#include #include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderFill(FillBucket& bucket, const FillLayer& layer, const TileID& id, const mat4& matrix) { const FillPaintProperties& properties = layer.paint; mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor); Color fill_color = properties.color; fill_color[0] *= properties.opacity; fill_color[1] *= properties.opacity; fill_color[2] *= properties.opacity; fill_color[3] *= properties.opacity; Color stroke_color = properties.outlineColor; if (stroke_color[3] < 0) { stroke_color = fill_color; } else { stroke_color[0] *= properties.opacity; stroke_color[1] *= properties.opacity; stroke_color[2] *= properties.opacity; stroke_color[3] *= properties.opacity; } const bool pattern = !properties.pattern.value.from.empty(); bool outline = properties.antialias && !pattern && stroke_color != fill_color; bool fringeline = properties.antialias && !pattern && stroke_color == fill_color; config.stencilOp.reset(); config.stencilTest = GL_TRUE; config.depthFunc.reset(); config.depthTest = GL_TRUE; // Because we're drawing top-to-bottom, and we update the stencil mask // befrom, we have to draw the outline first (!) if (outline && pass == RenderPass::Translucent) { config.program = outlineShader->program; outlineShader->u_matrix = vtxMatrix; config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! outlineShader->u_color = stroke_color; // Draw the entire line outlineShader->u_world = {{ static_cast(frame.framebufferSize[0]), static_cast(frame.framebufferSize[1]) }}; setDepthSublayer(0); bucket.drawVertices(*outlineShader); } if (pattern) { mapbox::util::optional posA = spriteAtlas->getPosition(properties.pattern.value.from, true); mapbox::util::optional posB = spriteAtlas->getPosition(properties.pattern.value.to, true); // Image fill. if (pass == RenderPass::Translucent && posA && posB) { float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z) / id.overscaling; mat3 patternMatrixA; matrix::identity(patternMatrixA); matrix::scale(patternMatrixA, patternMatrixA, 1.0f / ((*posA).size[0] * factor * properties.pattern.value.fromScale), 1.0f / ((*posA).size[1] * factor * properties.pattern.value.fromScale)); mat3 patternMatrixB; matrix::identity(patternMatrixB); matrix::scale(patternMatrixB, patternMatrixB, 1.0f / ((*posB).size[0] * factor * properties.pattern.value.toScale), 1.0f / ((*posB).size[1] * factor * properties.pattern.value.toScale)); config.program = patternShader->program; patternShader->u_matrix = vtxMatrix; patternShader->u_pattern_tl_a = (*posA).tl; patternShader->u_pattern_br_a = (*posA).br; patternShader->u_pattern_tl_b = (*posB).tl; patternShader->u_pattern_br_b = (*posB).br; patternShader->u_opacity = properties.opacity; patternShader->u_image = 0; patternShader->u_mix = properties.pattern.value.t; patternShader->u_patternmatrix_a = patternMatrixA; patternShader->u_patternmatrix_b = patternMatrixB; MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0)); spriteAtlas->bind(true); // Draw the actual triangles into the color & stencil buffer. config.depthMask = GL_TRUE; setDepthSublayer(0); bucket.drawElements(*patternShader); } } else { // No image fill. if ((fill_color[3] >= 1.0f) == (pass == RenderPass::Opaque)) { // Only draw the fill when it's either opaque and we're drawing opaque // fragments or when it's translucent and we're drawing translucent // fragments // Draw filling rectangle. config.program = plainShader->program; plainShader->u_matrix = vtxMatrix; plainShader->u_color = fill_color; // Draw the actual triangles into the color & stencil buffer. config.depthMask = GL_TRUE; setDepthSublayer(1); bucket.drawElements(*plainShader); } } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == RenderPass::Translucent) { config.program = outlineShader->program; outlineShader->u_matrix = vtxMatrix; config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! outlineShader->u_color = fill_color; // Draw the entire line outlineShader->u_world = {{ static_cast(frame.framebufferSize[0]), static_cast(frame.framebufferSize[1]) }}; setDepthSublayer(2); bucket.drawVertices(*outlineShader); } }