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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/style/layers/circle_layer.hpp>
#include <mbgl/style/layers/circle_layer_impl.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/circle_uniforms.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
using namespace style;
void Painter::renderCircle(PaintParameters& parameters,
CircleBucket& bucket,
const CircleLayer& layer,
const RenderTile& tile) {
if (pass == RenderPass::Opaque) {
return;
}
const CirclePaintProperties& properties = layer.impl->paint;
context.draw({
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
frame.mapMode == MapMode::Still
? stencilModeForClipping(tile.clip)
: gl::StencilMode::disabled(),
colorModeForRenderPass(),
parameters.shaders.circle,
CircleUniforms::values(
tile.translatedMatrix(properties.circleTranslate.value,
properties.circleTranslateAnchor.value,
state),
properties.circleOpacity.value,
properties.circleColor.value,
properties.circleRadius.value,
properties.circleBlur.value,
properties.circlePitchScale.value == CirclePitchScaleType::Map,
properties.circlePitchScale.value == CirclePitchScaleType::Map
? std::array<float, 2> {{
pixelsToGLUnits[0] * state.getAltitude(),
pixelsToGLUnits[1] * state.getAltitude()
}}
: pixelsToGLUnits,
frame.pixelRatio
),
gl::Segmented<gl::Triangles>(
*bucket.vertexBuffer,
*bucket.indexBuffer,
bucket.segments
)
});
}
} // namespace mbgl
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