rm rasterize_properties, should be close to working...doesn't work
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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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