split up painter into multiple files

This commit is contained in:
Konstantin Käfer
2014-05-13 15:37:45 +02:00
parent b096373b71
commit 7bfcde4025
9 changed files with 601 additions and 577 deletions

View File

@@ -1,29 +1,16 @@
#include <cassert>
#include <algorithm>
#include <llmr/renderer/painter.hpp>
#include <llmr/util/std.hpp>
#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/renderer/line_bucket.hpp>
#include <llmr/renderer/point_bucket.hpp>
#include <llmr/renderer/text_bucket.hpp>
#include <llmr/renderer/raster_bucket.hpp>
#include <llmr/map/map.hpp>
#include <llmr/map/transform.hpp>
#include <llmr/geometry/debug_font_buffer.hpp>
#include <llmr/geometry/glyph_atlas.hpp>
#include <llmr/platform/gl.hpp>
#include <llmr/style/style.hpp>
#include <llmr/style/sprite.hpp>
#include <llmr/util/raster.hpp>
#include <llmr/util/std.hpp>
#include <llmr/util/string.hpp>
#include <llmr/util/timer.hpp>
#include <llmr/util/time.hpp>
#include <llmr/util/clip_ids.hpp>
#include <cassert>
#include <algorithm>
using namespace llmr;
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
@@ -130,42 +117,6 @@ void Painter::changeMatrix() {
matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
}
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();
}
void Painter::clear() {
gl::group group("clear");
glStencilMask(0xFF);
@@ -219,16 +170,6 @@ void Painter::renderTileLayer(const Tile& tile, const LayerDescription &layer_de
}
}
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::translateLayer(std::array<float, 2> translation, bool reverse) {
if (translation[0] || translation[1]) {
if (reverse) {
@@ -243,483 +184,6 @@ void Painter::translateLayer(std::array<float, 2> translation, bool reverse) {
}
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}

View 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();
}

View 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);
}

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#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);
}

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#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);
}

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#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);
}

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@@ -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);
}

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#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);
}

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@@ -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>