split up painter into multiple files
This commit is contained in:
@@ -1,29 +1,16 @@
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#include <cassert>
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#include <algorithm>
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#include <llmr/renderer/painter.hpp>
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#include <llmr/util/std.hpp>
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#include <llmr/renderer/fill_bucket.hpp>
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#include <llmr/renderer/line_bucket.hpp>
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#include <llmr/renderer/point_bucket.hpp>
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#include <llmr/renderer/text_bucket.hpp>
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#include <llmr/renderer/raster_bucket.hpp>
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#include <llmr/map/map.hpp>
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#include <llmr/map/transform.hpp>
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#include <llmr/geometry/debug_font_buffer.hpp>
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#include <llmr/geometry/glyph_atlas.hpp>
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#include <llmr/platform/gl.hpp>
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#include <llmr/style/style.hpp>
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#include <llmr/style/sprite.hpp>
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#include <llmr/util/raster.hpp>
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#include <llmr/util/std.hpp>
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#include <llmr/util/string.hpp>
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#include <llmr/util/timer.hpp>
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#include <llmr/util/time.hpp>
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#include <llmr/util/clip_ids.hpp>
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#include <cassert>
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#include <algorithm>
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using namespace llmr;
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#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
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@@ -130,42 +117,6 @@ void Painter::changeMatrix() {
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matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
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}
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void Painter::prepareClippingMask() {
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gl::start_group("clipping masks");
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useProgram(plainShader->program);
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glDisable(GL_DEPTH_TEST);
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depthMask(false);
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glDepthRange(1.0f, 1.0f);
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coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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}
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void Painter::drawClippingMask(const mat4& matrix, const ClipID &clip) {
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plainShader->setMatrix(matrix);
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GLint id = clip.mask.to_ulong();
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GLuint mask = clipMask[clip.length];
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glStencilFunc(GL_ALWAYS, id, mask);
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glStencilMask(0xFF);
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Color background = map.getStyle().computed.background.color;
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background[0] *= map.getStyle().computed.background.opacity;
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background[1] *= map.getStyle().computed.background.opacity;
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background[2] *= map.getStyle().computed.background.opacity;
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background[3] *= map.getStyle().computed.background.opacity;
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plainShader->setColor(background);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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}
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void Painter::finishClippingMask() {
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glEnable(GL_DEPTH_TEST);
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depthMask(true);
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glStencilMask(0x0);
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gl::end_group();
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}
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void Painter::clear() {
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gl::group group("clear");
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glStencilMask(0xFF);
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@@ -219,16 +170,6 @@ void Painter::renderTileLayer(const Tile& tile, const LayerDescription &layer_de
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}
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}
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void Painter::renderTileDebug(const Tile& tile) {
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gl::group group(util::sprintf<32>("debug %d/%d/%d", tile.id.z, tile.id.y, tile.id.z));
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assert(tile.data);
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if (debug) {
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prepareTile(tile);
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renderDebugText(tile.data->debugBucket);
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renderDebugFrame();
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}
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}
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void Painter::translateLayer(std::array<float, 2> translation, bool reverse) {
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if (translation[0] || translation[1]) {
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if (reverse) {
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@@ -243,483 +184,6 @@ void Painter::translateLayer(std::array<float, 2> translation, bool reverse) {
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}
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}
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void Painter::renderRaster(RasterBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
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if (pass == Translucent) return;
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auto raster_properties = map.getStyle().computed.rasters;
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auto raster_properties_it = raster_properties.find(layer_name);
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if (raster_properties_it == raster_properties.end()) return;
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const RasterProperties& properties = raster_properties_it->second;
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if (!properties.enabled) return;
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depthMask(false);
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useProgram(rasterShader->program);
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rasterShader->setMatrix(matrix);
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rasterShader->setOpacity(1);
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// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity);
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
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depthMask(true);
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}
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void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
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// Abort early.
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if (!bucket.hasData()) return;
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auto fill_properties = map.getStyle().computed.fills;
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auto fill_properties_it = fill_properties.find(layer_name);
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if (fill_properties_it == fill_properties.end()) return;
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const FillProperties& properties = fill_properties_it->second;
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if (!properties.enabled) return;
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Color fill_color = properties.fill_color;
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fill_color[0] *= properties.opacity;
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fill_color[1] *= properties.opacity;
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fill_color[2] *= properties.opacity;
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fill_color[3] *= properties.opacity;
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Color stroke_color = properties.stroke_color;
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stroke_color[0] *= properties.opacity;
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stroke_color[1] *= properties.opacity;
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stroke_color[2] *= properties.opacity;
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stroke_color[3] *= properties.opacity;
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bool outline = properties.antialias && properties.stroke_color != properties.fill_color;
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bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color;
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if (fringeline) {
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outline = true;
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stroke_color = fill_color;
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}
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translateLayer(properties.translate);
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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if (outline && pass == Translucent) {
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useProgram(outlineShader->program);
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outlineShader->setMatrix(matrix);
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lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
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outlineShader->setColor(stroke_color);
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// Draw the entire line
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outlineShader->setWorld({{
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static_cast<float>(map.getState().getFramebufferWidth()),
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static_cast<float>(map.getState().getFramebufferHeight())
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}});
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glDepthRange(strata, 1.0f);
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bucket.drawVertices(*outlineShader);
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} else if (fringeline) {
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// // We're only drawing to the first seven bits (== support a maximum of
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// // 127 overlapping polygons in one place before we get rendering errors).
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// glStencilMask(0x3F);
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// glClear(GL_STENCIL_BUFFER_BIT);
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// // Draw front facing triangles. Wherever the 0x80 bit is 1, we are
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// // increasing the lower 7 bits by one if the triangle is a front-facing
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// // triangle. This means that all visible polygons should be in CCW
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// // orientation, while all holes (see below) are in CW orientation.
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// glStencilFunc(GL_EQUAL, 0x80, 0x80);
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// // When we do a nonzero fill, we count the number of times a pixel is
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// // covered by a counterclockwise polygon, and subtract the number of
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// // times it is "uncovered" by a clockwise polygon.
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// glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
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}
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if ((fill_color[3] >= 1.0f) == (pass == Opaque)) {
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auto &sprite = map.getStyle().sprite;
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if (properties.image.size() && sprite && sprite->isLoaded()) {
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// Draw texture fill
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ImagePosition imagePos = sprite->getPosition(properties.image, true);
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float factor = 8.0 / pow(2, map.getState().getIntegerZoom() - id.z);
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float mix = fmod(map.getState().getZoom(), 1.0);
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std::array<float, 2> imageSize = {{
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imagePos.size.x * factor,
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imagePos.size.y *factor
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}
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};
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std::array<float, 2> offset = {{
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(float)fmod(id.x * 4096, imageSize[0]),
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(float)fmod(id.y * 4096, imageSize[1])
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}
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};
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useProgram(patternShader->program);
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patternShader->setMatrix(matrix);
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patternShader->setOffset(offset);
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patternShader->setPatternSize(imageSize);
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patternShader->setPatternTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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patternShader->setPatternBottomRight({{ imagePos.br.x, imagePos.br.y }});
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patternShader->setColor(fill_color);
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patternShader->setMix(mix);
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sprite->raster.bind(true);
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// Draw the actual triangles into the color & stencil buffer.
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawElements(*patternShader);
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} else {
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// Only draw the fill when it's either opaque and we're drawing opaque
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// fragments or when it's translucent and we're drawing translucent
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// fragments
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// Draw filling rectangle.
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useProgram(plainShader->program);
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plainShader->setMatrix(matrix);
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plainShader->setColor(fill_color);
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// Draw the actual triangles into the color & stencil buffer.
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawElements(*plainShader);
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}
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}
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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if (fringeline && pass == Translucent) {
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useProgram(outlineShader->program);
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outlineShader->setMatrix(matrix);
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lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
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outlineShader->setColor(fill_color);
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// Draw the entire line
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outlineShader->setWorld({{
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static_cast<float>(map.getState().getFramebufferWidth()),
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static_cast<float>(map.getState().getFramebufferHeight())
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}});
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawVertices(*outlineShader);
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}
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translateLayer(properties.translate, true);
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}
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void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
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// Abort early.
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if (pass == Opaque) return;
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if (!bucket.hasData()) return;
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auto line_properties = map.getStyle().computed.lines;
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auto line_properties_it = line_properties.find(layer_name);
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if (line_properties_it == line_properties.end()) return;
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const LineProperties& properties = line_properties_it->second;
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if (!properties.enabled) return;
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float width = properties.width;
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float offset = properties.offset / 2;
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// These are the radii of the line. We are limiting it to 16, which will result
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// in a point size of 64 on retina.
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float inset = fmin((fmax(-1, offset - width / 2 - 0.5) + 1), 16.0f);
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float outset = fmin(offset + width / 2 + 0.5, 16.0f);
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Color color = properties.color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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float dash_length = properties.dash_array[0];
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float dash_gap = properties.dash_array[1];
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translateLayer(properties.translate);
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glDepthRange(strata, 1.0f);
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// We're only drawing end caps + round line joins if the line is > 2px. Otherwise, they aren't visible anyway.
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if (bucket.hasPoints() && outset > 1.0f) {
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useProgram(linejoinShader->program);
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linejoinShader->setMatrix(matrix);
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linejoinShader->setColor(color);
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linejoinShader->setWorld({{
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map.getState().getFramebufferWidth() * 0.5f,
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map.getState().getFramebufferHeight() * 0.5f
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}
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});
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linejoinShader->setLineWidth({{
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((outset - 0.25f) * map.getState().getPixelRatio()),
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((inset - 0.25f) * map.getState().getPixelRatio())
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}
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});
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float pointSize = ceil(map.getState().getPixelRatio() * outset * 2.0);
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#if defined(GL_ES_VERSION_2_0)
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linejoinShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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#endif
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bucket.drawPoints(*linejoinShader);
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}
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// var imagePos = properties.image && imageSprite.getPosition(properties.image);
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bool imagePos = false;
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if (imagePos) {
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// var factor = 8 / Math.pow(2, painter.transform.zoom - params.z);
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// imageSprite.bind(gl, true);
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// //factor = Math.pow(2, 4 - painter.transform.zoom + params.z);
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// gl.switchShader(painter.linepatternShader, painter.translatedMatrix || painter.posMatrix, painter.extrudeMatrix);
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// shader = painter.linepatternShader;
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// glUniform2fv(painter.linepatternShader.u_pattern_size, [imagePos.size[0] * factor, imagePos.size[1] ]);
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// glUniform2fv(painter.linepatternShader.u_pattern_tl, imagePos.tl);
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// glUniform2fv(painter.linepatternShader.u_pattern_br, imagePos.br);
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// glUniform1f(painter.linepatternShader.u_fade, painter.transform.z % 1.0);
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} else {
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useProgram(lineShader->program);
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lineShader->setMatrix(matrix);
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lineShader->setExtrudeMatrix(extrudeMatrix);
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lineShader->setDashArray({{ dash_length, dash_gap }});
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lineShader->setLineWidth({{ outset, inset }});
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lineShader->setRatio(map.getState().getPixelRatio());
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lineShader->setColor(color);
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bucket.drawLines(*lineShader);
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}
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translateLayer(properties.translate, true);
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}
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void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& /*id&*/) {
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// Abort early.
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if (!bucket.hasData()) return;
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if (pass == Opaque) return;
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auto point_properties = map.getStyle().computed.points;
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auto point_properties_it = point_properties.find(layer_name);
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if (point_properties_it == point_properties.end()) return;
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const PointProperties& properties = point_properties_it->second;
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if (!properties.enabled) return;
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translateLayer(properties.translate);
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Color color = properties.color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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auto &sprite = map.getStyle().sprite;
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ImagePosition imagePos;
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if (properties.image.length() && sprite && sprite->isLoaded()) {
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std::string sized_image = properties.image;
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if (properties.size) {
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sized_image.append("-");
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sized_image.append(std::to_string(static_cast<int>(std::round(properties.size))));
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}
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imagePos = sprite->getPosition(sized_image, false);
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}
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if (!imagePos.size) {
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useProgram(dotShader->program);
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dotShader->setMatrix(matrix);
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dotShader->setColor(color);
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const float pointSize = (properties.radius ? properties.radius * 2 : 8) * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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dotShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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dotShader->setBlur((properties.blur ? properties.blur : 1.5) / pointSize);
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*dotShader);
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} else {
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useProgram(pointShader->program);
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pointShader->setMatrix(matrix);
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pointShader->setColor(color);
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pointShader->setImage(0);
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pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
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sprite->raster.bind(map.getState().isChanging());
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const float pointSize = (properties.size ? properties.size : (imagePos.size.x / map.getState().getPixelRatio())) * 1.4142135623730951 * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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pointShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*pointShader);
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}
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translateLayer(properties.translate, true);
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}
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void Painter::renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
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// Abort early.
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if (pass == Opaque) return;
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if (!bucket.hasData()) return;
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auto text_properties = map.getStyle().computed.texts;
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auto text_properties_it = text_properties.find(layer_name);
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if (text_properties_it == text_properties.end()) return;
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const TextProperties& properties = text_properties_it->second;
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if (!properties.enabled) return;
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translateLayer(properties.translate);
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mat4 exMatrix;
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matrix::copy(exMatrix, projMatrix);
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if (bucket.geom_desc.path == TextPathType::Curve) {
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matrix::rotate_z(exMatrix, exMatrix, map.getState().getAngle());
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}
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const float rotate = properties.rotate;
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if (rotate != 0.0f) {
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matrix::rotate_z(exMatrix, exMatrix, rotate);
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}
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// If layerStyle.size > bucket.info.fontSize then labels may collide
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float fontSize = fmin(properties.size, bucket.geom_desc.font_size);
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matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
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useProgram(textShader->program);
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textShader->setMatrix(matrix);
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textShader->setExtrudeMatrix(exMatrix);
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|
||||
map.getGlyphAtlas().bind();
|
||||
textShader->setTextureSize({{static_cast<float>(map.getGlyphAtlas().width),
|
||||
static_cast<float>(map.getGlyphAtlas().height)}});
|
||||
|
||||
textShader->setGamma(2.5f / fontSize / map.getState().getPixelRatio());
|
||||
|
||||
// Convert the -pi..pi to an int8 range.
|
||||
float angle = round((map.getState().getAngle() + rotate) / M_PI * 128);
|
||||
|
||||
// adjust min/max zooms for variable font sies
|
||||
float zoomAdjust = log(fontSize / bucket.geom_desc.font_size) / log(2);
|
||||
|
||||
textShader->setAngle((int32_t)(angle + 256) % 256);
|
||||
textShader->setFlip(bucket.geom_desc.path == TextPathType::Curve ? 1 : 0);
|
||||
textShader->setZoom((map.getState().getNormalizedZoom() - zoomAdjust) * 10); // current zoom level
|
||||
|
||||
// Label fading
|
||||
const time duration = 300_milliseconds;
|
||||
const time currentTime = util::now();
|
||||
|
||||
std::deque<FrameSnapshot> &history = frameHistory.history;
|
||||
|
||||
// Remove frames until only one is outside the duration, or until there are only three
|
||||
while (history.size() > 3 && history[1].timestamp + duration < currentTime) {
|
||||
history.pop_front();
|
||||
}
|
||||
|
||||
if (history[1].timestamp + duration < currentTime) {
|
||||
history[0].z = history[1].z;
|
||||
}
|
||||
|
||||
size_t frameLen = history.size();
|
||||
assert("there should never be less than three frames in the history" && frameLen >= 3);
|
||||
|
||||
// Find the range of zoom levels we want to fade between
|
||||
float startingZ = history.front().z;
|
||||
const FrameSnapshot lastFrame = history.back();
|
||||
float endingZ = lastFrame.z;
|
||||
float lowZ = fmin(startingZ, endingZ);
|
||||
float highZ = fmax(startingZ, endingZ);
|
||||
|
||||
// Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one duration
|
||||
float zoomDiff = endingZ - history[1].z,
|
||||
timeDiff = lastFrame.timestamp - history[1].timestamp;
|
||||
if (timeDiff > duration) timeDiff = 1;
|
||||
float fadedist = zoomDiff / (timeDiff / duration);
|
||||
|
||||
if (isnan(fadedist)) fprintf(stderr, "fadedist should never be NaN\n");
|
||||
|
||||
// At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
|
||||
// bump is how much farther it would have been if it had continued zooming at the same rate
|
||||
float bump = (currentTime - lastFrame.timestamp) / duration * fadedist;
|
||||
|
||||
textShader->setFadeDist(fadedist * 10);
|
||||
textShader->setMinFadeZoom(floor(lowZ * 10));
|
||||
textShader->setMaxFadeZoom(floor(highZ * 10));
|
||||
textShader->setFadeZoom((map.getState().getZoom() + bump) * 10);
|
||||
|
||||
// We're drawing in the translucent pass which is bottom-to-top, so we need
|
||||
// to draw the halo first.
|
||||
if (properties.halo[3] > 0.0f) {
|
||||
textShader->setColor(properties.halo);
|
||||
textShader->setBuffer(properties.haloRadius);
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawGlyphs(*textShader);
|
||||
}
|
||||
|
||||
// Then, we draw the text over the halo
|
||||
textShader->setColor(properties.color);
|
||||
textShader->setBuffer((256.0f - 64.0f) / 256.0f);
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawGlyphs(*textShader);
|
||||
|
||||
translateLayer(properties.translate, true);
|
||||
}
|
||||
|
||||
void Painter::renderDebugText(DebugBucket& bucket) {
|
||||
gl::group group("debug text");
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
// Draw white outline
|
||||
plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
bucket.drawLines(*plainShader);
|
||||
|
||||
#ifndef GL_ES_VERSION_2_0
|
||||
// Draw line "end caps"
|
||||
glPointSize(2);
|
||||
bucket.drawPoints(*plainShader);
|
||||
#endif
|
||||
|
||||
// Draw black text.
|
||||
plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(2.0f * map.getState().getPixelRatio());
|
||||
bucket.drawLines(*plainShader);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Painter::renderDebugFrame() {
|
||||
gl::group 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.
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
// draw tile outline
|
||||
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Painter::renderMatte() {
|
||||
gl::group group("matte");
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@@ -738,38 +202,3 @@ void Painter::renderMatte() {
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
|
||||
void Painter::renderDebugText(const std::vector<std::string> &strings) {
|
||||
gl::group group("debug text");
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(nativeMatrix);
|
||||
|
||||
DebugFontBuffer debugFontBuffer;
|
||||
int line = 25;
|
||||
for (const std::string &str : strings) {
|
||||
debugFontBuffer.addText(str.c_str(), 10, line, 0.75);
|
||||
line += 20;
|
||||
}
|
||||
|
||||
// draw debug info
|
||||
VertexArrayObject debugFontArray;
|
||||
debugFontArray.bind(*plainShader, debugFontBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
|
||||
#ifndef GL_ES_VERSION_2_0
|
||||
glPointSize(2);
|
||||
glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index());
|
||||
#endif
|
||||
plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(2.0f * map.getState().getPixelRatio());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
|
||||
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
42
src/renderer/painter_clipping.cpp
Normal file
42
src/renderer/painter_clipping.cpp
Normal file
@@ -0,0 +1,42 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/fill_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
#include <llmr/util/clip_ids.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::prepareClippingMask() {
|
||||
gl::start_group("clipping masks");
|
||||
useProgram(plainShader->program);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
depthMask(false);
|
||||
glDepthRange(1.0f, 1.0f);
|
||||
|
||||
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
||||
}
|
||||
|
||||
void Painter::drawClippingMask(const mat4& matrix, const ClipID &clip) {
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
GLint id = clip.mask.to_ulong();
|
||||
GLuint mask = clipMask[clip.length];
|
||||
glStencilFunc(GL_ALWAYS, id, mask);
|
||||
glStencilMask(0xFF);
|
||||
|
||||
Color background = map.getStyle().computed.background.color;
|
||||
background[0] *= map.getStyle().computed.background.opacity;
|
||||
background[1] *= map.getStyle().computed.background.opacity;
|
||||
background[2] *= map.getStyle().computed.background.opacity;
|
||||
background[3] *= map.getStyle().computed.background.opacity;
|
||||
|
||||
plainShader->setColor(background);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
}
|
||||
|
||||
void Painter::finishClippingMask() {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
depthMask(true);
|
||||
glStencilMask(0x0);
|
||||
gl::end_group();
|
||||
}
|
||||
97
src/renderer/painter_debug.cpp
Normal file
97
src/renderer/painter_debug.cpp
Normal file
@@ -0,0 +1,97 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/debug_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
#include <llmr/util/string.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::renderTileDebug(const Tile& tile) {
|
||||
gl::group group(util::sprintf<32>("debug %d/%d/%d", tile.id.z, tile.id.y, tile.id.z));
|
||||
assert(tile.data);
|
||||
if (debug) {
|
||||
prepareTile(tile);
|
||||
renderDebugText(tile.data->debugBucket);
|
||||
renderDebugFrame();
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderDebugText(DebugBucket& bucket) {
|
||||
gl::group group("debug text");
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
// Draw white outline
|
||||
plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
bucket.drawLines(*plainShader);
|
||||
|
||||
#ifndef GL_ES_VERSION_2_0
|
||||
// Draw line "end caps"
|
||||
glPointSize(2);
|
||||
bucket.drawPoints(*plainShader);
|
||||
#endif
|
||||
|
||||
// Draw black text.
|
||||
plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(2.0f * map.getState().getPixelRatio());
|
||||
bucket.drawLines(*plainShader);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Painter::renderDebugFrame() {
|
||||
gl::group 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.
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
// draw tile outline
|
||||
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Painter::renderDebugText(const std::vector<std::string> &strings) {
|
||||
gl::group group("debug text");
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(nativeMatrix);
|
||||
|
||||
DebugFontBuffer debugFontBuffer;
|
||||
int line = 25;
|
||||
for (const std::string &str : strings) {
|
||||
debugFontBuffer.addText(str.c_str(), 10, line, 0.75);
|
||||
line += 20;
|
||||
}
|
||||
|
||||
// draw debug info
|
||||
VertexArrayObject debugFontArray;
|
||||
debugFontArray.bind(*plainShader, debugFontBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
|
||||
#ifndef GL_ES_VERSION_2_0
|
||||
glPointSize(2);
|
||||
glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index());
|
||||
#endif
|
||||
plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(2.0f * map.getState().getPixelRatio());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
|
||||
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
143
src/renderer/painter_fill.cpp
Normal file
143
src/renderer/painter_fill.cpp
Normal file
@@ -0,0 +1,143 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/fill_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
#include <llmr/style/sprite.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
|
||||
// Abort early.
|
||||
if (!bucket.hasData()) return;
|
||||
|
||||
auto fill_properties = map.getStyle().computed.fills;
|
||||
auto fill_properties_it = fill_properties.find(layer_name);
|
||||
if (fill_properties_it == fill_properties.end()) return;
|
||||
|
||||
const FillProperties& properties = fill_properties_it->second;
|
||||
if (!properties.enabled) return;
|
||||
|
||||
Color fill_color = properties.fill_color;
|
||||
fill_color[0] *= properties.opacity;
|
||||
fill_color[1] *= properties.opacity;
|
||||
fill_color[2] *= properties.opacity;
|
||||
fill_color[3] *= properties.opacity;
|
||||
|
||||
Color stroke_color = properties.stroke_color;
|
||||
stroke_color[0] *= properties.opacity;
|
||||
stroke_color[1] *= properties.opacity;
|
||||
stroke_color[2] *= properties.opacity;
|
||||
stroke_color[3] *= properties.opacity;
|
||||
|
||||
bool outline = properties.antialias && properties.stroke_color != properties.fill_color;
|
||||
bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color;
|
||||
if (fringeline) {
|
||||
outline = true;
|
||||
stroke_color = fill_color;
|
||||
}
|
||||
|
||||
translateLayer(properties.translate);
|
||||
|
||||
// Because we're drawing top-to-bottom, and we update the stencil mask
|
||||
// below, we have to draw the outline first (!)
|
||||
if (outline && pass == Translucent) {
|
||||
useProgram(outlineShader->program);
|
||||
outlineShader->setMatrix(matrix);
|
||||
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
|
||||
|
||||
outlineShader->setColor(stroke_color);
|
||||
|
||||
// Draw the entire line
|
||||
outlineShader->setWorld({{
|
||||
static_cast<float>(map.getState().getFramebufferWidth()),
|
||||
static_cast<float>(map.getState().getFramebufferHeight())
|
||||
}});
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawVertices(*outlineShader);
|
||||
} else if (fringeline) {
|
||||
// // We're only drawing to the first seven bits (== support a maximum of
|
||||
// // 127 overlapping polygons in one place before we get rendering errors).
|
||||
// glStencilMask(0x3F);
|
||||
// glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// // Draw front facing triangles. Wherever the 0x80 bit is 1, we are
|
||||
// // increasing the lower 7 bits by one if the triangle is a front-facing
|
||||
// // triangle. This means that all visible polygons should be in CCW
|
||||
// // orientation, while all holes (see below) are in CW orientation.
|
||||
// glStencilFunc(GL_EQUAL, 0x80, 0x80);
|
||||
|
||||
// // When we do a nonzero fill, we count the number of times a pixel is
|
||||
// // covered by a counterclockwise polygon, and subtract the number of
|
||||
// // times it is "uncovered" by a clockwise polygon.
|
||||
// glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
|
||||
}
|
||||
|
||||
if ((fill_color[3] >= 1.0f) == (pass == Opaque)) {
|
||||
auto &sprite = map.getStyle().sprite;
|
||||
if (properties.image.size() && sprite && sprite->isLoaded()) {
|
||||
// Draw texture fill
|
||||
ImagePosition imagePos = sprite->getPosition(properties.image, true);
|
||||
|
||||
float factor = 8.0 / pow(2, map.getState().getIntegerZoom() - id.z);
|
||||
float mix = fmod(map.getState().getZoom(), 1.0);
|
||||
|
||||
std::array<float, 2> imageSize = {{
|
||||
imagePos.size.x * factor,
|
||||
imagePos.size.y *factor
|
||||
}
|
||||
};
|
||||
|
||||
std::array<float, 2> offset = {{
|
||||
(float)fmod(id.x * 4096, imageSize[0]),
|
||||
(float)fmod(id.y * 4096, imageSize[1])
|
||||
}
|
||||
};
|
||||
|
||||
useProgram(patternShader->program);
|
||||
patternShader->setMatrix(matrix);
|
||||
patternShader->setOffset(offset);
|
||||
patternShader->setPatternSize(imageSize);
|
||||
patternShader->setPatternTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
|
||||
patternShader->setPatternBottomRight({{ imagePos.br.x, imagePos.br.y }});
|
||||
patternShader->setColor(fill_color);
|
||||
patternShader->setMix(mix);
|
||||
sprite->raster.bind(true);
|
||||
|
||||
// Draw the actual triangles into the color & stencil buffer.
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawElements(*patternShader);
|
||||
} else {
|
||||
// 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.
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
plainShader->setColor(fill_color);
|
||||
|
||||
// Draw the actual triangles into the color & stencil buffer.
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawElements(*plainShader);
|
||||
}
|
||||
}
|
||||
|
||||
// Because we're drawing top-to-bottom, and we update the stencil mask
|
||||
// below, we have to draw the outline first (!)
|
||||
if (fringeline && pass == Translucent) {
|
||||
useProgram(outlineShader->program);
|
||||
outlineShader->setMatrix(matrix);
|
||||
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
|
||||
|
||||
outlineShader->setColor(fill_color);
|
||||
|
||||
// Draw the entire line
|
||||
outlineShader->setWorld({{
|
||||
static_cast<float>(map.getState().getFramebufferWidth()),
|
||||
static_cast<float>(map.getState().getFramebufferHeight())
|
||||
}});
|
||||
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawVertices(*outlineShader);
|
||||
}
|
||||
|
||||
translateLayer(properties.translate, true);
|
||||
}
|
||||
92
src/renderer/painter_line.cpp
Normal file
92
src/renderer/painter_line.cpp
Normal file
@@ -0,0 +1,92 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/line_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
|
||||
// Abort early.
|
||||
if (pass == Opaque) return;
|
||||
if (!bucket.hasData()) return;
|
||||
|
||||
auto line_properties = map.getStyle().computed.lines;
|
||||
auto line_properties_it = line_properties.find(layer_name);
|
||||
if (line_properties_it == line_properties.end()) return;
|
||||
|
||||
const LineProperties& properties = line_properties_it->second;
|
||||
if (!properties.enabled) return;
|
||||
|
||||
float width = properties.width;
|
||||
float offset = properties.offset / 2;
|
||||
|
||||
// These are the radii of the line. We are limiting it to 16, which will result
|
||||
// in a point size of 64 on retina.
|
||||
float inset = fmin((fmax(-1, offset - width / 2 - 0.5) + 1), 16.0f);
|
||||
float outset = fmin(offset + width / 2 + 0.5, 16.0f);
|
||||
|
||||
Color color = properties.color;
|
||||
color[0] *= properties.opacity;
|
||||
color[1] *= properties.opacity;
|
||||
color[2] *= properties.opacity;
|
||||
color[3] *= properties.opacity;
|
||||
|
||||
float dash_length = properties.dash_array[0];
|
||||
float dash_gap = properties.dash_array[1];
|
||||
|
||||
translateLayer(properties.translate);
|
||||
|
||||
glDepthRange(strata, 1.0f);
|
||||
|
||||
// We're only drawing end caps + round line joins if the line is > 2px. Otherwise, they aren't visible anyway.
|
||||
if (bucket.hasPoints() && outset > 1.0f) {
|
||||
useProgram(linejoinShader->program);
|
||||
linejoinShader->setMatrix(matrix);
|
||||
linejoinShader->setColor(color);
|
||||
linejoinShader->setWorld({{
|
||||
map.getState().getFramebufferWidth() * 0.5f,
|
||||
map.getState().getFramebufferHeight() * 0.5f
|
||||
}
|
||||
});
|
||||
linejoinShader->setLineWidth({{
|
||||
((outset - 0.25f) * map.getState().getPixelRatio()),
|
||||
((inset - 0.25f) * map.getState().getPixelRatio())
|
||||
}
|
||||
});
|
||||
|
||||
float pointSize = ceil(map.getState().getPixelRatio() * outset * 2.0);
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
linejoinShader->setSize(pointSize);
|
||||
#else
|
||||
glPointSize(pointSize);
|
||||
#endif
|
||||
bucket.drawPoints(*linejoinShader);
|
||||
}
|
||||
|
||||
// var imagePos = properties.image && imageSprite.getPosition(properties.image);
|
||||
bool imagePos = false;
|
||||
if (imagePos) {
|
||||
// var factor = 8 / Math.pow(2, painter.transform.zoom - params.z);
|
||||
|
||||
// imageSprite.bind(gl, true);
|
||||
|
||||
// //factor = Math.pow(2, 4 - painter.transform.zoom + params.z);
|
||||
// gl.switchShader(painter.linepatternShader, painter.translatedMatrix || painter.posMatrix, painter.extrudeMatrix);
|
||||
// shader = painter.linepatternShader;
|
||||
// glUniform2fv(painter.linepatternShader.u_pattern_size, [imagePos.size[0] * factor, imagePos.size[1] ]);
|
||||
// glUniform2fv(painter.linepatternShader.u_pattern_tl, imagePos.tl);
|
||||
// glUniform2fv(painter.linepatternShader.u_pattern_br, imagePos.br);
|
||||
// glUniform1f(painter.linepatternShader.u_fade, painter.transform.z % 1.0);
|
||||
|
||||
} else {
|
||||
useProgram(lineShader->program);
|
||||
lineShader->setMatrix(matrix);
|
||||
lineShader->setExtrudeMatrix(extrudeMatrix);
|
||||
lineShader->setDashArray({{ dash_length, dash_gap }});
|
||||
lineShader->setLineWidth({{ outset, inset }});
|
||||
lineShader->setRatio(map.getState().getPixelRatio());
|
||||
lineShader->setColor(color);
|
||||
bucket.drawLines(*lineShader);
|
||||
}
|
||||
|
||||
translateLayer(properties.translate, true);
|
||||
}
|
||||
80
src/renderer/painter_point.cpp
Normal file
80
src/renderer/painter_point.cpp
Normal file
@@ -0,0 +1,80 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/point_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
#include <llmr/style/sprite.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& /*id&*/) {
|
||||
// Abort early.
|
||||
if (!bucket.hasData()) return;
|
||||
if (pass == Opaque) return;
|
||||
|
||||
auto point_properties = map.getStyle().computed.points;
|
||||
auto point_properties_it = point_properties.find(layer_name);
|
||||
if (point_properties_it == point_properties.end()) return;
|
||||
|
||||
const PointProperties& properties = point_properties_it->second;
|
||||
if (!properties.enabled) return;
|
||||
|
||||
translateLayer(properties.translate);
|
||||
|
||||
Color color = properties.color;
|
||||
color[0] *= properties.opacity;
|
||||
color[1] *= properties.opacity;
|
||||
color[2] *= properties.opacity;
|
||||
color[3] *= properties.opacity;
|
||||
|
||||
auto &sprite = map.getStyle().sprite;
|
||||
ImagePosition imagePos;
|
||||
|
||||
if (properties.image.length() && sprite && sprite->isLoaded()) {
|
||||
std::string sized_image = properties.image;
|
||||
if (properties.size) {
|
||||
sized_image.append("-");
|
||||
sized_image.append(std::to_string(static_cast<int>(std::round(properties.size))));
|
||||
}
|
||||
imagePos = sprite->getPosition(sized_image, false);
|
||||
}
|
||||
|
||||
if (!imagePos.size) {
|
||||
useProgram(dotShader->program);
|
||||
dotShader->setMatrix(matrix);
|
||||
dotShader->setColor(color);
|
||||
|
||||
const float pointSize = (properties.radius ? properties.radius * 2 : 8) * map.getState().getPixelRatio();
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
dotShader->setSize(pointSize);
|
||||
#else
|
||||
glPointSize(pointSize);
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
#endif
|
||||
dotShader->setBlur((properties.blur ? properties.blur : 1.5) / pointSize);
|
||||
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawPoints(*dotShader);
|
||||
} else {
|
||||
useProgram(pointShader->program);
|
||||
pointShader->setMatrix(matrix);
|
||||
pointShader->setColor(color);
|
||||
|
||||
pointShader->setImage(0);
|
||||
pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
|
||||
pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
|
||||
|
||||
sprite->raster.bind(map.getState().isChanging());
|
||||
|
||||
const float pointSize = (properties.size ? properties.size : (imagePos.size.x / map.getState().getPixelRatio())) * 1.4142135623730951 * map.getState().getPixelRatio();
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
pointShader->setSize(pointSize);
|
||||
#else
|
||||
glPointSize(pointSize);
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
#endif
|
||||
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawPoints(*pointShader);
|
||||
}
|
||||
|
||||
translateLayer(properties.translate, true);
|
||||
}
|
||||
28
src/renderer/painter_raster.cpp
Normal file
28
src/renderer/painter_raster.cpp
Normal file
@@ -0,0 +1,28 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/raster_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::renderRaster(RasterBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
|
||||
if (pass == Translucent) return;
|
||||
|
||||
auto raster_properties = map.getStyle().computed.rasters;
|
||||
auto raster_properties_it = raster_properties.find(layer_name);
|
||||
if (raster_properties_it == raster_properties.end()) return;
|
||||
|
||||
const RasterProperties& properties = raster_properties_it->second;
|
||||
if (!properties.enabled) return;
|
||||
|
||||
depthMask(false);
|
||||
|
||||
useProgram(rasterShader->program);
|
||||
rasterShader->setMatrix(matrix);
|
||||
rasterShader->setOpacity(1);
|
||||
// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity);
|
||||
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
|
||||
|
||||
depthMask(true);
|
||||
}
|
||||
114
src/renderer/painter_text.cpp
Normal file
114
src/renderer/painter_text.cpp
Normal file
@@ -0,0 +1,114 @@
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/renderer/text_bucket.hpp>
|
||||
#include <llmr/map/map.hpp>
|
||||
|
||||
using namespace llmr;
|
||||
|
||||
void Painter::renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
|
||||
// Abort early.
|
||||
if (pass == Opaque) return;
|
||||
if (!bucket.hasData()) return;
|
||||
|
||||
auto text_properties = map.getStyle().computed.texts;
|
||||
auto text_properties_it = text_properties.find(layer_name);
|
||||
if (text_properties_it == text_properties.end()) return;
|
||||
|
||||
const TextProperties& properties = text_properties_it->second;
|
||||
if (!properties.enabled) return;
|
||||
|
||||
translateLayer(properties.translate);
|
||||
|
||||
mat4 exMatrix;
|
||||
matrix::copy(exMatrix, projMatrix);
|
||||
if (bucket.geom_desc.path == TextPathType::Curve) {
|
||||
matrix::rotate_z(exMatrix, exMatrix, map.getState().getAngle());
|
||||
}
|
||||
|
||||
const float rotate = properties.rotate;
|
||||
if (rotate != 0.0f) {
|
||||
matrix::rotate_z(exMatrix, exMatrix, rotate);
|
||||
}
|
||||
|
||||
// If layerStyle.size > bucket.info.fontSize then labels may collide
|
||||
float fontSize = fmin(properties.size, bucket.geom_desc.font_size);
|
||||
matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
|
||||
|
||||
useProgram(textShader->program);
|
||||
textShader->setMatrix(matrix);
|
||||
textShader->setExtrudeMatrix(exMatrix);
|
||||
|
||||
map.getGlyphAtlas().bind();
|
||||
textShader->setTextureSize({{static_cast<float>(map.getGlyphAtlas().width),
|
||||
static_cast<float>(map.getGlyphAtlas().height)}});
|
||||
|
||||
textShader->setGamma(2.5f / fontSize / map.getState().getPixelRatio());
|
||||
|
||||
// Convert the -pi..pi to an int8 range.
|
||||
float angle = round((map.getState().getAngle() + rotate) / M_PI * 128);
|
||||
|
||||
// adjust min/max zooms for variable font sies
|
||||
float zoomAdjust = log(fontSize / bucket.geom_desc.font_size) / log(2);
|
||||
|
||||
textShader->setAngle((int32_t)(angle + 256) % 256);
|
||||
textShader->setFlip(bucket.geom_desc.path == TextPathType::Curve ? 1 : 0);
|
||||
textShader->setZoom((map.getState().getNormalizedZoom() - zoomAdjust) * 10); // current zoom level
|
||||
|
||||
// Label fading
|
||||
const time duration = 300_milliseconds;
|
||||
const time currentTime = util::now();
|
||||
|
||||
std::deque<FrameSnapshot> &history = frameHistory.history;
|
||||
|
||||
// Remove frames until only one is outside the duration, or until there are only three
|
||||
while (history.size() > 3 && history[1].timestamp + duration < currentTime) {
|
||||
history.pop_front();
|
||||
}
|
||||
|
||||
if (history[1].timestamp + duration < currentTime) {
|
||||
history[0].z = history[1].z;
|
||||
}
|
||||
|
||||
size_t frameLen = history.size();
|
||||
assert("there should never be less than three frames in the history" && frameLen >= 3);
|
||||
|
||||
// Find the range of zoom levels we want to fade between
|
||||
float startingZ = history.front().z;
|
||||
const FrameSnapshot lastFrame = history.back();
|
||||
float endingZ = lastFrame.z;
|
||||
float lowZ = fmin(startingZ, endingZ);
|
||||
float highZ = fmax(startingZ, endingZ);
|
||||
|
||||
// Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one duration
|
||||
float zoomDiff = endingZ - history[1].z,
|
||||
timeDiff = lastFrame.timestamp - history[1].timestamp;
|
||||
if (timeDiff > duration) timeDiff = 1;
|
||||
float fadedist = zoomDiff / (timeDiff / duration);
|
||||
|
||||
if (isnan(fadedist)) fprintf(stderr, "fadedist should never be NaN\n");
|
||||
|
||||
// At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
|
||||
// bump is how much farther it would have been if it had continued zooming at the same rate
|
||||
float bump = (currentTime - lastFrame.timestamp) / duration * fadedist;
|
||||
|
||||
textShader->setFadeDist(fadedist * 10);
|
||||
textShader->setMinFadeZoom(floor(lowZ * 10));
|
||||
textShader->setMaxFadeZoom(floor(highZ * 10));
|
||||
textShader->setFadeZoom((map.getState().getZoom() + bump) * 10);
|
||||
|
||||
// We're drawing in the translucent pass which is bottom-to-top, so we need
|
||||
// to draw the halo first.
|
||||
if (properties.halo[3] > 0.0f) {
|
||||
textShader->setColor(properties.halo);
|
||||
textShader->setBuffer(properties.haloRadius);
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawGlyphs(*textShader);
|
||||
}
|
||||
|
||||
// Then, we draw the text over the halo
|
||||
textShader->setColor(properties.color);
|
||||
textShader->setBuffer((256.0f - 64.0f) / 256.0f);
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawGlyphs(*textShader);
|
||||
|
||||
translateLayer(properties.translate, true);
|
||||
}
|
||||
@@ -4,7 +4,6 @@
|
||||
#include <llmr/geometry/geometry.hpp>
|
||||
|
||||
#include <llmr/renderer/painter.hpp>
|
||||
#include <llmr/shader/text_shader.hpp>
|
||||
#include <llmr/style/style.hpp>
|
||||
#include <llmr/map/vector_tile.hpp>
|
||||
#include <llmr/text/placement.hpp>
|
||||
|
||||
Reference in New Issue
Block a user