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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/circle_bucket.hpp>
#include <mbgl/style/layers/circle_layer.hpp>
#include <mbgl/style/layers/circle_layer_impl.hpp>
#include <mbgl/shader/circle_shader.hpp>
namespace mbgl {
using namespace style;
void Painter::renderCircle(CircleBucket& bucket,
const CircleLayer& layer,
const UnwrappedTileID& tileID,
const mat4& matrix) {
// Abort early.
if (pass == RenderPass::Opaque) return;
config.stencilTest = frame.mapMode == MapMode::Still ? GL_TRUE : GL_FALSE;
config.depthFunc.reset();
config.depthTest = GL_TRUE;
config.depthMask = GL_FALSE;
setDepthSublayer(0);
const CirclePaintProperties& properties = layer.impl->paint;
mat4 vtxMatrix = translatedMatrix(matrix, properties.circleTranslate, tileID,
properties.circleTranslateAnchor);
// Antialiasing factor: this is a minimum blur distance that serves as
// a faux-antialiasing for the circle. since blur is a ratio of the circle's
// size and the intent is to keep the blur at roughly 1px, the two
// are inversely related.
float antialiasing = 1 / frame.pixelRatio / properties.circleRadius;
config.program = circleShader->getID();
circleShader->u_matrix = vtxMatrix;
circleShader->u_extrude_scale = extrudeScale;
circleShader->u_devicepixelratio = frame.pixelRatio;
circleShader->u_color = properties.circleColor;
circleShader->u_radius = properties.circleRadius;
circleShader->u_blur = std::max<float>(properties.circleBlur, antialiasing);
circleShader->u_opacity = properties.circleOpacity;
bucket.drawCircles(*circleShader, store);
}
} // namespace mbgl
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