#include #include #include #include #include #include #include using namespace mbgl; void Painter::renderLine(LineBucket& bucket, util::ptr layer_desc, const Tile::ID& id, const mat4 &matrix) { // Abort early. if (pass == RenderPass::Opaque) return; if (!bucket.hasData()) return; const LineProperties &properties = layer_desc->getProperties(); float antialiasing = 1 / state.getPixelRatio(); float width = properties.width; float offset = properties.gap_width == 0 ? 0 : (properties.gap_width + width) / 2; float blur = properties.blur + antialiasing; float inset = std::fmin((std::fmax(-1, offset - width / 2 - antialiasing / 2) + 1), 16.0f); float outset = std::fmin(offset + width / 2 + antialiasing / 2, 16.0f); Color color = properties.color; color[0] *= properties.opacity; color[1] *= properties.opacity; color[2] *= properties.opacity; color[3] *= properties.opacity; float dash_length = properties.dash_array[0]; float dash_gap = properties.dash_array[1]; float ratio = state.getPixelRatio(); mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor); depthRange(strata, 1.0f); // We're only drawing end caps + round line joins if the line is > 2px. Otherwise, they aren't visible anyway. if (bucket.hasPoints() && outset > 1.0f) { useProgram(linejoinShader->program); linejoinShader->u_matrix = vtxMatrix; linejoinShader->u_color = color; linejoinShader->u_world = {{ state.getFramebufferWidth() * 0.5f, state.getFramebufferHeight() * 0.5f }}; linejoinShader->u_linewidth = {{ ((outset - 0.25f) * state.getPixelRatio()), ((inset - 0.25f) * state.getPixelRatio()) }}; float pointSize = std::ceil(state.getPixelRatio() * outset * 2.0); #if defined(GL_ES_VERSION_2_0) linejoinShader->u_size = pointSize; #else glPointSize(pointSize); #endif bucket.drawPoints(*linejoinShader); } if (properties.image.size()) { SpriteAtlasPosition imagePos = spriteAtlas.getPosition(properties.image); float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z); float fade = std::fmod(state.getZoom(), 1.0); useProgram(linepatternShader->program); linepatternShader->u_matrix = vtxMatrix; linepatternShader->u_exmatrix = extrudeMatrix; linepatternShader->u_linewidth = {{ outset, inset }}; linepatternShader->u_ratio = ratio; linepatternShader->u_blur = blur; linepatternShader->u_pattern_size = {{imagePos.size[0] * factor, imagePos.size[1]}}; linepatternShader->u_pattern_tl = imagePos.tl; linepatternShader->u_pattern_br = imagePos.br; linepatternShader->u_fade = fade; spriteAtlas.bind(true); glDepthRange(strata + strata_epsilon, 1.0f); // may or may not matter bucket.drawLinePatterns(*linepatternShader); } else { useProgram(lineShader->program); lineShader->u_matrix = vtxMatrix; lineShader->u_exmatrix = extrudeMatrix; lineShader->u_linewidth = {{ outset, inset }}; lineShader->u_ratio = ratio; lineShader->u_blur = blur; lineShader->u_color = color; lineShader->u_dasharray = {{ dash_length, dash_gap }}; bucket.drawLines(*lineShader); } }