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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>
namespace mbgl {
using namespace style;
void Painter::renderCircle(PaintParameters& parameters,
CircleBucket& bucket,
const CircleLayer& layer,
const RenderTile& tile) {
// Abort early.
if (pass == RenderPass::Opaque) return;
context.stencilTest = frame.mapMode == MapMode::Still;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
setDepthSublayer(0);
const CirclePaintProperties& properties = layer.impl->paint;
auto& circleShader = parameters.shaders.circle;
context.program = circleShader.getID();
circleShader.u_matrix = tile.translatedMatrix(properties.circleTranslate,
properties.circleTranslateAnchor,
state);
if (properties.circlePitchScale == CirclePitchScaleType::Map) {
circleShader.u_extrude_scale = {{
pixelsToGLUnits[0] * state.getAltitude(),
pixelsToGLUnits[1] * state.getAltitude()
}};
circleShader.u_scale_with_map = true;
} else {
circleShader.u_extrude_scale = pixelsToGLUnits;
circleShader.u_scale_with_map = false;
}
circleShader.u_devicepixelratio = frame.pixelRatio;
circleShader.u_color = properties.circleColor;
circleShader.u_radius = properties.circleRadius;
circleShader.u_blur = properties.circleBlur;
circleShader.u_opacity = properties.circleOpacity;
bucket.drawCircles(circleShader, context, paintMode());
}
} // namespace mbgl
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