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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/line_bucket.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/map/sprite.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
#include <mbgl/map/map.hpp>
using namespace mbgl;
void Painter::renderLine(LineBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix) {
// Abort early.
if (pass == RenderPass::Opaque) return;
if (!bucket.hasData()) return;
const LineProperties &properties = layer_desc->getProperties<LineProperties>();
float antialiasing = 1 / map.getState().getPixelRatio();
float width = properties.width;
float offset = properties.offset / 2;
float blur = properties.blur + antialiasing;
// These are the radii of the line. We are limiting it to 16, which will result
// in a point size of 64 on retina.
float inset = std::fmin((std::fmax(-1, offset - width / 2 - antialiasing / 2) + 1), 16.0f);
float outset = std::fmin(offset + width / 2 + antialiasing / 2, 16.0f);
Color color = properties.color;
color[0] *= properties.opacity;
color[1] *= properties.opacity;
color[2] *= properties.opacity;
color[3] *= properties.opacity;
float dash_length = properties.dash_array[0];
float dash_gap = properties.dash_array[1];
float ratio = map.getState().getPixelRatio();
mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor);
depthRange(strata, 1.0f);
// We're only drawing end caps + round line joins if the line is > 2px. Otherwise, they aren't visible anyway.
if (bucket.hasPoints() && outset > 1.0f) {
useProgram(linejoinShader->program);
linejoinShader->u_matrix = vtxMatrix;
linejoinShader->u_color = color;
linejoinShader->u_world = {{
map.getState().getFramebufferWidth() * 0.5f,
map.getState().getFramebufferHeight() * 0.5f
}};
linejoinShader->u_linewidth = {{
((outset - 0.25f) * map.getState().getPixelRatio()),
((inset - 0.25f) * map.getState().getPixelRatio())
}};
float pointSize = std::ceil(map.getState().getPixelRatio() * outset * 2.0);
#if defined(GL_ES_VERSION_2_0)
linejoinShader->u_size = pointSize;
#else
glPointSize(pointSize);
#endif
bucket.drawPoints(*linejoinShader);
}
const std::shared_ptr<Sprite> &sprite = map.getSprite();
if (properties.image.size() && sprite) {
SpriteAtlasPosition imagePos = map.getSpriteAtlas()->getPosition(properties.image, *sprite);
float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z);
float fade = std::fmod(map.getState().getZoom(), 1.0);
useProgram(linepatternShader->program);
linepatternShader->u_matrix = vtxMatrix;
linepatternShader->u_exmatrix = extrudeMatrix;
linepatternShader->u_linewidth = {{ outset, inset }};
linepatternShader->u_ratio = ratio;
linepatternShader->u_blur = blur;
linepatternShader->u_pattern_size = {{imagePos.size[0] * factor, imagePos.size[1]}};
linepatternShader->u_pattern_tl = imagePos.tl;
linepatternShader->u_pattern_br = imagePos.br;
linepatternShader->u_fade = fade;
map.getSpriteAtlas()->bind(true);
glDepthRange(strata + strata_epsilon, 1.0f); // may or may not matter
bucket.drawLinePatterns(*linepatternShader);
} else {
useProgram(lineShader->program);
lineShader->u_matrix = vtxMatrix;
lineShader->u_exmatrix = extrudeMatrix;
lineShader->u_linewidth = {{ outset, inset }};
lineShader->u_ratio = ratio;
lineShader->u_blur = blur;
lineShader->u_color = color;
lineShader->u_dasharray = {{ dash_length, dash_gap }};
bucket.drawLines(*lineShader);
}
}
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