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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/style/layers/raster_layer_impl.hpp>
#include <mbgl/shader/shaders.hpp>
namespace mbgl {
using namespace style;
void Painter::renderRaster(PaintParameters& parameters,
RasterBucket& bucket,
const RasterLayer& layer,
const RenderTile& tile) {
if (pass != RenderPass::Translucent) return;
const RasterPaintProperties& properties = layer.impl->paint;
if (bucket.hasData()) {
auto& rasterShader = parameters.shaders.raster;
auto& rasterVAO = parameters.shaders.coveringRasterArray;
context.program = rasterShader.getID();
rasterShader.u_matrix = tile.matrix;
rasterShader.u_buffer_scale = 1.0f;
rasterShader.u_opacity0 = properties.rasterOpacity;
rasterShader.u_opacity1 = 0;
rasterShader.u_brightness_low = properties.rasterBrightnessMin;
rasterShader.u_brightness_high = properties.rasterBrightnessMax;
rasterShader.u_saturation_factor = saturationFactor(properties.rasterSaturation);
rasterShader.u_contrast_factor = contrastFactor(properties.rasterContrast);
rasterShader.u_spin_weights = spinWeights(properties.rasterHueRotate);
context.stencilTest = false;
rasterShader.u_image0 = 0; // GL_TEXTURE0
rasterShader.u_image1 = 1; // GL_TEXTURE1
rasterShader.u_tl_parent = {{ 0.0f, 0.0f }};
rasterShader.u_scale_parent = 1.0f;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
setDepthSublayer(0);
bucket.drawRaster(rasterShader, rasterBoundsBuffer, rasterVAO, context);
}
}
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 *= 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;
}
} // namespace mbgl
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