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#include <mbgl/renderer/painter.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_layer_group.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/map/transform.hpp>
using namespace mbgl;
void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix) {
if (pass != RenderPass::Translucent) return;
const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
if (layer_desc->layers) {
if (!bucket.texture.getTexture()) {
bucket.texture.bindFramebuffer();
preparePrerender(bucket);
const int buffer = bucket.properties.buffer * 4096.0f;
const mat4 preMatrix = [&]{
mat4 vtxMatrix;
matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
return vtxMatrix;
}();
for (const util::ptr<StyleLayer> &layer : layer_desc->layers->layers) {
setOpaque();
renderLayer(layer, &id, &preMatrix);
setTranslucent();
renderLayer(layer, &id, &preMatrix);
}
if (bucket.properties.blur > 0) {
bucket.texture.blur(*this, bucket.properties.blur);
}
bucket.texture.unbindFramebuffer();
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
}
renderPrerenderedTexture(bucket, matrix, properties);
}
// Only draw non-prerendered raster here
if (bucket.hasData()) {
depthMask(false);
useProgram(rasterShader->program);
rasterShader->u_matrix = matrix;
rasterShader->u_buffer = 0;
rasterShader->u_opacity = properties.opacity;
rasterShader->u_brightness_low = properties.brightness[0];
rasterShader->u_brightness_high = properties.brightness[1];
rasterShader->u_saturation_factor = saturationFactor(properties.saturation);
rasterShader->u_contrast_factor = contrastFactor(properties.contrast);
rasterShader->u_spin_weights = spinWeights(properties.hue_rotate);
depthRange(strata + strata_epsilon, 1.0f);
bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
depthMask(true);
}
}
float Painter::saturationFactor(float saturation) {
if (saturation > 0) {
return 1 - 1 / (1.001 - saturation);
} else {
return -saturation;
}
}
float Painter::contrastFactor(float contrast) {
if (contrast > 0) {
return 1 / (1 - contrast);
} else {
return 1 + contrast;
}
}
std::array<float, 3> Painter::spinWeights(float spin) {
spin *= M_PI / 180;
float s = std::sin(spin);
float c = std::cos(spin);
std::array<float, 3> spin_weights = {{
(2 * c + 1) / 3,
(-std::sqrt(3.0f) * s - c + 1) / 3,
(std::sqrt(3.0f) * s - c + 1) / 3
}};
return spin_weights;
}
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