[core] Modern C++ bindings for OpenGL

This commit is contained in:
John Firebaugh
2016-09-26 12:53:32 -07:00
parent a4c82b8a3b
commit 0e57d10d77
97 changed files with 2233 additions and 1857 deletions

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@@ -39,7 +39,7 @@ endif(WITH_COVERAGE)
set(CMAKE_CONFIGURATION_TYPES Debug Release)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -Wall -Wextra -Wshadow -Werror -Wno-variadic-macros -Wno-unknown-pragmas")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -ftemplate-depth=1024 -Wall -Wextra -Wshadow -Werror -Wno-variadic-macros -Wno-unknown-pragmas")
if(APPLE)
# -Wno-error=unused-command-line-argument is required due to https://llvm.org/bugs/show_bug.cgi?id=7798
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-error=unused-command-line-argument")

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@@ -56,10 +56,16 @@ set(MBGL_CORE_FILES
include/mbgl/gl/gl.hpp
include/mbgl/gl/implementation.hpp
src/mbgl/gl/attribute.hpp
src/mbgl/gl/color_mode.cpp
src/mbgl/gl/color_mode.hpp
src/mbgl/gl/context.cpp
src/mbgl/gl/context.hpp
src/mbgl/gl/debugging.cpp
src/mbgl/gl/debugging.hpp
src/mbgl/gl/depth_mode.cpp
src/mbgl/gl/depth_mode.hpp
src/mbgl/gl/draw_mode.hpp
src/mbgl/gl/drawable.hpp
src/mbgl/gl/extension.cpp
src/mbgl/gl/extension.hpp
src/mbgl/gl/framebuffer.hpp
@@ -68,17 +74,18 @@ set(MBGL_CORE_FILES
src/mbgl/gl/object.cpp
src/mbgl/gl/object.hpp
src/mbgl/gl/renderbuffer.hpp
src/mbgl/gl/segment.hpp
src/mbgl/gl/shader.cpp
src/mbgl/gl/shader.hpp
src/mbgl/gl/state.hpp
src/mbgl/gl/stencil_mode.cpp
src/mbgl/gl/stencil_mode.hpp
src/mbgl/gl/texture.hpp
src/mbgl/gl/types.hpp
src/mbgl/gl/uniform.cpp
src/mbgl/gl/uniform.hpp
src/mbgl/gl/value.cpp
src/mbgl/gl/value.hpp
src/mbgl/gl/vao.cpp
src/mbgl/gl/vao.hpp
src/mbgl/gl/vertex_array.cpp
src/mbgl/gl/vertex_array.hpp
src/mbgl/gl/vertex_buffer.hpp
@@ -146,7 +153,6 @@ set(MBGL_CORE_FILES
src/mbgl/renderer/circle_bucket.hpp
src/mbgl/renderer/debug_bucket.cpp
src/mbgl/renderer/debug_bucket.hpp
src/mbgl/renderer/element_group.hpp
src/mbgl/renderer/fill_bucket.cpp
src/mbgl/renderer/fill_bucket.hpp
src/mbgl/renderer/frame_history.cpp
@@ -176,10 +182,12 @@ set(MBGL_CORE_FILES
# shader
src/mbgl/shader/circle_shader.cpp
src/mbgl/shader/circle_shader.hpp
src/mbgl/shader/circle_uniforms.hpp
src/mbgl/shader/circle_vertex.cpp
src/mbgl/shader/circle_vertex.hpp
src/mbgl/shader/collision_box_shader.cpp
src/mbgl/shader/collision_box_shader.hpp
src/mbgl/shader/collision_box_uniforms.hpp
src/mbgl/shader/collision_box_vertex.cpp
src/mbgl/shader/collision_box_vertex.hpp
src/mbgl/shader/fill_outline_pattern_shader.cpp
@@ -190,6 +198,8 @@ set(MBGL_CORE_FILES
src/mbgl/shader/fill_pattern_shader.hpp
src/mbgl/shader/fill_shader.cpp
src/mbgl/shader/fill_shader.hpp
src/mbgl/shader/fill_uniforms.cpp
src/mbgl/shader/fill_uniforms.hpp
src/mbgl/shader/fill_vertex.cpp
src/mbgl/shader/fill_vertex.hpp
src/mbgl/shader/line_pattern_shader.cpp
@@ -198,10 +208,13 @@ set(MBGL_CORE_FILES
src/mbgl/shader/line_sdf_shader.hpp
src/mbgl/shader/line_shader.cpp
src/mbgl/shader/line_shader.hpp
src/mbgl/shader/line_uniforms.cpp
src/mbgl/shader/line_uniforms.hpp
src/mbgl/shader/line_vertex.cpp
src/mbgl/shader/line_vertex.hpp
src/mbgl/shader/raster_shader.cpp
src/mbgl/shader/raster_shader.hpp
src/mbgl/shader/raster_uniforms.hpp
src/mbgl/shader/raster_vertex.cpp
src/mbgl/shader/raster_vertex.hpp
src/mbgl/shader/shaders.hpp
@@ -209,8 +222,11 @@ set(MBGL_CORE_FILES
src/mbgl/shader/symbol_icon_shader.hpp
src/mbgl/shader/symbol_sdf_shader.cpp
src/mbgl/shader/symbol_sdf_shader.hpp
src/mbgl/shader/symbol_uniforms.cpp
src/mbgl/shader/symbol_uniforms.hpp
src/mbgl/shader/symbol_vertex.cpp
src/mbgl/shader/symbol_vertex.hpp
src/mbgl/shader/uniforms.hpp
# sprite
include/mbgl/sprite/sprite_image.hpp

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@@ -17,6 +17,10 @@ public:
static constexpr Color black() { return { 0.0f, 0.0f, 0.0f, 1.0f }; };
static constexpr Color white() { return { 1.0f, 1.0f, 1.0f, 1.0f }; };
static constexpr Color red() { return { 1.0f, 0.0f, 0.0f, 1.0f }; };
static constexpr Color green() { return { 0.0f, 1.0f, 0.0f, 1.0f }; };
static constexpr Color blue() { return { 0.0f, 0.0f, 1.0f, 1.0f }; };
static optional<Color> parse(const std::string&);
};

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@@ -5,7 +5,7 @@ namespace mbgl {
template <class T>
class Range {
public:
Range(const T& min_, const T& max_)
constexpr Range(const T& min_, const T& max_)
: min(min_), max(max_) {}
T min;

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@@ -13,11 +13,12 @@ namespace gl {
class Context;
} // namespace gl
typedef struct {
class LinePatternPos {
public:
float width;
float height;
float y;
} LinePatternPos;
};
enum class LinePatternCap : bool {
Square = false,

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@@ -4,8 +4,6 @@
#include <mbgl/gl/shader.hpp>
#include <cstddef>
#include <limits>
#include <vector>
namespace mbgl {
namespace gl {
@@ -27,10 +25,8 @@ public:
type(DataTypeOf<T>::value),
count(N),
offset(O) {
static_assert(std::is_standard_layout<Vertex>::value, "vertex type must use standard layout");
static_assert(O % 4 == 0, "vertex attribute must be optimally aligned");
static_assert(1 <= N && N <= 4, "count must be 1, 2, 3, or 4");
static_assert(sizeof(Vertex) <= std::numeric_limits<int32_t>::max(), "vertex type is too big");
}
AttributeLocation location;

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@@ -0,0 +1,44 @@
#include <mbgl/gl/color_mode.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/util/traits.hpp>
namespace mbgl {
namespace gl {
static_assert(underlying_type(ColorMode::BlendEquation::Add) == GL_FUNC_ADD, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::BlendEquation::Subtract) == GL_FUNC_SUBTRACT, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::BlendEquation::ReverseSubtract) == GL_FUNC_REVERSE_SUBTRACT, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::Zero) == GL_ZERO, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::One) == GL_ONE, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::SrcColor) == GL_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusSrcColor) == GL_ONE_MINUS_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::DstColor) == GL_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusDstColor) == GL_ONE_MINUS_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::SrcAlpha) == GL_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusSrcAlpha) == GL_ONE_MINUS_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::DstAlpha) == GL_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusDstAlpha) == GL_ONE_MINUS_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::ConstantColor) == GL_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusConstantColor) == GL_ONE_MINUS_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::ConstantAlpha) == GL_CONSTANT_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusConstantAlpha) == GL_ONE_MINUS_CONSTANT_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::SrcAlphaSaturate) == GL_SRC_ALPHA_SATURATE, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::Zero) == GL_ZERO, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::One) == GL_ONE, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::SrcColor) == GL_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusSrcColor) == GL_ONE_MINUS_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::DstColor) == GL_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusDstColor) == GL_ONE_MINUS_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::SrcAlpha) == GL_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusSrcAlpha) == GL_ONE_MINUS_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::DstAlpha) == GL_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusDstAlpha) == GL_ONE_MINUS_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::ConstantColor) == GL_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusConstantColor) == GL_ONE_MINUS_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::ConstantAlpha) == GL_CONSTANT_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(ColorMode::OneMinusConstantAlpha) == GL_ONE_MINUS_CONSTANT_ALPHA, "OpenGL enum mismatch");
} // namespace gl
} // namespace mbgl

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@@ -0,0 +1,95 @@
#pragma once
#include <mbgl/util/variant.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
class ColorMode {
public:
enum class BlendEquation {
Add = 0x8006,
Subtract = 0x800A,
ReverseSubtract = 0x800B
};
enum BlendFactor {
Zero = 0x0000,
One = 0x0001,
SrcColor = 0x0300,
OneMinusSrcColor = 0x0301,
SrcAlpha = 0x0302,
OneMinusSrcAlpha = 0x0303,
DstAlpha = 0x0304,
OneMinusDstAlpha = 0x0305,
DstColor = 0x0306,
OneMinusDstColor = 0x0307,
SrcAlphaSaturate = 0x0308,
ConstantColor = 0x8001,
OneMinusConstantColor = 0x8002,
ConstantAlpha = 0x8003,
OneMinusConstantAlpha = 0x8004
};
template <BlendEquation E>
struct ConstantBlend {
static constexpr BlendEquation equation = E;
static constexpr BlendFactor srcFactor = One;
static constexpr BlendFactor dstFactor = One;
};
template <BlendEquation E>
struct LinearBlend {
static constexpr BlendEquation equation = E;
BlendFactor srcFactor;
BlendFactor dstFactor;
};
struct Replace {
static constexpr BlendEquation equation = BlendEquation::Add;
static constexpr BlendFactor srcFactor = One;
static constexpr BlendFactor dstFactor = One;
};
using Add = LinearBlend<BlendEquation::Add>;
using Subtract = LinearBlend<BlendEquation::Subtract>;
using ReverseSubtract = LinearBlend<BlendEquation::ReverseSubtract>;
using BlendFunction = variant<
Replace,
Add,
Subtract,
ReverseSubtract>;
BlendFunction blendFunction;
Color blendColor;
struct Mask {
bool r;
bool g;
bool b;
bool a;
};
Mask mask;
static ColorMode disabled() {
return ColorMode { Replace(), {}, { false, false, false, false } };
}
static ColorMode unblended() {
return ColorMode { Replace(), {}, { true, true, true, true } };
}
static ColorMode alphaBlended() {
return ColorMode { Add { One, OneMinusSrcAlpha }, {}, { true, true, true, true } };
}
};
constexpr bool operator!=(const ColorMode::Mask& a, const ColorMode::Mask& b) {
return a.r != b.r || a.g != b.g || a.b != b.b || a.a != b.a;
}
} // namespace gl
} // namespace mbgl

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@@ -7,6 +7,14 @@
namespace mbgl {
namespace gl {
static_assert(underlying_type(PrimitiveType::Points) == GL_POINTS, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Lines) == GL_LINES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineLoop) == GL_LINE_LOOP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineStrip) == GL_LINE_STRIP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Triangles) == GL_TRIANGLES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::TriangleStrip) == GL_TRIANGLE_STRIP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::TriangleFan) == GL_TRIANGLE_FAN, "OpenGL type mismatch");
static_assert(std::is_same<ProgramID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<ShaderID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<BufferID, GLuint>::value, "OpenGL type mismatch");
@@ -15,67 +23,6 @@ static_assert(std::is_same<VertexArrayID, GLuint>::value, "OpenGL type mismatch"
static_assert(std::is_same<FramebufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<RenderbufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<StencilValue, GLint>::value, "OpenGL type mismatch");
static_assert(std::is_same<StencilMaskValue, GLuint>::value, "OpenGL type mismatch");
static_assert(underlying_type(StencilTestFunction::Never) == GL_NEVER, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::Less) == GL_LESS, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::Equal) == GL_EQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::LessEqual) == GL_LEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::Greater) == GL_GREATER, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::NotEqual) == GL_NOTEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::GreaterEqual) == GL_GEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestFunction::Always) == GL_ALWAYS, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::Keep) == GL_KEEP, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::Zero) == GL_ZERO, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::Replace) == GL_REPLACE, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::Increment) == GL_INCR, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::IncrementWrap) == GL_INCR_WRAP, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::Decrement) == GL_DECR, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::DecrementWrap) == GL_DECR_WRAP, "OpenGL enum mismatch");
static_assert(underlying_type(StencilTestOperation::Invert) == GL_INVERT, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::Never) == GL_NEVER, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::Less) == GL_LESS, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::Equal) == GL_EQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::LessEqual) == GL_LEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::Greater) == GL_GREATER, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::NotEqual) == GL_NOTEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::GreaterEqual) == GL_GEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthTestFunction::Always) == GL_ALWAYS, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::Zero) == GL_ZERO, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::One) == GL_ONE, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::SrcColor) == GL_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::OneMinusSrcColor) == GL_ONE_MINUS_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::DstColor) == GL_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::OneMinusDstColor) == GL_ONE_MINUS_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::SrcAlpha) == GL_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::OneMinusSrcAlpha) == GL_ONE_MINUS_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::DstAlpha) == GL_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::OneMinusDstAlpha) == GL_ONE_MINUS_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::ConstantColor) == GL_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::OneMinusConstantColor) == GL_ONE_MINUS_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::ConstantAlpha) == GL_CONSTANT_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::OneMinusConstantAlpha) == GL_ONE_MINUS_CONSTANT_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendSourceFactor::SrcAlphaSaturate) == GL_SRC_ALPHA_SATURATE, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::Zero) == GL_ZERO, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::One) == GL_ONE, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::SrcColor) == GL_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::OneMinusSrcColor) == GL_ONE_MINUS_SRC_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::DstColor) == GL_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::OneMinusDstColor) == GL_ONE_MINUS_DST_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::SrcAlpha) == GL_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::OneMinusSrcAlpha) == GL_ONE_MINUS_SRC_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::DstAlpha) == GL_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::OneMinusDstAlpha) == GL_ONE_MINUS_DST_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::ConstantColor) == GL_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::OneMinusConstantColor) == GL_ONE_MINUS_CONSTANT_COLOR, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::ConstantAlpha) == GL_CONSTANT_ALPHA, "OpenGL enum mismatch");
static_assert(underlying_type(BlendDestinationFactor::OneMinusConstantAlpha) == GL_ONE_MINUS_CONSTANT_ALPHA, "OpenGL enum mismatch");
Context::~Context() {
reset();
}
@@ -110,16 +57,6 @@ UniqueBuffer Context::createIndexBuffer(const void* data, std::size_t size) {
return result;
}
void Context::bindAttribute(const AttributeBinding& binding, std::size_t stride, const int8_t* offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(binding.location));
MBGL_CHECK_ERROR(glVertexAttribPointer(binding.location,
binding.count,
static_cast<GLenum>(binding.type),
false,
static_cast<GLsizei>(stride),
offset + binding.offset));
}
UniqueTexture Context::createTexture() {
if (pooledTextures.empty()) {
pooledTextures.resize(TextureMax);
@@ -304,6 +241,7 @@ void Context::setDirtyState() {
depthTest.setDirty();
depthFunc.setDirty();
blend.setDirty();
blendEquation.setDirty();
blendFunc.setDirty();
blendColor.setDirty();
colorMask.setDirty();
@@ -314,6 +252,7 @@ void Context::setDirtyState() {
lineWidth.setDirty();
activeTexture.setDirty();
#if not MBGL_USE_GLES2
pointSize.setDirty();
pixelZoom.setDirty();
rasterPos.setDirty();
#endif // MBGL_USE_GLES2
@@ -325,6 +264,145 @@ void Context::setDirtyState() {
vertexArrayObject.setDirty();
}
void Context::clear(optional<mbgl::Color> color,
optional<float> depth,
optional<int32_t> stencil) {
GLbitfield mask = 0;
if (color) {
mask |= GL_COLOR_BUFFER_BIT;
clearColor = *color;
colorMask = { true, true, true, true };
}
if (depth) {
mask |= GL_DEPTH_BUFFER_BIT;
clearDepth = *depth;
depthMask = true;
}
if (stencil) {
mask |= GL_STENCIL_BUFFER_BIT;
clearStencil = *stencil;
stencilMask = 0xFF;
}
MBGL_CHECK_ERROR(glClear(mask));
}
#if not MBGL_USE_GLES2
PrimitiveType Context::operator()(const Points& points) {
pointSize = points.pointSize;
return PrimitiveType::Points;
}
#else
PrimitiveType Context::operator()(const Points&) {
return PrimitiveType::Points;
}
#endif // MBGL_USE_GLES2
PrimitiveType Context::operator()(const Lines& lines) {
lineWidth = lines.lineWidth;
return PrimitiveType::Lines;
}
PrimitiveType Context::operator()(const LineStrip& lineStrip) {
lineWidth = lineStrip.lineWidth;
return PrimitiveType::LineStrip;
}
PrimitiveType Context::operator()(const Triangles&) {
return PrimitiveType::Triangles;
}
PrimitiveType Context::operator()(const TriangleStrip&) {
return PrimitiveType::TriangleStrip;
}
void Context::setDepthMode(const DepthMode& depth) {
if (depth.func == DepthMode::Always && !depth.mask) {
depthTest = false;
} else {
depthTest = true;
depthFunc = depth.func;
depthMask = depth.mask;
depthRange = depth.range;
}
}
void Context::setStencilMode(const StencilMode& stencil) {
if (stencil.test.is<StencilMode::Always>() && !stencil.mask) {
stencilTest = false;
} else {
stencilTest = true;
stencilMask = stencil.mask;
stencilOp = { stencil.fail, stencil.depthFail, stencil.pass };
apply_visitor([&] (const auto& test) {
stencilFunc = { test.func, stencil.ref, test.mask };
}, stencil.test);
}
}
void Context::setColorMode(const ColorMode& color) {
if (color.blendFunction.is<ColorMode::Replace>()) {
blend = false;
} else {
blend = true;
blendColor = color.blendColor;
apply_visitor([&] (const auto& blendFunction) {
blendEquation = ColorMode::BlendEquation(blendFunction.equation);
blendFunc = { blendFunction.srcFactor, blendFunction.dstFactor };
}, color.blendFunction);
}
colorMask = color.mask;
}
void Context::draw(const Drawable& drawable) {
if (drawable.segments.empty()) {
return;
}
PrimitiveType primitiveType = apply_visitor([&] (auto m) { return (*this)(m); }, drawable.drawMode);
setDepthMode(drawable.depthMode);
setStencilMode(drawable.stencilMode);
setColorMode(drawable.colorMode);
program = drawable.program;
drawable.bindUniforms();
for (const auto& segment : drawable.segments) {
vertexBuffer = drawable.vertexBuffer;
elementBuffer = drawable.indexBuffer;
for (const auto& binding : drawable.attributeBindings) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(binding.location));
MBGL_CHECK_ERROR(glVertexAttribPointer(
binding.location,
binding.count,
static_cast<GLenum>(binding.type),
GL_FALSE,
static_cast<GLsizei>(drawable.vertexSize),
reinterpret_cast<GLvoid*>(binding.offset + (drawable.vertexSize * segment.vertexOffset))));
}
if (drawable.indexBuffer) {
MBGL_CHECK_ERROR(glDrawElements(
static_cast<GLenum>(primitiveType),
static_cast<GLsizei>(drawable.primitiveSize / sizeof(uint16_t) * segment.primitiveLength),
GL_UNSIGNED_SHORT,
reinterpret_cast<GLvoid*>(drawable.primitiveSize * segment.primitiveOffset)));
} else {
MBGL_CHECK_ERROR(glDrawArrays(
static_cast<GLenum>(primitiveType),
static_cast<GLint>(segment.vertexOffset),
static_cast<GLsizei>(segment.vertexLength)));
}
}
}
void Context::performCleanup() {
for (auto id : abandonedPrograms) {
if (program == id) {

View File

@@ -8,7 +8,7 @@
#include <mbgl/gl/framebuffer.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/drawable.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <memory>
@@ -78,13 +78,15 @@ public:
TextureFilter = TextureFilter::Nearest,
TextureMipMap = TextureMipMap::No);
template <class Shader, class Vertex>
void bindAttributes(const Shader& shader, const VertexBuffer<Vertex>&, const int8_t* offset) {
static_assert(std::is_same<typename Shader::VertexType, Vertex>::value, "vertex type mismatch");
for (const auto& binding : AttributeBindings<Shader, Vertex>()(shader)) {
bindAttribute(binding, sizeof(Vertex), offset);
}
}
void clear(optional<mbgl::Color> color,
optional<float> depth,
optional<int32_t> stencil);
void draw(const Drawable&);
void setDepthMode(const DepthMode&);
void setStencilMode(const StencilMode&);
void setColorMode(const ColorMode&);
// Actually remove the objects we marked as abandoned with the above methods.
// Only call this while the OpenGL context is exclusive to this thread.
@@ -106,6 +108,19 @@ public:
void setDirtyState();
State<value::ActiveTexture> activeTexture;
State<value::BindFramebuffer> bindFramebuffer;
State<value::Viewport> viewport;
std::array<State<value::BindTexture>, 2> texture;
State<value::BindVertexArray> vertexArrayObject;
State<value::Program> program;
#if not MBGL_USE_GLES2
State<value::PixelZoom> pixelZoom;
State<value::RasterPos> rasterPos;
#endif // MBGL_USE_GLES2
private:
State<value::StencilFunc> stencilFunc;
State<value::StencilMask> stencilMask;
State<value::StencilTest> stencilTest;
@@ -115,34 +130,32 @@ public:
State<value::DepthTest> depthTest;
State<value::DepthFunc> depthFunc;
State<value::Blend> blend;
State<value::BlendEquation> blendEquation;
State<value::BlendFunc> blendFunc;
State<value::BlendColor> blendColor;
State<value::ColorMask> colorMask;
State<value::ClearDepth> clearDepth;
State<value::ClearColor> clearColor;
State<value::ClearStencil> clearStencil;
State<value::Program> program;
State<value::LineWidth> lineWidth;
State<value::ActiveTexture> activeTexture;
State<value::BindFramebuffer> bindFramebuffer;
State<value::Viewport> viewport;
State<value::BindRenderbuffer> bindRenderbuffer;
#if not MBGL_USE_GLES2
State<value::PixelZoom> pixelZoom;
State<value::RasterPos> rasterPos;
State<value::PointSize> pointSize;
#endif // MBGL_USE_GLES2
std::array<State<value::BindTexture>, 2> texture;
State<value::BindVertexBuffer> vertexBuffer;
State<value::BindElementBuffer> elementBuffer;
State<value::BindVertexArray> vertexArrayObject;
private:
UniqueBuffer createVertexBuffer(const void* data, std::size_t size);
UniqueBuffer createIndexBuffer(const void* data, std::size_t size);
UniqueTexture createTexture(Size size, const void* data, TextureUnit);
UniqueFramebuffer createFramebuffer();
UniqueRenderbuffer createRenderbuffer(RenderbufferType, Size size);
void bindAttribute(const AttributeBinding&, std::size_t stride, const int8_t* offset);
PrimitiveType operator()(const Points&);
PrimitiveType operator()(const Lines&);
PrimitiveType operator()(const LineStrip&);
PrimitiveType operator()(const Triangles&);
PrimitiveType operator()(const TriangleStrip&);
friend detail::ProgramDeleter;
friend detail::ShaderDeleter;

View File

@@ -0,0 +1,18 @@
#include <mbgl/gl/depth_mode.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/util/traits.hpp>
namespace mbgl {
namespace gl {
static_assert(underlying_type(DepthMode::Never) == GL_NEVER, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::Less) == GL_LESS, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::Equal) == GL_EQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::LessEqual) == GL_LEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::Greater) == GL_GREATER, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::NotEqual) == GL_NOTEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::GreaterEqual) == GL_GEQUAL, "OpenGL enum mismatch");
static_assert(underlying_type(DepthMode::Always) == GL_ALWAYS, "OpenGL enum mismatch");
} // namespace gl
} // namespace mbgl

View File

@@ -0,0 +1,36 @@
#pragma once
#include <mbgl/util/range.hpp>
namespace mbgl {
namespace gl {
class DepthMode {
public:
enum Function {
Never = 0x0200,
Less = 0x0201,
Equal = 0x0202,
LessEqual = 0x0203,
Greater = 0x0204,
NotEqual = 0x0205,
GreaterEqual = 0x0206,
Always = 0x0207
};
enum Mask : bool {
ReadOnly = false,
ReadWrite = true
};
Function func;
Mask mask;
Range<float> range;
static DepthMode disabled() {
return DepthMode { Always, ReadOnly, { 0.0, 1.0 } };
}
};
} // namespace gl
} // namespace mbgl

34
src/mbgl/gl/draw_mode.hpp Normal file
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@@ -0,0 +1,34 @@
#pragma once
#include <mbgl/util/variant.hpp>
namespace mbgl {
namespace gl {
class Points {
public:
float pointSize;
};
class Lines {
public:
float lineWidth;
};
class LineStrip {
public:
float lineWidth;
};
class Triangles {};
class TriangleStrip {};
using DrawMode = variant<
Points,
Lines,
LineStrip,
Triangles,
TriangleStrip>;
} // namespace gl
} // namespace mbgl

124
src/mbgl/gl/drawable.hpp Normal file
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@@ -0,0 +1,124 @@
#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/draw_mode.hpp>
#include <mbgl/gl/depth_mode.hpp>
#include <mbgl/gl/stencil_mode.hpp>
#include <mbgl/gl/color_mode.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/gl/segment.hpp>
#include <cstddef>
#include <functional>
#include <limits>
#include <vector>
namespace mbgl {
namespace gl {
template <class Vertex>
class UnindexedVertices {
public:
using VertexType = Vertex;
UnindexedVertices(DrawMode drawMode_, const VertexBuffer<Vertex>& vertexBuffer_)
: drawMode(std::move(drawMode_)),
vertexBuffer(vertexBuffer_.buffer),
segments({{ 0, 0, vertexBuffer_.vertexCount, 0 }}) {}
DrawMode drawMode;
gl::BufferID vertexBuffer;
static constexpr std::size_t vertexSize = sizeof(Vertex);
static constexpr gl::BufferID indexBuffer = 0;
static constexpr std::size_t primitiveSize = 0;
std::vector<Segment> segments;
};
template <class DrawMode, class Vertex, class...Args>
auto Unindexed(const VertexBuffer<Vertex>& vertexBuffer,
Args&&... drawModeArguments) {
return UnindexedVertices<Vertex>(
DrawMode { std::forward<Args>(drawModeArguments)... },
vertexBuffer);
}
template <class Vertex, class Primitive>
class SegmentedVertices {
public:
using VertexType = Vertex;
SegmentedVertices(DrawMode drawMode_,
const VertexBuffer<Vertex>& vertexBuffer_,
const IndexBuffer<Primitive>& indexBuffer_,
const std::vector<Segment>& segments_)
: drawMode(std::move(drawMode_)),
vertexBuffer(vertexBuffer_.buffer),
indexBuffer(indexBuffer_.buffer),
segments(segments_) {}
DrawMode drawMode;
gl::BufferID vertexBuffer;
static constexpr std::size_t vertexSize = sizeof(Vertex);
gl::BufferID indexBuffer;
static constexpr std::size_t primitiveSize = sizeof(Primitive);
const std::vector<Segment>& segments;
};
template <class DrawMode, class Vertex, class Primitive, class...Args>
auto Segmented(const VertexBuffer<Vertex>& vertexBuffer,
const IndexBuffer<Primitive>& indexBuffer,
const std::vector<Segment>& segments,
Args&&... drawModeArguments) {
static_assert(std::is_same<typename Primitive::DrawMode, DrawMode>::value, "primitive mode mismatch");
return SegmentedVertices<Vertex, Primitive>(
DrawMode { std::forward<Args>(drawModeArguments)... },
vertexBuffer,
indexBuffer,
segments);
}
class Drawable {
public:
template <class Shader, class Subject>
Drawable(DepthMode depthMode_,
StencilMode stencilMode_,
ColorMode colorMode_,
Shader& shader,
typename Shader::UniformsType::Values&& uniformValues,
const Subject& subject)
: drawMode(subject.drawMode),
depthMode(std::move(depthMode_)),
stencilMode(std::move(stencilMode_)),
colorMode(std::move(colorMode_)),
program(shader.getID()),
vertexBuffer(subject.vertexBuffer),
vertexSize(subject.vertexSize),
indexBuffer(subject.indexBuffer),
primitiveSize(subject.primitiveSize),
segments(subject.segments),
bindUniforms(Shader::UniformsType::binder(shader.uniformsState, std::move(uniformValues))),
attributeBindings(AttributeBindings<Shader, typename Subject::VertexType>()(shader))
{
static_assert(std::is_standard_layout<typename Subject::VertexType>::value, "vertex type must use standard layout");
static_assert(std::is_same<typename Shader::VertexType, typename Subject::VertexType>::value, "vertex type mismatch");
}
DrawMode drawMode;
DepthMode depthMode;
StencilMode stencilMode;
ColorMode colorMode;
gl::ProgramID program;
gl::BufferID vertexBuffer;
std::size_t vertexSize;
gl::BufferID indexBuffer;
std::size_t primitiveSize;
const std::vector<Segment>& segments;
std::function<void ()> bindUniforms;
std::vector<AttributeBinding> attributeBindings;
};
} // namespace gl
} // namespace mbgl

View File

@@ -1,31 +1,32 @@
#pragma once
#include <mbgl/gl/object.hpp>
#include <mbgl/gl/draw_mode.hpp>
namespace mbgl {
namespace gl {
class Line {
public:
using DrawMode = Lines;
Line(uint16_t a_, uint16_t b_)
: a(a_), b(b_) {}
uint16_t a;
uint16_t b;
static constexpr std::size_t IndexCount = 2;
};
class Triangle {
public:
using DrawMode = Triangles;
Triangle(uint16_t a_, uint16_t b_, uint16_t c_)
: a(a_), b(b_), c(c_) {}
uint16_t a;
uint16_t b;
uint16_t c;
static constexpr std::size_t IndexCount = 3;
};
template <class Primitive>

27
src/mbgl/gl/segment.hpp Normal file
View File

@@ -0,0 +1,27 @@
#pragma once
#include <cstddef>
namespace mbgl {
namespace gl {
class Segment {
public:
Segment(std::size_t vertexOffset_,
std::size_t primitiveOffset_,
std::size_t vertexLength_ = 0,
std::size_t primitiveLength_ = 0)
: vertexOffset(vertexOffset_),
primitiveOffset(primitiveOffset_),
vertexLength(vertexLength_),
primitiveLength(primitiveLength_) {}
const std::size_t vertexOffset;
const std::size_t primitiveOffset;
std::size_t vertexLength;
std::size_t primitiveLength;
};
} // namespace gl
} // namespace mbgl

View File

@@ -0,0 +1,27 @@
#include <mbgl/gl/stencil_mode.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/util/traits.hpp>
namespace mbgl {
namespace gl {
static_assert(StencilMode::Never::func == GL_NEVER, "OpenGL enum mismatch");
static_assert(StencilMode::Less::func == GL_LESS, "OpenGL enum mismatch");
static_assert(StencilMode::Equal::func == GL_EQUAL, "OpenGL enum mismatch");
static_assert(StencilMode::LessEqual::func == GL_LEQUAL, "OpenGL enum mismatch");
static_assert(StencilMode::Greater::func == GL_GREATER, "OpenGL enum mismatch");
static_assert(StencilMode::NotEqual::func == GL_NOTEQUAL, "OpenGL enum mismatch");
static_assert(StencilMode::GreaterEqual::func == GL_GEQUAL, "OpenGL enum mismatch");
static_assert(StencilMode::Always::func == GL_ALWAYS, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::Keep) == GL_KEEP, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::Zero) == GL_ZERO, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::Replace) == GL_REPLACE, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::Increment) == GL_INCR, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::IncrementWrap) == GL_INCR_WRAP, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::Decrement) == GL_DECR, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::DecrementWrap) == GL_DECR_WRAP, "OpenGL enum mismatch");
static_assert(underlying_type(StencilMode::Invert) == GL_INVERT, "OpenGL enum mismatch");
} // namespace gl
} // namespace mbgl

View File

@@ -0,0 +1,66 @@
#pragma once
#include <mbgl/util/variant.hpp>
namespace mbgl {
namespace gl {
class StencilMode {
public:
template <uint32_t F>
struct SimpleTest {
static constexpr uint32_t func = F;
static constexpr uint32_t mask = 0;
};
template <uint32_t F>
struct MaskedTest {
static constexpr uint32_t func = F;
uint32_t mask;
};
using Never = SimpleTest<0x0200>;
using Less = MaskedTest<0x0201>;
using Equal = MaskedTest<0x0202>;
using LessEqual = MaskedTest<0x0203>;
using Greater = MaskedTest<0x0204>;
using NotEqual = MaskedTest<0x0205>;
using GreaterEqual = MaskedTest<0x0206>;
using Always = SimpleTest<0x0207>;
using Test = variant<
Never,
Less,
Equal,
LessEqual,
Greater,
NotEqual,
GreaterEqual,
Always>;
enum Op {
Zero = 0x0000,
Keep = 0x1E00,
Replace = 0x1E01,
Increment = 0x1E02,
Decrement = 0x1E03,
Invert = 0x150A,
IncrementWrap = 0x8507,
DecrementWrap = 0x8508
};
Test test;
int32_t ref;
uint32_t mask;
Op fail;
Op depthFail;
Op pass;
static StencilMode disabled() {
return StencilMode { Always(), 0, 0, Keep, Keep, Keep };
}
};
} // namespace gl
} // namespace mbgl

View File

@@ -19,10 +19,6 @@ using AttributeLocation = int32_t;
using UniformLocation = int32_t;
using TextureUnit = uint8_t;
using DepthValue = double;
using StencilValue = int32_t;
using StencilMaskValue = uint32_t;
enum class DataType : uint32_t {
Byte = 0x1400,
UnsignedByte = 0x1401,
@@ -43,11 +39,6 @@ template <> struct DataTypeOf<int32_t> : std::integral_constant<DataType, DataT
template <> struct DataTypeOf<uint32_t> : std::integral_constant<DataType, DataType::UnsignedInteger> {};
template <> struct DataTypeOf<float> : std::integral_constant<DataType, DataType::Float> {};
enum class BufferType : uint32_t {
Vertex = 0x8892,
Element = 0x8893
};
enum class RenderbufferType : uint32_t {
RGBA = 0x8058,
DepthStencil = 0x88F0,
@@ -56,72 +47,14 @@ enum class RenderbufferType : uint32_t {
enum class TextureMipMap : bool { No = false, Yes = true };
enum class TextureFilter : bool { Nearest = false, Linear = true };
enum class StencilTestFunction : uint32_t {
Never = 0x0200,
Less = 0x0201,
Equal = 0x0202,
LessEqual = 0x0203,
Greater = 0x0204,
NotEqual = 0x0205,
GreaterEqual = 0x0206,
Always = 0x0207,
};
enum class StencilTestOperation : uint32_t {
Keep = 0x1E00,
Zero = 0x0000,
Replace = 0x1E01,
Increment = 0x1E02,
IncrementWrap = 0x8507,
Decrement = 0x1E03,
DecrementWrap = 0x8508,
Invert = 0x150A,
};
enum class DepthTestFunction : uint32_t {
Never = 0x0200,
Less = 0x0201,
Equal = 0x0202,
LessEqual = 0x0203,
Greater = 0x0204,
NotEqual = 0x0205,
GreaterEqual = 0x0206,
Always = 0x0207,
};
enum class BlendSourceFactor : uint32_t {
Zero = 0x0000,
One = 0x0001,
SrcColor = 0x0300,
OneMinusSrcColor = 0x0301,
DstColor = 0x0306,
OneMinusDstColor = 0x0307,
SrcAlpha = 0x0302,
OneMinusSrcAlpha = 0x0303,
DstAlpha = 0x0304,
OneMinusDstAlpha = 0x0305,
ConstantColor = 0x8001,
OneMinusConstantColor = 0x8002,
ConstantAlpha = 0x8003,
OneMinusConstantAlpha = 0x8004,
SrcAlphaSaturate = 0x0308,
};
enum class BlendDestinationFactor : uint32_t {
Zero = 0x0000,
One = 0x0001,
SrcColor = 0x0300,
OneMinusSrcColor = 0x0301,
DstColor = 0x0306,
OneMinusDstColor = 0x0307,
SrcAlpha = 0x0302,
OneMinusSrcAlpha = 0x0303,
DstAlpha = 0x0304,
OneMinusDstAlpha = 0x0305,
ConstantColor = 0x8001,
OneMinusConstantColor = 0x8002,
ConstantAlpha = 0x8003,
OneMinusConstantAlpha = 0x8004,
enum class PrimitiveType {
Points = 0x0000,
Lines = 0x0001,
LineLoop = 0x0002,
LineStrip = 0x0003,
Triangles = 0x0004,
TriangleStrip = 0x0005,
TriangleFan = 0x0006
};
} // namespace gl

View File

@@ -1,54 +1,76 @@
#include <mbgl/gl/uniform.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/util/convert.hpp>
namespace mbgl {
namespace gl {
template <>
void Uniform<float>::bind(const float& t) {
void bindUniform<float>(UniformLocation location, const float& t) {
MBGL_CHECK_ERROR(glUniform1f(location, t));
}
template <>
void Uniform<int32_t>::bind(const int32_t& t) {
void bindUniform<int32_t>(UniformLocation location, const int32_t& t) {
MBGL_CHECK_ERROR(glUniform1i(location, t));
}
template <>
void Uniform<std::array<float, 2>>::bind(const std::array<float, 2>& t) {
void bindUniform<std::array<float, 2>>(UniformLocation location, const std::array<float, 2>& t) {
MBGL_CHECK_ERROR(glUniform2fv(location, 1, t.data()));
}
template <>
void Uniform<std::array<float, 3>>::bind(const std::array<float, 3>& t) {
void bindUniform<std::array<float, 3>>(UniformLocation location, const std::array<float, 3>& t) {
MBGL_CHECK_ERROR(glUniform3fv(location, 1, t.data()));
}
template <>
void Uniform<std::array<float, 4>>::bind(const std::array<float, 4>& t) {
void bindUniform<std::array<float, 4>>(UniformLocation location, const std::array<float, 4>& t) {
MBGL_CHECK_ERROR(glUniform4fv(location, 1, t.data()));
}
template <>
void Uniform<Color>::bind(const Color& t) {
std::array<float, 4> a = {{ t.r, t.g, t.b, t.a }};
MBGL_CHECK_ERROR(glUniform4fv(location, 1, a.data()));
void bindUniform<std::array<double, 4>>(UniformLocation location, const std::array<double, 4>& t) {
MBGL_CHECK_ERROR(glUniformMatrix2fv(location, 1, GL_FALSE, util::convert<float>(t).data()));
}
template <>
void UniformMatrix<2>::bind(const std::array<float, 4>& t) {
MBGL_CHECK_ERROR(glUniformMatrix2fv(location, 1, GL_FALSE, t.data()));
void bindUniform<std::array<double, 9>>(UniformLocation location, const std::array<double, 9>& t) {
MBGL_CHECK_ERROR(glUniformMatrix3fv(location, 1, GL_FALSE, util::convert<float>(t).data()));
}
template <>
void UniformMatrix<3>::bind(const std::array<float, 9>& t) {
MBGL_CHECK_ERROR(glUniformMatrix3fv(location, 1, GL_FALSE, t.data()));
void bindUniform<std::array<double, 16>>(UniformLocation location, const std::array<double, 16>& t) {
MBGL_CHECK_ERROR(glUniformMatrix4fv(location, 1, GL_FALSE, util::convert<float>(t).data()));
}
template <>
void bindUniform<bool>(UniformLocation location, const bool& t) {
return bindUniform(location, int32_t(t));
}
template <>
void UniformMatrix<4>::bind(const std::array<float, 16>& t) {
MBGL_CHECK_ERROR(glUniformMatrix4fv(location, 1, GL_FALSE, t.data()));
void bindUniform<uint8_t>(UniformLocation location, const uint8_t& t) {
bindUniform(location, int32_t(t));
}
template <>
void bindUniform<Color>(UniformLocation location, const Color& t) {
bindUniform(location, std::array<float, 4> {{ t.r, t.g, t.b, t.a }});
}
template <>
void bindUniform<Size>(UniformLocation location, const Size& t) {
bindUniform(location, util::convert<float>(std::array<uint32_t, 2> {{ t.width, t.height }}));
}
template <>
void bindUniform<std::array<uint16_t, 2>>(UniformLocation location, const std::array<uint16_t, 2>& t) {
bindUniform(location, util::convert<float>(t));
}
// Add more as needed.

View File

@@ -1,60 +1,87 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/util/optional.hpp>
#include <array>
#include <functional>
#include <tuple>
namespace mbgl {
namespace gl {
template <typename T>
template <class T>
void bindUniform(UniformLocation, const T&);
template <class Tag, class T>
class Uniform {
public:
Uniform(const char* name, const Shader& shader)
: current(), location(shader.getUniformLocation(name)) {
}
class Value {
public:
Value(T t_) : t(std::move(t_)) {}
T t;
};
void operator=(const T& t) {
if (current != t) {
current = t;
bind(t);
}
}
class State {
public:
State(const char* name, const Shader& shader)
: location(shader.getUniformLocation(name)) {}
private:
void bind(const T&);
T current;
UniformLocation location;
};
template <size_t C, size_t R = C>
class UniformMatrix {
public:
typedef std::array<float, C*R> T;
UniformMatrix(const char* name, const Shader& shader)
: current(), location(shader.getUniformLocation(name)) {
}
void operator=(const std::array<double, C*R>& t) {
bool dirty = false;
for (unsigned int i = 0; i < C*R; i++) {
if (current[i] != t[i]) {
current[i] = t[i];
dirty = true;
void operator=(const Value& value) {
if (!current || *current != value.t) {
current = value.t;
bindUniform(location, value.t);
}
}
if (dirty) {
bind(current);
}
private:
optional<T> current;
UniformLocation location;
};
};
template <class Tag, class T>
using UniformScalar = Uniform<Tag, T>;
template <class Tag, class T, size_t N>
using UniformVector = Uniform<Tag, std::array<T, N>>;
template <class Tag, class T, size_t N>
using UniformMatrix = Uniform<Tag, std::array<T, N*N>>;
#define MBGL_DEFINE_UNIFORM_SCALAR(type_, name_) \
struct name_ : ::mbgl::gl::UniformScalar<name_, type_> { static constexpr auto name = #name_; }
#define MBGL_DEFINE_UNIFORM_VECTOR(type_, n_, name_) \
struct name_ : ::mbgl::gl::UniformVector<name_, type_, n_> { static constexpr auto name = #name_; }
#define MBGL_DEFINE_UNIFORM_MATRIX(type_, n_, name_) \
struct name_ : ::mbgl::gl::UniformMatrix<name_, type_, n_> { static constexpr auto name = #name_; }
template <class... Us>
class Uniforms {
public:
using State = std::tuple<typename Us::State...>;
using Values = std::tuple<typename Us::Value...>;
static State state(const Shader& shader) {
return State { { Us::name, shader }... };
}
template <class... Args>
static Values values(Args&&... args) {
return Values { std::forward<Args>(args)... };
}
static std::function<void ()> binder(State& state, Values&& values_) {
return [&state, values = std::move(values_)] () mutable {
noop((std::get<typename Us::State>(state) = std::get<typename Us::Value>(values), 0)...);
};
}
private:
void bind(const T&);
T current;
UniformLocation location;
// This exists only to provide a varags context for unpacking the assignments in `binder`.
template <int...> static void noop(int...) {}
};
} // namespace gl

View File

@@ -94,7 +94,7 @@ StencilFunc::Type StencilFunc::Get() {
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_FUNC, &func));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_REF, &ref));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask));
return { static_cast<StencilTestFunction>(func), ref, static_cast<StencilMaskValue>(mask) };
return { static_cast<uint32_t>(func), ref, static_cast<uint32_t>(mask) };
}
const constexpr StencilTest::Type StencilTest::Default;
@@ -122,17 +122,17 @@ StencilOp::Type StencilOp::Get() {
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_FAIL, &sfail));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail));
MBGL_CHECK_ERROR(glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass));
return { static_cast<StencilTestOperation>(sfail), static_cast<StencilTestOperation>(dpfail),
static_cast<StencilTestOperation>(dppass) };
return { static_cast<StencilMode::Op>(sfail), static_cast<StencilMode::Op>(dpfail),
static_cast<StencilMode::Op>(dppass) };
}
const constexpr DepthRange::Type DepthRange::Default;
void DepthRange::Set(const Type& value) {
#if MBGL_USE_GLES2
MBGL_CHECK_ERROR(glDepthRangef(value.near, value.far));
MBGL_CHECK_ERROR(glDepthRangef(value.min, value.max));
#else
MBGL_CHECK_ERROR(glDepthRange(value.near, value.far));
MBGL_CHECK_ERROR(glDepthRange(value.min, value.max));
#endif
}
@@ -178,6 +178,18 @@ Blend::Type Blend::Get() {
return blend;
}
const constexpr BlendEquation::Type BlendEquation::Default;
void BlendEquation::Set(const Type& value) {
MBGL_CHECK_ERROR(glBlendEquation(static_cast<GLenum>(value)));
}
BlendEquation::Type BlendEquation::Get() {
GLint blend;
MBGL_CHECK_ERROR(glGetIntegerv(GL_BLEND_EQUATION_RGB, &blend));
return static_cast<Type>(blend);
}
const constexpr BlendFunc::Type BlendFunc::Default;
void BlendFunc::Set(const Type& value) {
@@ -189,8 +201,8 @@ BlendFunc::Type BlendFunc::Get() {
GLint sfactor, dfactor;
MBGL_CHECK_ERROR(glGetIntegerv(GL_BLEND_SRC_ALPHA, &sfactor));
MBGL_CHECK_ERROR(glGetIntegerv(GL_BLEND_DST_ALPHA, &dfactor));
return { static_cast<BlendSourceFactor>(sfactor),
static_cast<BlendDestinationFactor>(dfactor) };
return { static_cast<ColorMode::BlendFactor>(sfactor),
static_cast<ColorMode::BlendFactor>(dfactor) };
}
const constexpr BlendColor::Type BlendColor::Default;
@@ -340,6 +352,18 @@ BindVertexArray::Type BindVertexArray::Get() {
#if not MBGL_USE_GLES2
const constexpr PointSize::Type PointSize::Default;
void PointSize::Set(const Type& value) {
MBGL_CHECK_ERROR(glPointSize(value));
}
PointSize::Type PointSize::Get() {
GLfloat pointSize;
MBGL_CHECK_ERROR(glGetFloatv(GL_POINT_SIZE, &pointSize));
return pointSize;
}
const constexpr PixelZoom::Type PixelZoom::Default;
void PixelZoom::Set(const Type& value) {

View File

@@ -1,8 +1,12 @@
#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/depth_mode.hpp>
#include <mbgl/gl/stencil_mode.hpp>
#include <mbgl/gl/color_mode.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/util/range.hpp>
namespace mbgl {
namespace gl {
@@ -23,14 +27,14 @@ struct ClearColor {
};
struct ClearStencil {
using Type = StencilValue;
using Type = int32_t;
static const constexpr Type Default = 0;
static void Set(const Type&);
static Type Get();
};
struct StencilMask {
using Type = StencilMaskValue;
using Type = uint32_t;
static const constexpr Type Default = ~0u;
static void Set(const Type&);
static Type Get();
@@ -44,28 +48,19 @@ struct DepthMask {
};
struct ColorMask {
struct Type {
bool r;
bool g;
bool b;
bool a;
};
using Type = ColorMode::Mask;
static const constexpr Type Default = { true, true, true, true };
static void Set(const Type&);
static Type Get();
};
constexpr bool operator!=(const ColorMask::Type& a, const ColorMask::Type& b) {
return a.r != b.r || a.g != b.g || a.b != b.b || a.a != b.a;
}
struct StencilFunc {
struct Type {
StencilTestFunction func;
StencilValue ref;
StencilMaskValue mask;
uint32_t func;
int32_t ref;
uint32_t mask;
};
static const constexpr Type Default = { StencilTestFunction::Always, 0, ~0u };
static const constexpr Type Default = { StencilMode::Always::func, 0, ~0u };
static void Set(const Type&);
static Type Get();
};
@@ -83,12 +78,11 @@ struct StencilTest {
struct StencilOp {
struct Type {
StencilTestOperation sfail;
StencilTestOperation dpfail;
StencilTestOperation dppass;
StencilMode::Op sfail;
StencilMode::Op dpfail;
StencilMode::Op dppass;
};
static const constexpr Type Default = { StencilTestOperation::Keep, StencilTestOperation::Keep,
StencilTestOperation::Keep };
static const constexpr Type Default = { StencilMode::Keep, StencilMode::Keep, StencilMode::Keep };
static void Set(const Type&);
static Type Get();
};
@@ -98,19 +92,12 @@ constexpr bool operator!=(const StencilOp::Type& a, const StencilOp::Type& b) {
}
struct DepthRange {
struct Type {
float near;
float far;
};
using Type = Range<float>;
static const constexpr Type Default = { 0, 1 };
static void Set(const Type&);
static Type Get();
};
constexpr bool operator!=(const DepthRange::Type& a, const DepthRange::Type& b) {
return a.near != b.near || a.far != b.far;
}
struct DepthTest {
using Type = bool;
static const constexpr Type Default = false;
@@ -119,8 +106,8 @@ struct DepthTest {
};
struct DepthFunc {
using Type = DepthTestFunction;
static const constexpr Type Default = DepthTestFunction::Less;
using Type = DepthMode::Function;
static const constexpr Type Default = DepthMode::Less;
static void Set(const Type&);
static Type Get();
};
@@ -132,12 +119,19 @@ struct Blend {
static Type Get();
};
struct BlendEquation {
using Type = ColorMode::BlendEquation;
static const constexpr Type Default = ColorMode::BlendEquation::Add;
static void Set(const Type&);
static Type Get();
};
struct BlendFunc {
struct Type {
BlendSourceFactor sfactor;
BlendDestinationFactor dfactor;
ColorMode::BlendFactor sfactor;
ColorMode::BlendFactor dfactor;
};
static const constexpr Type Default = { BlendSourceFactor::One, BlendDestinationFactor::Zero };
static const constexpr Type Default = { ColorMode::One, ColorMode::Zero };
static void Set(const Type&);
static Type Get();
};
@@ -233,6 +227,13 @@ struct BindVertexArray {
#if not MBGL_USE_GLES2
struct PointSize {
using Type = float;
static const constexpr Type Default = 1;
static void Set(const Type&);
static Type Get();
};
struct PixelZoom {
struct Type {
float xfactor;

View File

@@ -1,58 +0,0 @@
#include <mbgl/gl/vao.hpp>
#include <mbgl/gl/vertex_array.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
namespace gl {
void VertexArrayObject::bindVertexArrayObject(Context& context) {
if (!GenVertexArrays || !BindVertexArray) {
static bool reported = false;
if (!reported) {
Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
reported = true;
}
return;
}
if (!vertexArray) {
vertexArray = context.createVertexArray();
context.vertexBuffer.setDirty();
context.elementBuffer.setDirty();
}
context.vertexArrayObject = *vertexArray;
}
void VertexArrayObject::verifyBinding(Shader& shader,
BufferID vertexBuffer,
BufferID elementsBuffer,
int8_t* offset) {
if (bound_shader != shader.getID()) {
throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
util::toString(bound_shader) + "(" + bound_shader_name + ") to " +
util::toString(shader.getID()) + "(" + shader.name + ")" ));
} else if (bound_offset != offset) {
throw std::runtime_error("trying to bind VAO to another offset");
} else if (bound_vertex_buffer != vertexBuffer) {
throw std::runtime_error("trying to bind VAO to another vertex buffer");
} else if (bound_elements_buffer != elementsBuffer) {
throw std::runtime_error("trying to bind VAO to another elements buffer");
}
}
void VertexArrayObject::storeBinding(Shader& shader,
BufferID vertexBuffer,
BufferID elementsBuffer,
int8_t* offset) {
bound_shader = shader.getID();
bound_shader_name = shader.name;
bound_offset = offset;
bound_vertex_buffer = vertexBuffer;
bound_elements_buffer = elementsBuffer;
}
} // namespace gl
} // namespace mbgl

View File

@@ -1,78 +0,0 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/util/optional.hpp>
#include <stdexcept>
namespace mbgl {
namespace gl {
class VertexArrayObject {
public:
template <typename Shader, typename T>
void bind(Shader& shader,
const VertexBuffer<T>& vertexBuffer,
int8_t* offset,
Context& context) {
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
context.bindAttributes(shader, vertexBuffer, offset);
if (vertexArray) {
storeBinding(shader, vertexBuffer.buffer, 0, offset);
}
} else {
verifyBinding(shader, vertexBuffer.buffer, 0, offset);
}
}
template <typename Shader, typename T, typename P>
void bind(Shader& shader,
const VertexBuffer<T>& vertexBuffer,
const IndexBuffer<P>& indexBuffer,
int8_t* offset,
Context& context) {
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
context.elementBuffer = indexBuffer.buffer;
context.bindAttributes(shader, vertexBuffer, offset);
if (vertexArray) {
storeBinding(shader, vertexBuffer.buffer, indexBuffer.buffer, offset);
}
} else {
verifyBinding(shader, vertexBuffer.buffer, indexBuffer.buffer, offset);
}
}
VertexArrayID getID() const {
return *vertexArray;
}
private:
void bindVertexArrayObject(Context&);
void storeBinding(Shader& shader,
BufferID vertexBuffer,
BufferID elementsBuffer,
int8_t* offset);
void verifyBinding(Shader& shader,
BufferID vertexBuffer,
BufferID elementsBuffer,
int8_t* offset);
optional<UniqueVertexArray> vertexArray;
// For debug reasons, we're storing the bind information so that we can
// detect errors and report
ProgramID bound_shader = 0;
const char* bound_shader_name = "";
BufferID bound_vertex_buffer = 0;
BufferID bound_elements_buffer = 0;
int8_t *bound_offset = nullptr;
};
} // namespace gl
} // namespace mbgl

View File

@@ -451,15 +451,14 @@ void SymbolLayout::addSymbols(Buffer &buffer, const SymbolQuads &symbols, float
const int glyph_vertex_length = 4;
if (buffer.groups.empty() || buffer.groups.back().vertexLength + glyph_vertex_length > 65535) {
// Move to a new group because the old one can't hold the geometry.
buffer.groups.emplace_back();
if (buffer.segments.empty() || buffer.segments.back().vertexLength + glyph_vertex_length > 65535) {
buffer.segments.emplace_back(buffer.vertices.size(), buffer.triangles.size());
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
auto& group = buffer.groups.back();
size_t index = group.vertexLength;
auto& segment = buffer.segments.back();
size_t index = segment.vertexLength;
// Encode angle of glyph
uint8_t glyphAngle = std::round((symbol.glyphAngle / (M_PI * 2)) * 256);
@@ -482,8 +481,8 @@ void SymbolLayout::addSymbols(Buffer &buffer, const SymbolQuads &symbols, float
static_cast<uint16_t>(index + 2),
static_cast<uint16_t>(index + 3));
group.vertexLength += glyph_vertex_length;
group.indexLength += 2;
segment.vertexLength += glyph_vertex_length;
segment.primitiveLength += 2;
}
}
@@ -496,10 +495,6 @@ void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket&
const float yStretch = collisionTile.yStretch;
auto& collisionBox = bucket.collisionBox;
if (collisionBox.groups.empty()) {
// Move to a new group because the old one can't hold the geometry.
collisionBox.groups.emplace_back();
}
for (const SymbolInstance &symbolInstance : symbolInstances) {
auto populateCollisionBox = [&](const auto& feature) {
@@ -526,9 +521,6 @@ void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket&
collisionBox.vertices.emplace_back(anchor.x, anchor.y, bl.x, bl.y, maxZoom, placementZoom);
collisionBox.vertices.emplace_back(anchor.x, anchor.y, bl.x, bl.y, maxZoom, placementZoom);
collisionBox.vertices.emplace_back(anchor.x, anchor.y, tl.x, tl.y, maxZoom, placementZoom);
auto& group = collisionBox.groups.back();
group.vertexLength += 8;
}
};
populateCollisionBox(symbolInstance.textCollisionFeature);

View File

@@ -5,9 +5,6 @@
#include <atomic>
#define BUFFER_OFFSET_0 ((int8_t*)nullptr)
#define BUFFER_OFFSET(i) ((BUFFER_OFFSET_0) + (i))
namespace mbgl {
class Painter;
@@ -38,8 +35,6 @@ public:
virtual bool hasData() const = 0;
virtual bool needsClipping() const = 0;
bool needsUpload() const {
return !uploaded;
}

View File

@@ -1,6 +1,6 @@
#include <mbgl/renderer/circle_bucket.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/shader/circle_shader.hpp>
#include <mbgl/style/layers/circle_layer.hpp>
@@ -13,10 +13,6 @@ using namespace style;
CircleBucket::CircleBucket(MapMode mode_) : mode(mode_) {
}
CircleBucket::~CircleBucket() {
// Do not remove. header file only contains forward definitions to unique pointers.
}
void CircleBucket::upload(gl::Context& context) {
vertexBuffer = context.createVertexBuffer(std::move(vertices));
indexBuffer = context.createIndexBuffer(std::move(triangles));
@@ -31,11 +27,7 @@ void CircleBucket::render(Painter& painter,
}
bool CircleBucket::hasData() const {
return !groups.empty();
}
bool CircleBucket::needsClipping() const {
return true;
return !segments.empty();
}
void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) {
@@ -50,6 +42,11 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) {
if ((mode != MapMode::Still) &&
(x < 0 || x >= util::EXTENT || y < 0 || y >= util::EXTENT)) continue;
if (!segments.size() || segments.back().vertexLength + 4 > 65535) {
// Move to a new segments because the old one can't hold the geometry.
segments.emplace_back(vertices.size(), triangles.size());
}
// this geometry will be of the Point type, and we'll derive
// two triangles from it.
//
@@ -64,13 +61,8 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) {
vertices.emplace_back(x, y, 1, 1); // 3
vertices.emplace_back(x, y, -1, 1); // 4
if (!groups.size() || groups.back().vertexLength + 4 > 65535) {
// Move to a new group because the old one can't hold the geometry.
groups.emplace_back();
}
auto& group = groups.back();
uint16_t index = group.vertexLength;
auto& segment = segments.back();
uint16_t index = segment.vertexLength;
// 1, 2, 3
// 1, 4, 3
@@ -81,26 +73,10 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) {
static_cast<uint16_t>(index + 3),
static_cast<uint16_t>(index + 2));
group.vertexLength += 4;
group.indexLength += 2;
segment.vertexLength += 4;
segment.primitiveLength += 2;
}
}
}
void CircleBucket::drawCircles(CircleShader& shader, gl::Context& context, PaintMode paintMode) {
GLbyte* vertexIndex = BUFFER_OFFSET(0);
GLbyte* elementsIndex = BUFFER_OFFSET(0);
for (auto& group : groups) {
if (!group.indexLength) continue;
group.getVAO(shader, paintMode).bind(shader, *vertexBuffer, *indexBuffer, vertexIndex, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, elementsIndex));
vertexIndex += group.vertexLength * vertexBuffer->vertexSize;
elementsIndex += group.indexLength * indexBuffer->primitiveSize;
}
}
} // namespace mbgl

View File

@@ -1,36 +1,28 @@
#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/element_group.hpp>
#include <mbgl/map/mode.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/segment.hpp>
#include <mbgl/shader/circle_vertex.hpp>
namespace mbgl {
class CircleShader;
class CircleBucket : public Bucket {
public:
CircleBucket(const MapMode);
~CircleBucket() override;
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
bool needsClipping() const override;
void addGeometry(const GeometryCollection&);
void drawCircles(CircleShader&, gl::Context&, PaintMode);
private:
std::vector<CircleVertex> vertices;
std::vector<gl::Triangle> triangles;
std::vector<ElementGroup<CircleShader>> groups;
std::vector<gl::Segment> segments;
optional<gl::VertexBuffer<CircleVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> indexBuffer;

View File

@@ -85,18 +85,4 @@ DebugBucket::DebugBucket(const OverscaledTileID& id,
vertexBuffer(context.createVertexBuffer(buildTextVertices(id, renderable_, complete_, modified_, expires_, debugMode_))) {
}
void DebugBucket::drawLines(FillShader& shader, gl::Context& context) {
if (vertexBuffer.vertexCount != 0) {
array.bind(shader, vertexBuffer, BUFFER_OFFSET_0, context);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertexBuffer.vertexCount)));
}
}
void DebugBucket::drawPoints(FillShader& shader, gl::Context& context) {
if (vertexBuffer.vertexCount != 0) {
array.bind(shader, vertexBuffer, BUFFER_OFFSET_0, context);
MBGL_CHECK_ERROR(glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(vertexBuffer.vertexCount)));
}
}
} // namespace mbgl

View File

@@ -6,13 +6,11 @@
#include <mbgl/util/optional.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/vao.hpp>
#include <mbgl/shader/fill_vertex.hpp>
namespace mbgl {
class OverscaledTileID;
class FillShader;
namespace gl {
class Context;
@@ -28,18 +26,13 @@ public:
MapDebugOptions,
gl::Context&);
void drawLines(FillShader&, gl::Context&);
void drawPoints(FillShader&, gl::Context&);
const bool renderable;
const bool complete;
const optional<Timestamp> modified;
const optional<Timestamp> expires;
const MapDebugOptions debugMode;
private:
gl::VertexBuffer<FillVertex> vertexBuffer;
gl::VertexArrayObject array;
};
} // namespace mbgl

View File

@@ -1,28 +0,0 @@
#pragma once
#include <mbgl/gl/vao.hpp>
#include <mbgl/renderer/render_pass.hpp>
namespace mbgl {
template <class... Shaders>
struct ElementGroup {
template <class Shader>
struct VAOs {
gl::VertexArrayObject normalVAO;
gl::VertexArrayObject overdrawVAO;
};
std::tuple<VAOs<Shaders>...> vaos;
template <class Shader>
gl::VertexArrayObject& getVAO(const Shader&, PaintMode paintMode) {
auto& vao = std::get<VAOs<Shader>>(vaos);
return paintMode == PaintMode::Overdraw ? vao.overdrawVAO : vao.normalVAO;
}
std::size_t vertexLength = 0;
std::size_t indexLength = 0;
};
} // namespace mbgl

View File

@@ -30,11 +30,6 @@ using namespace style;
struct GeometryTooLongException : std::exception {};
FillBucket::FillBucket() {
}
FillBucket::~FillBucket() = default;
void FillBucket::addGeometry(const GeometryCollection& geometry) {
for (auto& polygon : classifyRings(geometry)) {
// Optimize polygons with many interior rings for earcut tesselation.
@@ -48,17 +43,20 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) {
throw GeometryTooLongException();
}
std::size_t startVertices = vertices.size();
for (const auto& ring : polygon) {
std::size_t nVertices = ring.size();
if (nVertices == 0)
continue;
if (lineGroups.empty() || lineGroups.back().vertexLength + nVertices > 65535)
lineGroups.emplace_back();
if (lineSegments.empty() || lineSegments.back().vertexLength + nVertices > 65535) {
lineSegments.emplace_back(vertices.size(), lines.size());
}
auto& lineGroup = lineGroups.back();
uint16_t lineIndex = lineGroup.vertexLength;
auto& lineSegment = lineSegments.back();
uint16_t lineIndex = lineSegment.vertexLength;
vertices.emplace_back(ring[0].x, ring[0].y);
lines.emplace_back(static_cast<uint16_t>(lineIndex + nVertices - 1),
@@ -70,8 +68,8 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) {
static_cast<uint16_t>(lineIndex + i));
}
lineGroup.vertexLength += nVertices;
lineGroup.indexLength += nVertices;
lineSegment.vertexLength += nVertices;
lineSegment.primitiveLength += nVertices;
}
std::vector<uint32_t> indices = mapbox::earcut(polygon);
@@ -79,12 +77,12 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) {
std::size_t nIndicies = indices.size();
assert(nIndicies % 3 == 0);
if (triangleGroups.empty() || triangleGroups.back().vertexLength + totalVertices > 65535) {
triangleGroups.emplace_back();
if (triangleSegments.empty() || triangleSegments.back().vertexLength + totalVertices > 65535) {
triangleSegments.emplace_back(startVertices, triangles.size());
}
auto& triangleGroup = triangleGroups.back();
uint16_t triangleIndex = triangleGroup.vertexLength;
auto& triangleSegment = triangleSegments.back();
uint16_t triangleIndex = triangleSegment.vertexLength;
for (uint32_t i = 0; i < nIndicies; i += 3) {
triangles.emplace_back(static_cast<uint16_t>(triangleIndex + indices[i]),
@@ -92,8 +90,8 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) {
static_cast<uint16_t>(triangleIndex + indices[i + 2]));
}
triangleGroup.vertexLength += totalVertices;
triangleGroup.indexLength += nIndicies / 3;
triangleSegment.vertexLength += totalVertices;
triangleSegment.primitiveLength += nIndicies / 3;
}
}
@@ -114,71 +112,7 @@ void FillBucket::render(Painter& painter,
}
bool FillBucket::hasData() const {
return !triangleGroups.empty() || !lineGroups.empty();
}
bool FillBucket::needsClipping() const {
return true;
}
void FillBucket::drawElements(FillShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : triangleGroups) {
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *triangleIndexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * triangleIndexBuffer->primitiveSize;
}
}
void FillBucket::drawElements(FillPatternShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : triangleGroups) {
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *triangleIndexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * triangleIndexBuffer->primitiveSize;
}
}
void FillBucket::drawVertices(FillOutlineShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : lineGroups) {
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *lineIndexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_LINES, static_cast<GLsizei>(group.indexLength * 2), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * lineIndexBuffer->primitiveSize;
}
}
void FillBucket::drawVertices(FillOutlinePatternShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : lineGroups) {
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *lineIndexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_LINES, static_cast<GLsizei>(group.indexLength * 2), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * lineIndexBuffer->primitiveSize;
}
return !triangleSegments.empty() || !lineSegments.empty();
}
} // namespace mbgl

View File

@@ -1,46 +1,29 @@
#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/element_group.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/segment.hpp>
#include <mbgl/shader/fill_vertex.hpp>
#include <vector>
#include <memory>
namespace mbgl {
class FillShader;
class FillPatternShader;
class FillOutlineShader;
class FillOutlinePatternShader;
class FillBucket : public Bucket {
public:
FillBucket();
~FillBucket() override;
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
bool needsClipping() const override;
void addGeometry(const GeometryCollection&);
void drawElements(FillShader&, gl::Context&, PaintMode);
void drawElements(FillPatternShader&, gl::Context&, PaintMode);
void drawVertices(FillOutlineShader&, gl::Context&, PaintMode);
void drawVertices(FillOutlinePatternShader&, gl::Context&, PaintMode);
private:
std::vector<FillVertex> vertices;
std::vector<gl::Line> lines;
std::vector<gl::Triangle> triangles;
std::vector<ElementGroup<FillOutlineShader, FillOutlinePatternShader>> lineGroups;
std::vector<ElementGroup<FillShader, FillPatternShader>> triangleGroups;
std::vector<gl::Segment> lineSegments;
std::vector<gl::Segment> triangleSegments;
optional<gl::VertexBuffer<FillVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Line>> lineIndexBuffer;

View File

@@ -1,12 +1,8 @@
#include <mbgl/renderer/line_bucket.hpp>
#include <mbgl/style/layers/line_layer.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/shader/line_shader.hpp>
#include <mbgl/shader/line_sdf_shader.hpp>
#include <mbgl/shader/line_pattern_shader.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/gl/gl.hpp>
#include <cassert>
@@ -54,8 +50,8 @@ const float LINE_DISTANCE_SCALE = 1.0 / 2.0;
const float MAX_LINE_DISTANCE = std::pow(2, LINE_DISTANCE_BUFFER_BITS) / LINE_DISTANCE_SCALE;
void LineBucket::addGeometry(const GeometryCoordinates& coordinates) {
const GLsizei len = [&coordinates] {
GLsizei l = static_cast<GLsizei>(coordinates.size());
const std::size_t len = [&coordinates] {
std::size_t l = coordinates.size();
// If the line has duplicate vertices at the end, adjust length to remove them.
while (l > 2 && coordinates[l - 1] == coordinates[l - 2]) {
l--;
@@ -103,7 +99,7 @@ void LineBucket::addGeometry(const GeometryCoordinates& coordinates) {
const std::size_t startVertex = vertices.size();
std::vector<TriangleElement> triangleStore;
for (GLsizei i = 0; i < len; ++i) {
for (std::size_t i = 0; i < len; ++i) {
if (closed && i == len - 1) {
// if the line is closed, we treat the last vertex like the first
nextCoordinate = coordinates[1];
@@ -352,13 +348,12 @@ void LineBucket::addGeometry(const GeometryCoordinates& coordinates) {
const std::size_t endVertex = vertices.size();
const std::size_t vertexCount = endVertex - startVertex;
if (groups.empty() || groups.back().vertexLength + vertexCount > 65535) {
// Move to a new group because the old one can't hold the geometry.
groups.emplace_back();
if (segments.empty() || segments.back().vertexLength + vertexCount > 65535) {
segments.emplace_back(startVertex, triangles.size());
}
auto& group = groups.back();
uint16_t index = group.vertexLength;
auto& segment = segments.back();
uint16_t index = segment.vertexLength;
for (const auto& triangle : triangleStore) {
triangles.emplace_back(static_cast<uint16_t>(index + triangle.a),
@@ -366,8 +361,8 @@ void LineBucket::addGeometry(const GeometryCoordinates& coordinates) {
static_cast<uint16_t>(index + triangle.c));
}
group.vertexLength += vertexCount;
group.indexLength += triangleStore.size();
segment.vertexLength += vertexCount;
segment.primitiveLength += triangleStore.size();
}
void LineBucket::addCurrentVertex(const GeometryCoordinate& currentCoordinate,
@@ -450,65 +445,7 @@ void LineBucket::render(Painter& painter,
}
bool LineBucket::hasData() const {
return !groups.empty();
}
bool LineBucket::needsClipping() const {
return true;
}
void LineBucket::drawLines(LineShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : groups) {
if (!group.indexLength) {
continue;
}
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *indexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * indexBuffer->primitiveSize;
}
}
void LineBucket::drawLineSDF(LineSDFShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : groups) {
if (!group.indexLength) {
continue;
}
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *indexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * indexBuffer->primitiveSize;
}
}
void LineBucket::drawLinePatterns(LinePatternShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET(0);
GLbyte* elements_index = BUFFER_OFFSET(0);
for (auto& group : groups) {
if (!group.indexLength) {
continue;
}
group.getVAO(shader, paintMode).bind(
shader, *vertexBuffer, *indexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * vertexBuffer->vertexSize;
elements_index += group.indexLength * indexBuffer->primitiveSize;
}
return !segments.empty();
}
} // namespace mbgl

View File

@@ -1,10 +1,10 @@
#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/element_group.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/segment.hpp>
#include <mbgl/shader/line_vertex.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp>
@@ -12,12 +12,7 @@
namespace mbgl {
class LineShader;
class LineSDFShader;
class LinePatternShader;
class LineBucket : public Bucket {
public:
LineBucket(uint32_t overscaling);
~LineBucket() override;
@@ -25,14 +20,18 @@ public:
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
bool needsClipping() const override;
void addGeometry(const GeometryCollection&);
void addGeometry(const GeometryCoordinates& line);
void drawLines(LineShader&, gl::Context&, PaintMode);
void drawLineSDF(LineSDFShader&, gl::Context&, PaintMode);
void drawLinePatterns(LinePatternShader&, gl::Context&, PaintMode);
style::LineLayoutProperties layout;
std::vector<LineVertex> vertices;
std::vector<gl::Triangle> triangles;
std::vector<gl::Segment> segments;
optional<gl::VertexBuffer<LineVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> indexBuffer;
private:
struct TriangleElement {
@@ -46,18 +45,6 @@ private:
const Point<double>& extrude, bool lineTurnsLeft, std::size_t startVertex,
std::vector<TriangleElement>& triangleStore);
public:
style::LineLayoutProperties layout;
private:
std::vector<LineVertex> vertices;
std::vector<gl::Triangle> triangles;
std::vector<ElementGroup<LineShader, LineSDFShader, LinePatternShader>> groups;
optional<gl::VertexBuffer<LineVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> indexBuffer;
std::ptrdiff_t e1;
std::ptrdiff_t e2;
std::ptrdiff_t e3;

View File

@@ -82,12 +82,6 @@ bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(util::DEFAULT_FADE_DURATION);
}
void Painter::setClipping(const ClipID& clip) {
const GLint ref = (GLint)clip.reference.to_ulong();
const GLuint mask = (GLuint)clip.mask.to_ulong();
context.stencilFunc = { gl::StencilTestFunction::Equal, ref, mask };
}
void Painter::cleanup() {
context.performCleanup();
}
@@ -114,7 +108,6 @@ void Painter::render(const Style& style, const FrameData& frame_, View& view, Sp
RenderData renderData = style.getRenderData(frame.debugOptions);
const std::vector<RenderItem>& order = renderData.order;
const std::unordered_set<Source*>& sources = renderData.sources;
const Color& background = renderData.backgroundColor;
// Update the default matrices to the current viewport dimensions.
state.getProjMatrix(projMatrix);
@@ -153,26 +146,11 @@ void Painter::render(const Style& style, const FrameData& frame_, View& view, Sp
{
MBGL_DEBUG_GROUP("clear");
view.bind();
context.stencilFunc = { gl::StencilTestFunction::Always, 0, ~0u };
context.stencilTest = true;
context.stencilMask = 0xFF;
context.depthTest = false;
context.depthMask = true;
context.colorMask = { true, true, true, true };
if (paintMode() == PaintMode::Overdraw) {
context.blend = true;
context.blendFunc = { gl::BlendSourceFactor::ConstantColor,
gl::BlendDestinationFactor::One };
const float overdraw = 1.0f / 8.0f;
context.blendColor = { overdraw, overdraw, overdraw, 0.0f };
context.clearColor = Color::black();
} else {
context.clearColor = background;
}
context.clearStencil = 0;
context.clearDepth = 1;
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
context.clear(paintMode() == PaintMode::Overdraw
? Color::black()
: renderData.backgroundColor,
1.0f,
0);
}
// - CLIPPING MASKS ----------------------------------------------------------------------------
@@ -186,7 +164,12 @@ void Painter::render(const Style& style, const FrameData& frame_, View& view, Sp
source->baseImpl->startRender(generator, projMatrix, state);
}
drawClippingMasks(parameters, generator.getStencils());
MBGL_DEBUG_GROUP("clipping masks");
for (const auto& stencil : generator.getStencils()) {
MBGL_DEBUG_GROUP(std::string{ "mask: " } + util::toString(stencil.first));
renderClippingMask(stencil.first, stencil.second);
}
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
@@ -275,19 +258,6 @@ void Painter::renderPass(PaintParameters& parameters,
if (!layer.baseImpl->hasRenderPass(pass))
continue;
if (paintMode() == PaintMode::Overdraw) {
context.blend = true;
} else if (pass == RenderPass::Translucent) {
context.blend = true;
context.blendFunc = { gl::BlendSourceFactor::One,
gl::BlendDestinationFactor::OneMinusSrcAlpha };
} else {
context.blend = false;
}
context.colorMask = { true, true, true, true };
context.stencilMask = 0x0;
if (layer.is<BackgroundLayer>()) {
MBGL_DEBUG_GROUP("background");
renderBackground(parameters, *layer.as<BackgroundLayer>());
@@ -296,11 +266,9 @@ void Painter::renderPass(PaintParameters& parameters,
// Reset GL state to a known state so the CustomLayer always has a clean slate.
context.vertexArrayObject = 0;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
context.stencilTest = false;
setDepthSublayer(0);
context.setDepthMode(depthModeForSublayer(0, gl::DepthMode::ReadOnly));
context.setStencilMode(gl::StencilMode::disabled());
context.setColorMode(colorModeForRenderPass());
layer.as<CustomLayer>()->impl->render(state);
@@ -310,9 +278,6 @@ void Painter::renderPass(PaintParameters& parameters,
context.setDirtyState();
} else {
MBGL_DEBUG_GROUP(layer.baseImpl->id + " - " + util::toString(item.tile->id));
if (item.bucket->needsClipping()) {
setClipping(item.tile->clip);
}
item.bucket->render(*this, parameters, layer, *item.tile);
}
}
@@ -322,10 +287,46 @@ void Painter::renderPass(PaintParameters& parameters,
}
}
void Painter::setDepthSublayer(int n) {
mat4 Painter::matrixForTile(const UnwrappedTileID& tileID) {
mat4 matrix;
state.matrixFor(matrix, tileID);
matrix::multiply(matrix, projMatrix, matrix);
return matrix;
}
gl::DepthMode Painter::depthModeForSublayer(uint8_t n, gl::DepthMode::Mask mask) const {
float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
float farDepth = nearDepth + depthRangeSize;
context.depthRange = { nearDepth, farDepth };
return gl::DepthMode { gl::DepthMode::LessEqual, mask, { nearDepth, farDepth } };
}
gl::StencilMode Painter::stencilModeForClipping(const ClipID& id) const {
return gl::StencilMode {
gl::StencilMode::Equal { static_cast<uint32_t>(id.mask.to_ulong()) },
static_cast<int32_t>(id.reference.to_ulong()),
0,
gl::StencilMode::Keep,
gl::StencilMode::Keep,
gl::StencilMode::Replace
};
}
gl::ColorMode Painter::colorModeForRenderPass() const {
if (paintMode() == PaintMode::Overdraw) {
const float overdraw = 1.0f / 8.0f;
return gl::ColorMode {
gl::ColorMode::Add {
gl::ColorMode::ConstantColor,
gl::ColorMode::One
},
Color { overdraw, overdraw, overdraw, 0.0f },
gl::ColorMode::Mask { true, true, true, true }
};
} else if (pass == RenderPass::Translucent) {
return gl::ColorMode::alphaBlended();
} else {
return gl::ColorMode::unblended();
}
}
} // namespace mbgl

View File

@@ -8,7 +8,6 @@
#include <mbgl/renderer/render_item.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/gl/vao.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/shader/fill_vertex.hpp>
#include <mbgl/shader/raster_vertex.hpp>
@@ -78,20 +77,8 @@ public:
void cleanup();
// Renders debug information for a tile.
void renderClippingMask(const UnwrappedTileID&, const ClipID&);
void renderTileDebug(const RenderTile&);
// Renders the red debug frame around a tile, visualizing its perimeter.
void renderDebugFrame(const mat4 &matrix);
#ifndef NDEBUG
// Renders tile clip boundaries, using stencil buffer to calculate fill color.
void renderClipMasks(PaintParameters&);
// Renders the depth buffer.
void renderDepthBuffer(PaintParameters&);
#endif
void renderDebugText(Tile&, const mat4&);
void renderFill(PaintParameters&, FillBucket&, const style::FillLayer&, const RenderTile&);
void renderLine(PaintParameters&, LineBucket&, const style::LineLayer&, const RenderTile&);
void renderCircle(PaintParameters&, CircleBucket&, const style::CircleLayer&, const RenderTile&);
@@ -99,7 +86,12 @@ public:
void renderRaster(PaintParameters&, RasterBucket&, const style::RasterLayer&, const RenderTile&);
void renderBackground(PaintParameters&, const style::BackgroundLayer&);
void drawClippingMasks(PaintParameters&, const std::map<UnwrappedTileID, ClipID>&);
#ifndef NDEBUG
// Renders tile clip boundaries, using stencil buffer to calculate fill color.
void renderClipMasks(PaintParameters&);
// Renders the depth buffer.
void renderDepthBuffer(PaintParameters&);
#endif
bool needsAnimation() const;
@@ -112,31 +104,10 @@ private:
Iterator it, Iterator end,
uint32_t i, int8_t increment);
void setClipping(const ClipID&);
void renderSDF(SymbolBucket&,
const RenderTile&,
float scaleDivisor,
std::array<float, 2> texsize,
SymbolSDFShader& sdfShader,
void (SymbolBucket::*drawSDF)(SymbolSDFShader&, gl::Context&, PaintMode),
// Layout
style::AlignmentType rotationAlignment,
style::AlignmentType pitchAlignment,
float layoutSize,
// Paint
float opacity,
Color color,
Color haloColor,
float haloWidth,
float haloBlur,
std::array<float, 2> translate,
style::TranslateAnchorType translateAnchor,
float paintSize);
void setDepthSublayer(int n);
mat4 matrixForTile(const UnwrappedTileID&);
gl::DepthMode depthModeForSublayer(uint8_t n, gl::DepthMode::Mask) const;
gl::StencilMode stencilModeForClipping(const ClipID&) const;
gl::ColorMode colorModeForRenderPass() const;
#ifndef NDEBUG
PaintMode paintMode() const {
@@ -189,8 +160,6 @@ private:
gl::VertexBuffer<FillVertex> tileTriangleVertexBuffer;
gl::VertexBuffer<FillVertex> tileLineStripVertexBuffer;
gl::VertexBuffer<RasterVertex> rasterVertexBuffer;
gl::VertexArrayObject tileBorderArray;
};
} // namespace mbgl

View File

@@ -1,12 +1,10 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/tile_cover.hpp>
namespace mbgl {
@@ -18,73 +16,53 @@ void Painter::renderBackground(PaintParameters& parameters, const BackgroundLaye
// glClear rather than this method.
const BackgroundPaintProperties& properties = layer.impl->paint;
bool isPatterned = !properties.backgroundPattern.value.to.empty();// && false;
optional<SpriteAtlasPosition> imagePosA;
optional<SpriteAtlasPosition> imagePosB;
auto& patternShader = parameters.shaders.fillPattern;
auto& plainShader = parameters.shaders.fill;
auto& arrayBackgroundPattern = parameters.shaders.backgroundPatternArray;
auto& arrayBackground = parameters.shaders.backgroundArray;
if (isPatterned) {
imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from,
SpritePatternMode::Repeating);
imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to,
SpritePatternMode::Repeating);
if (!properties.backgroundPattern.value.to.empty()) {
optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition(
properties.backgroundPattern.value.from, SpritePatternMode::Repeating);
optional<SpriteAtlasPosition> imagePosB = spriteAtlas->getPosition(
properties.backgroundPattern.value.to, SpritePatternMode::Repeating);
if (!imagePosA || !imagePosB)
return;
context.program = patternShader.getID();
patternShader.u_matrix = identityMatrix;
patternShader.u_pattern_tl_a = imagePosA->tl;
patternShader.u_pattern_br_a = imagePosA->br;
patternShader.u_pattern_tl_b = imagePosB->tl;
patternShader.u_pattern_br_b = imagePosB->br;
patternShader.u_mix = properties.backgroundPattern.value.t;
patternShader.u_opacity = properties.backgroundOpacity;
spriteAtlas->bind(true, context, 0);
arrayBackgroundPattern.bind(patternShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context);
} else {
context.program = plainShader.getID();
plainShader.u_color = properties.backgroundColor;
plainShader.u_opacity = properties.backgroundOpacity;
arrayBackground.bind(plainShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context);
}
context.stencilTest = false;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
setDepthSublayer(0);
for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) {
mat4 vertexMatrix;
state.matrixFor(vertexMatrix, tileID);
matrix::multiply(vertexMatrix, projMatrix, vertexMatrix);
if (isPatterned) {
patternShader.u_matrix = vertexMatrix;
patternShader.u_pattern_size_a = imagePosA->size;
patternShader.u_pattern_size_b = imagePosB->size;
patternShader.u_scale_a = properties.backgroundPattern.value.fromScale;
patternShader.u_scale_b = properties.backgroundPattern.value.toScale;
patternShader.u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom());
GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
GLint pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
GLint pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
patternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
patternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
} else {
plainShader.u_matrix = vertexMatrix;
for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) {
context.draw({
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
parameters.shaders.fillPattern,
FillPatternUniforms::values(
matrixForTile(tileID),
properties.backgroundOpacity.value,
context.viewport.getCurrentValue().size,
*imagePosA,
*imagePosB,
properties.backgroundPattern.value,
tileID,
state
),
gl::Unindexed<gl::TriangleStrip>(tileTriangleVertexBuffer)
});
}
} else {
for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) {
context.draw({
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
parameters.shaders.fill,
FillColorUniforms::values(
matrixForTile(tileID),
properties.backgroundOpacity.value,
properties.backgroundColor.value,
properties.backgroundColor.value,
context.viewport.getCurrentValue().size
),
gl::Unindexed<gl::TriangleStrip>(tileTriangleVertexBuffer)
});
}
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(tileTriangleVertexBuffer.vertexCount)));
}
}

View File

@@ -2,11 +2,11 @@
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/circle_bucket.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/style/layers/circle_layer.hpp>
#include <mbgl/style/layers/circle_layer_impl.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/circle_uniforms.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
@@ -16,42 +16,42 @@ void Painter::renderCircle(PaintParameters& parameters,
CircleBucket& bucket,
const CircleLayer& layer,
const RenderTile& tile) {
// Abort early.
if (pass == RenderPass::Opaque) return;
context.stencilTest = frame.mapMode == MapMode::Still;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
setDepthSublayer(0);
const CirclePaintProperties& properties = layer.impl->paint;
auto& circleShader = parameters.shaders.circle;
context.program = circleShader.getID();
circleShader.u_matrix = tile.translatedMatrix(properties.circleTranslate,
properties.circleTranslateAnchor,
state);
if (properties.circlePitchScale == CirclePitchScaleType::Map) {
circleShader.u_extrude_scale = {{
pixelsToGLUnits[0] * state.getAltitude(),
pixelsToGLUnits[1] * state.getAltitude()
}};
circleShader.u_scale_with_map = true;
} else {
circleShader.u_extrude_scale = pixelsToGLUnits;
circleShader.u_scale_with_map = false;
if (pass == RenderPass::Opaque) {
return;
}
circleShader.u_devicepixelratio = frame.pixelRatio;
circleShader.u_color = properties.circleColor;
circleShader.u_radius = properties.circleRadius;
circleShader.u_blur = properties.circleBlur;
circleShader.u_opacity = properties.circleOpacity;
const CirclePaintProperties& properties = layer.impl->paint;
bucket.drawCircles(circleShader, context, paintMode());
context.draw({
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
frame.mapMode == MapMode::Still
? stencilModeForClipping(tile.clip)
: gl::StencilMode::disabled(),
colorModeForRenderPass(),
parameters.shaders.circle,
CircleUniforms::values(
tile.translatedMatrix(properties.circleTranslate.value,
properties.circleTranslateAnchor.value,
state),
properties.circleOpacity.value,
properties.circleColor.value,
properties.circleRadius.value,
properties.circleBlur.value,
properties.circlePitchScale.value == CirclePitchScaleType::Map,
properties.circlePitchScale.value == CirclePitchScaleType::Map
? std::array<float, 2> {{
pixelsToGLUnits[0] * state.getAltitude(),
pixelsToGLUnits[1] * state.getAltitude()
}}
: pixelsToGLUnits,
frame.pixelRatio
),
gl::Segmented<gl::Triangles>(
*bucket.vertexBuffer,
*bucket.indexBuffer,
bucket.segments
)
});
}
} // namespace mbgl

View File

@@ -1,49 +1,32 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/util/clip_id.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/gl/debugging.hpp>
namespace mbgl {
void Painter::drawClippingMasks(PaintParameters& parameters, const std::map<UnwrappedTileID, ClipID>& stencils) {
MBGL_DEBUG_GROUP("clipping masks");
auto& plainShader = parameters.shaders.fill;
auto& arrayCoveringPlain = parameters.shaders.coveringPlainArray;
mat4 matrix;
const GLuint mask = 0b11111111;
context.program = plainShader.getID();
context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep,
gl::StencilTestOperation::Replace };
context.stencilTest = true;
context.depthTest = false;
context.depthMask = false;
context.colorMask = { false, false, false, false };
context.stencilMask = mask;
arrayCoveringPlain.bind(plainShader, tileTriangleVertexBuffer, BUFFER_OFFSET_0, context);
for (const auto& stencil : stencils) {
const auto& id = stencil.first;
const auto& clip = stencil.second;
MBGL_DEBUG_GROUP(std::string{ "mask: " } + util::toString(id));
state.matrixFor(matrix, id);
matrix::multiply(matrix, projMatrix, matrix);
plainShader.u_matrix = matrix;
const GLint ref = (GLint)(clip.reference.to_ulong());
context.stencilFunc = { gl::StencilTestFunction::Always, ref, mask };
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(tileTriangleVertexBuffer.vertexCount)));
}
void Painter::renderClippingMask(const UnwrappedTileID& tileID, const ClipID& clip) {
context.draw({
gl::DepthMode::disabled(),
gl::StencilMode {
gl::StencilMode::Always(),
static_cast<int32_t>(clip.reference.to_ulong()),
0b11111111,
gl::StencilMode::Keep,
gl::StencilMode::Keep,
gl::StencilMode::Replace
},
gl::ColorMode::disabled(),
shaders->fill,
FillColorUniforms::values(
matrixForTile(tileID),
0.0f,
Color {},
Color {},
context.viewport.getCurrentValue().size
),
gl::Unindexed<gl::Triangles>(tileTriangleVertexBuffer)
});
}
} // namespace mbgl

View File

@@ -5,6 +5,7 @@
#include <mbgl/map/view.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/gl/gl.hpp>
@@ -12,89 +13,59 @@
namespace mbgl {
void Painter::renderTileDebug(const RenderTile& tile) {
MBGL_DEBUG_GROUP(std::string { "debug " } + util::toString(tile.id));
if (frame.debugOptions != MapDebugOptions::NoDebug) {
setClipping(tile.clip);
if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) {
renderDebugText(tile.tile, tile.matrix);
void Painter::renderTileDebug(const RenderTile& renderTile) {
if (frame.debugOptions == MapDebugOptions::NoDebug)
return;
MBGL_DEBUG_GROUP(std::string { "debug " } + util::toString(renderTile.id));
auto draw = [&] (Color color, auto subject) {
context.draw({
gl::DepthMode::disabled(),
stencilModeForClipping(renderTile.clip),
gl::ColorMode::unblended(),
shaders->fill,
FillColorUniforms::values(
renderTile.matrix,
1.0f,
color,
color,
context.viewport.getCurrentValue().size
),
subject
});
};
if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) {
Tile& tile = renderTile.tile;
if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
tile.debugBucket->complete != tile.isComplete() ||
!(tile.debugBucket->modified == tile.modified) ||
!(tile.debugBucket->expires == tile.expires) ||
tile.debugBucket->debugMode != frame.debugOptions) {
tile.debugBucket = std::make_unique<DebugBucket>(
tile.id, tile.isRenderable(), tile.isComplete(), tile.modified,
tile.expires, frame.debugOptions, context);
}
if (frame.debugOptions & MapDebugOptions::TileBorders) {
renderDebugFrame(tile.matrix);
}
}
}
void Painter::renderDebugText(Tile& tile, const mat4 &matrix) {
MBGL_DEBUG_GROUP("debug text");
const auto& vertexBuffer = tile.debugBucket->vertexBuffer;
context.depthTest = false;
if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
tile.debugBucket->complete != tile.isComplete() ||
!(tile.debugBucket->modified == tile.modified) ||
!(tile.debugBucket->expires == tile.expires) ||
tile.debugBucket->debugMode != frame.debugOptions) {
tile.debugBucket = std::make_unique<DebugBucket>(
tile.id, tile.isRenderable(), tile.isComplete(), tile.modified,
tile.expires, frame.debugOptions, context);
draw(Color::white(), gl::Unindexed<gl::Lines>(vertexBuffer, 4.0f * frame.pixelRatio));
draw(Color::black(), gl::Unindexed<gl::Points>(vertexBuffer, 2.0f));
draw(Color::black(), gl::Unindexed<gl::Lines>(vertexBuffer, 2.0f * frame.pixelRatio));
}
auto& plainShader = shaders->fill;
context.program = plainShader.getID();
plainShader.u_matrix = matrix;
plainShader.u_opacity = 1.0f;
// Draw white outline
plainShader.u_color = Color::white();
context.lineWidth = 4.0f * frame.pixelRatio;
tile.debugBucket->drawLines(plainShader, context);
#if not MBGL_USE_GLES2
// Draw line "end caps"
MBGL_CHECK_ERROR(glPointSize(2));
tile.debugBucket->drawPoints(plainShader, context);
#endif // MBGL_USE_GLES2
// Draw black text.
plainShader.u_color = Color::black();
context.lineWidth = 2.0f * frame.pixelRatio;
tile.debugBucket->drawLines(plainShader, context);
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
}
void Painter::renderDebugFrame(const mat4 &matrix) {
MBGL_DEBUG_GROUP("debug frame");
// Disable depth test and don't count this towards the depth buffer,
// but *don't* disable stencil test, as we want to clip the red tile border
// to the tile viewport.
context.depthTest = false;
context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep,
gl::StencilTestOperation::Replace };
context.stencilTest = true;
auto& plainShader = shaders->fill;
context.program = plainShader.getID();
plainShader.u_matrix = matrix;
plainShader.u_opacity = 1.0f;
// draw tile outline
tileBorderArray.bind(plainShader, tileLineStripVertexBuffer, BUFFER_OFFSET_0, context);
plainShader.u_color = { 1.0f, 0.0f, 0.0f, 1.0f };
context.lineWidth = 4.0f * frame.pixelRatio;
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0,
static_cast<GLsizei>(tileLineStripVertexBuffer.vertexCount)));
if (frame.debugOptions & MapDebugOptions::TileBorders) {
draw(Color::red(), gl::Unindexed<gl::LineStrip>(tileLineStripVertexBuffer, 4.0f * frame.pixelRatio));
}
}
#ifndef NDEBUG
void Painter::renderClipMasks(PaintParameters&) {
context.stencilTest = false;
context.depthTest = false;
context.setStencilMode(gl::StencilMode::disabled());
context.setDepthMode(gl::DepthMode::disabled());
context.setColorMode(gl::ColorMode::unblended());
context.program = 0;
context.colorMask = { true, true, true, true };
#if not MBGL_USE_GLES2
context.pixelZoom = { 1, 1 };
@@ -126,14 +97,12 @@ void Painter::renderClipMasks(PaintParameters&) {
GL_UNSIGNED_BYTE, pixels.get()));
#endif // MBGL_USE_GLES2
}
#endif // NDEBUG
#ifndef NDEBUG
void Painter::renderDepthBuffer(PaintParameters&) {
context.stencilTest = false;
context.depthTest = false;
context.setStencilMode(gl::StencilMode::disabled());
context.setDepthMode(gl::DepthMode::disabled());
context.setColorMode(gl::ColorMode::unblended());
context.program = 0;
context.colorMask = { true, true, true, true };
#if not MBGL_USE_GLES2
context.pixelZoom = { 1, 1 };

View File

@@ -1,14 +1,12 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/map/view.hpp>
#include <mbgl/renderer/fill_bucket.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/style/layers/fill_layer.hpp>
#include <mbgl/style/layers/fill_layer_impl.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/util/convert.hpp>
namespace mbgl {
@@ -20,159 +18,116 @@ void Painter::renderFill(PaintParameters& parameters,
const FillLayer& layer,
const RenderTile& tile) {
const FillPaintProperties& properties = layer.impl->paint;
mat4 vertexMatrix = tile.translatedMatrix(properties.fillTranslate,
properties.fillTranslateAnchor,
state);
Color fillColor = properties.fillColor;
float opacity = properties.fillOpacity;
const bool isOutlineColorDefined = !properties.fillOutlineColor.isUndefined();
Color strokeColor = isOutlineColorDefined? properties.fillOutlineColor : fillColor;
const auto viewport = context.viewport.getCurrentValue();
const std::array<GLfloat, 2> worldSize{{ static_cast<GLfloat>(viewport.size.width),
static_cast<GLfloat>(viewport.size.height) }};
bool pattern = !properties.fillPattern.value.from.empty();
bool outline = properties.fillAntialias && !pattern && isOutlineColorDefined;
bool fringeline = properties.fillAntialias && !pattern && !isOutlineColorDefined;
context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep,
gl::StencilTestOperation::Replace };
context.stencilTest = true;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = true;
context.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio!
auto& outlineShader = parameters.shaders.fillOutline;
auto& patternShader = parameters.shaders.fillPattern;
auto& outlinePatternShader = parameters.shaders.fillOutlinePattern;
auto& plainShader = parameters.shaders.fill;
// Because we're drawing top-to-bottom, and we update the stencil mask
// befrom, we have to draw the outline first (!)
if (outline && pass == RenderPass::Translucent) {
context.program = outlineShader.getID();
outlineShader.u_matrix = vertexMatrix;
outlineShader.u_outline_color = strokeColor;
outlineShader.u_opacity = opacity;
// Draw the entire line
outlineShader.u_world = worldSize;
if (isOutlineColorDefined) {
// If we defined a different color for the fill outline, we are
// going to ignore the bits in 0x07 and just care about the global
// clipping mask.
setDepthSublayer(2); // OK
} else {
// Otherwise, we only want to drawFill the antialiased parts that are
// *outside* the current shape. This is important in case the fill
// or stroke color is translucent. If we wouldn't clip to outside
// the current shape, some pixels from the outline stroke overlapped
// the (non-antialiased) fill.
setDepthSublayer(0); // OK
if (!properties.fillPattern.value.from.empty()) {
if (pass != RenderPass::Translucent) {
return;
}
bucket.drawVertices(outlineShader, context, paintMode());
}
if (pattern) {
optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition(
properties.fillPattern.value.from, SpritePatternMode::Repeating);
optional<SpriteAtlasPosition> imagePosB =
spriteAtlas->getPosition(properties.fillPattern.value.to, SpritePatternMode::Repeating);
optional<SpriteAtlasPosition> imagePosB = spriteAtlas->getPosition(
properties.fillPattern.value.to, SpritePatternMode::Repeating);
// Image fill.
if (pass == RenderPass::Translucent && imagePosA && imagePosB) {
context.program = patternShader.getID();
patternShader.u_matrix = vertexMatrix;
patternShader.u_pattern_tl_a = imagePosA->tl;
patternShader.u_pattern_br_a = imagePosA->br;
patternShader.u_pattern_tl_b = imagePosB->tl;
patternShader.u_pattern_br_b = imagePosB->br;
patternShader.u_opacity = properties.fillOpacity;
patternShader.u_image = 0;
patternShader.u_mix = properties.fillPattern.value.t;
patternShader.u_pattern_size_a = imagePosA->size;
patternShader.u_pattern_size_b = imagePosB->size;
patternShader.u_scale_a = properties.fillPattern.value.fromScale;
patternShader.u_scale_b = properties.fillPattern.value.toScale;
patternShader.u_tile_units_to_pixels = 1.0f / tile.id.pixelsToTileUnits(1.0f, state.getIntegerZoom());
GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tile.id.canonical.z);
GLint pixelX = tileSizeAtNearestZoom * (tile.id.canonical.x + tile.id.wrap * state.zoomScale(tile.id.canonical.z));
GLint pixelY = tileSizeAtNearestZoom * tile.id.canonical.y;
patternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
patternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
spriteAtlas->bind(true, context, 0);
// Draw the actual triangles into the color & stencil buffer.
setDepthSublayer(0);
bucket.drawElements(patternShader, context, paintMode());
if (properties.fillAntialias && !isOutlineColorDefined) {
context.program = outlinePatternShader.getID();
outlinePatternShader.u_matrix = vertexMatrix;
outlinePatternShader.u_pattern_tl_a = imagePosA->tl;
outlinePatternShader.u_pattern_br_a = imagePosA->br;
outlinePatternShader.u_pattern_tl_b = imagePosB->tl;
outlinePatternShader.u_pattern_br_b = imagePosB->br;
outlinePatternShader.u_opacity = properties.fillOpacity;
outlinePatternShader.u_image = 0;
outlinePatternShader.u_mix = properties.fillPattern.value.t;
outlinePatternShader.u_pattern_size_a = imagePosA->size;
outlinePatternShader.u_pattern_size_b = imagePosB->size;
outlinePatternShader.u_scale_a = properties.fillPattern.value.fromScale;
outlinePatternShader.u_scale_b = properties.fillPattern.value.toScale;
outlinePatternShader.u_tile_units_to_pixels = 1.0f / tile.id.pixelsToTileUnits(1.0f, state.getIntegerZoom());
outlinePatternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
outlinePatternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
// Draw the entire line
outlinePatternShader.u_world = worldSize;
spriteAtlas->bind(true, context, 0);
setDepthSublayer(2);
bucket.drawVertices(outlinePatternShader, context, paintMode());
}
if (!imagePosA || !imagePosB) {
return;
}
spriteAtlas->bind(true, context, 0);
auto draw = [&] (uint8_t sublayer, auto& shader, const auto& subject) {
context.draw({
depthModeForSublayer(sublayer, gl::DepthMode::ReadWrite),
stencilModeForClipping(tile.clip),
colorModeForRenderPass(),
shader,
FillPatternUniforms::values(
tile.translatedMatrix(properties.fillTranslate.value,
properties.fillTranslateAnchor.value,
state),
properties.fillOpacity.value,
context.viewport.getCurrentValue().size,
*imagePosA,
*imagePosB,
properties.fillPattern.value,
tile.id,
state
),
subject
});
};
draw(0,
parameters.shaders.fillPattern,
gl::Segmented<gl::Triangles>(
*bucket.vertexBuffer,
*bucket.triangleIndexBuffer,
bucket.triangleSegments));
if (!properties.fillAntialias.value || !properties.fillOutlineColor.isUndefined()) {
return;
}
draw(2,
parameters.shaders.fillOutlinePattern,
gl::Segmented<gl::Lines>(
*bucket.vertexBuffer,
*bucket.lineIndexBuffer,
bucket.lineSegments,
2.0f));
} else {
// No image fill.
if ((fillColor.a >= 1.0f && opacity >= 1.0f) == (pass == RenderPass::Opaque)) {
// Only draw the fill when it's either opaque and we're drawing opaque
// fragments or when it's translucent and we're drawing translucent
// fragments
// Draw filling rectangle.
context.program = plainShader.getID();
plainShader.u_matrix = vertexMatrix;
plainShader.u_color = fillColor;
plainShader.u_opacity = opacity;
auto draw = [&] (uint8_t sublayer, auto& shader, Color outlineColor, const auto& subject) {
context.draw({
depthModeForSublayer(sublayer, gl::DepthMode::ReadWrite),
stencilModeForClipping(tile.clip),
colorModeForRenderPass(),
shader,
FillColorUniforms::values(
tile.translatedMatrix(properties.fillTranslate.value,
properties.fillTranslateAnchor.value,
state),
properties.fillOpacity.value,
properties.fillColor.value,
outlineColor,
context.viewport.getCurrentValue().size
),
subject
});
};
// Draw the actual triangles into the color & stencil buffer.
setDepthSublayer(1);
bucket.drawElements(plainShader, context, paintMode());
if (properties.fillAntialias.value && !properties.fillOutlineColor.isUndefined() && pass == RenderPass::Translucent) {
draw(2,
parameters.shaders.fillOutline,
properties.fillOutlineColor.value,
gl::Segmented<gl::Lines>(
*bucket.vertexBuffer,
*bucket.lineIndexBuffer,
bucket.lineSegments,
2.0f));
}
}
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (fringeline && pass == RenderPass::Translucent) {
context.program = outlineShader.getID();
outlineShader.u_matrix = vertexMatrix;
// Only draw the fill when it's opaque and we're drawing opaque fragments,
// or when it's translucent and we're drawing translucent fragments.
if ((properties.fillColor.value.a >= 1.0f && properties.fillOpacity.value >= 1.0f) == (pass == RenderPass::Opaque)) {
draw(1,
parameters.shaders.fill,
properties.fillOutlineColor.value,
gl::Segmented<gl::Triangles>(
*bucket.vertexBuffer,
*bucket.triangleIndexBuffer,
bucket.triangleSegments));
}
outlineShader.u_outline_color = fillColor;
outlineShader.u_opacity = opacity;
// Draw the entire line
outlineShader.u_world = worldSize;
setDepthSublayer(2);
bucket.drawVertices(outlineShader, context, paintMode());
if (properties.fillAntialias.value && properties.fillOutlineColor.isUndefined() && pass == RenderPass::Translucent) {
draw(2,
parameters.shaders.fillOutline,
properties.fillColor.value,
gl::Segmented<gl::Lines>(
*bucket.vertexBuffer,
*bucket.lineIndexBuffer,
bucket.lineSegments,
2.0f));
}
}
}

View File

@@ -5,9 +5,9 @@
#include <mbgl/style/layers/line_layer.hpp>
#include <mbgl/style/layers/line_layer_impl.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/line_uniforms.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/util/mat2.hpp>
namespace mbgl {
@@ -17,150 +17,73 @@ void Painter::renderLine(PaintParameters& parameters,
LineBucket& bucket,
const LineLayer& layer,
const RenderTile& tile) {
// Abort early.
if (pass == RenderPass::Opaque) return;
context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep,
gl::StencilTestOperation::Replace };
context.stencilTest = true;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
if (pass == RenderPass::Opaque) {
return;
}
const auto& properties = layer.impl->paint;
const auto& layout = bucket.layout;
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float antialiasing = 1.0 / frame.pixelRatio;
float blur = properties.lineBlur + antialiasing;
const Color color = properties.lineColor;
const float opacity = properties.lineOpacity;
const float ratio = 1.0 / tile.id.pixelsToTileUnits(1.0, state.getZoom());
mat2 antialiasingMatrix;
matrix::identity(antialiasingMatrix);
matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch()));
matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle());
// calculate how much longer the real world distance is at the top of the screen
// than at the middle of the screen.
float topedgelength = std::sqrt(std::pow(state.getSize().height, 2.0f) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2.0f)));
float x = state.getSize().height / 2.0f * std::tan(state.getPitch());
float extra = (topedgelength + x) / topedgelength - 1.0f;
mat4 vtxMatrix = tile.translatedMatrix(properties.lineTranslate,
properties.lineTranslateAnchor,
state);
setDepthSublayer(0);
auto& linesdfShader = parameters.shaders.lineSDF;
auto& linepatternShader = parameters.shaders.linePattern;
auto& lineShader = parameters.shaders.line;
auto draw = [&] (auto& shader, auto&& uniformValues) {
context.draw({
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
stencilModeForClipping(tile.clip),
colorModeForRenderPass(),
shader,
std::move(uniformValues),
gl::Segmented<gl::Triangles>(
*bucket.vertexBuffer,
*bucket.indexBuffer,
bucket.segments
)
});
};
if (!properties.lineDasharray.value.from.empty()) {
context.program = linesdfShader.getID();
linesdfShader.u_matrix = vtxMatrix;
linesdfShader.u_linewidth = properties.lineWidth / 2;
linesdfShader.u_gapwidth = properties.lineGapWidth / 2;
linesdfShader.u_antialiasing = antialiasing / 2;
linesdfShader.u_ratio = ratio;
linesdfShader.u_blur = blur;
linesdfShader.u_color = color;
linesdfShader.u_opacity = opacity;
const LinePatternCap cap =
layout.lineCap == LineCapType::Round ? LinePatternCap::Round : LinePatternCap::Square;
const LinePatternCap cap = bucket.layout.lineCap == LineCapType::Round
? LinePatternCap::Round : LinePatternCap::Square;
LinePatternPos posA = lineAtlas->getDashPosition(properties.lineDasharray.value.from, cap);
LinePatternPos posB = lineAtlas->getDashPosition(properties.lineDasharray.value.to, cap);
const float widthA = posA.width * properties.lineDasharray.value.fromScale * layer.impl->dashLineWidth;
const float widthB = posB.width * properties.lineDasharray.value.toScale * layer.impl->dashLineWidth;
float scaleXA = 1.0 / tile.id.pixelsToTileUnits(widthA, state.getIntegerZoom());
float scaleYA = -posA.height / 2.0;
float scaleXB = 1.0 / tile.id.pixelsToTileUnits(widthB, state.getIntegerZoom());
float scaleYB = -posB.height / 2.0;
linesdfShader.u_patternscale_a = {{ scaleXA, scaleYA }};
linesdfShader.u_tex_y_a = posA.y;
linesdfShader.u_patternscale_b = {{ scaleXB, scaleYB }};
linesdfShader.u_tex_y_b = posB.y;
linesdfShader.u_sdfgamma = lineAtlas->width / (std::min(widthA, widthB) * 256.0 * frame.pixelRatio) / 2;
linesdfShader.u_mix = properties.lineDasharray.value.t;
linesdfShader.u_extra = extra;
linesdfShader.u_offset = -properties.lineOffset;
linesdfShader.u_antialiasingmatrix = antialiasingMatrix;
linesdfShader.u_image = 0;
lineAtlas->bind(context, 0);
bucket.drawLineSDF(linesdfShader, context, paintMode());
draw(parameters.shaders.lineSDF,
LineSDFUniforms::values(
properties,
frame.pixelRatio,
tile,
state,
posA,
posB,
layer.impl->dashLineWidth,
lineAtlas->width));
} else if (!properties.linePattern.value.from.empty()) {
optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition(
optional<SpriteAtlasPosition> posA = spriteAtlas->getPosition(
properties.linePattern.value.from, SpritePatternMode::Repeating);
optional<SpriteAtlasPosition> imagePosB =
spriteAtlas->getPosition(properties.linePattern.value.to, SpritePatternMode::Repeating);
optional<SpriteAtlasPosition> posB = spriteAtlas->getPosition(
properties.linePattern.value.to, SpritePatternMode::Repeating);
if (!imagePosA || !imagePosB)
if (!posA || !posB)
return;
context.program = linepatternShader.getID();
linepatternShader.u_matrix = vtxMatrix;
linepatternShader.u_linewidth = properties.lineWidth / 2;
linepatternShader.u_gapwidth = properties.lineGapWidth / 2;
linepatternShader.u_antialiasing = antialiasing / 2;
linepatternShader.u_ratio = ratio;
linepatternShader.u_blur = blur;
linepatternShader.u_pattern_size_a = {{
tile.id.pixelsToTileUnits((*imagePosA).size[0] * properties.linePattern.value.fromScale, state.getIntegerZoom()),
(*imagePosA).size[1]
}};
linepatternShader.u_pattern_tl_a = (*imagePosA).tl;
linepatternShader.u_pattern_br_a = (*imagePosA).br;
linepatternShader.u_pattern_size_b = {{
tile.id.pixelsToTileUnits((*imagePosB).size[0] * properties.linePattern.value.toScale, state.getIntegerZoom()),
(*imagePosB).size[1]
}};
linepatternShader.u_pattern_tl_b = (*imagePosB).tl;
linepatternShader.u_pattern_br_b = (*imagePosB).br;
linepatternShader.u_fade = properties.linePattern.value.t;
linepatternShader.u_opacity = properties.lineOpacity;
linepatternShader.u_extra = extra;
linepatternShader.u_offset = -properties.lineOffset;
linepatternShader.u_antialiasingmatrix = antialiasingMatrix;
linepatternShader.u_image = 0;
spriteAtlas->bind(true, context, 0);
bucket.drawLinePatterns(linepatternShader, context, paintMode());
draw(parameters.shaders.linePattern,
LinePatternUniforms::values(
properties,
frame.pixelRatio,
tile,
state,
*posA,
*posB));
} else {
context.program = lineShader.getID();
lineShader.u_matrix = vtxMatrix;
lineShader.u_linewidth = properties.lineWidth / 2;
lineShader.u_gapwidth = properties.lineGapWidth / 2;
lineShader.u_antialiasing = antialiasing / 2;
lineShader.u_ratio = ratio;
lineShader.u_blur = blur;
lineShader.u_extra = extra;
lineShader.u_offset = -properties.lineOffset;
lineShader.u_antialiasingmatrix = antialiasingMatrix;
lineShader.u_color = color;
lineShader.u_opacity = opacity;
bucket.drawLines(lineShader, context, paintMode());
draw(parameters.shaders.line,
LineColorUniforms::values(
properties,
frame.pixelRatio,
tile,
state));
}
}

View File

@@ -1,11 +1,11 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/style/layers/raster_layer_impl.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/raster_uniforms.hpp>
namespace mbgl {
@@ -43,40 +43,39 @@ void Painter::renderRaster(PaintParameters& parameters,
RasterBucket& bucket,
const RasterLayer& layer,
const RenderTile& tile) {
if (pass != RenderPass::Translucent) return;
if (pass != RenderPass::Translucent)
return;
if (!bucket.hasData())
return;
const RasterPaintProperties& properties = layer.impl->paint;
if (bucket.hasData()) {
auto& rasterShader = parameters.shaders.raster;
auto& rasterVAO = parameters.shaders.coveringRasterArray;
assert(bucket.texture);
context.bindTexture(*bucket.texture, 0, gl::TextureFilter::Linear);
context.bindTexture(*bucket.texture, 1, gl::TextureFilter::Linear);
context.program = rasterShader.getID();
rasterShader.u_matrix = tile.matrix;
rasterShader.u_buffer_scale = 1.0f;
rasterShader.u_opacity0 = properties.rasterOpacity;
rasterShader.u_opacity1 = 0;
rasterShader.u_brightness_low = properties.rasterBrightnessMin;
rasterShader.u_brightness_high = properties.rasterBrightnessMax;
rasterShader.u_saturation_factor = saturationFactor(properties.rasterSaturation);
rasterShader.u_contrast_factor = contrastFactor(properties.rasterContrast);
rasterShader.u_spin_weights = spinWeights(properties.rasterHueRotate);
context.stencilTest = false;
rasterShader.u_image0 = 0; // GL_TEXTURE0
rasterShader.u_image1 = 1; // GL_TEXTURE1
rasterShader.u_tl_parent = {{ 0.0f, 0.0f }};
rasterShader.u_scale_parent = 1.0f;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
setDepthSublayer(0);
bucket.drawRaster(rasterShader, rasterVertexBuffer, rasterVAO, context);
}
context.draw({
depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
parameters.shaders.raster,
RasterUniforms::values(
tile.matrix,
0,
1,
properties.rasterOpacity.value,
0,
properties.rasterBrightnessMin.value,
properties.rasterBrightnessMax.value,
saturationFactor(properties.rasterSaturation.value),
contrastFactor(properties.rasterContrast.value),
spinWeights(properties.rasterHueRotate.value),
1.0f,
1.0f,
std::array<float, 2> {{ 0.0f, 0.0f }}
),
gl::Unindexed<gl::TriangleStrip>(rasterVertexBuffer)
});
}
} // namespace mbgl

View File

@@ -7,6 +7,8 @@
#include <mbgl/text/glyph_atlas.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/shader/symbol_uniforms.hpp>
#include <mbgl/shader/collision_box_uniforms.hpp>
#include <mbgl/util/math.hpp>
#include <cmath>
@@ -15,254 +17,123 @@ namespace mbgl {
using namespace style;
void Painter::renderSDF(SymbolBucket& bucket,
const RenderTile& tile,
float sdfFontSize,
std::array<float, 2> texsize,
SymbolSDFShader& sdfShader,
void (SymbolBucket::*drawSDF)(SymbolSDFShader&, gl::Context&, PaintMode),
// Layout
AlignmentType rotationAlignment,
AlignmentType pitchAlignment,
float layoutSize,
// Paint
float opacity,
Color color,
Color haloColor,
float haloWidth,
float haloBlur,
std::array<float, 2> translate,
TranslateAnchorType translateAnchor,
float paintSize)
{
mat4 vtxMatrix = tile.translatedMatrix(translate, translateAnchor, state);
// If layerStyle.size > bucket.info.fontSize then labels may collide
float fontSize = paintSize;
float fontScale = fontSize / sdfFontSize;
bool rotateWithMap = rotationAlignment == AlignmentType::Map;
bool pitchWithMap = pitchAlignment == AlignmentType::Map;
std::array<float, 2> extrudeScale;
float gammaScale;
if (pitchWithMap) {
gammaScale = 1.0 / std::cos(state.getPitch());
extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * fontScale);
} else {
gammaScale = 1.0;
extrudeScale = {{
pixelsToGLUnits[0] * fontScale * state.getAltitude(),
pixelsToGLUnits[1] * fontScale * state.getAltitude()
}};
}
context.program = sdfShader.getID();
sdfShader.u_matrix = vtxMatrix;
sdfShader.u_extrude_scale = extrudeScale;
sdfShader.u_texsize = texsize;
sdfShader.u_rotate_with_map = rotateWithMap;
sdfShader.u_pitch_with_map = pitchWithMap;
sdfShader.u_texture = 0;
sdfShader.u_pitch = state.getPitch();
sdfShader.u_bearing = -1.0f * state.getAngle();
sdfShader.u_aspect_ratio = double(state.getSize().width) / state.getSize().height;
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / layoutSize) / std::log(2);
sdfShader.u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level
frameHistory.bind(context, 1);
sdfShader.u_fadetexture = 1;
// The default gamma value has to be adjust for the current pixelratio so that we're not
// drawing blurry font on retina screens.
const float gamma = 0.105 * sdfFontSize / fontSize / frame.pixelRatio;
const float sdfPx = 8.0f;
const float blurOffset = 1.19f;
const float haloOffset = 6.0f;
// We're drawing in the translucent pass which is bottom-to-top, so we need
// to draw the halo first.
if (haloColor.a > 0.0f && haloWidth > 0.0f) {
sdfShader.u_gamma = (haloBlur * blurOffset / fontScale / sdfPx + gamma) * gammaScale;
sdfShader.u_color = haloColor;
sdfShader.u_opacity = opacity;
sdfShader.u_buffer = (haloOffset - haloWidth / fontScale) / sdfPx;
(bucket.*drawSDF)(sdfShader, context, paintMode());
}
// Then, we draw the text/icon over the halo
if (color.a > 0.0f) {
sdfShader.u_gamma = gamma * gammaScale;
sdfShader.u_color = color;
sdfShader.u_opacity = opacity;
sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f;
(bucket.*drawSDF)(sdfShader, context, paintMode());
}
}
void Painter::renderSymbol(PaintParameters& parameters,
SymbolBucket& bucket,
const SymbolLayer& layer,
const RenderTile& tile) {
// Abort early.
if (pass == RenderPass::Opaque) {
return;
}
const auto& paint = layer.impl->paint;
const auto& layout = bucket.layout;
context.depthMask = false;
frameHistory.bind(context, 1);
// TODO remove the `true ||` when #1673 is implemented
const bool drawAcrossEdges = (frame.mapMode == MapMode::Continuous) && (true || !(layout.textAllowOverlap || layout.iconAllowOverlap ||
layout.textIgnorePlacement || layout.iconIgnorePlacement));
auto draw = [&] (auto& shader,
auto&& uniformValues,
const auto& buffers,
const SymbolPropertyValues& values_)
{
// In some cases, we disable the stencil test so that labels aren't clipped
// to tile boundaries.
//
// Layers with features that may be drawn overlapping aren't clipped. These
// layers are sorted in the y direction, and to draw the correct ordering near
// tile edges the icons are included in both tiles and clipped when drawing.
//
// TODO remove the `true ||` when #1673 is implemented
const bool drawAcrossEdges = (frame.mapMode == MapMode::Continuous) && (true || !(layout.textAllowOverlap || layout.iconAllowOverlap ||
layout.textIgnorePlacement || layout.iconIgnorePlacement));
// Disable the stencil test so that labels aren't clipped to tile boundaries.
//
// Layers with features that may be drawn overlapping aren't clipped. These
// layers are sorted in the y direction, and to draw the correct ordering near
// tile edges the icons are included in both tiles and clipped when drawing.
if (drawAcrossEdges) {
context.stencilTest = false;
} else {
context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep,
gl::StencilTestOperation::Replace };
context.stencilTest = true;
}
setDepthSublayer(0);
context.draw({
values_.pitchAlignment == AlignmentType::Map
? depthModeForSublayer(0, gl::DepthMode::ReadOnly)
: gl::DepthMode::disabled(),
drawAcrossEdges
? gl::StencilMode::disabled()
: stencilModeForClipping(tile.clip),
colorModeForRenderPass(),
shader,
std::move(uniformValues),
gl::Segmented<gl::Triangles>(
*buffers.vertexBuffer,
*buffers.indexBuffer,
buffers.segments
)
});
};
if (bucket.hasIconData()) {
if (layout.iconRotationAlignment == AlignmentType::Map) {
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
} else {
context.depthTest = false;
}
auto values = layer.impl->iconPropertyValues(layout);
bool sdf = bucket.sdfIcons;
SpriteAtlas& atlas = *layer.impl->spriteAtlas;
const bool iconScaled = values.paintSize != 1.0f || frame.pixelRatio != atlas.getPixelRatio() || bucket.iconsNeedLinear;
const bool iconTransformed = values.rotationAlignment == AlignmentType::Map || state.getPitch() != 0;
atlas.bind(bucket.sdfIcons || state.isChanging() || iconScaled || iconTransformed, context, 0);
const float angleOffset =
layout.iconRotationAlignment == AlignmentType::Map
? state.getAngle()
: 0;
std::array<uint16_t, 2> texsize {{ atlas.getWidth(), atlas.getHeight() }};
const float fontSize = layer.impl->iconSize;
const float fontScale = fontSize / 1.0f;
SpriteAtlas* activeSpriteAtlas = layer.impl->spriteAtlas;
const bool iconScaled = fontScale != 1 || frame.pixelRatio != activeSpriteAtlas->getPixelRatio() || bucket.iconsNeedLinear;
const bool iconTransformed = layout.iconRotationAlignment == AlignmentType::Map || angleOffset != 0 || state.getPitch() != 0;
activeSpriteAtlas->bind(sdf || state.isChanging() || iconScaled || iconTransformed, context, 0);
if (sdf) {
renderSDF(bucket,
tile,
1.0f,
{{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }},
parameters.shaders.symbolIconSDF,
&SymbolBucket::drawIcons,
layout.iconRotationAlignment,
// icon-pitch-alignment is not yet implemented
// and we simply inherit the rotation alignment
layout.iconRotationAlignment,
layout.iconSize,
paint.iconOpacity,
paint.iconColor,
paint.iconHaloColor,
paint.iconHaloWidth,
paint.iconHaloBlur,
paint.iconTranslate,
paint.iconTranslateAnchor,
layer.impl->iconSize);
} else {
mat4 vtxMatrix = tile.translatedMatrix(paint.iconTranslate,
paint.iconTranslateAnchor,
state);
std::array<float, 2> extrudeScale;
const bool alignedWithMap = layout.iconRotationAlignment == AlignmentType::Map;
if (alignedWithMap) {
extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * fontScale);
} else {
extrudeScale = {{
pixelsToGLUnits[0] * fontScale * state.getAltitude(),
pixelsToGLUnits[1] * fontScale * state.getAltitude()
}};
if (bucket.sdfIcons) {
if (values.hasHalo()) {
draw(parameters.shaders.symbolIconSDF,
SymbolSDFUniforms::haloValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio),
bucket.icon,
values);
}
auto& iconShader = parameters.shaders.symbolIcon;
context.program = iconShader.getID();
iconShader.u_matrix = vtxMatrix;
iconShader.u_extrude_scale = extrudeScale;
iconShader.u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }};
iconShader.u_rotate_with_map = alignedWithMap;
iconShader.u_texture = 0;
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / layout.iconSize) / std::log(2);
iconShader.u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level
iconShader.u_opacity = paint.iconOpacity;
frameHistory.bind(context, 1);
iconShader.u_fadetexture = 1;
bucket.drawIcons(iconShader, context, paintMode());
if (values.hasForeground()) {
draw(parameters.shaders.symbolIconSDF,
SymbolSDFUniforms::foregroundValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio),
bucket.icon,
values);
}
} else {
draw(parameters.shaders.symbolIcon,
SymbolIconUniforms::values(values, texsize, pixelsToGLUnits, tile, state),
bucket.icon,
values);
}
}
if (bucket.hasTextData()) {
if (layout.textPitchAlignment == AlignmentType::Map) {
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
} else {
context.depthTest = false;
}
glyphAtlas->bind(context, 0);
renderSDF(bucket,
tile,
24.0f,
{{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }},
parameters.shaders.symbolGlyph,
&SymbolBucket::drawGlyphs,
layout.textRotationAlignment,
layout.textPitchAlignment,
layout.textSize,
paint.textOpacity,
paint.textColor,
paint.textHaloColor,
paint.textHaloWidth,
paint.textHaloBlur,
paint.textTranslate,
paint.textTranslateAnchor,
layer.impl->textSize);
auto values = layer.impl->textPropertyValues(layout);
std::array<uint16_t, 2> texsize {{ glyphAtlas->width, glyphAtlas->height }};
if (values.hasHalo()) {
draw(parameters.shaders.symbolGlyph,
SymbolSDFUniforms::haloValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio),
bucket.text,
values);
}
if (values.hasForeground()) {
draw(parameters.shaders.symbolGlyph,
SymbolSDFUniforms::foregroundValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio),
bucket.text,
values);
}
}
if (bucket.hasCollisionBoxData()) {
context.stencilTest = false;
auto& collisionBoxShader = shaders->collisionBox;
context.program = collisionBoxShader.getID();
collisionBoxShader.u_matrix = tile.matrix;
// TODO: This was the overscaled z instead of the canonical z.
collisionBoxShader.u_scale = std::pow(2, state.getZoom() - tile.id.canonical.z);
collisionBoxShader.u_zoom = state.getZoom() * 10;
collisionBoxShader.u_maxzoom = (tile.id.canonical.z + 1) * 10;
context.lineWidth = 1.0f;
bucket.drawCollisionBoxes(collisionBoxShader, context);
context.draw({
gl::DepthMode::disabled(),
gl::StencilMode::disabled(),
colorModeForRenderPass(),
shaders->collisionBox,
CollisionBoxUniforms::values(
tile.matrix,
std::pow(2, state.getZoom() - tile.id.canonical.z),
state.getZoom() * 10,
(tile.id.canonical.z + 1) * 10
),
gl::Unindexed<gl::Lines>(
*bucket.collisionBox.vertexBuffer,
1.0f
)
});
}
}

View File

@@ -2,7 +2,6 @@
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
@@ -25,23 +24,8 @@ void RasterBucket::render(Painter& painter,
painter.renderRaster(parameters, *this, *layer.as<RasterLayer>(), tile);
}
void RasterBucket::drawRaster(RasterShader& shader,
gl::VertexBuffer<RasterVertex>& vertices,
gl::VertexArrayObject& array,
gl::Context& context) {
assert(texture);
context.bindTexture(*texture, 0, gl::TextureFilter::Linear);
context.bindTexture(*texture, 1, gl::TextureFilter::Linear);
array.bind(shader, vertices, BUFFER_OFFSET_0, context);
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(vertices.vertexCount)));
}
bool RasterBucket::hasData() const {
return true;
}
bool RasterBucket::needsClipping() const {
return false;
}
} // namespace mbgl

View File

@@ -7,15 +7,6 @@
namespace mbgl {
class RasterShader;
class RasterVertex;
namespace gl {
class Context;
template <class> class VertexBuffer;
class VertexArrayObject;
} // namespace gl
class RasterBucket : public Bucket {
public:
RasterBucket(PremultipliedImage&&);
@@ -23,11 +14,7 @@ public:
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
bool needsClipping() const override;
void drawRaster(RasterShader&, gl::VertexBuffer<RasterVertex>&, gl::VertexArrayObject&, gl::Context&);
private:
PremultipliedImage image;
optional<gl::Texture> texture;
};

View File

@@ -1,10 +1,6 @@
#include <mbgl/renderer/symbol_bucket.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/layers/symbol_layer.hpp>
#include <mbgl/shader/symbol_sdf_shader.hpp>
#include <mbgl/shader/symbol_icon_shader.hpp>
#include <mbgl/shader/collision_box_shader.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
@@ -31,7 +27,7 @@ void SymbolBucket::upload(gl::Context& context) {
icon.indexBuffer = context.createIndexBuffer(std::move(icon.triangles));
}
if (hasCollisionBoxData()) {
if (!collisionBox.vertices.empty()) {
collisionBox.vertexBuffer = context.createVertexBuffer(std::move(collisionBox.vertices));
}
@@ -51,74 +47,15 @@ bool SymbolBucket::hasData() const {
}
bool SymbolBucket::hasTextData() const {
return !text.groups.empty();
return !text.segments.empty();
}
bool SymbolBucket::hasIconData() const {
return !icon.groups.empty();
return !icon.segments.empty();
}
bool SymbolBucket::hasCollisionBoxData() const {
return !collisionBox.groups.empty();
}
bool SymbolBucket::needsClipping() const {
return mode == MapMode::Still;
}
void SymbolBucket::drawGlyphs(SymbolSDFShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET_0;
GLbyte* elements_index = BUFFER_OFFSET_0;
for (auto& group : text.groups) {
group.getVAO(shader, paintMode).bind(
shader, *text.vertexBuffer, *text.indexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * text.vertexBuffer->vertexSize;
elements_index += group.indexLength * text.indexBuffer->primitiveSize;
}
}
void SymbolBucket::drawIcons(SymbolSDFShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET_0;
GLbyte* elements_index = BUFFER_OFFSET_0;
for (auto& group : icon.groups) {
group.getVAO(shader, paintMode).bind(
shader, *icon.vertexBuffer, *icon.indexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * icon.vertexBuffer->vertexSize;
elements_index += group.indexLength * icon.indexBuffer->primitiveSize;
}
}
void SymbolBucket::drawIcons(SymbolIconShader& shader,
gl::Context& context,
PaintMode paintMode) {
GLbyte* vertex_index = BUFFER_OFFSET_0;
GLbyte* elements_index = BUFFER_OFFSET_0;
for (auto& group : icon.groups) {
group.getVAO(shader, paintMode).bind(
shader, *icon.vertexBuffer, *icon.indexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT,
elements_index));
vertex_index += group.vertexLength * icon.vertexBuffer->vertexSize;
elements_index += group.indexLength * icon.indexBuffer->primitiveSize;
}
}
void SymbolBucket::drawCollisionBoxes(CollisionBoxShader& shader,
gl::Context& context) {
GLbyte* vertex_index = BUFFER_OFFSET_0;
for (auto& group : collisionBox.groups) {
group.getVAO(shader, PaintMode::Regular).bind(
shader, *collisionBox.vertexBuffer, vertex_index, context);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(group.vertexLength)));
}
return bool(collisionBox.vertexBuffer);
}
} // namespace mbgl

View File

@@ -1,24 +1,19 @@
#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/element_group.hpp>
#include <mbgl/map/mode.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/segment.hpp>
#include <mbgl/shader/symbol_vertex.hpp>
#include <mbgl/shader/collision_box_vertex.hpp>
#include <mbgl/text/glyph_range.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
#include <memory>
#include <vector>
namespace mbgl {
class SymbolSDFShader;
class SymbolIconShader;
class CollisionBoxShader;
class SymbolBucket : public Bucket {
public:
SymbolBucket(const MapMode,
@@ -32,25 +27,16 @@ public:
bool hasTextData() const;
bool hasIconData() const;
bool hasCollisionBoxData() const;
bool needsClipping() const override;
void drawGlyphs(SymbolSDFShader&, gl::Context&, PaintMode);
void drawIcons(SymbolSDFShader&, gl::Context&, PaintMode);
void drawIcons(SymbolIconShader&, gl::Context&, PaintMode);
void drawCollisionBoxes(CollisionBoxShader&, gl::Context&);
const MapMode mode;
const style::SymbolLayoutProperties layout;
const bool sdfIcons;
const bool iconsNeedLinear;
private:
friend class SymbolLayout;
struct TextBuffer {
std::vector<SymbolVertex> vertices;
std::vector<gl::Triangle> triangles;
std::vector<ElementGroup<SymbolSDFShader>> groups;
std::vector<gl::Segment> segments;
optional<gl::VertexBuffer<SymbolVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> indexBuffer;
@@ -59,7 +45,7 @@ private:
struct IconBuffer {
std::vector<SymbolVertex> vertices;
std::vector<gl::Triangle> triangles;
std::vector<ElementGroup<SymbolSDFShader, SymbolIconShader>> groups;
std::vector<gl::Segment> segments;
optional<gl::VertexBuffer<SymbolVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> indexBuffer;
@@ -67,11 +53,7 @@ private:
struct CollisionBoxBuffer {
std::vector<CollisionBoxVertex> vertices;
std::vector<gl::Line> lines;
std::vector<ElementGroup<CollisionBoxShader>> groups;
optional<gl::VertexBuffer<CollisionBoxVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Line>> indexBuffer;
} collisionBox;
};

View File

@@ -9,7 +9,8 @@ CircleShader::CircleShader(gl::Context& context, Defines defines)
: Shader(shaders::circle::name,
shaders::circle::vertex,
shaders::circle::fragment,
context, defines) {
context, defines),
uniformsState(CircleUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,8 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/shader/circle_uniforms.hpp>
namespace mbgl {
@@ -14,17 +13,11 @@ public:
CircleShader(gl::Context&, Defines defines = None);
using VertexType = CircleVertex;
using UniformsType = CircleUniforms;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};
gl::Uniform<float> u_devicepixelratio = {"u_devicepixelratio", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_radius = {"u_radius", *this};
gl::Uniform<float> u_blur = {"u_blur", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<int32_t> u_scale_with_map = {"u_scale_with_map", *this};
typename CircleUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -0,0 +1,23 @@
#pragma once
#include <mbgl/shader/uniforms.hpp>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(float, u_radius);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_scale_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_devicepixelratio);
} // namespace uniforms
struct CircleUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_color,
uniforms::u_radius,
uniforms::u_blur,
uniforms::u_scale_with_map,
uniforms::u_extrude_scale,
uniforms::u_devicepixelratio> {};
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <vector>
#include <cstdint>
namespace mbgl {
@@ -28,7 +28,7 @@ namespace gl {
template <class Shader>
struct AttributeBindings<Shader, CircleVertex> {
std::array<AttributeBinding, 1> operator()(const Shader& shader) {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(CircleVertex, shader, a_pos)
}};

View File

@@ -9,7 +9,9 @@ CollisionBoxShader::CollisionBoxShader(gl::Context& context)
: Shader(shaders::collision_box::name,
shaders::collision_box::vertex,
shaders::collision_box::fragment,
context) {
context),
uniformsState(CollisionBoxUniforms::state(*this))
{
}
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/shader/collision_box_uniforms.hpp>
namespace mbgl {
@@ -13,15 +13,13 @@ public:
CollisionBoxShader(gl::Context&);
using VertexType = CollisionBoxVertex;
using UniformsType = CollisionBoxUniforms;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::Attribute<int16_t, 2> a_extrude = {"a_extrude", *this};
gl::Attribute<uint8_t, 2> a_data = {"a_data", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<float> u_scale = {"u_scale", *this};
gl::Uniform<float> u_zoom = {"u_zoom", *this};
gl::Uniform<float> u_maxzoom = {"u_maxzoom", *this};
typename CollisionBoxUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -0,0 +1,18 @@
#pragma once
#include <mbgl/shader/uniforms.hpp>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_maxzoom);
} // namespace uniforms
struct CollisionBoxUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_scale,
uniforms::u_zoom,
uniforms::u_maxzoom> {};
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <vector>
#include <cstdint>
#include <cmath>
@@ -30,7 +30,7 @@ namespace gl {
template <class Shader>
struct AttributeBindings<Shader, CollisionBoxVertex> {
std::array<AttributeBinding, 3> operator()(const Shader& shader) {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(CollisionBoxVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(CollisionBoxVertex, shader, a_extrude),

View File

@@ -9,7 +9,8 @@ FillOutlinePatternShader::FillOutlinePatternShader(gl::Context& context, Defines
: Shader(shaders::fill_outline_pattern::name,
shaders::fill_outline_pattern::vertex,
shaders::fill_outline_pattern::fragment,
context, defines) {
context, defines),
uniformsState(FillPatternUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
namespace mbgl {
@@ -13,25 +13,11 @@ public:
FillOutlinePatternShader(gl::Context&, Defines defines = None);
using VertexType = FillVertex;
using UniformsType = FillPatternUniforms;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_br_a = {"u_pattern_br_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_b = {"u_pattern_tl_b", *this};
gl::Uniform<std::array<float, 2>> u_pattern_br_b = {"u_pattern_br_b", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<float> u_mix = {"u_mix", *this};
gl::Uniform<float> u_scale_a = {"u_scale_a", *this};
gl::Uniform<float> u_scale_b = {"u_scale_b", *this};
gl::Uniform<float> u_tile_units_to_pixels = {"u_tile_units_to_pixels", *this};
gl::Uniform<int32_t> u_image = {"u_image", *this};
gl::Uniform<std::array<float, 2>> u_pattern_size_a = {"u_pattern_size_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_size_b = {"u_pattern_size_b", *this};
gl::Uniform<std::array<float, 2>> u_pixel_coord_upper = {"u_pixel_coord_upper", *this};
gl::Uniform<std::array<float, 2>> u_pixel_coord_lower = {"u_pixel_coord_lower", *this};
gl::Uniform<std::array<float, 2>> u_world = {"u_world", *this};
typename FillPatternUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -9,7 +9,8 @@ FillOutlineShader::FillOutlineShader(gl::Context& context, Defines defines)
: Shader(shaders::fill_outline::name,
shaders::fill_outline::vertex,
shaders::fill_outline::fragment,
context, defines) {
context, defines),
uniformsState(FillColorUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,8 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
namespace mbgl {
@@ -14,13 +13,11 @@ public:
FillOutlineShader(gl::Context&, Defines defines = None);
using VertexType = FillVertex;
using UniformsType = FillColorUniforms;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_outline_color = {"u_outline_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<std::array<float, 2>> u_world = {"u_world", *this};
typename FillColorUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -9,7 +9,8 @@ FillPatternShader::FillPatternShader(gl::Context& context, Defines defines)
: Shader(shaders::fill_pattern::name,
shaders::fill_pattern::vertex,
shaders::fill_pattern::fragment,
context, defines) {
context, defines),
uniformsState(FillPatternUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
namespace mbgl {
@@ -13,24 +13,11 @@ public:
FillPatternShader(gl::Context&, Defines defines = None);
using VertexType = FillVertex;
using UniformsType = FillPatternUniforms;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_br_a = {"u_pattern_br_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_b = {"u_pattern_tl_b", *this};
gl::Uniform<std::array<float, 2>> u_pattern_br_b = {"u_pattern_br_b", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<float> u_mix = {"u_mix", *this};
gl::Uniform<float> u_scale_a = {"u_scale_a", *this};
gl::Uniform<float> u_scale_b = {"u_scale_b", *this};
gl::Uniform<float> u_tile_units_to_pixels = {"u_tile_units_to_pixels", *this};
gl::Uniform<int32_t> u_image = {"u_image", *this};
gl::Uniform<std::array<float, 2>> u_pattern_size_a = {"u_pattern_size_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_size_b = {"u_pattern_size_b", *this};
gl::Uniform<std::array<float, 2>> u_pixel_coord_upper = {"u_pixel_coord_upper", *this};
gl::Uniform<std::array<float, 2>> u_pixel_coord_lower = {"u_pixel_coord_lower", *this};
typename FillPatternUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -9,7 +9,8 @@ FillShader::FillShader(gl::Context& context, Defines defines)
: Shader(shaders::fill::name,
shaders::fill::vertex,
shaders::fill::fragment,
context, defines) {
context, defines),
uniformsState(FillColorUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,8 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/shader/fill_uniforms.hpp>
namespace mbgl {
@@ -14,12 +13,11 @@ public:
FillShader(gl::Context&, Defines defines = None);
using VertexType = FillVertex;
using UniformsType = FillColorUniforms;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
typename FillColorUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -0,0 +1,45 @@
#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/style/property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/map/transform_state.hpp>
namespace mbgl {
using namespace style;
FillPatternUniforms::Values
FillPatternUniforms::values(mat4 matrix,
float opacity,
Size framebufferSize,
const SpriteAtlasPosition& a,
const SpriteAtlasPosition& b,
const Faded<std::string>& fading,
const UnwrappedTileID& tileID,
const TransformState& state)
{
int32_t tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
int32_t pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
int32_t pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
return FillPatternUniforms::Values {
matrix,
opacity,
framebufferSize,
a.tl,
a.br,
b.tl,
b.br,
a.size,
b.size,
fading.fromScale,
fading.toScale,
fading.t,
0,
std::array<float, 2> {{ float(pixelX >> 16), float(pixelY >> 16) }},
std::array<float, 2> {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }},
1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom())
};
}
} // namespace mbgl

View File

@@ -0,0 +1,63 @@
#pragma once
#include <mbgl/shader/uniforms.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
#include <string>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(Size, u_world);
MBGL_DEFINE_UNIFORM_SCALAR(Color, u_outline_color);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_a);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_b);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_tile_units_to_pixels);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pixel_coord_upper);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pixel_coord_lower);
} // namespace uniforms
struct FillColorUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_color,
uniforms::u_outline_color,
uniforms::u_world> {};
class SpriteAtlasPosition;
class UnwrappedTileID;
class TransformState;
namespace style {
template <class> class Faded;
} // namespace style
struct FillPatternUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_world,
uniforms::u_pattern_tl_a,
uniforms::u_pattern_br_a,
uniforms::u_pattern_tl_b,
uniforms::u_pattern_br_b,
uniforms::u_pattern_size_a,
uniforms::u_pattern_size_b,
uniforms::u_scale_a,
uniforms::u_scale_b,
uniforms::u_mix,
uniforms::u_image,
uniforms::u_pixel_coord_upper,
uniforms::u_pixel_coord_lower,
uniforms::u_tile_units_to_pixels> {
static Values values(mat4 matrix,
float opacity,
Size framebufferSize,
const SpriteAtlasPosition&,
const SpriteAtlasPosition&,
const style::Faded<std::string>&,
const UnwrappedTileID&,
const TransformState&);
};
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <vector>
#include <cstdint>
namespace mbgl {
@@ -19,7 +19,7 @@ namespace gl {
template <class Shader>
struct AttributeBindings<Shader, FillVertex> {
std::array<AttributeBinding, 1> operator()(const Shader& shader) {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(FillVertex, shader, a_pos)
}};

View File

@@ -9,7 +9,8 @@ LinePatternShader::LinePatternShader(gl::Context& context, Defines defines)
: Shader(shaders::line_pattern::name,
shaders::line_pattern::vertex,
shaders::line_pattern::fragment,
context, defines) {
context, defines),
uniformsState(LinePatternUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -1,8 +1,8 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/shader/line_uniforms.hpp>
namespace mbgl {
@@ -13,29 +13,12 @@ public:
LinePatternShader(gl::Context&, Defines defines = None);
using VertexType = LineVertex;
using UniformsType = LinePatternUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<float> u_linewidth = {"u_linewidth", *this};
gl::Uniform<float> u_gapwidth = {"u_gapwidth", *this};
gl::Uniform<float> u_antialiasing = {"u_antialiasing", *this};
gl::Uniform<std::array<float, 2>> u_pattern_size_a = {"u_pattern_size_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_br_a = {"u_pattern_br_a", *this};
gl::Uniform<std::array<float, 2>> u_pattern_size_b = {"u_pattern_size_b", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_b = {"u_pattern_tl_b", *this};
gl::Uniform<std::array<float, 2>> u_pattern_br_b = {"u_pattern_br_b", *this};
gl::Uniform<float> u_ratio = {"u_ratio", *this};
gl::Uniform<float> u_point = {"u_point", *this};
gl::Uniform<float> u_blur = {"u_blur", *this};
gl::Uniform<float> u_fade = {"u_fade", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<float> u_extra = {"u_extra", *this};
gl::Uniform<float> u_offset = {"u_offset", *this};
gl::Uniform<int32_t> u_image = {"u_image", *this};
gl::UniformMatrix<2> u_antialiasingmatrix = {"u_antialiasingmatrix", *this};
typename LinePatternUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -9,7 +9,8 @@ LineSDFShader::LineSDFShader(gl::Context& context, Defines defines)
: Shader(shaders::line_sdf::name,
shaders::line_sdf::vertex,
shaders::line_sdf::fragment,
context, defines) {
context, defines),
uniformsState(LineSDFUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,8 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/shader/line_uniforms.hpp>
namespace mbgl {
@@ -14,28 +13,12 @@ public:
LineSDFShader(gl::Context&, Defines defines = None);
using VertexType = LineVertex;
using UniformsType = LineSDFUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<float> u_linewidth = {"u_linewidth", *this};
gl::Uniform<float> u_gapwidth = {"u_gapwidth", *this};
gl::Uniform<float> u_antialiasing = {"u_antialiasing", *this};
gl::Uniform<float> u_ratio = {"u_ratio", *this};
gl::Uniform<float> u_blur = {"u_blur", *this};
gl::Uniform<std::array<float, 2>> u_patternscale_a = { "u_patternscale_a", *this};
gl::Uniform<float> u_tex_y_a = {"u_tex_y_a", *this};
gl::Uniform<std::array<float, 2>> u_patternscale_b = { "u_patternscale_b", *this};
gl::Uniform<float> u_tex_y_b = {"u_tex_y_b", *this};
gl::Uniform<int32_t> u_image = {"u_image", *this};
gl::Uniform<float> u_sdfgamma = {"u_sdfgamma", *this};
gl::Uniform<float> u_mix = {"u_mix", *this};
gl::Uniform<float> u_extra = {"u_extra", *this};
gl::Uniform<float> u_offset = {"u_offset", *this};
gl::UniformMatrix<2> u_antialiasingmatrix = {"u_antialiasingmatrix", *this};
typename LineSDFUniforms::State uniformsState;
};

View File

@@ -9,7 +9,8 @@ LineShader::LineShader(gl::Context& context, Defines defines)
: Shader(shaders::line::name,
shaders::line::vertex,
shaders::line::fragment,
context, defines) {
context, defines),
uniformsState(LineColorUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,8 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/shader/line_uniforms.hpp>
namespace mbgl {
@@ -14,21 +13,12 @@ public:
LineShader(gl::Context&, Defines defines = None);
using VertexType = LineVertex;
using UniformsType = LineColorUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<float> u_ratio = {"u_ratio", *this};
gl::Uniform<float> u_linewidth = {"u_linewidth", *this};
gl::Uniform<float> u_gapwidth = {"u_gapwidth", *this};
gl::Uniform<float> u_antialiasing = {"u_antialiasing", *this};
gl::Uniform<float> u_blur = {"u_blur", *this};
gl::Uniform<float> u_extra = {"u_extra", *this};
gl::Uniform<float> u_offset = {"u_offset", *this};
gl::UniformMatrix<2> u_antialiasingmatrix = {"u_antialiasingmatrix", *this};
typename LineColorUniforms::State uniformsState;
};

View File

@@ -0,0 +1,133 @@
#include <mbgl/shader/line_uniforms.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/util/mat2.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
namespace mbgl {
template <class Values, class...Args>
Values makeValues(const style::LinePaintProperties& properties,
float pixelRatio,
const RenderTile& tile,
const TransformState& state,
Args&&... args) {
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float antialiasing = 1.0 / pixelRatio;
mat2 antialiasingMatrix;
matrix::identity(antialiasingMatrix);
matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch()));
matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle());
// calculate how much longer the real world distance is at the top of the screen
// than at the middle of the screen.
float topedgelength = std::sqrt(std::pow(state.getSize().height, 2.0f) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2.0f)));
float x = state.getSize().height / 2.0f * std::tan(state.getPitch());
return Values {
tile.translatedMatrix(properties.lineTranslate.value,
properties.lineTranslateAnchor.value,
state),
properties.lineOpacity.value,
properties.lineWidth.value / 2,
properties.lineGapWidth.value / 2,
properties.lineBlur.value + antialiasing,
-properties.lineOffset.value,
antialiasing / 2,
antialiasingMatrix,
1.0f / tile.id.pixelsToTileUnits(1.0, state.getZoom()),
(topedgelength + x) / topedgelength - 1.0f,
std::forward<Args>(args)...
};
}
LineColorUniforms::Values
LineColorUniforms::values(const style::LinePaintProperties& properties,
float pixelRatio,
const RenderTile& tile,
const TransformState& state) {
return makeValues<LineColorUniforms::Values>(
properties,
pixelRatio,
tile,
state,
properties.lineColor.value
);
}
LineSDFUniforms::Values
LineSDFUniforms::values(const style::LinePaintProperties& properties,
float pixelRatio,
const RenderTile& tile,
const TransformState& state,
const LinePatternPos& posA,
const LinePatternPos& posB,
float dashLineWidth,
float atlasWidth) {
const float widthA = posA.width * properties.lineDasharray.value.fromScale * dashLineWidth;
const float widthB = posB.width * properties.lineDasharray.value.toScale * dashLineWidth;
std::array<float, 2> scaleA {{
1.0f / tile.id.pixelsToTileUnits(widthA, state.getIntegerZoom()),
-posA.height / 2.0f
}};
std::array<float, 2> scaleB {{
1.0f / tile.id.pixelsToTileUnits(widthB, state.getIntegerZoom()),
-posB.height / 2.0f
}};
return makeValues<LineSDFUniforms::Values>(
properties,
pixelRatio,
tile,
state,
properties.lineColor.value,
scaleA,
scaleB,
posA.y,
posB.y,
properties.lineDasharray.value.t,
atlasWidth / (std::min(widthA, widthB) * 256.0f * pixelRatio) / 2.0f,
0
);
}
LinePatternUniforms::Values
LinePatternUniforms::values(const style::LinePaintProperties& properties,
float pixelRatio,
const RenderTile& tile,
const TransformState& state,
const SpriteAtlasPosition& posA,
const SpriteAtlasPosition& posB) {
std::array<float, 2> sizeA {{
tile.id.pixelsToTileUnits(posA.size[0] * properties.linePattern.value.fromScale, state.getIntegerZoom()),
posA.size[1]
}};
std::array<float, 2> sizeB {{
tile.id.pixelsToTileUnits(posB.size[0] * properties.linePattern.value.toScale, state.getIntegerZoom()),
posB.size[1]
}};
return makeValues<LinePatternUniforms::Values>(
properties,
pixelRatio,
tile,
state,
posA.tl,
posA.br,
posB.tl,
posB.br,
sizeA,
sizeB,
properties.linePattern.value.t,
0
);
}
} // namespace mbgl

View File

@@ -0,0 +1,109 @@
#pragma once
#include <mbgl/shader/uniforms.hpp>
namespace mbgl {
namespace style {
class LinePaintProperties;
} // namespace style
class RenderTile;
class TransformState;
class LinePatternPos;
class SpriteAtlasPosition;
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(float, u_ratio);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_linewidth);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_gapwidth);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_antialiasing);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_extra);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_offset);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_tex_y_a);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_tex_y_b);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_sdfgamma);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_fade);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_patternscale_a);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_patternscale_b);
MBGL_DEFINE_UNIFORM_MATRIX(double, 2, u_antialiasingmatrix);
} // namespace uniforms
struct LineColorUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_linewidth,
uniforms::u_gapwidth,
uniforms::u_blur,
uniforms::u_offset,
uniforms::u_antialiasing,
uniforms::u_antialiasingmatrix,
uniforms::u_ratio,
uniforms::u_extra,
uniforms::u_color>
{
static Values values(const style::LinePaintProperties&,
float pixelRatio,
const RenderTile&,
const TransformState&);
};
struct LineSDFUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_linewidth,
uniforms::u_gapwidth,
uniforms::u_blur,
uniforms::u_offset,
uniforms::u_antialiasing,
uniforms::u_antialiasingmatrix,
uniforms::u_ratio,
uniforms::u_extra,
uniforms::u_color,
uniforms::u_patternscale_a,
uniforms::u_patternscale_b,
uniforms::u_tex_y_a,
uniforms::u_tex_y_b,
uniforms::u_mix,
uniforms::u_sdfgamma,
uniforms::u_image>
{
static Values values(const style::LinePaintProperties&,
float pixelRatio,
const RenderTile&,
const TransformState&,
const LinePatternPos& posA,
const LinePatternPos& posB,
float dashLineWidth,
float atlasWidth);
};
struct LinePatternUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_linewidth,
uniforms::u_gapwidth,
uniforms::u_blur,
uniforms::u_offset,
uniforms::u_antialiasing,
uniforms::u_antialiasingmatrix,
uniforms::u_ratio,
uniforms::u_extra,
uniforms::u_pattern_tl_a,
uniforms::u_pattern_br_a,
uniforms::u_pattern_tl_b,
uniforms::u_pattern_br_b,
uniforms::u_pattern_size_a,
uniforms::u_pattern_size_b,
uniforms::u_fade,
uniforms::u_image>
{
static Values values(const style::LinePaintProperties&,
float pixelRatio,
const RenderTile&,
const TransformState&,
const SpriteAtlasPosition& posA,
const SpriteAtlasPosition& posB);
};
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <vector>
#include <cstdint>
#include <cmath>
@@ -60,7 +60,7 @@ namespace gl {
template <class Shader>
struct AttributeBindings<Shader, LineVertex> {
std::array<AttributeBinding, 2> operator()(const Shader& shader) {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(LineVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(LineVertex, shader, a_data)

View File

@@ -9,7 +9,8 @@ RasterShader::RasterShader(gl::Context& context, Defines defines)
: Shader(shaders::raster::name,
shaders::raster::vertex,
shaders::raster::fragment,
context, defines) {
context, defines),
uniformsState(RasterUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/shader/raster_uniforms.hpp>
namespace mbgl {
@@ -13,23 +13,12 @@ public:
RasterShader(gl::Context&, Defines defines = None);
using VertexType = RasterVertex;
using UniformsType = RasterUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<int32_t> u_image0 = {"u_image0", *this};
gl::Uniform<int32_t> u_image1 = {"u_image1", *this};
gl::Uniform<float> u_opacity0 = {"u_opacity0", *this};
gl::Uniform<float> u_opacity1 = {"u_opacity1", *this};
gl::Uniform<float> u_buffer_scale = {"u_buffer_scale", *this};
gl::Uniform<float> u_brightness_low = {"u_brightness_low", *this};
gl::Uniform<float> u_brightness_high = {"u_brightness_high", *this};
gl::Uniform<float> u_saturation_factor = {"u_saturation_factor", *this};
gl::Uniform<float> u_contrast_factor = {"u_contrast_factor", *this};
gl::Uniform<std::array<float, 3>> u_spin_weights = {"u_spin_weights", *this};
gl::Uniform<std::array<float, 2>> u_tl_parent = {"u_tl_parent", *this};
gl::Uniform<float> u_scale_parent = {"u_scale_parent", *this};
typename RasterUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -0,0 +1,37 @@
#pragma once
#include <mbgl/shader/uniforms.hpp>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image0);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image1);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_opacity0);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_opacity1);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_buffer_scale);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_brightness_low);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_brightness_high);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_saturation_factor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_contrast_factor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_parent);
MBGL_DEFINE_UNIFORM_VECTOR(float, 3, u_spin_weights);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_tl_parent);
} // namespace uniforms
struct RasterUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_image0,
uniforms::u_image1,
uniforms::u_opacity0,
uniforms::u_opacity1,
uniforms::u_brightness_low,
uniforms::u_brightness_high,
uniforms::u_saturation_factor,
uniforms::u_contrast_factor,
uniforms::u_spin_weights,
uniforms::u_buffer_scale,
uniforms::u_scale_parent,
uniforms::u_tl_parent> {};
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <vector>
#include <cstdint>
namespace mbgl {
@@ -27,7 +27,7 @@ namespace gl {
template <class Shader>
struct AttributeBindings<Shader, RasterVertex> {
std::array<AttributeBinding, 2> operator()(const Shader& shader) {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(RasterVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(RasterVertex, shader, a_texture_pos)

View File

@@ -48,11 +48,6 @@ public:
SymbolSDFShader symbolGlyph;
CollisionBoxShader collisionBox;
gl::VertexArrayObject coveringPlainArray;
gl::VertexArrayObject coveringRasterArray;
gl::VertexArrayObject backgroundPatternArray;
gl::VertexArrayObject backgroundArray;
};
} // namespace mbgl

View File

@@ -9,7 +9,8 @@ SymbolIconShader::SymbolIconShader(gl::Context& context, Defines defines)
: Shader(shaders::symbol_icon::name,
shaders::symbol_icon::vertex,
shaders::symbol_icon::fragment,
context, defines) {
context, defines),
uniformsState(SymbolIconUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/shader/symbol_uniforms.hpp>
namespace mbgl {
@@ -13,20 +13,14 @@ public:
SymbolIconShader(gl::Context&, Defines defines = None);
using VertexType = SymbolVertex;
using UniformsType = SymbolIconUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<int16_t, 2> a_offset = { "a_offset", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};
gl::Uniform<float> u_zoom = {"u_zoom", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<std::array<float, 2>> u_texsize = {"u_texsize", *this};
gl::Uniform<int32_t> u_rotate_with_map = {"u_rotate_with_map", *this};
gl::Uniform<int32_t> u_texture = {"u_texture", *this};
gl::Uniform<int32_t> u_fadetexture = {"u_fadetexture", *this};
typename SymbolIconUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -9,7 +9,8 @@ SymbolSDFShader::SymbolSDFShader(gl::Context& context, Defines defines)
: Shader(shaders::symbol_sdf::name,
shaders::symbol_sdf::vertex,
shaders::symbol_sdf::fragment,
context, defines) {
context, defines),
uniformsState(SymbolSDFUniforms::state(*this)) {
}
} // namespace mbgl

View File

@@ -2,8 +2,7 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/shader/symbol_uniforms.hpp>
namespace mbgl {
@@ -14,27 +13,14 @@ public:
SymbolSDFShader(gl::Context&, Defines defines = None);
using VertexType = SymbolVertex;
using UniformsType = SymbolSDFUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<int16_t, 2> a_offset = { "a_offset", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<std::array<float, 2>> u_texsize = {"u_texsize", *this};
gl::Uniform<float> u_buffer = {"u_buffer", *this};
gl::Uniform<float> u_gamma = {"u_gamma", *this};
gl::Uniform<float> u_zoom = {"u_zoom", *this};
gl::Uniform<float> u_pitch = {"u_pitch", *this};
gl::Uniform<float> u_bearing = {"u_bearing", *this};
gl::Uniform<float> u_aspect_ratio = {"u_aspect_ratio", *this};
gl::Uniform<int32_t> u_rotate_with_map = {"u_rotate_with_map", *this};
gl::Uniform<int32_t> u_pitch_with_map = {"u_pitch_with_map", *this};
gl::Uniform<int32_t> u_texture = {"u_texture", *this};
gl::Uniform<int32_t> u_fadetexture = {"u_fadetexture", *this};
typename SymbolSDFUniforms::State uniformsState;
};
} // namespace mbgl

View File

@@ -0,0 +1,143 @@
#include <mbgl/shader/symbol_uniforms.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
namespace mbgl {
using namespace style;
template <class Values, class...Args>
Values makeValues(const style::SymbolPropertyValues& values,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
Args&&... args) {
std::array<float, 2> extrudeScale;
const float scale = values.paintSize / values.sdfScale;
if (values.pitchAlignment == AlignmentType::Map) {
extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * scale);
} else {
extrudeScale = {{
pixelsToGLUnits[0] * scale * state.getAltitude(),
pixelsToGLUnits[1] * scale * state.getAltitude()
}};
}
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(values.paintSize / values.layoutSize) / std::log(2);
return Values {
tile.translatedMatrix(values.translate,
values.translateAnchor,
state),
values.opacity,
extrudeScale,
std::array<float, 2> {{ texsize[0] / 4.0f, texsize[1] / 4.0f }},
(state.getZoom() - zoomAdjust) * 10.0f,
values.rotationAlignment == AlignmentType::Map,
0,
1,
std::forward<Args>(args)...
};
}
SymbolIconUniforms::Values
SymbolIconUniforms::values(const style::SymbolPropertyValues& values,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state)
{
return makeValues<SymbolIconUniforms::Values>(
values,
texsize,
pixelsToGLUnits,
tile,
state
);
}
static SymbolSDFUniforms::Values makeSDFValues(const style::SymbolPropertyValues& values,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
float pixelRatio,
Color color,
float buffer,
float gammaAdjust)
{
// The default gamma value has to be adjust for the current pixelratio so that we're not
// drawing blurry font on retina screens.
const float gammaBase = 0.105 * values.sdfScale / values.paintSize / pixelRatio;
const float gammaScale = values.pitchAlignment == AlignmentType::Map
? 1.0 / std::cos(state.getPitch())
: 1.0;
return makeValues<SymbolSDFUniforms::Values>(
values,
texsize,
pixelsToGLUnits,
tile,
state,
color,
buffer,
(gammaBase + gammaAdjust) * gammaScale,
state.getPitch(),
-1.0f * state.getAngle(),
(state.getSize().width * 1.0f) / (state.getSize().height * 1.0f),
values.pitchAlignment == AlignmentType::Map
);
}
SymbolSDFUniforms::Values
SymbolSDFUniforms::haloValues(const style::SymbolPropertyValues& values,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
float pixelRatio)
{
const float scale = values.paintSize / values.sdfScale;
const float sdfPx = 8.0f;
const float blurOffset = 1.19f;
const float haloOffset = 6.0f;
return makeSDFValues(
values,
texsize,
pixelsToGLUnits,
tile,
state,
pixelRatio,
values.haloColor,
(haloOffset - values.haloWidth / scale) / sdfPx,
values.haloBlur * blurOffset / scale / sdfPx
);
}
SymbolSDFUniforms::Values
SymbolSDFUniforms::foregroundValues(const style::SymbolPropertyValues& values,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
float pixelRatio)
{
return makeSDFValues(
values,
texsize,
pixelsToGLUnits,
tile,
state,
pixelRatio,
values.color,
(256.0f - 64.0f) / 256.0f,
0
);
}
} // namespace mbgl

View File

@@ -0,0 +1,76 @@
#pragma once
#include <mbgl/shader/uniforms.hpp>
#include <array>
namespace mbgl {
namespace style {
class SymbolPropertyValues;
} // namespace style
class RenderTile;
class TransformState;
namespace uniforms {
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_texsize);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_rotate_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_pitch_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_texture);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_fadetexture);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_buffer);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_gamma);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_aspect_ratio);
} // namespace uniforms
struct SymbolIconUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_zoom,
uniforms::u_rotate_with_map,
uniforms::u_texture,
uniforms::u_fadetexture>
{
static Values values(const style::SymbolPropertyValues&,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile&,
const TransformState&);
};
struct SymbolSDFUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_zoom,
uniforms::u_rotate_with_map,
uniforms::u_texture,
uniforms::u_fadetexture,
uniforms::u_color,
uniforms::u_buffer,
uniforms::u_gamma,
uniforms::u_pitch,
uniforms::u_bearing,
uniforms::u_aspect_ratio,
uniforms::u_pitch_with_map>
{
static Values haloValues(const style::SymbolPropertyValues&,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile&,
const TransformState&,
float pixelRatio);
static Values foregroundValues(const style::SymbolPropertyValues&,
const std::array<uint16_t, 2>& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile&,
const TransformState&,
float pixelRatio);
};
} // namespace mbgl

View File

@@ -2,7 +2,7 @@
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <vector>
#include <cstdint>
#include <cmath>
@@ -40,7 +40,7 @@ namespace gl {
template <class Shader>
struct AttributeBindings<Shader, SymbolVertex> {
std::array<AttributeBinding, 4> operator()(const Shader& shader) {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(SymbolVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(SymbolVertex, shader, a_offset),

View File

@@ -0,0 +1,33 @@
#pragma once
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace uniforms {
// Uniforms common to several shaders.
MBGL_DEFINE_UNIFORM_MATRIX(double, 4, u_matrix);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_opacity);
MBGL_DEFINE_UNIFORM_SCALAR(Color, u_color);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_blur);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_zoom);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_pitch);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_bearing);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_extrude_scale);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_tl_a);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_br_a);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_tl_b);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_br_b);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_size_a);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_size_b);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_mix);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image);
} // namespace uniforms
} // namespace mbgl

View File

@@ -26,13 +26,15 @@ class Context;
class SpriteImage;
class SpritePosition;
struct SpriteAtlasPosition {
class SpriteAtlasPosition {
public:
std::array<float, 2> size = {{ 0, 0 }};
std::array<float, 2> tl = {{ 0, 0 }};
std::array<float, 2> br = {{ 0, 0 }};
};
struct SpriteAtlasElement {
class SpriteAtlasElement {
public:
Rect<uint16_t> pos;
std::shared_ptr<const SpriteImage> spriteImage;
float relativePixelRatio;

View File

@@ -76,5 +76,39 @@ std::unique_ptr<SymbolLayout> SymbolLayer::Impl::createLayout(BucketParameters&
*spriteAtlas);
}
SymbolPropertyValues SymbolLayer::Impl::iconPropertyValues(const SymbolLayoutProperties& layout_) const {
return SymbolPropertyValues {
layout_.iconRotationAlignment.value, // icon-pitch-alignment is not yet implemented; inherit the rotation alignment
layout_.iconRotationAlignment.value,
layout_.iconSize.value,
paint.iconOpacity.value,
paint.iconColor.value,
paint.iconHaloColor.value,
paint.iconHaloWidth.value,
paint.iconHaloBlur.value,
paint.iconTranslate.value,
paint.iconTranslateAnchor.value,
iconSize,
1.0f
};
}
SymbolPropertyValues SymbolLayer::Impl::textPropertyValues(const SymbolLayoutProperties& layout_) const {
return SymbolPropertyValues {
layout_.textPitchAlignment.value,
layout_.textRotationAlignment.value,
layout_.textSize.value,
paint.textOpacity.value,
paint.textColor.value,
paint.textHaloColor.value,
paint.textHaloWidth.value,
paint.textHaloBlur.value,
paint.textTranslate.value,
paint.textTranslateAnchor.value,
textSize,
24.0f
};
}
} // namespace style
} // namespace mbgl

View File

@@ -11,6 +11,36 @@ class SymbolLayout;
namespace style {
// Repackaging evaluated values from SymbolLayoutProperties + SymbolPaintProperties
// for genericity over icons vs. text.
class SymbolPropertyValues {
public:
// Layout
AlignmentType pitchAlignment;
AlignmentType rotationAlignment;
float layoutSize;
// Paint
float opacity;
Color color;
Color haloColor;
float haloWidth;
float haloBlur;
std::array<float, 2> translate;
TranslateAnchorType translateAnchor;
float paintSize;
float sdfScale; // Constant (1.0 or 24.0)
bool hasHalo() const {
return haloColor.a > 0.0f && haloWidth > 0.0f;
}
bool hasForeground() const {
return color.a > 0.0f;
}
};
class SymbolLayer::Impl : public Layer::Impl {
public:
std::unique_ptr<Layer> clone() const override;
@@ -22,6 +52,9 @@ public:
std::unique_ptr<Bucket> createBucket(BucketParameters&) const override;
std::unique_ptr<SymbolLayout> createLayout(BucketParameters&) const;
SymbolPropertyValues iconPropertyValues(const SymbolLayoutProperties&) const;
SymbolPropertyValues textPropertyValues(const SymbolLayoutProperties&) const;
SymbolLayoutProperties layout;
SymbolPaintProperties paint;

View File

@@ -27,7 +27,8 @@ private:
};
template <typename T>
struct Faded {
class Faded {
public:
T from;
T to;
float fromScale;

View File

@@ -7,7 +7,7 @@
namespace mbgl {
struct SpriteAtlasElement;
class SpriteAtlasElement;
namespace style {
class SymbolLayoutProperties;

View File

@@ -107,21 +107,19 @@ void main() {
// Make sure the texture gets destructed before we call context.reset();
{
OffscreenView view(context, { 512, 256 });
view.bind();
// First, draw red to the bound FBO.
context.clearColor = { 1, 0, 0, 1 };
view.bind();
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
context.clear(Color::red(), {}, {});
// Then, create a texture, bind it, and render yellow to that texture. This should not
// affect the originally bound FBO.
OffscreenTexture texture(context, { 128, 128 });
texture.bind();
context.clearColor = { 0, 0, 0, 0 };
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
context.clear(Color(), {}, {});
context.program = paintShader.program;
MBGL_CHECK_ERROR(glUseProgram(paintShader.program));
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos));
MBGL_CHECK_ERROR(
@@ -138,8 +136,8 @@ void main() {
test::checkImage("test/fixtures/offscreen_texture/render-to-fbo", image, 0, 0);
// Now, composite the Framebuffer texture we've rendered to onto the main FBO.
context.program = compositeShader.program;
context.bindTexture(texture.getTexture(), 0, gl::TextureFilter::Linear);
MBGL_CHECK_ERROR(glUseProgram(compositeShader.program));
MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos));