do not use shared pointers for buckets
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@@ -157,19 +157,16 @@ void Painter::render(const Tile::Ptr& tile) {
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drawClippingMask();
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switchShader(outlineShader);
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glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix);
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// switchShader(outlineShader);
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// glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix);
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// glStencilFunc(GL_EQUAL, 0x80, 0x80);
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// glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// draw lines:
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tile->lineVertex.bind();
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glVertexAttribPointer(outlineShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glUniform4f(outlineShader->u_color, 0.0f, 0.0f, 0.0f, 1.0f);
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glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
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glLineWidth(2.0f);
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glDrawArrays(GL_LINE_STRIP, 0, tile->lineVertex.length());
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// // draw lines:
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// tile->lineVertex.bind();
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// glVertexAttribPointer(outlineShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, BUFFER_OFFSET(0));
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// glUniform4f(outlineShader->u_color, 0.0f, 0.0f, 0.0f, 1.0f);
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// glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
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// glLineWidth(2.0f);
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// glDrawArrays(GL_LINE_STRIP, 0, tile->lineVertex.length());
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for (Layer& layer : tile->layers) {
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layer.bucket->render(*this);
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@@ -218,7 +215,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
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// Draw all groups
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char *vertex_index = BUFFER_OFFSET(bucket.vertex_start * 2 * sizeof(uint16_t));
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char *elements_index = BUFFER_OFFSET(bucket.elements_start * 3 * sizeof(uint16_t));
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bucket.buffer->bind();
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bucket.buffer.bind();
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for (const auto& group : bucket.groups) {
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glVertexAttribPointer(fillShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, vertex_index);
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glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
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@@ -247,8 +244,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
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// going to ignore the bits in 0x3F and just care about the global
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// clipping mask.
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glStencilFunc(GL_EQUAL, 0x80, 0x80);
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const Color& color = style.stroke_color;
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glUniform4f(outlineShader->u_color, color[0], color[1], color[2], color[3]);
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glUniform4fv(outlineShader->u_color, 1, style.stroke_color.data());
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} else {
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// Otherwise, we only want to draw the antialiased parts that are
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// *outside* the current shape. This is important in case the fill
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@@ -256,8 +252,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
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// the current shape, some pixels from the outline stroke overlapped
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// the (non-antialiased) fill.
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glStencilFunc(GL_EQUAL, 0x80, 0xBF);
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const Color& color = style.fill_color;
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glUniform4f(outlineShader->u_color, color[0], color[1], color[2], color[3]);
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glUniform4fv(outlineShader->u_color, 1, style.fill_color.data());
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}
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glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
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@@ -297,7 +292,7 @@ void Painter::renderFill(const FillBucket& bucket, const FillStyle& style) {
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// Draw filling rectangle.
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switchShader(fillShader);
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glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix);
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glUniform4f(fillShader->u_color, style.fill_color[0], style.fill_color[1], style.fill_color[2], style.fill_color[3]);
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glUniform4fv(fillShader->u_color, 1, style.fill_color.data());
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}
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// Only draw regions that we marked
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@@ -345,10 +340,12 @@ void Painter::renderBackground() {
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switchShader(fillShader);
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glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix);
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Color white = {{ 1, 1, 1, 1 }};
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// Draw the clipping mask
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glBindBuffer(GL_ARRAY_BUFFER, tile_stencil_buffer);
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glVertexAttribPointer(fillShader->a_pos, 2, GL_SHORT, false, 0, BUFFER_OFFSET(0));
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glUniform4f(fillShader->u_color, 0.5f, 0.5f, 0.5f, 1.0f);
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glUniform4fv(fillShader->u_color, 1, white.data());
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glDrawArrays(GL_TRIANGLES, 0, sizeof(tile_stencil_vertices));
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}
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