#include #include #include #include #include #include namespace mbgl { using namespace style; void Painter::renderRaster(RasterBucket& bucket, const RasterLayer& layer, const UnwrappedTileID&, const mat4& matrix) { if (pass != RenderPass::Translucent) return; const RasterPaintProperties& properties = layer.impl->paint; if (bucket.hasData()) { const bool overdraw = isOverdraw(); auto& rasterShader = overdraw ? overdrawShaders->raster : shaders->raster; auto& rasterVAO = overdraw ? coveringRasterOverdrawArray : coveringRasterArray; config.program = rasterShader.getID(); rasterShader.u_matrix = matrix; rasterShader.u_buffer_scale = 1.0f; rasterShader.u_opacity0 = properties.rasterOpacity; rasterShader.u_opacity1 = 0; rasterShader.u_brightness_low = properties.rasterBrightnessMin; rasterShader.u_brightness_high = properties.rasterBrightnessMax; rasterShader.u_saturation_factor = saturationFactor(properties.rasterSaturation); rasterShader.u_contrast_factor = contrastFactor(properties.rasterContrast); rasterShader.u_spin_weights = spinWeights(properties.rasterHueRotate); config.stencilTest = GL_FALSE; rasterShader.u_image0 = 0; // GL_TEXTURE0 rasterShader.u_image1 = 1; // GL_TEXTURE1 rasterShader.u_tl_parent = {{ 0.0f, 0.0f }}; rasterShader.u_scale_parent = 1.0f; config.depthFunc.reset(); config.depthTest = GL_TRUE; config.depthMask = GL_FALSE; setDepthSublayer(0); bucket.drawRaster(rasterShader, rasterBoundsBuffer, rasterVAO, config, store); } } 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 Painter::spinWeights(float spin) { spin *= util::DEG2RAD; float s = std::sin(spin); float c = std::cos(spin); std::array 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; } } // namespace mbgl