#include #include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderCircle(CircleBucket& bucket, const StyleLayer& layer_desc, const TileID& id, const mat4& matrix) { // Abort early. if (pass == RenderPass::Opaque) return; config.stencilTest = false; const CircleProperties& properties = layer_desc.getProperties(); mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor); Color color = properties.color; color[0] *= properties.opacity; color[1] *= properties.opacity; color[2] *= properties.opacity; color[3] *= properties.opacity; // Antialiasing factor: this is a minimum blur distance that serves as // a faux-antialiasing for the circle. since blur is a ratio of the circle's // size and the intent is to keep the blur at roughly 1px, the two // are inversely related. float antialiasing = 1 / data.pixelRatio / properties.radius; useProgram(circleShader->program); circleShader->u_matrix = vtxMatrix; circleShader->u_exmatrix = extrudeMatrix; circleShader->u_color = color; circleShader->u_blur = std::max(properties.blur, antialiasing); circleShader->u_size = properties.radius; bucket.drawCircles(*circleShader); }