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#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/math.hpp>
namespace mbgl {
using namespace style;
mat4 RenderTile::translateVtxMatrix(const mat4& tileMatrix,
const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state,
const bool inViewportPixelUnits) const {
if (translation[0] == 0 && translation[1] == 0) {
return tileMatrix;
}
mat4 vtxMatrix;
const float angle = inViewportPixelUnits ?
(anchor == TranslateAnchorType::Map ? state.getAngle() : 0) :
(anchor == TranslateAnchorType::Viewport ? -state.getAngle() : 0);
Point<float> translate = util::rotate(Point<float>{ translation[0], translation[1] }, angle);
if (inViewportPixelUnits) {
matrix::translate(vtxMatrix, tileMatrix, translate.x, translate.y, 0);
} else {
matrix::translate(vtxMatrix, tileMatrix,
id.pixelsToTileUnits(translate.x, state.getZoom()),
id.pixelsToTileUnits(translate.y, 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, false);
}
mat4 RenderTile::translatedClipMatrix(const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state) const {
return translateVtxMatrix(nearClippedMatrix, translation, anchor, state, false);
}
void RenderTile::startRender(Painter& painter) {
tile.upload(painter.context);
// Calculate two matrices for this tile: matrix is the standard tile matrix; nearClippedMatrix
// clips the near plane to 100 to save depth buffer precision
painter.state.matrixFor(matrix, id);
painter.state.matrixFor(nearClippedMatrix, id);
matrix::multiply(matrix, painter.projMatrix, matrix);
matrix::multiply(nearClippedMatrix, painter.nearClippedProjMatrix, nearClippedMatrix);
}
} // namespace mbgl
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