diff options
author | Ansis Brammanis <brammanis@gmail.com> | 2015-02-04 12:08:29 -0800 |
---|---|---|
committer | Ansis Brammanis <brammanis@gmail.com> | 2015-02-04 12:08:29 -0800 |
commit | 4ec00288562f16f93ea0d46f63291b8bea4d66ac (patch) | |
tree | 7a735dc926c1ac45b8e6d4c902db3192403ad58f /src/mbgl/renderer | |
parent | 93b07c367577b097e3791d38690b8fc37054c5fb (diff) | |
download | qtlocation-mapboxgl-4ec00288562f16f93ea0d46f63291b8bea4d66ac.tar.gz |
switch from low/high to from/to
Diffstat (limited to 'src/mbgl/renderer')
-rw-r--r-- | src/mbgl/renderer/painter.cpp | 22 | ||||
-rw-r--r-- | src/mbgl/renderer/painter_fill.cpp | 16 | ||||
-rw-r--r-- | src/mbgl/renderer/painter_line.cpp | 20 |
3 files changed, 29 insertions, 29 deletions
diff --git a/src/mbgl/renderer/painter.cpp b/src/mbgl/renderer/painter.cpp index 78b6c18e4a..ebb2f77cc5 100644 --- a/src/mbgl/renderer/painter.cpp +++ b/src/mbgl/renderer/painter.cpp @@ -375,12 +375,12 @@ void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) { const BackgroundProperties& properties = layer_desc->getProperties<BackgroundProperties>(); - if (properties.image.low.size()) { + if (properties.image.to.size()) { if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque)) return; - SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.low, true); - SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.high, true); + SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.from, true); + SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.to, true); float zoomFraction = state.getZoomFraction(); useProgram(patternShader->program); @@ -401,11 +401,11 @@ void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) { mat3 matrixA; matrix::identity(matrixA); matrix::scale(matrixA, matrixA, - 1.0f / (sizeA[0] * properties.image.lowScale), - 1.0f / (sizeA[1] * properties.image.lowScale)); + 1.0f / (sizeA[0] * properties.image.fromScale), + 1.0f / (sizeA[1] * properties.image.fromScale)); matrix::translate(matrixA, matrixA, - std::fmod(center[0] * 512, sizeA[0] * properties.image.lowScale), - std::fmod(center[1] * 512, sizeA[1] * properties.image.lowScale)); + std::fmod(center[0] * 512, sizeA[0] * properties.image.fromScale), + std::fmod(center[1] * 512, sizeA[1] * properties.image.fromScale)); matrix::rotate(matrixA, matrixA, -state.getAngle()); matrix::scale(matrixA, matrixA, scale * state.getWidth() / 2, @@ -415,11 +415,11 @@ void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) { mat3 matrixB; matrix::identity(matrixB); matrix::scale(matrixB, matrixB, - 1.0f / (sizeB[0] * properties.image.highScale), - 1.0f / (sizeB[1] * properties.image.highScale)); + 1.0f / (sizeB[0] * properties.image.toScale), + 1.0f / (sizeB[1] * properties.image.toScale)); matrix::translate(matrixB, matrixB, - std::fmod(center[0] * 512, sizeB[0] * properties.image.highScale), - std::fmod(center[1] * 512, sizeB[1] * properties.image.highScale)); + std::fmod(center[0] * 512, sizeB[0] * properties.image.toScale), + std::fmod(center[1] * 512, sizeB[1] * properties.image.toScale)); matrix::rotate(matrixB, matrixB, -state.getAngle()); matrix::scale(matrixB, matrixB, scale * state.getWidth() / 2, diff --git a/src/mbgl/renderer/painter_fill.cpp b/src/mbgl/renderer/painter_fill.cpp index 10d4aa3320..9cfe26222b 100644 --- a/src/mbgl/renderer/painter_fill.cpp +++ b/src/mbgl/renderer/painter_fill.cpp @@ -33,13 +33,13 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c stroke_color[3] *= properties.opacity; } - const bool pattern = properties.image.low.size(); + const bool pattern = properties.image.from.size(); bool outline = properties.antialias && !pattern && properties.stroke_color != properties.fill_color; bool fringeline = properties.antialias && !pattern && properties.stroke_color == properties.fill_color; // Because we're drawing top-to-bottom, and we update the stencil mask - // below, we have to draw the outline first (!) + // befrom, we have to draw the outline first (!) if (outline && pass == RenderPass::Translucent) { useProgram(outlineShader->program); outlineShader->u_matrix = vtxMatrix; @@ -59,20 +59,20 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c if (pattern) { // Image fill. if (pass == RenderPass::Translucent) { - const SpriteAtlasPosition posA = spriteAtlas.getPosition(properties.image.low, true); - const SpriteAtlasPosition posB = spriteAtlas.getPosition(properties.image.high, true); + const SpriteAtlasPosition posA = spriteAtlas.getPosition(properties.image.from, true); + const SpriteAtlasPosition posB = spriteAtlas.getPosition(properties.image.to, true); float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z); mat3 patternMatrixA; matrix::identity(patternMatrixA); matrix::scale(patternMatrixA, patternMatrixA, - 1.0f / (posA.size[0] * factor * properties.image.lowScale), - 1.0f / (posA.size[1] * factor * properties.image.lowScale)); + 1.0f / (posA.size[0] * factor * properties.image.fromScale), + 1.0f / (posA.size[1] * factor * properties.image.fromScale)); mat3 patternMatrixB; matrix::identity(patternMatrixB); matrix::scale(patternMatrixB, patternMatrixB, - 1.0f / (posB.size[0] * factor * properties.image.highScale), - 1.0f / (posB.size[1] * factor * properties.image.highScale)); + 1.0f / (posB.size[0] * factor * properties.image.toScale), + 1.0f / (posB.size[1] * factor * properties.image.toScale)); useProgram(patternShader->program); patternShader->u_matrix = vtxMatrix; diff --git a/src/mbgl/renderer/painter_line.cpp b/src/mbgl/renderer/painter_line.cpp index 149683cbcd..a66da1fcd6 100644 --- a/src/mbgl/renderer/painter_line.cpp +++ b/src/mbgl/renderer/painter_line.cpp @@ -70,7 +70,7 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c bucket.drawPoints(*linejoinShader); } - if (properties.dash_array.low.size()) { + if (properties.dash_array.from.size()) { useProgram(linesdfShader->program); @@ -81,14 +81,14 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c linesdfShader->u_blur = blur; linesdfShader->u_color = color; - LinePatternPos posA = lineAtlas.getDashPosition(properties.dash_array.low, bucket.properties.cap == CapType::Round); - LinePatternPos posB = lineAtlas.getDashPosition(properties.dash_array.high, bucket.properties.cap == CapType::Round); + LinePatternPos posA = lineAtlas.getDashPosition(properties.dash_array.from, bucket.properties.cap == CapType::Round); + LinePatternPos posB = lineAtlas.getDashPosition(properties.dash_array.to, bucket.properties.cap == CapType::Round); lineAtlas.bind(); float patternratio = std::pow(2.0, std::floor(std::log2(state.getScale())) - id.z) / 8.0; - float scaleXA = patternratio / posA.width / properties.dash_line_width / properties.dash_array.lowScale; + float scaleXA = patternratio / posA.width / properties.dash_line_width / properties.dash_array.fromScale; float scaleYA = -posA.height / 2.0; - float scaleXB = patternratio / posB.width / properties.dash_line_width / properties.dash_array.highScale; + float scaleXB = patternratio / posB.width / properties.dash_line_width / properties.dash_array.toScale; float scaleYB = -posB.height / 2.0; linesdfShader->u_patternscale_a = {{ scaleXA, scaleYA }}; @@ -101,9 +101,9 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c bucket.drawLineSDF(*linesdfShader); - } else if (properties.image.low.size()) { - SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.low, true); - SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.high, true); + } else if (properties.image.from.size()) { + SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.from, true); + SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.to, true); float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z); @@ -115,10 +115,10 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c linepatternShader->u_ratio = ratio; linepatternShader->u_blur = blur; - linepatternShader->u_pattern_size_a = {{imagePosA.size[0] * factor * properties.image.lowScale, imagePosA.size[1]}}; + linepatternShader->u_pattern_size_a = {{imagePosA.size[0] * factor * properties.image.fromScale, imagePosA.size[1]}}; linepatternShader->u_pattern_tl_a = imagePosA.tl; linepatternShader->u_pattern_br_a = imagePosA.br; - linepatternShader->u_pattern_size_b = {{imagePosB.size[0] * factor * properties.image.highScale, imagePosB.size[1]}}; + linepatternShader->u_pattern_size_b = {{imagePosB.size[0] * factor * properties.image.toScale, imagePosB.size[1]}}; linepatternShader->u_pattern_tl_b = imagePosB.tl; linepatternShader->u_pattern_br_b = imagePosB.br; linepatternShader->u_fade = properties.image.t; |