36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
#include <mbgl/renderer/raster_bucket.hpp>
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#include <mbgl/renderer/painter.hpp>
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using namespace mbgl;
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RasterBucket::RasterBucket(TexturePool& texturePool, const StyleLayoutRaster& layout_)
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: layout(layout_),
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raster(texturePool) {
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}
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void RasterBucket::render(Painter &painter, util::ptr<StyleLayer> layer_desc, const Tile::ID &id, const mat4 &matrix) {
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painter.renderRaster(*this, layer_desc, id, matrix);
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}
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bool RasterBucket::setImage(const std::string &data) {
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return raster.load(data);
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}
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void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array) {
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raster.bind(true);
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shader.u_image = 0;
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array.bind(shader, vertices, BUFFER_OFFSET(0));
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index()));
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}
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void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array, GLuint texture_) {
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raster.bind(texture_);
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shader.u_image = 0;
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array.bind(shader, vertices, BUFFER_OFFSET(0));
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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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