43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
#include <mbgl/renderer/raster_bucket.hpp>
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#include <mbgl/layer/raster_layer.hpp>
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#include <mbgl/shader/raster_shader.hpp>
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#include <mbgl/renderer/painter.hpp>
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using namespace mbgl;
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RasterBucket::RasterBucket(gl::TexturePool& texturePool)
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: raster(texturePool) {
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}
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void RasterBucket::upload(gl::GLObjectStore& glObjectStore) {
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if (hasData()) {
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raster.upload(glObjectStore);
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uploaded = true;
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}
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}
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void RasterBucket::render(Painter& painter,
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const StyleLayer& layer,
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const UnwrappedTileID& tileID,
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const mat4& matrix) {
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painter.renderRaster(*this, *layer.as<RasterLayer>(), tileID, matrix);
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}
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void RasterBucket::setImage(PremultipliedImage image) {
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raster.load(std::move(image));
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}
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void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array, gl::GLObjectStore& glObjectStore) {
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raster.bind(true, glObjectStore);
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array.bind(shader, vertices, BUFFER_OFFSET_0, glObjectStore);
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index()));
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}
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bool RasterBucket::hasData() const {
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return raster.isLoaded();
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}
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bool RasterBucket::needsClipping() const {
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return false;
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}
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