import {StencilMode} from '../gl/stencil_mode'; import {DepthMode} from '../gl/depth_mode'; import {CullFaceMode} from '../gl/cull_face_mode'; import { backgroundUniformValues, backgroundPatternUniformValues } from './program/background_program'; import type {Painter} from './painter'; import type {SourceCache} from '../source/source_cache'; import type {BackgroundStyleLayer} from '../style/style_layer/background_style_layer'; import {OverscaledTileID} from '../source/tile_id'; export function drawBackground(painter: Painter, sourceCache: SourceCache, layer: BackgroundStyleLayer, coords?: Array) { const color = layer.paint.get('background-color'); const opacity = layer.paint.get('background-opacity'); if (opacity === 0) return; const context = painter.context; const gl = context.gl; const transform = painter.transform; const tileSize = transform.tileSize; const image = layer.paint.get('background-pattern'); if (painter.isPatternMissing(image)) return; const pass = (!image && color.a === 1 && opacity === 1 && painter.opaquePassEnabledForLayer()) ? 'opaque' : 'translucent'; if (painter.renderPass !== pass) return; const stencilMode = StencilMode.disabled; const depthMode = painter.depthModeForSublayer(0, pass === 'opaque' ? DepthMode.ReadWrite : DepthMode.ReadOnly); const colorMode = painter.colorModeForRenderPass(); const program = painter.useProgram(image ? 'backgroundPattern' : 'background'); const tileIDs = coords ? coords : transform.coveringTiles({tileSize, terrain: painter.style.map.terrain}); if (image) { context.activeTexture.set(gl.TEXTURE0); painter.imageManager.bind(painter.context); } const crossfade = layer.getCrossfadeParameters(); for (const tileID of tileIDs) { const matrix = coords ? tileID.posMatrix : painter.transform.calculatePosMatrix(tileID.toUnwrapped()); const uniformValues = image ? backgroundPatternUniformValues(matrix, opacity, painter, image, {tileID, tileSize}, crossfade) : backgroundUniformValues(matrix, opacity, color); const terrainData = painter.style.map.terrain && painter.style.map.terrain.getTerrainData(tileID); program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, uniformValues, terrainData, layer.id, painter.tileExtentBuffer, painter.quadTriangleIndexBuffer, painter.tileExtentSegments); } }