61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/platform/gl.hpp>
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#include <mbgl/renderer/raster_bucket.hpp>
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#include <mbgl/layer/raster_layer.hpp>
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#include <mbgl/shader/raster_shader.hpp>
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using namespace mbgl;
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void Painter::renderRaster(RasterBucket& bucket, const RasterLayer& layer, const TileID&, const mat4& matrix) {
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if (pass != RenderPass::Translucent) return;
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const RasterPaintProperties& properties = layer.paint;
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if (bucket.hasData()) {
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config.program = rasterShader->program;
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rasterShader->u_matrix = matrix;
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rasterShader->u_buffer = 0;
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rasterShader->u_opacity = properties.opacity;
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rasterShader->u_brightness_low = properties.brightnessMin;
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rasterShader->u_brightness_high = properties.brightnessMax;
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rasterShader->u_saturation_factor = saturationFactor(properties.saturation);
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rasterShader->u_contrast_factor = contrastFactor(properties.contrast);
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rasterShader->u_spin_weights = spinWeights(properties.hueRotate);
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config.stencilOp.reset();
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config.stencilTest = GL_TRUE;
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config.depthFunc.reset();
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config.depthTest = GL_TRUE;
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setDepthSublayer(0);
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bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
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}
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}
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float Painter::saturationFactor(float saturation) {
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if (saturation > 0) {
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return 1 - 1 / (1.001 - saturation);
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} else {
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return -saturation;
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}
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}
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float Painter::contrastFactor(float contrast) {
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if (contrast > 0) {
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return 1 / (1 - contrast);
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} else {
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return 1 + contrast;
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}
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}
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std::array<float, 3> Painter::spinWeights(float spin) {
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spin *= M_PI / 180;
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float s = std::sin(spin);
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float c = std::cos(spin);
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std::array<float, 3> spin_weights = {{
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(2 * c + 1) / 3,
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(-std::sqrt(3.0f) * s - c + 1) / 3,
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(std::sqrt(3.0f) * s - c + 1) / 3
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}};
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return spin_weights;
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}
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