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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/line_bucket.hpp>
#include <mbgl/style/style_layer.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 width = properties.width;
float offset = properties.offset / 2;
float antialiasing = 1 / map.getState().getPixelRatio();
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];
const mat4 &vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor);
glDepthRange(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);
}
// var imagePos = properties.image && imageSprite.getPosition(properties.image);
bool imagePos = false;
if (imagePos) {
// var factor = 8 / Math.pow(2, painter.transform.zoom - params.z);
// imageSprite.bind(gl, true);
// //factor = Math.pow(2, 4 - painter.transform.zoom + params.z);
// gl.switchShader(painter.linepatternShader, painter.translatedMatrix || painter.posMatrix, painter.extrudeMatrix);
// shader = painter.linepatternShader;
// glUniform2fv(painter.linepatternShader.u_pattern_size, [imagePos.size[0] * factor, imagePos.size[1] ]);
// glUniform2fv(painter.linepatternShader.u_pattern_tl, imagePos.tl);
// glUniform2fv(painter.linepatternShader.u_pattern_br, imagePos.br);
// glUniform1f(painter.linepatternShader.u_fade, painter.transform.z % 1.0);
} else {
useProgram(lineShader->program);
lineShader->setMatrix(vtxMatrix);
lineShader->setExtrudeMatrix(extrudeMatrix);
lineShader->setDashArray({{ dash_length, dash_gap }});
lineShader->setLineWidth({{ outset, inset }});
lineShader->setRatio(map.getState().getPixelRatio());
lineShader->setBlur(blur);
lineShader->setColor(color);
bucket.drawLines(*lineShader);
}
}
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