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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/renderer/render_raster_layer.hpp>
#include <mbgl/style/layers/raster_layer_impl.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/raster_program.hpp>
namespace mbgl {
using namespace style;
static float saturationFactor(float saturation) {
if (saturation > 0) {
return 1 - 1 / (1.001 - saturation);
} else {
return -saturation;
}
}
static float contrastFactor(float contrast) {
if (contrast > 0) {
return 1 / (1 - contrast);
} else {
return 1 + contrast;
}
}
static std::array<float, 3> spinWeights(float spin) {
spin *= util::DEG2RAD;
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;
}
void Painter::renderRaster(PaintParameters& parameters,
RasterBucket& bucket,
const RenderRasterLayer& layer,
const RenderTile& tile) {
if (pass != RenderPass::Translucent)
return;
if (!bucket.hasData())
return;
const RasterPaintProperties::Evaluated& properties = layer.evaluated;
const RasterProgram::PaintPropertyBinders paintAttributeData(properties, 0);
assert(bucket.texture);
context.bindTexture(*bucket.texture, 0, gl::TextureFilter::Linear);
context.bindTexture(*bucket.texture, 1, gl::TextureFilter::Linear);
parameters.programs.raster.draw(
context,
gl::Triangles(),
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
RasterProgram::UniformValues {
uniforms::u_matrix::Value{ tile.matrix },
uniforms::u_image0::Value{ 0 },
uniforms::u_image1::Value{ 1 },
uniforms::u_opacity::Value{ properties.get<RasterOpacity>() },
uniforms::u_fade_t::Value{ 1 },
uniforms::u_brightness_low::Value{ properties.get<RasterBrightnessMin>() },
uniforms::u_brightness_high::Value{ properties.get<RasterBrightnessMax>() },
uniforms::u_saturation_factor::Value{ saturationFactor(properties.get<RasterSaturation>()) },
uniforms::u_contrast_factor::Value{ contrastFactor(properties.get<RasterContrast>()) },
uniforms::u_spin_weights::Value{ spinWeights(properties.get<RasterHueRotate>()) },
uniforms::u_buffer_scale::Value{ 1.0f },
uniforms::u_scale_parent::Value{ 1.0f },
uniforms::u_tl_parent::Value{ std::array<float, 2> {{ 0.0f, 0.0f }} },
},
rasterVertexBuffer,
quadTriangleIndexBuffer,
rasterSegments,
paintAttributeData,
properties,
state.getZoom(),
layer.getID()
);
}
} // namespace mbgl
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