Drawable Renderer (#1570), [pre-commit.ci] auto fixes from pre-commit.com hooks
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committed by
Bart Louwers
parent
b052cb904e
commit
041acbaf0e
@@ -224,13 +224,13 @@ void RenderBackgroundLayer::update(const int32_t layerIndex,
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const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
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// TODO: If background is solid, we can skip drawables and rely on the clear color
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const auto passes = evaluated.get<style::BackgroundOpacity>() == 0.0f
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? RenderPass::None
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: (!unevaluated.get<style::BackgroundPattern>().isUndefined()
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|| evaluated.get<style::BackgroundOpacity>() < 1.0f
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|| evaluated.get<style::BackgroundColor>().a < 1.0f)
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? RenderPass::Translucent
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: RenderPass::Opaque | RenderPass::Translucent; // evaluated based on opaquePassCutoff in render()
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const auto passes = evaluated.get<style::BackgroundOpacity>() == 0.0f ? RenderPass::None
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: (!unevaluated.get<style::BackgroundPattern>().isUndefined() ||
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evaluated.get<style::BackgroundOpacity>() < 1.0f ||
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evaluated.get<style::BackgroundColor>().a < 1.0f)
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? RenderPass::Translucent
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: RenderPass::Opaque |
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RenderPass::Translucent; // evaluated based on opaquePassCutoff in render()
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// unevaluated.hasTransition();
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// getCrossfade<BackgroundLayerProperties>(evaluatedProperties).t != 1;
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@@ -458,8 +458,8 @@ void RenderFillLayer::update(const int32_t layerIndex,
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const auto fillRenderPass = (evaluated.get<FillColor>().constantOr(Color()).a >= 1.0f &&
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evaluated.get<FillOpacity>().constantOr(0) >= 1.0f
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/* && parameters.currentLayer >= parameters.opaquePassCutoff*/)
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? RenderPass::Opaque
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: RenderPass::Translucent;
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? RenderPass::Opaque
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: RenderPass::Translucent;
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builder->setRenderPass(fillRenderPass);
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const std::vector<gfx::VertexVector<gfx::detail::VertexType<gfx::AttributeType<int16_t, 2>>>::Vertex>&
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@@ -202,7 +202,7 @@ void Renderer::Impl::render(const RenderTree& renderTree) {
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}
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// Draw Drawables
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const auto drawDrawables = [&](const mbgl::RenderPass renderPass){
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const auto drawDrawables = [&](const mbgl::RenderPass renderPass) {
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// TODO: figure out how to make drawables participate in the depth system
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// Maybe make it a function mapping draw priority to the depth range (always (0,1)?)
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parameters.depthRangeSize = 1 - (1 + 2) * parameters.numSublayers * parameters.depthEpsilon;
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