[core] s/Wireframe/Overdraw/g

This commit is contained in:
Bruno de Oliveira Abinader
2016-06-20 13:18:16 +03:00
parent df5a395708
commit 97dffeb03d
20 changed files with 48 additions and 49 deletions

View File

@@ -787,14 +787,14 @@ void Map::cycleDebugOptions() {
#ifndef GL_ES_VERSION_2_0
if (impl->debugOptions & MapDebugOptions::StencilClip)
impl->debugOptions = MapDebugOptions::NoDebug;
else if (impl->debugOptions & MapDebugOptions::Wireframe)
else if (impl->debugOptions & MapDebugOptions::Overdraw)
impl->debugOptions = MapDebugOptions::StencilClip;
#else
if (impl->debugOptions & MapDebugOptions::Wireframe)
if (impl->debugOptions & MapDebugOptions::Overdraw)
impl->debugOptions = MapDebugOptions::NoDebug;
#endif // GL_ES_VERSION_2_0
else if (impl->debugOptions & MapDebugOptions::Collision)
impl->debugOptions = MapDebugOptions::Wireframe;
impl->debugOptions = MapDebugOptions::Overdraw;
else if (impl->debugOptions & MapDebugOptions::Timestamps)
impl->debugOptions = impl->debugOptions | MapDebugOptions::Collision;
else if (impl->debugOptions & MapDebugOptions::ParseStatus)

View File

@@ -145,7 +145,7 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
config.depthMask = GL_TRUE;
config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
if (isWireframe()) {
if (isOverdraw()) {
config.blend = GL_TRUE;
config.blendFunc = { GL_CONSTANT_COLOR, GL_ONE };
const float overdraw = 1.0f / 8.0f;
@@ -248,7 +248,7 @@ void Painter::renderPass(RenderPass pass_,
if (!layer.baseImpl->hasRenderPass(pass))
continue;
if (isWireframe()) {
if (isOverdraw()) {
config.blend = GL_TRUE;
} else if (pass == RenderPass::Translucent) {
config.blendFunc.reset();

View File

@@ -156,7 +156,7 @@ private:
void setDepthSublayer(int n);
bool isWireframe() const { return frame.debugOptions & MapDebugOptions::Wireframe; }
bool isOverdraw() const { return frame.debugOptions & MapDebugOptions::Overdraw; }
mat4 projMatrix;
mat4 nativeMatrix;

View File

@@ -28,7 +28,7 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
if (!imagePosA || !imagePosB)
return;
config.program = isWireframe() ? patternShader->getOverdrawID() : patternShader->getID();
config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID();
patternShader->u_matrix = identityMatrix;
patternShader->u_pattern_tl_a = imagePosA->tl;
patternShader->u_pattern_br_a = imagePosA->br;
@@ -44,7 +44,7 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
plainShader->u_color = properties.backgroundColor;
plainShader->u_opacity = properties.backgroundOpacity;
config.program = isWireframe() ? plainShader->getOverdrawID() : plainShader->getID();
config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID();
backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
}

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@@ -27,7 +27,7 @@ void Painter::renderCircle(CircleBucket& bucket,
mat4 vtxMatrix = translatedMatrix(matrix, properties.circleTranslate, tileID,
properties.circleTranslateAnchor);
config.program = isWireframe() ? circleShader->getOverdrawID() : circleShader->getID();
config.program = isOverdraw() ? circleShader->getOverdrawID() : circleShader->getID();
circleShader->u_matrix = vtxMatrix;
circleShader->u_extrude_scale = extrudeScale;

View File

@@ -46,7 +46,7 @@ void Painter::renderFill(FillBucket& bucket,
// Because we're drawing top-to-bottom, and we update the stencil mask
// befrom, we have to draw the outline first (!)
if (outline && pass == RenderPass::Translucent) {
config.program = isWireframe() ? outlineShader->getOverdrawID() : outlineShader->getID();
config.program = isOverdraw() ? outlineShader->getOverdrawID() : outlineShader->getID();
outlineShader->u_matrix = vertexMatrix;
outlineShader->u_outline_color = strokeColor;
@@ -76,7 +76,7 @@ void Painter::renderFill(FillBucket& bucket,
// Image fill.
if (pass == RenderPass::Translucent && imagePosA && imagePosB) {
config.program = isWireframe() ? patternShader->getOverdrawID() : patternShader->getID();
config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID();
patternShader->u_matrix = vertexMatrix;
patternShader->u_pattern_tl_a = imagePosA->tl;
patternShader->u_pattern_br_a = imagePosA->br;
@@ -105,7 +105,7 @@ void Painter::renderFill(FillBucket& bucket,
bucket.drawElements(*patternShader, store);
if (properties.fillAntialias && !isOutlineColorDefined) {
config.program = isWireframe() ? outlinePatternShader->getOverdrawID() : outlinePatternShader->getID();
config.program = isOverdraw() ? outlinePatternShader->getOverdrawID() : outlinePatternShader->getID();
outlinePatternShader->u_matrix = vertexMatrix;
// Draw the entire line
@@ -140,7 +140,7 @@ void Painter::renderFill(FillBucket& bucket,
// fragments or when it's translucent and we're drawing translucent
// fragments
// Draw filling rectangle.
config.program = isWireframe() ? plainShader->getOverdrawID() : plainShader->getID();
config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID();
plainShader->u_matrix = vertexMatrix;
plainShader->u_color = fillColor;
plainShader->u_opacity = opacity;
@@ -154,7 +154,7 @@ void Painter::renderFill(FillBucket& bucket,
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (fringeline && pass == RenderPass::Translucent) {
config.program = isWireframe() ? outlineShader->getOverdrawID() : outlineShader->getID();
config.program = isOverdraw() ? outlineShader->getOverdrawID() : outlineShader->getID();
outlineShader->u_matrix = vertexMatrix;
outlineShader->u_outline_color = fillColor;

View File

@@ -57,7 +57,7 @@ void Painter::renderLine(LineBucket& bucket,
if (!properties.lineDasharray.value.from.empty()) {
config.program = isWireframe() ? linesdfShader->getOverdrawID() : linesdfShader->getID();
config.program = isOverdraw() ? linesdfShader->getOverdrawID() : linesdfShader->getID();
linesdfShader->u_matrix = vtxMatrix;
linesdfShader->u_linewidth = properties.lineWidth / 2;
@@ -102,7 +102,7 @@ void Painter::renderLine(LineBucket& bucket,
if (!imagePosA || !imagePosB)
return;
config.program = isWireframe() ? linepatternShader->getOverdrawID() : linepatternShader->getID();
config.program = isOverdraw() ? linepatternShader->getOverdrawID() : linepatternShader->getID();
linepatternShader->u_matrix = vtxMatrix;
linepatternShader->u_linewidth = properties.lineWidth / 2;
@@ -138,7 +138,7 @@ void Painter::renderLine(LineBucket& bucket,
bucket.drawLinePatterns(*linepatternShader, store);
} else {
config.program = isWireframe() ? lineShader->getOverdrawID() : lineShader->getID();
config.program = isOverdraw() ? lineShader->getOverdrawID() : lineShader->getID();
lineShader->u_matrix = vtxMatrix;
lineShader->u_linewidth = properties.lineWidth / 2;

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@@ -18,7 +18,7 @@ void Painter::renderRaster(RasterBucket& bucket,
const RasterPaintProperties& properties = layer.impl->paint;
if (bucket.hasData()) {
config.program = isWireframe() ? rasterShader->getOverdrawID() : rasterShader->getID();
config.program = isOverdraw() ? rasterShader->getOverdrawID() : rasterShader->getID();
rasterShader->u_matrix = matrix;
rasterShader->u_buffer = 0;
rasterShader->u_opacity = properties.rasterOpacity;

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@@ -58,7 +58,7 @@ void Painter::renderSDF(SymbolBucket &bucket,
exScale = {{ exScale[0] * scale, exScale[1] * scale }};
}
config.program = isWireframe() ? sdfShader.getOverdrawID() : sdfShader.getID();
config.program = isOverdraw() ? sdfShader.getOverdrawID() : sdfShader.getID();
sdfShader.u_matrix = vtxMatrix;
sdfShader.u_extrude_scale = exScale;
sdfShader.u_texsize = texsize;
@@ -199,7 +199,7 @@ void Painter::renderSymbol(SymbolBucket& bucket,
exScale = {{ exScale[0] * scale, exScale[1] * scale }};
}
config.program = isWireframe() ? iconShader->getOverdrawID() : iconShader->getID();
config.program = isOverdraw() ? iconShader->getOverdrawID() : iconShader->getID();
iconShader->u_matrix = vtxMatrix;
iconShader->u_extrude_scale = exScale;
iconShader->u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }};

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@@ -272,8 +272,8 @@ RenderData Style::getRenderData(MapDebugOptions debugOptions) const {
continue;
if (const BackgroundLayer* background = layer->as<BackgroundLayer>()) {
if (debugOptions & MapDebugOptions::Wireframe) {
// We want to skip glClear optimization in wireframe mode.
if (debugOptions & MapDebugOptions::Overdraw) {
// We want to skip glClear optimization in overdraw mode.
result.order.emplace_back(*layer);
continue;
}