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MapLibreParticleLab/src/renderer/painter_raster.cpp

89 lines
2.8 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_layer_group.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/map/map.hpp>
#include <iterator>
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->layers) {
if (!bucket.texture.getTexture()) {
bucket.texture.bindFramebuffer();
preparePrerender(bucket);
// const RasterProperties modifiedProperties = [&]{
// RasterProperties modifiedProperties = properties;
// modifiedProperties.opacity = 1; // figure out why this was here
// return modifiedProperties;
// }();
const int buffer = bucket.properties.buffer * 4096.0f;
const mat4 oldMatrix = matrix;
const mat4 preMatrix = [&]{
mat4 vtxMatrix;
matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
return vtxMatrix;
}();
matrix = preMatrix;
// call updateTiles to get parsed data for sublayers
map.updateTiles();
int i = 0;
for (auto it = layer_desc->layers->layers.begin(), end = layer_desc->layers->layers.end(); it != end; ++it, --i) {
setOpaque();
map.renderLayer(*it, Map::RenderPass::Opaque);
setTranslucent();
map.renderLayer(*it, Map::RenderPass::Translucent);
}
if (bucket.properties.blur > 0) {
bucket.texture.blur(*this, bucket.properties.blur);
}
bucket.texture.unbindFramebuffer();
finishPrerender(bucket);
matrix = oldMatrix;
}
renderPrerenderedTexture(bucket);
}
depthMask(false);
useProgram(rasterShader->program);
rasterShader->setMatrix(matrix);
rasterShader->setBuffer(0);
rasterShader->setOpacity(1);
// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity); // TODO fix
glDepthRange(strata + strata_epsilon, 1.0f);
if (!bucket.hasData()) {
// bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray, bucket.texture.getTexture());
} else {
bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
}
depthMask(true);
}