From 041acbaf0e181aee21521e19c83a8f9cca735c8b Mon Sep 17 00:00:00 2001 From: "pre-commit-ci[bot]" <66853113+pre-commit-ci[bot]@users.noreply.github.com> Date: Mon, 8 May 2023 15:52:22 +0000 Subject: [PATCH] Drawable Renderer (#1570), [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --- .../renderer/layers/render_background_layer.cpp | 14 +++++++------- src/mbgl/renderer/layers/render_fill_layer.cpp | 4 ++-- src/mbgl/renderer/renderer_impl.cpp | 2 +- 3 files changed, 10 insertions(+), 10 deletions(-) diff --git a/src/mbgl/renderer/layers/render_background_layer.cpp b/src/mbgl/renderer/layers/render_background_layer.cpp index 1d8266e9a..8e06e7223 100644 --- a/src/mbgl/renderer/layers/render_background_layer.cpp +++ b/src/mbgl/renderer/layers/render_background_layer.cpp @@ -224,13 +224,13 @@ void RenderBackgroundLayer::update(const int32_t layerIndex, const auto& evaluated = getEvaluated(evaluatedProperties); // TODO: If background is solid, we can skip drawables and rely on the clear color - const auto passes = evaluated.get() == 0.0f - ? RenderPass::None - : (!unevaluated.get().isUndefined() - || evaluated.get() < 1.0f - || evaluated.get().a < 1.0f) - ? RenderPass::Translucent - : RenderPass::Opaque | RenderPass::Translucent; // evaluated based on opaquePassCutoff in render() + const auto passes = evaluated.get() == 0.0f ? RenderPass::None + : (!unevaluated.get().isUndefined() || + evaluated.get() < 1.0f || + evaluated.get().a < 1.0f) + ? RenderPass::Translucent + : RenderPass::Opaque | + RenderPass::Translucent; // evaluated based on opaquePassCutoff in render() // unevaluated.hasTransition(); // getCrossfade(evaluatedProperties).t != 1; diff --git a/src/mbgl/renderer/layers/render_fill_layer.cpp b/src/mbgl/renderer/layers/render_fill_layer.cpp index 50a34e7e6..3a60f8215 100644 --- a/src/mbgl/renderer/layers/render_fill_layer.cpp +++ b/src/mbgl/renderer/layers/render_fill_layer.cpp @@ -458,8 +458,8 @@ void RenderFillLayer::update(const int32_t layerIndex, const auto fillRenderPass = (evaluated.get().constantOr(Color()).a >= 1.0f && evaluated.get().constantOr(0) >= 1.0f /* && parameters.currentLayer >= parameters.opaquePassCutoff*/) - ? RenderPass::Opaque - : RenderPass::Translucent; + ? RenderPass::Opaque + : RenderPass::Translucent; builder->setRenderPass(fillRenderPass); const std::vector>>::Vertex>& diff --git a/src/mbgl/renderer/renderer_impl.cpp b/src/mbgl/renderer/renderer_impl.cpp index e113d2f4d..76787ccd0 100644 --- a/src/mbgl/renderer/renderer_impl.cpp +++ b/src/mbgl/renderer/renderer_impl.cpp @@ -202,7 +202,7 @@ void Renderer::Impl::render(const RenderTree& renderTree) { } // Draw Drawables - const auto drawDrawables = [&](const mbgl::RenderPass renderPass){ + const auto drawDrawables = [&](const mbgl::RenderPass renderPass) { // TODO: figure out how to make drawables participate in the depth system // Maybe make it a function mapping draw priority to the depth range (always (0,1)?) parameters.depthRangeSize = 1 - (1 + 2) * parameters.numSublayers * parameters.depthEpsilon;