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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->setMatrix(vtxMatrix);
linejoinShader->setColor(color);
linejoinShader->setWorld({{
map.getState().getFramebufferWidth() * 0.5f,
map.getState().getFramebufferHeight() * 0.5f
}
});
linejoinShader->setLineWidth({{
((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->setSize(pointSize);
#else
glPointSize(pointSize);
#endif
bucket.drawPoints(*linejoinShader);
}
const std::shared_ptr<Sprite> &sprite = map.getSprite();
if (properties.image.size() && sprite) {
SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
Rect<uint16_t> imagePos = spriteAtlas.getImage(properties.image, *sprite);
float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z);
float fade = std::fmod(map.getState().getZoom(), 1.0);
std::array<float, 2> imageSize = {{
imagePos.w * factor,
imagePos.h * factor
}};
useProgram(linepatternShader->program);
linepatternShader->setMatrix(vtxMatrix);
linepatternShader->setExtrudeMatrix(extrudeMatrix);
linepatternShader->setLineWidth({{ outset, inset }});
linepatternShader->setRatio(ratio);
linepatternShader->setBlur(blur);
linepatternShader->setPatternSize(imageSize);
linepatternShader->setPatternTopLeft({{
float(imagePos.x) / spriteAtlas.getWidth(),
float(imagePos.y) / spriteAtlas.getHeight(),
}});
linepatternShader->setPatternBottomRight({{
float(imagePos.x + imagePos.w) / spriteAtlas.getWidth(),
float(imagePos.y + imagePos.h) / spriteAtlas.getHeight(),
}});
linepatternShader->setFade(fade);
spriteAtlas.bind(true);
glDepthRange(strata + strata_epsilon, 1.0f); // may or may not matter
bucket.drawLinePatterns(*linepatternShader);
} else {
useProgram(lineShader->program);
lineShader->setMatrix(vtxMatrix);
lineShader->setExtrudeMatrix(extrudeMatrix);
lineShader->setLineWidth({{ outset, inset }});
lineShader->setRatio(ratio);
lineShader->setBlur(blur);
lineShader->setColor(color);
lineShader->setDashArray({{ dash_length, dash_gap }});
bucket.drawLines(*lineShader);
}
}
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