Merge branch 'master' into outdoors-style

Conflicts:
	bin/style.js
	src/map/map.cpp
This commit is contained in:
Konstantin Käfer
2014-05-13 16:18:52 +02:00
64 changed files with 2047 additions and 934 deletions

View File

@@ -5,6 +5,9 @@
#include <llmr/style/sprite.hpp>
#include <llmr/util/transition.hpp>
#include <llmr/util/time.hpp>
#include <llmr/util/math.hpp>
#include <llmr/util/clip_ids.hpp>
#include <llmr/util/string.hpp>
#include <algorithm>
#include <memory>
@@ -138,7 +141,6 @@ void Map::setup() {
sources.emplace("outdoors",
std::unique_ptr<Source>(new Source(*this,
painter,
texturepool,
"http://a.gl-api-us-east-1.tilestream.net/v3/mapbox.mapbox-terrain-v1,mapbox.mapbox-streets-v42-dev/%d/%d/%d.gl.pbf",
Source::Type::vector,
{{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 }},
@@ -150,7 +152,6 @@ void Map::setup() {
sources.emplace("satellite",
std::unique_ptr<Source>(new Source(*this,
painter,
texturepool,
"https://a.tiles.mapbox.com/v3/justin.hh0gkdfm/%d/%d/%d%s.png256",
Source::Type::raster,
{{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 }},
@@ -331,7 +332,11 @@ void Map::toggleRaster() {
if (satellite_source.enabled) {
satellite_source.enabled = false;
style.appliedClasses.erase(style.appliedClasses.find("satellite"));
auto style_class = style.appliedClasses.find("satellite");
if (style_class != style.appliedClasses.end()) {
style.appliedClasses.erase(style_class);
}
} else {
satellite_source.enabled = true;
style.appliedClasses.insert("satellite");
@@ -350,6 +355,28 @@ void Map::updateTiles() {
}
}
void Map::updateClippingIDs() {
std::forward_list<Tile::ID> ids;
for (auto &pair : sources) {
const std::unique_ptr<Source> &source = pair.second;
if (source->enabled) {
ids.splice_after(ids.before_begin(), source->getIDs());
}
}
const std::map<Tile::ID, ClipID> clipIDs = computeClipIDs(ids);
for (auto &pair : sources) {
const std::unique_ptr<Source> &source = pair.second;
if (source->enabled) {
source->updateClipIDs(clipIDs);
}
}
}
void Map::prepare() {
view.make_active();
@@ -366,14 +393,14 @@ void Map::prepare() {
style.sprite->load(kSpriteURL);
}
if (style.sprite && style.sprite->raster->isLoaded() && !style.sprite->raster->textured) {
style.sprite->raster->setTexturepool(&texturepool);
}
updateTiles();
updateClippingIDs();
}
void Map::render() {
std::vector<std::string> debug;
painter.clear();
painter.resize();
@@ -386,28 +413,133 @@ void Map::render() {
painter.prepareClippingMask();
bool is_baselayer = true;
size_t source_id = 0;
for (auto &pair : sources) {
Source &source = *pair.second;
source.prepare_render(state, is_baselayer);
is_baselayer = source.enabled ? false : (true && is_baselayer);
size_t count = source.prepareRender(state);
debug.emplace_back(util::sprintf<100>("source %d: %d\n", source_id, count));
source_id++;
}
painter.finishClippingMask();
// Then, render each source's tiles. TODO: handle more than one
// vector source.
// Render per layer in the stylesheet.
strata_thickness = 1.0f / (style.layerCount() + 1);
strata = 0;
// - FIRST PASS ------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque
// objects first.
painter.startOpaquePass();
renderLayers(style.layers, Opaque);
painter.endPass();
// - SECOND PASS -----------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render
// bottom-to-top.
--strata;
painter.startTranslucentPass();
renderLayers(style.layers, Translucent);
painter.endPass();
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.
// When only rendering layers via the stylesheet, it's possible that we don't
// ever visit a tile during rendering.
for (auto &pair : sources) {
Source &source = *pair.second;
source.render(animationTime);
const std::string &name = pair.first;
gl::group group(std::string("debug ") + name);
source.finishRender();
}
painter.renderMatte();
painter.renderDebugText(debug);
// Schedule another rerender when we definitely need a next frame.
if (transform.needsTransition()) {
update();
}
}
void Map::renderLayers(const std::vector<LayerDescription>& layers, RenderPass pass) {
if (pass == Opaque) {
typedef std::vector<LayerDescription>::const_reverse_iterator riterator;
for (riterator it = layers.rbegin(), end = layers.rend(); it != end; ++it, ++strata) {
painter.setStrata(strata * strata_thickness);
renderLayer(*it, pass);
}
} else if (pass == Translucent) {
typedef std::vector<LayerDescription>::const_iterator iterator;
for (iterator it = layers.begin(), end = layers.end(); it != end; ++it, --strata) {
painter.setStrata(strata * strata_thickness);
renderLayer(*it, pass);
}
} else {
throw std::runtime_error("unknown render pass");
}
}
template <typename Styles>
bool is_invisible(const Styles &styles, const LayerDescription &layer_desc) {
auto it = styles.find(layer_desc.name);
if (it == styles.end()) return true;
const auto &properties = it->second;
if (!properties.enabled) return true;
if (properties.opacity <= 0) return true;
return false;
}
void Map::renderLayer(const LayerDescription& layer_desc, RenderPass pass) {
if (layer_desc.child_layer.size()) {
gl::group group(std::string("group: ") + layer_desc.name);
// This is a layer group.
// TODO: create framebuffer
renderLayers(layer_desc.child_layer, pass);
// TODO: render framebuffer on previous framebuffer
} else {
// This is a singular layer. Try to find the bucket associated with
// this layer and render it.
auto bucket_it = style.buckets.find(layer_desc.bucket_name);
if (bucket_it != style.buckets.end()) {
const BucketDescription &bucket_desc = bucket_it->second;
// Abort early if we can already deduce from the bucket type that
// we're not going to render anything anyway during this pass.
switch (bucket_desc.type) {
case BucketType::Fill:
if (is_invisible(style.computed.fills, layer_desc)) return;
break;
case BucketType::Line:
if (pass == Opaque) return;
if (is_invisible(style.computed.lines, layer_desc)) return;
break;
case BucketType::Point:
if (pass == Opaque) return;
if (is_invisible(style.computed.points, layer_desc)) return;
break;
case BucketType::Text:
if (pass == Opaque) return;
if (is_invisible(style.computed.texts, layer_desc)) return;
break;
case BucketType::Raster:
if (pass == Translucent) return;
if (is_invisible(style.computed.lines, layer_desc)) return;
break;
default:
break;
}
// Find the source and render all tiles in it.
auto source_it = sources.find(bucket_desc.source_name);
if (source_it != sources.end()) {
const std::unique_ptr<Source> &source = source_it->second;
source->render(layer_desc, bucket_desc);
}
}
}
}