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#include <mbgl/renderer/frame_history.hpp>
#include <mbgl/math/minmax.hpp>
#include <mbgl/gl/context.hpp>
#include <cassert>
namespace mbgl {
FrameHistory::FrameHistory() {
changeOpacities.fill(0);
opacities.fill(0);
}
void FrameHistory::record(const TimePoint& now, float zoom, const Duration& duration) {
int16_t zoomIndex = std::floor(zoom * 10.0);
if (firstFrame) {
changeTimes.fill(now);
for (int16_t z = 0; z <= zoomIndex; z++) {
opacities.data[z] = 255u;
}
firstFrame = false;
}
if (zoomIndex < previousZoomIndex) {
for (int16_t z = zoomIndex + 1; z <= previousZoomIndex; z++) {
changeTimes[z] = now;
changeOpacities[z] = opacities.data[z];
}
} else {
for (int16_t z = zoomIndex; z > previousZoomIndex; z--) {
changeTimes[z] = now;
changeOpacities[z] = opacities.data[z];
}
}
for (int16_t z = 0; z <= 255; z++) {
std::chrono::duration<float> timeDiff = now - changeTimes[z];
int32_t opacityChange = (duration == Milliseconds(0) ? 1 : (timeDiff / duration)) * 255;
if (z <= zoomIndex) {
opacities.data[z] = util::min(255, changeOpacities[z] + opacityChange);
} else {
opacities.data[z] = util::max(0, changeOpacities[z] - opacityChange);
}
}
dirty = true;
if (zoomIndex != previousZoomIndex) {
previousZoomIndex = zoomIndex;
previousTime = now;
}
time = now;
}
bool FrameHistory::needsAnimation(const Duration& duration) const {
return (time - previousTime) < duration;
}
void FrameHistory::upload(gl::Context& context, uint32_t unit) {
if (!texture) {
texture = context.createTexture(opacities, unit);
} else if (dirty) {
context.updateTexture(*texture, opacities, unit);
}
dirty = false;
}
void FrameHistory::bind(gl::Context& context, uint32_t unit) {
upload(context, unit);
context.bindTexture(*texture, unit);
}
} // namespace mbgl
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