rename point => icon
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83
src/renderer/painter_icon.cpp
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83
src/renderer/painter_icon.cpp
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#include <llmr/renderer/painter.hpp>
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#include <llmr/renderer/icon_bucket.hpp>
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#include <llmr/map/map.hpp>
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#include <llmr/style/sprite.hpp>
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#include <llmr/util/math.hpp>
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using namespace llmr;
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void Painter::renderIcon(IconBucket& 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 icon_properties = map.getStyle().computed.icons;
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auto icon_properties_it = icon_properties.find(layer_name);
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if (icon_properties_it == icon_properties.end()) return;
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const IconProperties& properties = icon_properties_it->second;
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if (!properties.enabled) return;
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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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const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
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if (!imagePos.size) {
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useProgram(dotShader->program);
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dotShader->setMatrix(vtxMatrix);
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dotShader->setColor(color);
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const float iconSize = (properties.radius ? properties.radius * 2 : 8) * map.getState().getPixelRatio();
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dotShader->setSize(iconSize);
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#ifndef GL_ES_VERSION_2_0
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glPointSize(iconSize);
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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) / iconSize);
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glDepthRange(strata, 1.0f);
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bucket.drawIcons(*dotShader);
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} else {
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useProgram(iconShader->program);
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iconShader->setMatrix(vtxMatrix);
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iconShader->setColor(color);
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iconShader->setImage(0);
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iconShader->setPosition({{
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0.5f * (imagePos.tl.x + imagePos.br.x),
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0.5f * (imagePos.tl.y + imagePos.br.y),
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}});
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iconShader->setDimension({{
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static_cast<float>(sprite->raster.width),
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static_cast<float>(sprite->raster.height)
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}});
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sprite->raster.bind(map.getState().isChanging());
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const float iconSize = util::max(imagePos.size.x, imagePos.size.y) + 2;
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iconShader->setSize(iconSize);
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#ifndef GL_ES_VERSION_2_0
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glPointSize(iconSize);
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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.drawIcons(*iconShader);
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}
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}
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