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#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/map/transform_state.hpp>
namespace mbgl {
using namespace style;
mat4 RenderTile::translateVtxMatrix(const mat4& tileMatrix,
const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state) const {
if (translation[0] == 0 && translation[1] == 0) {
return tileMatrix;
}
mat4 vtxMatrix;
if (anchor == TranslateAnchorType::Viewport) {
const double sin_a = std::sin(-state.getAngle());
const double cos_a = std::cos(-state.getAngle());
matrix::translate(vtxMatrix, tileMatrix,
id.pixelsToTileUnits(translation[0] * cos_a - translation[1] * sin_a, state.getZoom()),
id.pixelsToTileUnits(translation[0] * sin_a + translation[1] * cos_a, state.getZoom()),
0);
} else {
matrix::translate(vtxMatrix, tileMatrix,
id.pixelsToTileUnits(translation[0], state.getZoom()),
id.pixelsToTileUnits(translation[1], state.getZoom()),
0);
}
return vtxMatrix;
}
mat4 RenderTile::translatedMatrix(const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state) const {
return translateVtxMatrix(matrix, translation, anchor, state);
}
mat4 RenderTile::translatedClipMatrix(const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state) const {
return translateVtxMatrix(nearClippedMatrix, translation, anchor, state);
}
void RenderTile::calculateMatrices(const mat4& projMatrix,
const mat4& projClipMatrix,
const TransformState& transform) {
// Calculate two matrices for this tile: matrix is the standard tile matrix; nearClippedMatrix
// clips the near plane to 100 to save depth buffer precision
transform.matrixFor(matrix, id);
transform.matrixFor(nearClippedMatrix, id);
matrix::multiply(matrix, projMatrix, matrix);
matrix::multiply(nearClippedMatrix, projClipMatrix, nearClippedMatrix);
}
} // namespace mbgl
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