#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()) { config.program = rasterShader->getID(); rasterShader->u_matrix = matrix; rasterShader->u_buffer = 0; rasterShader->u_opacity = properties.rasterOpacity; 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_image = 0; config.activeTexture = GL_TEXTURE0; config.depthFunc.reset(); config.depthTest = GL_TRUE; config.depthMask = GL_FALSE; setDepthSublayer(0); bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray, 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