendered);
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}
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renderPrerenderedTexture(*bucket.prerendered, properties);
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const RasterProperties modifiedProperties = [&]{
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RasterProperties modifiedProperties = properties;
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modifiedProperties.opacity = 1; // figure out why this was here
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return modifiedProperties;
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}();
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const int buffer = bucket.properties.buffer * 4096.0f;
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const mat4 vtxMatrix = [&]{
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mat4 vtxMatrix;
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matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
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matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
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return vtxMatrix;
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}();
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map.renderLayers(layer_desc->layers);
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if (bucket.properties.blur > 0) {
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bucket.texture.blur(*this, bucket.properties.blur);
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}
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bucket.texture.unbindFramebuffer();
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finishPrerender(bucket);
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renderPrerenderedTexture(bucket);
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}
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depthMask(false);
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@@ -94,7 +50,7 @@ void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> lay
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rasterShader->setMatrix(matrix);
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rasterShader->setBuffer(0);
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rasterShader->setOpacity(1);
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// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity);
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// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity); // TODO fix
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
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@@ -102,7 +58,3 @@ void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> lay
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depthMask(true);
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}
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void Painter::renderRaster(GLuint texture, const RasterizeProperties &properties){
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// TODO do I need this?
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// map.renderLayers(layer_desc->layers);
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}
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@@ -1,10 +1,11 @@
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#include <mbgl/renderer/prerendered_texture.hpp>
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#include <mbgl/renderer/painter.hpp>
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#include <mbgl/style/style_bucket.hpp>
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using namespace mbgl;
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PrerenderedTexture::PrerenderedTexture(const RasterizedProperties &properties)
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PrerenderedTexture::PrerenderedTexture(const StyleBucketRaster &properties)
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: properties(properties) {
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}
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@@ -40,8 +41,7 @@ void PrerenderedTexture::bindFramebuffer() {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // TODO change this back once i have non-zero size readings
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@@ -3,16 +3,12 @@
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using namespace mbgl;
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RasterBucket::RasterBucket(const std::shared_ptr<Texturepool> &texturepool)
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: raster(texturepool) {
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RasterBucket::RasterBucket(const std::shared_ptr<Texturepool> &texturepool, const StyleBucketRaster& properties)
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: properties(properties),
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texture(properties),
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raster(texturepool) {
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}
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//RasterBucket::RasterBucket(const StyleBucketRaster &properties)
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// : properties(properties) {
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//}
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// TODO ^ Somehow overload with another constructor for prerender?
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void RasterBucket::render(Painter &painter, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID &id) {
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painter.renderRaster(*this, layer_desc, id);
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}
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