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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/fill_extrusion_bucket.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/style/layers/fill_extrusion_layer.hpp>
#include <mbgl/style/layers/fill_extrusion_layer_impl.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/fill_extrusion_program.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/convert.hpp>
#include <mbgl/util/mat3.hpp>
namespace mbgl {
using namespace style;
void Painter::renderFillExtrusion(PaintParameters& parameters,
FillExtrusionBucket& bucket,
const FillExtrusionLayer& layer,
const RenderTile& tile,
const Style& style) {
const FillExtrusionPaintProperties::Evaluated& properties = layer.impl->paint.evaluated;
if (pass == RenderPass::Opaque) {
return;
}
const auto light = style.light.evaluated;
const auto lightColor = light.get<LightColor>();
std::array<float, 3> color3f = { { lightColor.r, lightColor.g, lightColor.b } };
const auto lightPos =
light.get<LightPosition>().get(light.get<LightAnchor>(), state.getAngle());
const auto lightIntensity = light.get<LightIntensity>();
if (!properties.get<FillExtrusionPattern>().from.empty()) {
optional<SpriteAtlasElement> imagePosA =
spriteAtlas->getPattern(properties.get<FillExtrusionPattern>().from);
optional<SpriteAtlasElement> imagePosB =
spriteAtlas->getPattern(properties.get<FillExtrusionPattern>().to);
if (!imagePosA || !imagePosB) {
return;
}
spriteAtlas->bind(true, context, 0);
parameters.programs.fillExtrusionPattern.draw(
context, gl::Triangles(), depthModeForSublayer(0, gl::DepthMode::ReadWrite),
gl::StencilMode::disabled(), colorModeForRenderPass(),
FillExtrusionPatternUniforms::values(
tile.translatedMatrix(properties.get<FillExtrusionTranslate>(),
properties.get<FillExtrusionTranslateAnchor>(), state),
*imagePosA, *imagePosB, properties.get<FillExtrusionPattern>(), tile.id, state,
-std::pow(2, tile.id.canonical.z) / util::tileSize / 8.0f, color3f, lightPos,
lightIntensity),
*bucket.vertexBuffer, *bucket.indexBuffer, bucket.triangleSegments,
bucket.paintPropertyBinders.at(layer.getID()), properties, state.getZoom());
} else {
parameters.programs.fillExtrusion.draw(
context, gl::Triangles(), depthModeForSublayer(0, gl::DepthMode::ReadWrite),
gl::StencilMode::disabled(), colorModeForRenderPass(),
FillExtrusionProgram::UniformValues{
uniforms::u_matrix::Value{
tile.translatedMatrix(properties.get<FillExtrusionTranslate>(),
properties.get<FillExtrusionTranslateAnchor>(), state) },
uniforms::u_lightcolor::Value{ color3f }, uniforms::u_lightpos::Value{ lightPos },
uniforms::u_lightintensity::Value{ lightIntensity } },
*bucket.vertexBuffer, *bucket.indexBuffer, bucket.triangleSegments,
bucket.paintPropertyBinders.at(layer.getID()), properties, state.getZoom());
};
}
} // namespace mbgl
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