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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/circle_bucket.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/render_circle_layer.hpp>
#include <mbgl/style/layers/circle_layer_impl.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/circle_program.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
using namespace style;
void Painter::renderCircle(PaintParameters& parameters,
CircleBucket& bucket,
const RenderCircleLayer& layer,
const RenderTile& tile) {
if (pass == RenderPass::Opaque) {
return;
}
const CirclePaintProperties::Evaluated& properties = layer.evaluated;
const bool scaleWithMap = properties.get<CirclePitchScale>() == CirclePitchScaleType::Map;
parameters.programs.circle.get(properties).draw(
context,
gl::Triangles(),
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
frame.mapMode == MapMode::Still
? stencilModeForClipping(tile.clip)
: gl::StencilMode::disabled(),
colorModeForRenderPass(),
CircleProgram::UniformValues {
uniforms::u_matrix::Value{
tile.translatedMatrix(properties.get<CircleTranslate>(),
properties.get<CircleTranslateAnchor>(),
state)
},
uniforms::u_scale_with_map::Value{ scaleWithMap },
uniforms::u_extrude_scale::Value{ scaleWithMap
? std::array<float, 2> {{
pixelsToGLUnits[0] * state.getCameraToCenterDistance(),
pixelsToGLUnits[1] * state.getCameraToCenterDistance()
}}
: pixelsToGLUnits }
},
*bucket.vertexBuffer,
*bucket.indexBuffer,
bucket.segments,
bucket.paintPropertyBinders.at(layer.getID()),
properties,
state.getZoom(),
layer.getID()
);
}
} // namespace mbgl
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