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-rw-r--r--src/mbgl/renderer/painter_raster.cpp107
1 files changed, 107 insertions, 0 deletions
diff --git a/src/mbgl/renderer/painter_raster.cpp b/src/mbgl/renderer/painter_raster.cpp
new file mode 100644
index 0000000000..df655cdae8
--- /dev/null
+++ b/src/mbgl/renderer/painter_raster.cpp
@@ -0,0 +1,107 @@
+#include <mbgl/renderer/painter.hpp>
+#include <mbgl/platform/gl.hpp>
+#include <mbgl/renderer/raster_bucket.hpp>
+#include <mbgl/style/style_layer.hpp>
+#include <mbgl/style/style_layer_group.hpp>
+#include <mbgl/util/std.hpp>
+#include <mbgl/map/map.hpp>
+#include <mbgl/map/transform.hpp>
+
+using namespace mbgl;
+
+void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix) {
+ if (pass != RenderPass::Translucent) return;
+
+ const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
+
+ if (layer_desc->layers) {
+
+ if (!bucket.texture.getTexture()) {
+
+ bucket.texture.bindFramebuffer();
+
+ preparePrerender(bucket);
+
+ const int buffer = bucket.properties.buffer * 4096.0f;
+
+ const mat4 preMatrix = [&]{
+ mat4 vtxMatrix;
+ matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
+ matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
+ return vtxMatrix;
+ }();
+
+ for (const util::ptr<StyleLayer> &layer : layer_desc->layers->layers) {
+ setOpaque();
+ renderLayer(layer, &id, &preMatrix);
+ setTranslucent();
+ renderLayer(layer, &id, &preMatrix);
+ }
+
+ if (bucket.properties.blur > 0) {
+ bucket.texture.blur(*this, bucket.properties.blur);
+ }
+
+ bucket.texture.unbindFramebuffer();
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+
+ glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
+
+ }
+
+ renderPrerenderedTexture(bucket, matrix, properties);
+
+ }
+
+ // Only draw non-prerendered raster here
+ if (bucket.hasData()) {
+ depthMask(false);
+
+ useProgram(rasterShader->program);
+ rasterShader->u_matrix = matrix;
+ rasterShader->u_buffer = 0;
+ rasterShader->u_opacity = properties.opacity;
+ rasterShader->u_brightness_low = properties.brightness[0];
+ rasterShader->u_brightness_high = properties.brightness[1];
+ rasterShader->u_saturation_factor = saturationFactor(properties.saturation);
+ rasterShader->u_contrast_factor = contrastFactor(properties.contrast);
+ rasterShader->u_spin_weights = spinWeights(properties.hue_rotate);
+
+ depthRange(strata + strata_epsilon, 1.0f);
+
+ bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
+
+ depthMask(true);
+ }
+
+}
+
+float Painter::saturationFactor(float saturation) {
+ if (saturation > 0) {
+ return 1 - 1 / (1.001 - saturation);
+ } else {
+ return -saturation;
+ }
+}
+
+float Painter::contrastFactor(float contrast) {
+ if (contrast > 0) {
+ return 1 / (1 - contrast);
+ } else {
+ return 1 + contrast;
+ }
+}
+
+std::array<float, 3> Painter::spinWeights(float spin) {
+ spin *= M_PI / 180;
+ float s = std::sin(spin);
+ float c = std::cos(spin);
+ std::array<float, 3> spin_weights = {{
+ (2 * c + 1) / 3,
+ (-std::sqrt(3.0f) * s - c + 1) / 3,
+ (std::sqrt(3.0f) * s - c + 1) / 3
+ }};
+ return spin_weights;
+}