Files
MapLibreParticleLab/include/llmr/renderer/painter.hpp
Konstantin Käfer 9ab9eeec13 textured fills
fixes #15
2014-02-03 22:51:21 +01:00

114 lines
2.5 KiB
C++

#ifndef LLMR_RENDERER_PAINTER
#define LLMR_RENDERER_PAINTER
#include "shader-fill.hpp"
#include "shader-plain.hpp"
#include "shader-outline.hpp"
#include "shader-line.hpp"
#include "shader-pattern.hpp"
#include "../map/tile.hpp"
#include "../geometry/vertex_buffer.hpp"
#include "../util/mat4.hpp"
namespace llmr {
class Settings;
class Transform;
class Style;
class LayerDescription;
class FillBucket;
class LineBucket;
class Painter {
public:
Painter(Transform& transform, Settings& settings, Style& style);
// Make noncopyable
Painter(const Painter&) = delete;
Painter(const Painter&&) = delete;
Painter& operator=(const Painter&) = delete;
Painter& operator=(const Painter && ) = delete;
void setup();
void clear();
void changeMatrix(const Tile::ID& id);
void render(const std::shared_ptr<Tile>& tile);
void renderLayers(const std::shared_ptr<Tile>& tile, const std::vector<LayerDescription>& layers);
void renderDebug(const std::shared_ptr<Tile>& tile);
void renderMatte();
void renderBackground();
void renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void drawClippingMask();
bool switchShader(std::shared_ptr<Shader> shader);
private:
void setupShaders();
public:
private:
Transform& transform;
Settings& settings;
Style& style;
mat4 nativeMatrix;
mat4 matrix;
mat4 exMatrix;
std::shared_ptr<Shader> currentShader;
std::shared_ptr<FillShader> fillShader;
std::shared_ptr<PlainShader> plainShader;
std::shared_ptr<OutlineShader> outlineShader;
std::shared_ptr<LineShader> lineShader;
std::shared_ptr<PatternShader> patternShader;
// Set up the stencil quad we're using to generate the stencil mask.
VertexBuffer tileStencilBuffer = {
// top left triangle
0, 0,
4096, 0,
0, 4096,
// bottom right triangle
4096, 0,
0, 4096,
4096, 4096
};
// Set up the tile boundary lines we're using to draw the tile outlines.
VertexBuffer tileBorderBuffer = {
0, 0,
4096, 0,
4096, 4096,
0, 4096,
0, 0
};
// Set up the matte buffer we're using to draw the filling background.
VertexBuffer matteBuffer = {
// top left triangle
0, 0,
16384, 0,
0, 16384,
// bottom right triangle
16384, 0,
0, 16384,
16384, 16384
};
};
}
#endif