Drawable Renderer (#1570), Add renderable size uniform for fill layer

This commit is contained in:
Tim Sylvester
2023-05-22 16:55:05 -07:00
committed by Bart Louwers
parent 353d96b5bf
commit b5abc33c4b
7 changed files with 22 additions and 8 deletions

View File

@@ -464,7 +464,10 @@ bool Context::setupDraw(const PaintParameters& parameters, const gfx::Drawable&
program = value::Program::Default;
}
setDepthMode(parameters.depthModeForSublayer(0, drawable.getDepthType()));
setDepthMode(parameters.depthModeForSublayer(drawable.getSubLayerIndex(), drawable.getDepthType()));
// force disable depth test for debugging
//setDepthMode({gfx::DepthFunctionType::Always, gfx::DepthMaskType::ReadOnly, {0,1}});
if (auto tileID = drawable.getTileID()) {
// Doesn't work until the clipping masks are generated
@@ -477,13 +480,10 @@ bool Context::setupDraw(const PaintParameters& parameters, const gfx::Drawable&
setColorMode(gfx::ColorMode::alphaBlended());
setCullFaceMode(gfx::CullFaceMode::disabled());
// uniformStates.bind(uniformValues);
// textureStates.bind(context, textureBindings);
auto& drawableGL = static_cast<const DrawableGL&>(drawable);
auto& vao = drawableGL.getVertexArray();
if (vao.isValid()) {
bindVertexArray = vao.getID(); // glBindVertexArray
bindVertexArray = vao.getID();
return true;
} else {
bindVertexArray = value::BindVertexArray::Default;