#include #include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderFill(FillBucket& bucket, util::ptr layer_desc, const Tile::ID& id, const mat4 &matrix) { // Abort early. if (!bucket.hasData()) return; const FillProperties &properties = layer_desc->getProperties(); mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor); Color fill_color = properties.fill_color; fill_color[0] *= properties.opacity; fill_color[1] *= properties.opacity; fill_color[2] *= properties.opacity; fill_color[3] *= properties.opacity; Color stroke_color = properties.stroke_color; if (stroke_color[3] < 0) { stroke_color = fill_color; } else { stroke_color[0] *= properties.opacity; stroke_color[1] *= properties.opacity; stroke_color[2] *= properties.opacity; stroke_color[3] *= properties.opacity; } const bool pattern = properties.image.size(); bool outline = properties.antialias && !pattern && properties.stroke_color != properties.fill_color; bool fringeline = properties.antialias && !pattern && properties.stroke_color == properties.fill_color; // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (outline && pass == RenderPass::Translucent) { useProgram(outlineShader->program); outlineShader->u_matrix = vtxMatrix; lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! outlineShader->u_color = stroke_color; // Draw the entire line outlineShader->u_world = {{ static_cast(map.getState().getFramebufferWidth()), static_cast(map.getState().getFramebufferHeight()) }}; depthRange(strata, 1.0f); bucket.drawVertices(*outlineShader); } if (pattern) { // Image fill. Sprite &sprite = *map.getSprite(); if (pass == RenderPass::Translucent && sprite) { SpriteAtlas &spriteAtlas = *map.getSpriteAtlas(); const SpriteAtlasPosition pos = spriteAtlas.getPosition(properties.image, sprite, true); const float mix = std::fmod(float(map.getState().getZoom()), 1.0f); const float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z); mat3 patternMatrix; matrix::identity(patternMatrix); matrix::scale(patternMatrix, patternMatrix, 1.0f / (pos.size[0] * factor), 1.0f / (pos.size[1] * factor)); useProgram(patternShader->program); patternShader->u_matrix = vtxMatrix; patternShader->u_pattern_tl = pos.tl; patternShader->u_pattern_br = pos.br; patternShader->u_opacity = properties.opacity; patternShader->u_image = 0; patternShader->u_mix = mix; patternShader->u_patternmatrix = patternMatrix; glActiveTexture(GL_TEXTURE0); spriteAtlas.bind(true); // Draw the actual triangles into the color & stencil buffer. depthRange(strata, 1.0f); bucket.drawElements(*patternShader); } } else { // No image fill. if ((fill_color[3] >= 1.0f) == (pass == RenderPass::Opaque)) { // Only draw the fill when it's either opaque and we're drawing opaque // fragments or when it's translucent and we're drawing translucent // fragments // Draw filling rectangle. useProgram(plainShader->program); plainShader->u_matrix = vtxMatrix; plainShader->u_color = fill_color; // Draw the actual triangles into the color & stencil buffer. depthRange(strata + strata_epsilon, 1.0f); bucket.drawElements(*plainShader); } } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == RenderPass::Translucent) { useProgram(outlineShader->program); outlineShader->u_matrix = vtxMatrix; lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! outlineShader->u_color = fill_color; // Draw the entire line outlineShader->u_world = {{ static_cast(map.getState().getFramebufferWidth()), static_cast(map.getState().getFramebufferHeight()) }}; depthRange(strata + strata_epsilon, 1.0f); bucket.drawVertices(*outlineShader); } }