50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/renderer/circle_bucket.hpp>
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#include <mbgl/style/style.hpp>
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#include <mbgl/style/style_layer.hpp>
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#include <mbgl/style/style_layout.hpp>
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#include <mbgl/map/sprite.hpp>
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#include <mbgl/map/tile_id.hpp>
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#include <mbgl/map/map_data.hpp>
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#include <mbgl/shader/circle_shader.hpp>
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using namespace mbgl;
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void Painter::renderCircle(CircleBucket& bucket,
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const StyleLayer& layer_desc,
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const TileID& id,
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const mat4& matrix) {
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// Abort early.
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if (pass == RenderPass::Opaque) return;
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config.stencilTest = false;
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const CircleProperties& properties = layer_desc.getProperties<CircleProperties>();
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mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor);
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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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// Antialiasing factor: this is a minimum blur distance that serves as
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// a faux-antialiasing for the circle. since blur is a ratio of the circle's
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// size and the intent is to keep the blur at roughly 1px, the two
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// are inversely related.
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float antialiasing = 1 / data.pixelRatio / properties.radius;
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useProgram(circleShader->program);
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circleShader->u_matrix = vtxMatrix;
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circleShader->u_exmatrix = extrudeMatrix;
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circleShader->u_color = color;
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circleShader->u_blur = std::max(properties.blur, antialiasing);
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circleShader->u_size = properties.radius;
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bucket.drawCircles(*circleShader);
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}
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