40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/map/source.hpp>
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#include <mbgl/shader/plain_shader.hpp>
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#include <mbgl/util/clip_id.hpp>
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#include <mbgl/gl/debugging.hpp>
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using namespace mbgl;
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void Painter::drawClippingMasks(const std::set<Source*>& sources) {
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gl::debugging::group group("clipping masks");
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useProgram(plainShader->program);
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config.stencilTest = true;
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config.depthTest = true;
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config.depthMask = GL_FALSE;
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config.colorMask = { false, false, false, false };
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config.depthRange = { 1.0f, 1.0f };
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coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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for (const auto& source : sources) {
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source->drawClippingMasks(*this);
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}
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config.depthTest = true;
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config.colorMask = { true, true, true, true };
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config.depthMask = GL_TRUE;
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config.stencilMask = 0x0;
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}
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void Painter::drawClippingMask(const mat4& matrix, const ClipID &clip) {
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plainShader->u_matrix = matrix;
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const GLint ref = (GLint)(clip.reference.to_ulong());
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const GLuint mask = (GLuint)(clip.mask.to_ulong());
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config.stencilFunc = { GL_ALWAYS, ref, mask };
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config.stencilMask = mask;
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
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}
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