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path: root/src/mbgl/renderer/painter_symbol.cpp
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Diffstat (limited to 'src/mbgl/renderer/painter_symbol.cpp')
-rw-r--r--src/mbgl/renderer/painter_symbol.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mbgl/renderer/painter_symbol.cpp b/src/mbgl/renderer/painter_symbol.cpp
index 48ed4bd43f..343c9d5233 100644
--- a/src/mbgl/renderer/painter_symbol.cpp
+++ b/src/mbgl/renderer/painter_symbol.cpp
@@ -25,7 +25,7 @@ void Painter::renderSDF(SymbolBucket &bucket,
SDFShader& sdfShader,
void (SymbolBucket::*drawSDF)(SDFShader&))
{
- mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translate_anchor);
+ mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translateAnchor);
bool skewed = (bucketProperties.rotationAlignment == RotationAlignmentType::Map);
mat4 exMatrix;
@@ -89,28 +89,28 @@ void Painter::renderSDF(SymbolBucket &bucket,
// We're drawing in the translucent pass which is bottom-to-top, so we need
// to draw the halo first.
- if (styleProperties.halo_color[3] > 0.0f && styleProperties.halo_width > 0.0f) {
- sdfShader.u_gamma = (styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma) * gammaScale;
+ if (styleProperties.haloColor.value[3] > 0.0f && styleProperties.haloWidth > 0.0f) {
+ sdfShader.u_gamma = (styleProperties.haloBlur * blurOffset / fontScale / sdfPx + gamma) * gammaScale;
if (styleProperties.opacity < 1.0f) {
- Color color = styleProperties.halo_color;
+ Color color = styleProperties.haloColor;
color[0] *= styleProperties.opacity;
color[1] *= styleProperties.opacity;
color[2] *= styleProperties.opacity;
color[3] *= styleProperties.opacity;
sdfShader.u_color = color;
} else {
- sdfShader.u_color = styleProperties.halo_color;
+ sdfShader.u_color = styleProperties.haloColor;
}
- sdfShader.u_buffer = (haloOffset - styleProperties.halo_width / fontScale) / sdfPx;
+ sdfShader.u_buffer = (haloOffset - styleProperties.haloWidth / fontScale) / sdfPx;
setDepthSublayer(0);
(bucket.*drawSDF)(sdfShader);
}
// Then, we draw the text/icon over the halo
- if (styleProperties.color[3] > 0.0f) {
+ if (styleProperties.color.value[3] > 0.0f) {
sdfShader.u_gamma = gamma * gammaScale;
if (styleProperties.opacity < 1.0f) {
@@ -137,7 +137,7 @@ void Painter::renderSymbol(SymbolBucket& bucket, const SymbolLayer& layer, const
return;
}
- const auto& properties = layer.properties;
+ const auto& properties = layer.paint;
const auto& layout = bucket.layout;
config.depthMask = GL_FALSE;
@@ -206,7 +206,7 @@ void Painter::renderSymbol(SymbolBucket& bucket, const SymbolLayer& layer, const
*sdfIconShader,
&SymbolBucket::drawIcons);
} else {
- mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor);
+ mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translateAnchor);
bool skewed = layout.icon.rotationAlignment == RotationAlignmentType::Map;
mat4 exMatrix;