Files
MapLibreParticleLab/src/renderer/painter_point.cpp
Konstantin Käfer 05a330f347 make translate property zoom independent
if you want a zoom-dependent translation, you can use a function

refs #189
2014-05-14 10:31:57 +02:00

81 lines
2.7 KiB
C++

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