[general] moving ios and android project under ./platform folder

This commit is contained in:
Petr Pokorny
2020-12-20 12:38:56 +01:00
parent 8e759a51e4
commit 41f0be34e7
9877 changed files with 141 additions and 2889 deletions

View File

@@ -0,0 +1,208 @@
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/update_parameters.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/gfx/command_encoder.hpp>
#include <mbgl/gfx/render_pass.hpp>
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/map/transform_state.hpp>
namespace mbgl {
TransformParameters::TransformParameters(const TransformState& state_)
: state(state_) {
// Update the default matrices to the current viewport dimensions.
state.getProjMatrix(projMatrix);
// Also compute a projection matrix that aligns with the current pixel grid, taking into account
// odd viewport sizes.
state.getProjMatrix(alignedProjMatrix, 1, true);
// Calculate a second projection matrix with the near plane moved further,
// to a tenth of the far value, so as not to waste depth buffer precision on
// very close empty space, for layer types (fill-extrusion) that use the
// depth buffer to emulate real-world space.
state.getProjMatrix(nearClippedProjMatrix, 0.1 * state.getCameraToCenterDistance());
}
PaintParameters::PaintParameters(gfx::Context& context_,
float pixelRatio_,
gfx::RendererBackend& backend_,
const EvaluatedLight& evaluatedLight_,
MapMode mode_,
MapDebugOptions debugOptions_,
TimePoint timePoint_,
const TransformParameters& transformParams_,
RenderStaticData& staticData_,
LineAtlas& lineAtlas_,
PatternAtlas& patternAtlas_)
: context(context_),
backend(backend_),
encoder(context.createCommandEncoder()),
transformParams(transformParams_),
state(transformParams_.state),
evaluatedLight(evaluatedLight_),
staticData(staticData_),
lineAtlas(lineAtlas_),
patternAtlas(patternAtlas_),
mapMode(mode_),
debugOptions(debugOptions_),
timePoint(timePoint_),
pixelRatio(pixelRatio_),
#ifndef NDEBUG
programs((debugOptions & MapDebugOptions::Overdraw) ? staticData_.overdrawPrograms : staticData_.programs)
#else
programs(staticData_.programs)
#endif
{
pixelsToGLUnits = {{ 2.0f / state.getSize().width, -2.0f / state.getSize().height }};
if (state.getViewportMode() == ViewportMode::FlippedY) {
pixelsToGLUnits[1] *= -1;
}
}
PaintParameters::~PaintParameters() = default;
mat4 PaintParameters::matrixForTile(const UnwrappedTileID& tileID, bool aligned) const {
mat4 matrix;
state.matrixFor(matrix, tileID);
matrix::multiply(matrix, aligned ? transformParams.alignedProjMatrix : transformParams.projMatrix, matrix);
return matrix;
}
gfx::DepthMode PaintParameters::depthModeForSublayer(uint8_t n, gfx::DepthMaskType mask) const {
if (currentLayer < opaquePassCutoff) {
return gfx::DepthMode::disabled();
}
float depth = depthRangeSize + ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
return gfx::DepthMode { gfx::DepthFunctionType::LessEqual, mask, { depth, depth } };
}
gfx::DepthMode PaintParameters::depthModeFor3D() const {
return gfx::DepthMode{ gfx::DepthFunctionType::LessEqual,
gfx::DepthMaskType::ReadWrite,
{ 0.0, depthRangeSize } };
}
void PaintParameters::clearStencil() {
nextStencilID = 1;
context.clearStencilBuffer(0b00000000);
}
namespace {
// Detects a difference in keys of renderTiles and tileClippingMaskIDs
bool tileIDsIdentical(const RenderTiles& renderTiles,
const std::map<UnwrappedTileID, int32_t>& tileClippingMaskIDs) {
assert(renderTiles);
assert(std::is_sorted(renderTiles->begin(), renderTiles->end(),
[](const RenderTile& a, const RenderTile& b) { return a.id < b.id; }));
if (renderTiles->size() != tileClippingMaskIDs.size()) {
return false;
}
return std::equal(renderTiles->begin(), renderTiles->end(), tileClippingMaskIDs.begin(),
[](const RenderTile& a, const auto& b) { return a.id == b.first; });
}
} // namespace
void PaintParameters::renderTileClippingMasks(const RenderTiles& renderTiles) {
if (!renderTiles || renderTiles->empty() || tileIDsIdentical(renderTiles, tileClippingMaskIDs)) {
// The current stencil mask is for this source already; no need to draw another one.
return;
}
if (nextStencilID + renderTiles->size() > 256) {
// we'll run out of fresh IDs so we need to clear and start from scratch
clearStencil();
}
tileClippingMaskIDs.clear();
auto& program = staticData.programs.clippingMask;
const style::Properties<>::PossiblyEvaluated properties {};
const ClippingMaskProgram::Binders paintAttributeData(properties, 0);
for (const RenderTile& renderTile : *renderTiles) {
const int32_t stencilID = nextStencilID++;
tileClippingMaskIDs.emplace(renderTile.id, stencilID);
program.draw(context,
*renderPass,
gfx::Triangles(),
gfx::DepthMode::disabled(),
gfx::StencilMode{gfx::StencilMode::Always{},
stencilID,
0b11111111,
gfx::StencilOpType::Keep,
gfx::StencilOpType::Keep,
gfx::StencilOpType::Replace},
gfx::ColorMode::disabled(),
gfx::CullFaceMode::disabled(),
*staticData.quadTriangleIndexBuffer,
staticData.clippingMaskSegments,
ClippingMaskProgram::computeAllUniformValues(
ClippingMaskProgram::LayoutUniformValues{
uniforms::matrix::Value(matrixForTile(renderTile.id)),
},
paintAttributeData,
properties,
state.getZoom()),
ClippingMaskProgram::computeAllAttributeBindings(
*staticData.tileVertexBuffer, paintAttributeData, properties),
ClippingMaskProgram::TextureBindings{},
"clipping/" + util::toString(stencilID));
}
}
gfx::StencilMode PaintParameters::stencilModeForClipping(const UnwrappedTileID& tileID) const {
auto it = tileClippingMaskIDs.find(tileID);
assert(it != tileClippingMaskIDs.end());
const int32_t id = it != tileClippingMaskIDs.end() ? it->second : 0b00000000;
return gfx::StencilMode{ gfx::StencilMode::Equal{ 0b11111111 },
id,
0b00000000,
gfx::StencilOpType::Keep,
gfx::StencilOpType::Keep,
gfx::StencilOpType::Replace };
}
gfx::StencilMode PaintParameters::stencilModeFor3D() {
if (nextStencilID + 1 > 256) {
clearStencil();
}
// We're potentially destroying the stencil clipping mask in this pass. That means we'll have
// to recreate it for the next source if any.
tileClippingMaskIDs.clear();
const int32_t id = nextStencilID++;
return gfx::StencilMode{ gfx::StencilMode::NotEqual{ 0b11111111 },
id,
0b11111111,
gfx::StencilOpType::Keep,
gfx::StencilOpType::Keep,
gfx::StencilOpType::Replace };
}
gfx::ColorMode PaintParameters::colorModeForRenderPass() const {
if (debugOptions & MapDebugOptions::Overdraw) {
const float overdraw = 1.0f / 8.0f;
return gfx::ColorMode {
gfx::ColorMode::Add {
gfx::ColorBlendFactorType::ConstantColor,
gfx::ColorBlendFactorType::One
},
Color { overdraw, overdraw, overdraw, 0.0f },
gfx::ColorMode::Mask { true, true, true, true }
};
} else if (pass == RenderPass::Translucent) {
return gfx::ColorMode::alphaBlended();
} else {
return gfx::ColorMode::unblended();
}
}
} // namespace mbgl