remove support for composite layers

This commit is contained in:
Ansis Brammanis
2014-08-13 16:16:08 -07:00
committed by Konstantin Käfer
parent 478a1dae67
commit 32a1711d8c
17 changed files with 53 additions and 373 deletions

View File

@@ -539,10 +539,6 @@ void Map::prepare() {
bool dimensionsChanged = oldState.getFramebufferWidth() != state.getFramebufferWidth() ||
oldState.getFramebufferHeight() != state.getFramebufferHeight();
if (pixelRatioChanged || dimensionsChanged) {
painter.clearFramebuffers();
}
animationTime = util::now();
updateSources();
style->updateProperties(state.getNormalizedZoom(), animationTime);
@@ -564,8 +560,6 @@ void Map::render() {
painter.clear();
painter.resetFramebuffer();
painter.resize();
painter.changeMatrix();
@@ -639,33 +633,7 @@ void Map::renderLayers(std::shared_ptr<StyleLayerGroup> group) {
}
void Map::renderLayer(std::shared_ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id, const mat4* matrix) {
if (layer_desc->layers && layer_desc->type != StyleLayerType::Raster) {
// This is a layer group. We render them during our translucent render pass.
if (pass == RenderPass::Translucent) {
const CompositeProperties &properties = layer_desc->getProperties<CompositeProperties>();
if (properties.isVisible()) {
gl::group group(std::string("group: ") + layer_desc->id);
if (debug::renderTree) {
std::cout << std::string(indent++ * 4, ' ') << "+ " << layer_desc->id
<< " (Composite) {" << std::endl;
}
painter.pushFramebuffer();
renderLayers(layer_desc->layers);
GLuint texture = painter.popFramebuffer();
// Render the previous texture onto the screen.
painter.drawComposite(texture, properties);
if (debug::renderTree) {
std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
}
}
}
} else if (layer_desc->type == StyleLayerType::Background) {
if (layer_desc->type == StyleLayerType::Background) {
// This layer defines the background color.
} else {
// This is a singular layer.

View File

@@ -45,7 +45,6 @@ void Painter::setup() {
assert(rasterShader);
assert(textShader);
assert(dotShader);
assert(compositeShader);
assert(gaussianShader);
@@ -76,12 +75,10 @@ void Painter::setupShaders() {
if (!rasterShader) rasterShader = std::make_unique<RasterShader>();
if (!textShader) textShader = std::make_unique<TextShader>();
if (!dotShader) dotShader = std::make_unique<DotShader>();
if (!compositeShader) compositeShader = std::make_unique<CompositeShader>();
if (!gaussianShader) gaussianShader = std::make_unique<GaussianShader>();
}
void Painter::cleanup() {
clearFramebuffers();
}
void Painter::resize() {

View File

@@ -1,31 +0,0 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style_properties.hpp>
#include <iostream>
using namespace mbgl;
void Painter::drawComposite(GLuint texture, const CompositeProperties &properties) {
// We're doing full-screen framebuffer blending, so no need to do stencil testing here.
glDisable(GL_STENCIL_TEST);
useProgram(compositeShader->program);
compositeShader->setMatrix(nativeMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
compositeShader->setImage(0);
// TODO: translate
compositeShader->setOpacity(properties.opacity);
// Draw the full screen texture.
// TODO: Do more blend effects like multiply + blur
compositeArray.bind(*compositeShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
glBindTexture(GL_TEXTURE_2D, 0);
// Reset back.
glEnable(GL_STENCIL_TEST);
}

View File

@@ -1,124 +0,0 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/fill_bucket.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/map/view.hpp>
#include <mbgl/util/clip_ids.hpp>
using namespace mbgl;
void Painter::clearFramebuffers() {
glBindFramebuffer(GL_FRAMEBUFFER, map.view.root_fbo());
// Delete any framebuffers that we might have allocated
glDeleteTextures((int)fbos_color.size(), fbos.data());
fbos_color.clear();
if (fbo_depth_stencil != 0) {
glDeleteRenderbuffers(1, &fbo_depth_stencil);
fbo_depth_stencil = 0;
}
glDeleteFramebuffers((int)fbos.size(), fbos.data());
fbos.clear();
}
void Painter::bindFramebuffer() {
if (fbo_level < 0) {
glBindFramebuffer(GL_FRAMEBUFFER, map.view.root_fbo());
} else if (fbos.size() > (size_t) fbo_level) {
GLuint fbo = fbos[fbo_level];
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
#if GL_EXT_discard_framebuffer
const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards);
#endif
} else {
// TODO: Convert this to textures so we can composite them and use them in blend operations
GLuint fbo_color;
glGenTextures(1, &fbo_color);
glBindTexture(GL_TEXTURE_2D, fbo_color);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, map.getState().getFramebufferWidth(), map.getState().getFramebufferHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
fbos_color.emplace_back(fbo_color);
// Use a shared depth/stencil buffer for all framebuffer objects
if (fbo_depth_stencil == 0) {
// Create depth/stencil buffer
glGenRenderbuffers(1, &fbo_depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, map.getState().getFramebufferWidth(), map.getState().getFramebufferHeight());
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
// Allocate new framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
fbos.emplace_back(fbo);
// Assemble the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_color, 0);
#ifdef GL_ES_VERSION_2_0
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "Couldn't create framebuffer: ");
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: fprintf(stderr, "incomplete attachment\n"); break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: fprintf(stderr, "incomplete missing attachment\n"); break;
#ifdef GL_ES_VERSION_2_0
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: fprintf(stderr, "incomplete dimensions\n"); break;
#else
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: fprintf(stderr, "incomplete draw buffer\n"); break;
#endif
case GL_FRAMEBUFFER_UNSUPPORTED: fprintf(stderr, "unsupported\n"); break;
default: fprintf(stderr, "other\n"); break;
}
return;
}
}
}
void Painter::resetFramebuffer() {
if (fbo_level >= 0) {
fbo_level = -1;
bindFramebuffer();
}
fbo_depth_stencil_valid = false;
}
void Painter::pushFramebuffer() {
fbo_level++;
bindFramebuffer();
if (fbo_depth_stencil_valid) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
depthMask(true);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glColorMask(false, false, false, false);
drawClippingMasks(map.getActiveSources());
glColorMask(true, true, true, true);
fbo_depth_stencil_valid = true;
}
}
GLuint Painter::popFramebuffer() {
GLuint texture = fbos_color[fbo_level];
fbo_level--;
bindFramebuffer();
return texture;
}

View File

@@ -1,9 +0,0 @@
uniform sampler2D u_image;
uniform float u_opacity;
varying vec2 v_pos;
void main() {
vec4 color = texture2D(u_image, v_pos);
gl_FragColor = color * u_opacity;
}

View File

@@ -1,9 +0,0 @@
attribute vec2 a_pos;
uniform mat4 u_matrix;
varying vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy + 1.0) / 2.0;
}

View File

@@ -1,49 +0,0 @@
#include <mbgl/shader/composite_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
CompositeShader::CompositeShader()
: Shader(
"composite",
shaders[COMPOSITE_SHADER].vertex,
shaders[COMPOSITE_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid composite shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_image = glGetUniformLocation(program, "u_image");
u_opacity = glGetUniformLocation(program, "u_opacity");
// fprintf(stderr, "CompositeShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_image: %d\n", u_image);
// fprintf(stderr, " - u_opacity: %f\n", u_opacity);
}
void CompositeShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
}
void CompositeShader::setImage(int32_t new_image) {
if (image != new_image) {
glUniform1i(u_image, new_image);
image = new_image;
}
}
void CompositeShader::setOpacity(float new_opacity) {
if (opacity != new_opacity) {
glUniform1f(u_opacity, new_opacity);
opacity = new_opacity;
}
}

View File

@@ -44,8 +44,6 @@ const std::map<PropertyKey, PropertyValue> PropertyFallbackValue::properties = {
{ PropertyKey::TextTranslateY, defaultStyleProperties<SymbolProperties>().text.translate[1] },
{ PropertyKey::TextTranslateAnchor, defaultStyleProperties<SymbolProperties>().text.translate_anchor },
{ PropertyKey::CompositeOpacity, defaultStyleProperties<CompositeProperties>().opacity },
{ PropertyKey::RasterOpacity, defaultStyleProperties<RasterProperties>().opacity },
{ PropertyKey::RasterHueRotate, defaultStyleProperties<RasterProperties>().hue_rotate },
{ PropertyKey::RasterBrightnessLow, defaultStyleProperties<RasterProperties>().brightness[0] },

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@@ -216,13 +216,6 @@ void StyleLayer::applyStyleProperties<SymbolProperties>(const float z, const tim
}
template <>
void StyleLayer::applyStyleProperties<CompositeProperties>(const float z, const timestamp now) {
properties.set<CompositeProperties>();
CompositeProperties &composite = properties.get<CompositeProperties>();
applyStyleProperty(PropertyKey::CompositeOpacity, composite.opacity, z, now);
}
template <>
void StyleLayer::applyStyleProperties<RasterProperties>(const float z, const timestamp now) {
properties.set<RasterProperties>();
@@ -255,7 +248,6 @@ void StyleLayer::updateProperties(float z, const timestamp now) {
case StyleLayerType::Line: applyStyleProperties<LineProperties>(z, now); break;
case StyleLayerType::Symbol: applyStyleProperties<SymbolProperties>(z, now); break;
case StyleLayerType::Raster: applyStyleProperties<RasterProperties>(z, now); break;
case StyleLayerType::Composite: applyStyleProperties<CompositeProperties>(z, now); break;
case StyleLayerType::Background: applyStyleProperties<BackgroundProperties>(z, now); break;
default: properties.set<std::false_type>(); break;
}

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@@ -628,9 +628,6 @@ void StyleParser::parseStyle(JSVal value, ClassProperties &klass) {
parseOptionalProperty<Function<float>>("text-translate", { Key::TextTranslateX, Key::TextTranslateY }, klass, value);
parseOptionalProperty<PropertyTransition>("transition-text-translate", Key::TextTranslate, klass, value);
parseOptionalProperty<Function<float>>("composite-opacity", Key::CompositeOpacity, klass, value);
parseOptionalProperty<PropertyTransition>("transition-composite-opacity", Key::CompositeOpacity, klass, value);
parseOptionalProperty<Function<float>>("raster-opacity", Key::RasterOpacity, klass, value);
parseOptionalProperty<PropertyTransition>("transition-raster-opacity", Key::RasterOpacity, klass, value);
parseOptionalProperty<Function<float>>("raster-hue-rotate", Key::RasterHueRotate, klass, value);

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@@ -5,7 +5,6 @@ namespace mbgl {
template<> const FillProperties &defaultStyleProperties() { static const FillProperties p; return p; }
template<> const LineProperties &defaultStyleProperties() { static const LineProperties p; return p; }
template<> const SymbolProperties &defaultStyleProperties() { static const SymbolProperties p; return p; }
template<> const CompositeProperties &defaultStyleProperties() { static const CompositeProperties p; return p; }
template<> const RasterProperties &defaultStyleProperties() { static const RasterProperties p; return p; }
template<> const BackgroundProperties &defaultStyleProperties() { static const BackgroundProperties p; return p; }