120 lines
4.5 KiB
C++
120 lines
4.5 KiB
C++
#include <mbgl/renderer/layers/render_background_layer.hpp>
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#include <mbgl/style/layers/background_layer_impl.hpp>
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#include <mbgl/renderer/bucket.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/image_manager.hpp>
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#include <mbgl/renderer/render_static_data.hpp>
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#include <mbgl/programs/programs.hpp>
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#include <mbgl/programs/background_program.hpp>
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#include <mbgl/util/tile_cover.hpp>
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namespace mbgl {
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using namespace style;
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RenderBackgroundLayer::RenderBackgroundLayer(Immutable<style::BackgroundLayer::Impl> _impl)
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: RenderLayer(style::LayerType::Background, _impl),
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unevaluated(impl().paint.untransitioned()) {
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}
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const style::BackgroundLayer::Impl& RenderBackgroundLayer::impl() const {
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return static_cast<const style::BackgroundLayer::Impl&>(*baseImpl);
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}
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std::unique_ptr<Bucket> RenderBackgroundLayer::createBucket(const BucketParameters &,
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const std::vector<const RenderLayer *> &) const {
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assert(false);
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return nullptr;
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}
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void RenderBackgroundLayer::transition(const TransitionParameters ¶meters) {
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unevaluated = impl().paint.transitioned(parameters, std::move(unevaluated));
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}
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void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters ¶meters) {
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evaluated = unevaluated.evaluate(parameters);
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passes = evaluated.get<style::BackgroundOpacity>() > 0 ? RenderPass::Translucent
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: RenderPass::None;
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}
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bool RenderBackgroundLayer::hasTransition() const {
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return unevaluated.hasTransition();
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}
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void RenderBackgroundLayer::render(PaintParameters& parameters, RenderSource*) {
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// Note that for bottommost layers without a pattern, the background color is drawn with
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// glClear rather than this method.
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const Properties<>::PossiblyEvaluated properties;
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const BackgroundProgram::PaintPropertyBinders paintAttributeData(properties, 0);
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auto draw = [&](auto& program, auto&& uniformValues) {
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const auto allUniformValues = program.computeAllUniformValues(
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std::move(uniformValues),
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paintAttributeData,
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properties,
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parameters.state.getZoom()
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);
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const auto allAttributeBindings = program.computeAllAttributeBindings(
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parameters.staticData.tileVertexBuffer,
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paintAttributeData,
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properties
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);
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checkRenderability(parameters, program.activeBindingCount(allAttributeBindings));
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program.draw(
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parameters.context,
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gl::Triangles(),
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parameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
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gl::StencilMode::disabled(),
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parameters.colorModeForRenderPass(),
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parameters.staticData.quadTriangleIndexBuffer,
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parameters.staticData.tileTriangleSegments,
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allUniformValues,
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allAttributeBindings,
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getID()
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);
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};
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if (!evaluated.get<BackgroundPattern>().to.empty()) {
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optional<ImagePosition> imagePosA = parameters.imageManager.getPattern(evaluated.get<BackgroundPattern>().from);
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optional<ImagePosition> imagePosB = parameters.imageManager.getPattern(evaluated.get<BackgroundPattern>().to);
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if (!imagePosA || !imagePosB)
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return;
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parameters.imageManager.bind(parameters.context, 0);
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for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
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draw(
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parameters.programs.backgroundPattern,
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BackgroundPatternUniforms::values(
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parameters.matrixForTile(tileID),
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evaluated.get<BackgroundOpacity>(),
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parameters.imageManager.getPixelSize(),
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*imagePosA,
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*imagePosB,
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evaluated.get<BackgroundPattern>(),
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tileID,
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parameters.state
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)
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);
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}
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} else {
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for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
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draw(
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parameters.programs.background,
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BackgroundProgram::UniformValues {
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uniforms::u_matrix::Value{ parameters.matrixForTile(tileID) },
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uniforms::u_color::Value{ evaluated.get<BackgroundColor>() },
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uniforms::u_opacity::Value{ evaluated.get<BackgroundOpacity>() },
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}
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);
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}
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}
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}
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} // namespace mbgl
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