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#include <mbgl/renderer/painter.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/layer/raster_layer.hpp>
#include <mbgl/shader/raster_shader.hpp>
using namespace mbgl;
void Painter::renderRaster(RasterBucket& bucket, const RasterLayer& layer, const TileID&, const mat4& matrix) {
if (pass != RenderPass::Translucent) return;
const RasterPaintProperties& properties = layer.properties;
if (bucket.hasData()) {
config.program = rasterShader->program;
rasterShader->u_matrix = matrix;
rasterShader->u_buffer = 0;
rasterShader->u_opacity = properties.opacity;
rasterShader->u_brightness_low = properties.brightness[0];
rasterShader->u_brightness_high = properties.brightness[1];
rasterShader->u_saturation_factor = saturationFactor(properties.saturation);
rasterShader->u_contrast_factor = contrastFactor(properties.contrast);
rasterShader->u_spin_weights = spinWeights(properties.hue_rotate);
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
config.depthFunc.reset();
config.depthTest = GL_TRUE;
setDepthSublayer(0);
bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
}
}
float Painter::saturationFactor(float saturation) {
if (saturation > 0) {
return 1 - 1 / (1.001 - saturation);
} else {
return -saturation;
}
}
float Painter::contrastFactor(float contrast) {
if (contrast > 0) {
return 1 / (1 - contrast);
} else {
return 1 + contrast;
}
}
std::array<float, 3> Painter::spinWeights(float spin) {
spin *= M_PI / 180;
float s = std::sin(spin);
float c = std::cos(spin);
std::array<float, 3> spin_weights = {{
(2 * c + 1) / 3,
(-std::sqrt(3.0f) * s - c + 1) / 3,
(std::sqrt(3.0f) * s - c + 1) / 3
}};
return spin_weights;
}
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