WIP: Revert "[drape] Render semi-transparent areas after opaque areas and lines " #8272
7 changed files with 5 additions and 12 deletions
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@ -56,8 +56,7 @@ void AreaShape::DrawArea(ref_ptr<dp::GraphicsContext> context, ref_ptr<dp::Batch
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for (m2::PointD const & vertex : m_vertexes)
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vertexes.emplace_back(ToShapeVertex3(vertex), uv);
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auto const areaProgram = m_params.m_color.GetAlpha() == 255 ? gpu::Program::Area : gpu::Program::TransparentArea;
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auto state = CreateRenderState(areaProgram, DepthLayer::GeometryLayer);
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auto state = CreateRenderState(gpu::Program::Area, DepthLayer::GeometryLayer);
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state.SetDepthTestEnabled(m_params.m_depthTestEnabled);
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state.SetColorTexture(texture);
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@ -12,11 +12,10 @@ AreaOutline area.vsh.glsl solid_color.fsh.glsl
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Area3d area3d.vsh.glsl texturing3d.fsh.glsl
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Area3dOutline area3d_outline.vsh.glsl solid_color.fsh.glsl
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Line line.vsh.glsl line.fsh.glsl
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CapJoin circle.vsh.glsl circle.fsh.glsl
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TransitCircle transit_circle.vsh.glsl transit_circle.fsh.glsl
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DashedLine dashed_line.vsh.glsl dashed_line.fsh.glsl
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PathSymbol path_symbol.vsh.glsl texturing.fsh.glsl
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TransparentArea area.vsh.glsl solid_color.fsh.glsl
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CapJoin circle.vsh.glsl circle.fsh.glsl
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HatchingArea hatching_area.vsh.glsl hatching_area.fsh.glsl
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TexturingGui texturing_gui.vsh.glsl texturing.fsh.glsl
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Ruler ruler.vsh.glsl texturing.fsh.glsl
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@ -61,11 +61,10 @@ std::array<ProgramInfo, static_cast<size_t>(Program::ProgramsCount)> const kMeta
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ProgramInfo("vsArea3d", "fsArea3d", {{0, 2}}), // Area3d
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ProgramInfo("vsArea3dOutline", "fsArea", {{0, 1}}), // Area3dOutline
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ProgramInfo("vsLine", "fsLine", {{0, 2}}), // Line
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ProgramInfo("vsCapJoin", "fsCapJoin", {{0, 2}}), // CapJoin
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ProgramInfo("vsTransitCircle", "fsTransitCircle", {{0, 2}}), // TransitCircle
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ProgramInfo("vsDashedLine", "fsDashedLine", {{0, 3}}), // DashedLine
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ProgramInfo("vsPathSymbol", "fsPathSymbol", {{0, 2}}), // PathSymbol
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ProgramInfo("vsArea", "fsArea", {{0, 1}}), // TransparentArea
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ProgramInfo("vsCapJoin", "fsCapJoin", {{0, 2}}), // CapJoin
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ProgramInfo("vsHatchingArea", "fsHatchingArea", {{0, 2}}), // HatchingArea
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ProgramInfo("vsTexturingGui", "fsTexturingGui", {{0, 1}}), // TexturingGui
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ProgramInfo("vsRuler", "fsRuler", {{0, 2}}), // Ruler
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@ -73,7 +73,6 @@ struct ALIGNMENT MapProgramParams
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Program::ColoredSymbol,
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Program::ColoredSymbolBillboard,
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Program::DashedLine,
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Program::TransparentArea,
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Program::HatchingArea,
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Program::Line,
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Program::MaskedTexturing,
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@ -7,7 +7,6 @@
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namespace gpu
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{
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// Programs in enum are in the order of rendering priority.
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// Each program should have shaders assigned in GL/shader_index.txt and metal_program_pool.mm
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enum class Program
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{
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ColoredSymbol = 0,
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@ -24,11 +23,10 @@ enum class Program
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Area3d,
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Area3dOutline,
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Line,
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CapJoin,
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TransitCircle,
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DashedLine,
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PathSymbol,
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TransparentArea,
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CapJoin,
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HatchingArea,
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TexturingGui,
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Ruler,
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@ -91,7 +89,6 @@ inline std::string DebugPrint(Program p)
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case Program::TransitCircle: return "TransitCircle";
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case Program::DashedLine: return "DashedLine";
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case Program::PathSymbol: return "PathSymbol";
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case Program::TransparentArea: return "TransparentArea";
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case Program::HatchingArea: return "HatchingArea";
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case Program::TexturingGui: return "TexturingGui";
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case Program::Ruler: return "Ruler";
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