Files
MapLibreParticleLab/src/renderer/painter_raster.cpp
2014-08-11 12:12:43 -07:00

109 lines
4.4 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/map/map.hpp>
using namespace mbgl;
void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id) {
if (pass == Translucent) return;
const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
if (layer_desc->rasterize) {
auto rasterize = std::make_unique<RasterizeProperties>();
if (pass == Translucent) {
// Buffer value around the 0..4096 extent that will be drawn into the 256x256 pixel
// texture. We later scale the texture so that the actual bounds will align with this
// tile's bounds. The reason we do this is so that the
const RasterizedProperties rasterize = layer_desc->rasterize->get(id.z);
if (!bucket.prerendered) {
bucket.prerendered = std::make_unique<PrerenderedTexture>(rasterize);
bucket.prerendered->bindFramebuffer();
preparePrerender(*bucket.prerendered);
const RasterProperties modifiedProperties = [&]{
RasterProperties modifiedProperties = properties;
// modifiedProperties.opacity = 1; // figure out why this was here
return modifiedProperties;
}();
// When drawing the fill, we want to draw a buffer around too, so we
// essentially downscale everyting, and then upscale it later when rendering.
const int buffer = rasterize.buffer * 4096.0f;
const mat4 vtxMatrix = [&]{
mat4 vtxMatrix;
matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
return vtxMatrix;
}();
setOpaque();
// renderFill(bucket, modifiedProperties, id, vtxMatrix);
// resize();
// changeMatrix();
// map.updateRenderState();
// drawClippingMasks(getActiveSources());
// Actually render the layers
map.renderLayers(layer_desc->layers);
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.
// When only rendering layers via the stylesheet, it's possible that we don't
// ever visit a tile during rendering.
// for (const std::shared_ptr<StyleSource> &source : getActiveSources()) {
// source->source->finishRender(painter);
// }
//
// // Schedule another rerender when we definitely need a next frame.
// if (transform.needsTransition() || style->hasTransitions()) {
// update();
// }
glFlush();
if (rasterize.blur > 0) {
bucket.prerendered->blur(*this, rasterize.blur);
}
// RESET STATE
bucket.prerendered->unbindFramebuffer();
finishPrerender(*bucket.prerendered);
}
renderPrerenderedTexture(*bucket.prerendered, properties);
}
}
depthMask(false);
useProgram(rasterShader->program);
rasterShader->setMatrix(matrix);
rasterShader->setBuffer(0);
rasterShader->setOpacity(1);
// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity);
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
depthMask(true);
}
void Painter::renderRaster(GLuint texture, const RasterizeProperties &properties){
// TODO do I need this?
// map.renderLayers(layer_desc->layers);
}