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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/line_bucket.hpp>
#include <mbgl/layer/line_layer.hpp>
#include <mbgl/map/tile_id.hpp>
#include <mbgl/map/map_data.hpp>
#include <mbgl/shader/line_shader.hpp>
#include <mbgl/shader/linesdf_shader.hpp>
#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/util/mat2.hpp>
using namespace mbgl;
void Painter::renderLine(LineBucket& bucket, const LineLayer& layer, const TileID& id, const mat4& matrix) {
// Abort early.
if (pass == RenderPass::Opaque) return;
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
config.depthFunc.reset();
config.depthTest = GL_TRUE;
config.depthMask = GL_FALSE;
const auto& properties = layer.paint;
const auto& layout = bucket.layout;
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float antialiasing = 1.0 / data.pixelRatio;
float blur = properties.blur + antialiasing;
float edgeWidth = properties.width / 2.0;
float inset = -1;
float offset = 0;
float shift = 0;
if (properties.gapWidth != 0) {
inset = properties.gapWidth / 2.0 + antialiasing * 0.5;
edgeWidth = properties.width;
// shift outer lines half a pixel towards the middle to eliminate the crack
offset = inset - antialiasing / 2.0;
}
float outset = offset + edgeWidth + antialiasing / 2.0 + shift;
Color color = properties.color;
color[0] *= properties.opacity;
color[1] *= properties.opacity;
color[2] *= properties.opacity;
color[3] *= properties.opacity;
float ratio = state.getScale() / std::pow(2, id.z) / (util::EXTENT / (512.0 * id.overscaling));
mat2 antialiasingMatrix;
matrix::identity(antialiasingMatrix);
matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch()));
matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle());
// calculate how much longer the real world distance is at the top of the screen
// than at the middle of the screen.
float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4 * (1 + std::pow(state.getAltitude(), 2)));
float x = state.getHeight() / 2.0f * std::tan(state.getPitch());
float extra = (topedgelength + x) / topedgelength - 1;
mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor);
setDepthSublayer(0);
if (!properties.dasharray.value.from.empty()) {
config.program = linesdfShader->getID();
linesdfShader->u_matrix = vtxMatrix;
linesdfShader->u_exmatrix = extrudeMatrix;
linesdfShader->u_linewidth = {{ outset, inset }};
linesdfShader->u_ratio = ratio;
linesdfShader->u_blur = blur;
linesdfShader->u_color = color;
LinePatternPos posA = lineAtlas->getDashPosition(properties.dasharray.value.from, layout.cap == CapType::Round);
LinePatternPos posB = lineAtlas->getDashPosition(properties.dasharray.value.to, layout.cap == CapType::Round);
lineAtlas->bind();
const float widthA = posA.width * properties.dasharray.value.fromScale;
const float widthB = posB.width * properties.dasharray.value.toScale;
float patternratio = std::pow(2.0, std::floor(::log2(state.getScale())) - id.z) / (util::EXTENT / util::tileSize) * id.overscaling;
float scaleXA = patternratio / widthA / properties.dashLineWidth;
float scaleYA = -posA.height / 2.0;
float scaleXB = patternratio / widthB / properties.dashLineWidth;
float scaleYB = -posB.height / 2.0;
linesdfShader->u_patternscale_a = {{ scaleXA, scaleYA }};
linesdfShader->u_tex_y_a = posA.y;
linesdfShader->u_patternscale_b = {{ scaleXB, scaleYB }};
linesdfShader->u_tex_y_b = posB.y;
linesdfShader->u_image = 0;
linesdfShader->u_sdfgamma = lineAtlas->width / (properties.dashLineWidth * std::min(widthA, widthB) * 256.0 * data.pixelRatio) / 2;
linesdfShader->u_mix = properties.dasharray.value.t;
linesdfShader->u_extra = extra;
linesdfShader->u_offset = -properties.offset;
linesdfShader->u_antialiasingmatrix = antialiasingMatrix;
bucket.drawLineSDF(*linesdfShader);
} else if (!properties.pattern.value.from.empty()) {
optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition(properties.pattern.value.from, true);
optional<SpriteAtlasPosition> imagePosB = spriteAtlas->getPosition(properties.pattern.value.to, true);
if (!imagePosA || !imagePosB)
return;
float factor = util::EXTENT / (512 * id.overscaling) / std::pow(2, state.getIntegerZoom() - id.z);
config.program = linepatternShader->getID();
linepatternShader->u_matrix = vtxMatrix;
linepatternShader->u_exmatrix = extrudeMatrix;
linepatternShader->u_linewidth = {{ outset, inset }};
linepatternShader->u_ratio = ratio;
linepatternShader->u_blur = blur;
linepatternShader->u_pattern_size_a = {{(*imagePosA).size[0] * factor * properties.pattern.value.fromScale, (*imagePosA).size[1]}};
linepatternShader->u_pattern_tl_a = (*imagePosA).tl;
linepatternShader->u_pattern_br_a = (*imagePosA).br;
linepatternShader->u_pattern_size_b = {{(*imagePosB).size[0] * factor * properties.pattern.value.toScale, (*imagePosB).size[1]}};
linepatternShader->u_pattern_tl_b = (*imagePosB).tl;
linepatternShader->u_pattern_br_b = (*imagePosB).br;
linepatternShader->u_fade = properties.pattern.value.t;
linepatternShader->u_opacity = properties.opacity;
linepatternShader->u_extra = extra;
linepatternShader->u_offset = -properties.offset;
linepatternShader->u_antialiasingmatrix = antialiasingMatrix;
MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
spriteAtlas->bind(true);
bucket.drawLinePatterns(*linepatternShader);
} else {
config.program = lineShader->getID();
lineShader->u_matrix = vtxMatrix;
lineShader->u_exmatrix = extrudeMatrix;
lineShader->u_linewidth = {{ outset, inset }};
lineShader->u_ratio = ratio;
lineShader->u_blur = blur;
lineShader->u_extra = extra;
lineShader->u_offset = -properties.offset;
lineShader->u_antialiasingmatrix = antialiasingMatrix;
lineShader->u_color = color;
bucket.drawLines(*lineShader);
}
}
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