#include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderRaster(RasterBucket& bucket, util::ptr layer_desc, const Tile::ID&, const mat4 &matrix) { if (pass != RenderPass::Translucent) return; const RasterProperties &properties = layer_desc->getProperties(); if (bucket.hasData()) { depthMask(false); useProgram(rasterShader->program); rasterShader->u_matrix = matrix; rasterShader->u_buffer = 0; rasterShader->u_opacity = properties.opacity; rasterShader->u_brightness_low = properties.brightness[0]; rasterShader->u_brightness_high = properties.brightness[1]; rasterShader->u_saturation_factor = saturationFactor(properties.saturation); rasterShader->u_contrast_factor = contrastFactor(properties.contrast); rasterShader->u_spin_weights = spinWeights(properties.hue_rotate); depthRange(strata + strata_epsilon, 1.0f); bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray); depthMask(true); } } 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 *= M_PI / 180; 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; }