split up painter into multiple files
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80
src/renderer/painter_point.cpp
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80
src/renderer/painter_point.cpp
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#include <llmr/renderer/painter.hpp>
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#include <llmr/renderer/point_bucket.hpp>
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#include <llmr/map/map.hpp>
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#include <llmr/style/sprite.hpp>
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using namespace llmr;
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void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& /*id&*/) {
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// Abort early.
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if (!bucket.hasData()) return;
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if (pass == Opaque) return;
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auto point_properties = map.getStyle().computed.points;
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auto point_properties_it = point_properties.find(layer_name);
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if (point_properties_it == point_properties.end()) return;
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const PointProperties& properties = point_properties_it->second;
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if (!properties.enabled) return;
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translateLayer(properties.translate);
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Color color = properties.color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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auto &sprite = map.getStyle().sprite;
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ImagePosition imagePos;
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if (properties.image.length() && sprite && sprite->isLoaded()) {
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std::string sized_image = properties.image;
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if (properties.size) {
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sized_image.append("-");
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sized_image.append(std::to_string(static_cast<int>(std::round(properties.size))));
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}
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imagePos = sprite->getPosition(sized_image, false);
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}
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if (!imagePos.size) {
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useProgram(dotShader->program);
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dotShader->setMatrix(matrix);
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dotShader->setColor(color);
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const float pointSize = (properties.radius ? properties.radius * 2 : 8) * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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dotShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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dotShader->setBlur((properties.blur ? properties.blur : 1.5) / pointSize);
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*dotShader);
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} else {
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useProgram(pointShader->program);
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pointShader->setMatrix(matrix);
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pointShader->setColor(color);
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pointShader->setImage(0);
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pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
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sprite->raster.bind(map.getState().isChanging());
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const float pointSize = (properties.size ? properties.size : (imagePos.size.x / map.getState().getPixelRatio())) * 1.4142135623730951 * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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pointShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*pointShader);
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}
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translateLayer(properties.translate, true);
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}
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