Remove support for prerendered layers

https://github.com/mapbox/mapbox-gl-style-spec/issues/232
This commit is contained in:
John Firebaugh
2015-01-21 18:41:17 -08:00
parent b6ef236d85
commit 8e23e3a3e8
13 changed files with 7 additions and 338 deletions

View File

@@ -575,12 +575,8 @@ void Map::updateSources(const util::ptr<StyleLayerGroup> &group) {
}
for (const util::ptr<StyleLayer> &layer : group->layers) {
if (!layer) continue;
if (layer->bucket) {
if (layer->bucket->style_source) {
(*activeSources.emplace(layer->bucket->style_source).first)->enabled = true;
}
} else if (layer->layers) {
updateSources(layer->layers);
if (layer->bucket && layer->bucket->style_source) {
(*activeSources.emplace(layer->bucket->style_source).first)->enabled = true;
}
}
}

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@@ -70,10 +70,8 @@ void TileParser::parseStyleLayers(util::ptr<StyleLayerGroup> group) {
if (layer_desc->isBackground()) {
// background is a special, fake bucket
continue;
} else if (layer_desc->layers) {
// This is a layer group.
parseStyleLayers(layer_desc->layers);
}
if (layer_desc->bucket) {
// This is a singular layer. Check if this bucket already exists. If not,
// parse this bucket.
@@ -88,7 +86,7 @@ void TileParser::parseStyleLayers(util::ptr<StyleLayerGroup> group) {
}
}
} else {
fprintf(stderr, "[WARNING] layer '%s' does not have child layers or buckets\n", layer_desc->id.c_str());
fprintf(stderr, "[WARNING] layer '%s' does not have buckets\n", layer_desc->id.c_str());
}
}
}
@@ -117,8 +115,6 @@ std::unique_ptr<Bucket> TileParser::createBucket(util::ptr<StyleBucket> bucket_d
} else {
fprintf(stderr, "[WARNING] unknown bucket render type for layer '%s' (source layer '%s')\n", bucket_desc->name.c_str(), bucket_desc->source_layer.c_str());
}
} else if (bucket_desc->render.is<StyleBucketRaster>() && bucket_desc->render.get<StyleBucketRaster>().prerendered == true) {
return createRasterBucket(bucket_desc->render.get<StyleBucketRaster>());
} else {
// The layer specified in the bucket does not exist. Do nothing.
if (debug::tileParseWarnings) {

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@@ -1,45 +0,0 @@
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style_properties.hpp>
#include <mbgl/renderer/prerendered_texture.hpp>
#include <mbgl/renderer/raster_bucket.hpp>
using namespace mbgl;
void Painter::preparePrerender(RasterBucket &bucket) {
MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST));
// Render the actual tile.
#if GL_EXT_discard_framebuffer
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
MBGL_CHECK_ERROR(glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards));
#endif
MBGL_CHECK_ERROR(glClearColor(0.0, 0.0, 0.0, 0.0));
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
MBGL_CHECK_ERROR(glViewport(0, 0, bucket.properties.size, bucket.properties.size));
}
void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix, const RasterProperties& properties) {
const int buffer = bucket.properties.buffer * 4096.0f;
// draw the texture on a quad
useProgram(rasterShader->program);
rasterShader->u_matrix = matrix;
rasterShader->u_opacity = 1;
depthRange(strata, 1.0f);
MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
rasterShader->u_image = 0;
rasterShader->u_buffer = buffer;
rasterShader->u_opacity = properties.opacity;
rasterShader->u_brightness_low = properties.brightness[0];
rasterShader->u_brightness_high = properties.brightness[1];
rasterShader->u_saturation_factor = saturationFactor(properties.saturation);
rasterShader->u_contrast_factor = contrastFactor(properties.contrast);
rasterShader->u_spin_weights = spinWeights(properties.hue_rotate);
bucket.texture.bindTexture();
coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
}

View File

@@ -9,53 +9,11 @@
using namespace mbgl;
void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix) {
void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID&, const mat4 &matrix) {
if (pass != RenderPass::Translucent) return;
const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
if (layer_desc->layers) {
if (!bucket.texture.getTexture()) {
bucket.texture.bindFramebuffer();
preparePrerender(bucket);
const int buffer = bucket.properties.buffer * 4096.0f;
const mat4 preMatrix = [&]{
mat4 vtxMatrix;
matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
return vtxMatrix;
}();
for (const util::ptr<StyleLayer> &layer : layer_desc->layers->layers) {
setOpaque();
renderLayer(layer, &id, &preMatrix);
setTranslucent();
renderLayer(layer, &id, &preMatrix);
}
if (bucket.properties.blur > 0) {
bucket.texture.blur(*this, bucket.properties.blur);
}
bucket.texture.unbindFramebuffer();
MBGL_CHECK_ERROR(glEnable(GL_DEPTH_TEST));
MBGL_CHECK_ERROR(glEnable(GL_STENCIL_TEST));
MBGL_CHECK_ERROR(glViewport(0, 0, gl_viewport[0], gl_viewport[1]));
}
renderPrerenderedTexture(bucket, matrix, properties);
}
// Only draw non-prerendered raster here
if (bucket.hasData()) {
depthMask(false);
@@ -75,7 +33,6 @@ void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_des
depthMask(true);
}
}
float Painter::saturationFactor(float saturation) {

View File

@@ -1,154 +0,0 @@
#include <mbgl/renderer/prerendered_texture.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style_bucket.hpp>
using namespace mbgl;
PrerenderedTexture::PrerenderedTexture(const StyleBucketRaster &properties_)
: properties(properties_) {
}
PrerenderedTexture::~PrerenderedTexture() {
if (texture != 0) {
MBGL_CHECK_ERROR(glDeleteTextures(1, &texture));
texture = 0;
}
if (fbo != 0) {
MBGL_CHECK_ERROR(glDeleteFramebuffers(1, &fbo));
fbo = 0;
}
}
void PrerenderedTexture::bindTexture() {
if (texture == 0) {
bindFramebuffer();
unbindFramebuffer();
}
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
}
void PrerenderedTexture::bindFramebuffer() {
MBGL_CHECK_ERROR(glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previous_fbo));
if (texture == 0) {
MBGL_CHECK_ERROR(glGenTextures(1, &texture));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
#ifndef GL_ES_VERSION_2_0
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
}
if (fbo_depth_stencil == 0) {
// Create depth/stencil buffer
MBGL_CHECK_ERROR(glGenRenderbuffers(1, &fbo_depth_stencil));
MBGL_CHECK_ERROR(glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_stencil));
#ifdef GL_ES_VERSION_2_0
MBGL_CHECK_ERROR(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, properties.size, properties.size));
#else
MBGL_CHECK_ERROR(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, properties.size, properties.size));
#endif
MBGL_CHECK_ERROR(glBindRenderbuffer(GL_RENDERBUFFER, 0));
}
if (fbo == 0) {
MBGL_CHECK_ERROR(glGenFramebuffers(1, &fbo));
MBGL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, fbo));
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0));
#ifdef GL_ES_VERSION_2_0
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil));
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil));
#else
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil));
#endif
GLenum status = MBGL_CHECK_ERROR(glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "Couldn't create framebuffer: ");
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: fprintf(stderr, "incomplete attachment\n"); break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: fprintf(stderr, "incomplete missing attachment\n"); break;
#ifdef GL_ES_VERSION_2_0
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: fprintf(stderr, "incomplete dimensions\n"); break;
#else
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: fprintf(stderr, "incomplete draw buffer\n"); break;
#endif
case GL_FRAMEBUFFER_UNSUPPORTED: fprintf(stderr, "unsupported\n"); break;
default: fprintf(stderr, "other\n"); break;
}
return;
}
} else {
MBGL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, fbo));
}
}
void PrerenderedTexture::unbindFramebuffer() {
MBGL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, previous_fbo));
if (fbo != 0) {
MBGL_CHECK_ERROR(glDeleteFramebuffers(1, &fbo));
fbo = 0;
}
}
void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
const GLuint original_texture = texture;
// Create a secondary texture
GLuint secondary_texture;
MBGL_CHECK_ERROR(glGenTextures(1, &secondary_texture));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, secondary_texture));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
painter.useProgram(painter.gaussianShader->program);
painter.gaussianShader->u_matrix = painter.flipMatrix;
painter.gaussianShader->u_image = 0;
MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
for (int i = 0; i < passes; i++) {
// Render horizontal
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0));
#if GL_EXT_discard_framebuffer
const GLenum discards[] = { GL_COLOR_ATTACHMENT0 };
MBGL_CHECK_ERROR(glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards));
#endif
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
painter.gaussianShader->u_offset = {{ 1.0f / float(properties.size), 0 }};
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, original_texture));
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index()));
// Render vertical
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0));
#if GL_EXT_discard_framebuffer
MBGL_CHECK_ERROR(glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards));
#endif
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
painter.gaussianShader->u_offset = {{ 0, 1.0f / float(properties.size) }};
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, secondary_texture));
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index()));
}
MBGL_CHECK_ERROR(glDeleteTextures(1, &secondary_texture));
}

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@@ -1,37 +0,0 @@
#ifndef MBGL_RENDERER_PRERENDERED_TEXTURE
#define MBGL_RENDERER_PRERENDERED_TEXTURE
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/platform/gl.hpp>
namespace mbgl {
class StyleBucketRaster;
class Painter;
class PrerenderedTexture : private util::noncopyable {
public:
PrerenderedTexture(const StyleBucketRaster &properties);
~PrerenderedTexture();
void bindTexture();
void bindFramebuffer();
void unbindFramebuffer();
inline GLuint getTexture() const { return texture; }
void blur(Painter& painter, uint16_t passes);
public:
const StyleBucketRaster &properties;
private:
GLint previous_fbo = 0;
GLuint fbo = 0;
GLuint texture = 0;
GLuint fbo_depth_stencil = 0;
};
}
#endif

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@@ -5,7 +5,6 @@ using namespace mbgl;
RasterBucket::RasterBucket(TexturePool& texturePool, const StyleBucketRaster& properties_)
: properties(properties_),
texture(properties_),
raster(texturePool) {
}

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@@ -3,7 +3,6 @@
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/util/raster.hpp>
#include <mbgl/renderer/prerendered_texture.hpp>
#include <mbgl/style/style_bucket.hpp>
@@ -24,7 +23,6 @@ public:
bool setImage(const std::string &data);
const StyleBucketRaster &properties;
PrerenderedTexture texture;
void drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array);

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@@ -80,10 +80,6 @@ public:
class StyleBucketRaster {
public:
bool prerendered = false;
uint16_t size = 256;
float blur = 0.0f;
float buffer = 0.03125f;
};
typedef mapbox::util::variant<StyleBucketFill, StyleBucketLine, StyleBucketSymbol,

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@@ -51,11 +51,6 @@ void StyleLayer::setClasses(const std::vector<std::string> &class_names, const t
appliedProperties.add(ClassID::Fallback, begin, end, value);
}
}
// Update all child layers as well.
if (layers) {
layers->setClasses(class_names, now, defaultTransition);
}
}
// Helper function for applying all properties of a a single class that haven't been applied yet.
@@ -239,10 +234,6 @@ void StyleLayer::applyStyleProperties<BackgroundProperties>(const float z, const
}
void StyleLayer::updateProperties(float z, const timestamp now) {
if (layers) {
layers->updateProperties(z, now);
}
cleanupAppliedStyleProperties(now);
switch (type) {

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@@ -79,9 +79,6 @@ public:
// Stores the evaluated, and cascaded styling information, specific to this
// layer's type.
StyleProperties properties;
// Child layer array (if this layer has child layers).
util::ptr<StyleLayerGroup> layers;
};
}

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@@ -490,10 +490,6 @@ util::ptr<StyleLayer> StyleParser::createLayer(JSVal value) {
util::ptr<StyleLayer> layer = std::make_shared<StyleLayer>(
layer_id, std::move(paints));
if (value.HasMember("layers")) {
layer->layers = createLayers(value["layers"]);
}
// Store the layer ID so we can reference it later.
layers.emplace(layer_id, std::pair<JSVal, util::ptr<StyleLayer>> { value, layer });
@@ -523,7 +519,7 @@ void StyleParser::parseLayer(std::pair<JSVal, util::ptr<StyleLayer>> &pair) {
}
}
if (layer->bucket || (layer->layers && layer->type != StyleLayerType::Raster)) {
if (layer->bucket) {
// Skip parsing this again. We already have a valid layer definition.
return;
}
@@ -661,18 +657,9 @@ void StyleParser::parseReference(JSVal value, util::ptr<StyleLayer> &layer) {
parseLayer(it->second);
stack.pop_front();
util::ptr<StyleLayer> reference = it->second.second;
layer->type = reference->type;
if (reference->layers) {
Log::Warning(Event::ParseStyle, "layer '%s' references composite layer", layer->id.c_str());
// We cannot parse this layer further.
return;
} else {
layer->bucket = reference->bucket;
}
layer->bucket = reference->bucket;
}
#pragma mark - Parse Bucket
@@ -812,17 +799,6 @@ void StyleParser::parseLayout(JSVal value, util::ptr<StyleLayer> &layer) {
parseRenderProperty(value, render.text.optional, "text-optional");
} break;
case StyleLayerType::Raster: {
StyleBucketRaster &render = bucket.render.get<StyleBucketRaster>();
parseRenderProperty(value, render.size, "raster-size");
parseRenderProperty(value, render.blur, "raster-blur");
parseRenderProperty(value, render.buffer, "raster-buffer");
if (layer->layers) {
render.prerendered = true;
}
} break;
default:
// There are no render properties for these layer types.
break;

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@@ -5,7 +5,6 @@
#include <mbgl/util/texture_pool.hpp>
#include <mbgl/util/image.hpp>
#include <mbgl/util/ptr.hpp>
#include <mbgl/renderer/prerendered_texture.hpp>
#include <string>
#include <mutex>