two render passes
Conflicts: resources/style.pbf src/renderer/painter.cpp src/style/resources.cpp
This commit is contained in:
@@ -39,10 +39,11 @@ void Painter::setup() {
|
||||
|
||||
|
||||
// Blending
|
||||
// We are blending the new pixels *behind* the existing pixels. That way we can
|
||||
// draw front-to-back and use the depth buffer to cull opaque pixels early.
|
||||
// We are blending new pixels on top of old pixels. Since we have depth testing
|
||||
// and are drawing opaque fragments first front-to-back, then translucent
|
||||
// fragments back-to-front, this shades the fewest fragments possible.
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Set clear values
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
@@ -90,7 +91,7 @@ void Painter::depthMask(bool value) {
|
||||
|
||||
void Painter::changeMatrix() {
|
||||
// Initialize projection matrix
|
||||
matrix::ortho(projMatrix, 0, transform.width, transform.height, 0, 1, 10);
|
||||
matrix::ortho(projMatrix, 0, transform.width, transform.height, 0, 0, 1);
|
||||
|
||||
// The extrusion matrix.
|
||||
matrix::identity(extrudeMatrix);
|
||||
@@ -100,38 +101,44 @@ void Painter::changeMatrix() {
|
||||
// The native matrix is a 1:1 matrix that paints the coordinates at the
|
||||
// same screen position as the vertex specifies.
|
||||
matrix::identity(nativeMatrix);
|
||||
matrix::translate(nativeMatrix, nativeMatrix, 0, 0, -1);
|
||||
matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
|
||||
}
|
||||
|
||||
void Painter::prepareClippingMask() {
|
||||
useProgram(plainShader->program);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glColorMask(false, false, false, false);
|
||||
// This has been set by the call to Painter::clear()
|
||||
// glStencilMask(0xFF);
|
||||
depthMask(false);
|
||||
glDepthRange(1.0f, 1.0f);
|
||||
|
||||
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
||||
}
|
||||
|
||||
void Painter::drawClippingMask(const mat4& matrix, uint8_t clip_id) {
|
||||
Color fill_color = {{ 1, 1, 1, 1 }};
|
||||
|
||||
plainShader->setMatrix(matrix);
|
||||
plainShader->setColor(fill_color);
|
||||
|
||||
glStencilFunc(GL_ALWAYS, clip_id, 0xFF);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
}
|
||||
|
||||
void Painter::finishClippingMask() {
|
||||
glColorMask(true, true, true, true);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
depthMask(true);
|
||||
glStencilMask(0x0);
|
||||
}
|
||||
|
||||
void Painter::clear() {
|
||||
glStencilMask(0xFF);
|
||||
depthMask(true);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
#ifdef NVIDIA
|
||||
// We're painting in a way that allows us to skip clearing the color buffer.
|
||||
// On Tegra hardware, this is faster.
|
||||
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
#else
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
#endif
|
||||
}
|
||||
|
||||
void Painter::render(const Tile& tile) {
|
||||
@@ -148,38 +155,62 @@ void Painter::render(const Tile& tile) {
|
||||
if (settings.debug) {
|
||||
renderDebug(tile.data);
|
||||
}
|
||||
|
||||
renderBackground();
|
||||
}
|
||||
|
||||
void Painter::renderLayers(const std::shared_ptr<TileData>& tile_data, const std::vector<LayerDescription>& layers) {
|
||||
// Render everything top-to-bottom by using reverse iterators
|
||||
typedef std::vector<LayerDescription>::const_reverse_iterator iterator;
|
||||
for (iterator it = layers.rbegin(), end = layers.rend(); it != end; ++it) {
|
||||
const LayerDescription& layer_desc = *it;
|
||||
float strata_thickness = 1.0f / (layers.size() + 1);
|
||||
|
||||
if (layer_desc.child_layer.size()) {
|
||||
// This is a layer group.
|
||||
// TODO: create framebuffer
|
||||
renderLayers(tile_data, layer_desc.child_layer);
|
||||
// TODO: render framebuffer on previous framebuffer
|
||||
} else {
|
||||
// This is a singular layer. Try to find the bucket associated with
|
||||
// this layer and render it.
|
||||
auto bucket_it = tile_data->buckets.find(layer_desc.bucket_name);
|
||||
if (bucket_it != tile_data->buckets.end()) {
|
||||
assert(bucket_it->second);
|
||||
bucket_it->second->render(*this, layer_desc.name, tile_data->id);
|
||||
}
|
||||
// - FIRST PASS ------------------------------------------------------------
|
||||
// Render everything top-to-bottom by using reverse iterators. Render opaque
|
||||
// objects first.
|
||||
pass = Opaque;
|
||||
glDisable(GL_BLEND);
|
||||
depthMask(true);
|
||||
|
||||
typedef std::vector<LayerDescription>::const_reverse_iterator riterator;
|
||||
int i = 0;
|
||||
for (riterator it = layers.rbegin(), end = layers.rend(); it != end; ++it, ++i) {
|
||||
strata = i * strata_thickness;
|
||||
renderLayer(tile_data, *it);
|
||||
}
|
||||
|
||||
// - SECOND PASS -----------------------------------------------------------
|
||||
// Make a second pass, rendering translucent objects. This time, we render
|
||||
// bottom-to-top.
|
||||
pass = Translucent;
|
||||
glEnable(GL_BLEND);
|
||||
depthMask(false);
|
||||
|
||||
typedef std::vector<LayerDescription>::const_iterator iterator;
|
||||
--i;
|
||||
for (iterator it = layers.begin(), end = layers.end(); it != end; ++it, --i) {
|
||||
strata = i * strata_thickness;
|
||||
renderLayer(tile_data, *it);
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderLayer(const std::shared_ptr<TileData>& tile_data, const LayerDescription& layer_desc) {
|
||||
if (layer_desc.child_layer.size()) {
|
||||
// This is a layer group.
|
||||
// TODO: create framebuffer
|
||||
renderLayers(tile_data, layer_desc.child_layer);
|
||||
// TODO: render framebuffer on previous framebuffer
|
||||
} else {
|
||||
// This is a singular layer. Try to find the bucket associated with
|
||||
// this layer and render it.
|
||||
auto bucket_it = tile_data->buckets.find(layer_desc.bucket_name);
|
||||
if (bucket_it != tile_data->buckets.end()) {
|
||||
assert(bucket_it->second);
|
||||
bucket_it->second->render(*this, layer_desc.name, tile_data->id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
|
||||
const FillProperties& properties = style.computed.fills[layer_name];
|
||||
|
||||
// Abort early.
|
||||
if (bucket.empty()) return;
|
||||
|
||||
const FillProperties& properties = style.computed.fills[layer_name];
|
||||
if (properties.hidden) return;
|
||||
|
||||
Color fill_color = properties.fill_color;
|
||||
@@ -203,16 +234,16 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
|
||||
|
||||
// Because we're drawing top-to-bottom, and we update the stencil mask
|
||||
// below, we have to draw the outline first (!)
|
||||
if (outline) {
|
||||
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);
|
||||
depthMask(false);
|
||||
|
||||
// Draw the entire line
|
||||
outlineShader->setWorld({{ transform.fb_width, transform.fb_height }});
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawVertices(*outlineShader);
|
||||
} else if (fringeline) {
|
||||
// // We're only drawing to the first seven bits (== support a maximum of
|
||||
@@ -232,88 +263,81 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
|
||||
// glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
|
||||
}
|
||||
|
||||
if (properties.image.size() && *style.sprite) {
|
||||
// Draw texture fill
|
||||
ImagePosition imagePos = style.sprite->getPosition(properties.image, true);
|
||||
if ((fill_color[3] >= 1.0f) == (pass == Opaque)) {
|
||||
if (properties.image.size() && *style.sprite) {
|
||||
// Draw texture fill
|
||||
ImagePosition imagePos = style.sprite->getPosition(properties.image, true);
|
||||
|
||||
float factor = 8.0 / pow(2, transform.getIntegerZoom() - id.z);
|
||||
float mix = fmod(transform.getZoom(), 1.0);
|
||||
float factor = 8.0 / pow(2, transform.getIntegerZoom() - id.z);
|
||||
float mix = fmod(transform.getZoom(), 1.0);
|
||||
|
||||
std::array<float, 2> imageSize = {{
|
||||
imagePos.size.x * factor,
|
||||
imagePos.size.y *factor
|
||||
}
|
||||
};
|
||||
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])
|
||||
}
|
||||
};
|
||||
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);
|
||||
style.sprite->bind(true);
|
||||
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);
|
||||
style.sprite->bind(true);
|
||||
|
||||
// TODO: Find out if the texture is completely opaque. If it is, we can
|
||||
// set the mask to GL_TRUE so that we won't draw any further fragments
|
||||
// after this one.
|
||||
depthMask(false);
|
||||
// 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.
|
||||
bucket.drawElements(*patternShader);
|
||||
} else {
|
||||
// Draw filling rectangle.
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
plainShader->setColor(fill_color);
|
||||
|
||||
// Only update the depth buffer if the color we're drawing is completely
|
||||
// opaque.
|
||||
depthMask(fill_color[3] >= 1.0f);
|
||||
|
||||
// Draw the actual triangles into the color & stencil buffer.
|
||||
bucket.drawElements(*plainShader);
|
||||
// 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) {
|
||||
// useProgram(outlineShader->program);
|
||||
// outlineShader->setMatrix(matrix);
|
||||
// lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
|
||||
if (fringeline && pass == Translucent) {
|
||||
useProgram(outlineShader->program);
|
||||
outlineShader->setMatrix(matrix);
|
||||
lineWidth(3.0f); // This is always fixed and does not depend on the pixelRatio!
|
||||
|
||||
// // From now on, we don't want to update the stencil buffer anymore.
|
||||
// glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
// glStencilMask(0x0);
|
||||
outlineShader->setColor(fill_color);
|
||||
|
||||
// // Otherwise, we only want to draw the antialiased parts that are
|
||||
// // *outside* the current shape. This is important in case the fill
|
||||
// // or stroke color is translucent. If we wouldn't clip to outside
|
||||
// // the current shape, some pixels from the outline stroke overlapped
|
||||
// // the (non-antialiased) fill.
|
||||
// glStencilFunc(GL_EQUAL, 0x80, 0xBF);
|
||||
// outlineShader->setColor(fill_color);
|
||||
// Draw the entire line
|
||||
outlineShader->setWorld({{
|
||||
transform.fb_width,
|
||||
transform.fb_height
|
||||
}
|
||||
});
|
||||
|
||||
// // Draw the entire line
|
||||
// outlineShader->setWorld({{ transform.fb_width, transform.fb_height }});
|
||||
// bucket.drawVertices(*outlineShader);
|
||||
|
||||
// glStencilFunc(GL_EQUAL, 0x80, 0x80);
|
||||
glDepthRange(strata + strata_epsilon, 1.0f);
|
||||
bucket.drawVertices(*outlineShader);
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
|
||||
const LineProperties& properties = style.computed.lines[layer_name];
|
||||
|
||||
// Abort early.
|
||||
if (pass == Opaque) return;
|
||||
if (bucket.empty()) return;
|
||||
|
||||
const LineProperties& properties = style.computed.lines[layer_name];
|
||||
if (properties.hidden) return;
|
||||
|
||||
float width = properties.width;
|
||||
@@ -330,6 +354,9 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
|
||||
color[2] *= properties.opacity;
|
||||
color[3] *= properties.opacity;
|
||||
|
||||
|
||||
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);
|
||||
@@ -352,7 +379,6 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
|
||||
#else
|
||||
glPointSize(pointSize);
|
||||
#endif
|
||||
depthMask(false);
|
||||
bucket.drawPoints(*linejoinShader);
|
||||
}
|
||||
|
||||
@@ -383,16 +409,16 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
|
||||
lineShader->setLineWidth({{ outset, inset }});
|
||||
lineShader->setRatio(tilePixelRatio);
|
||||
lineShader->setColor(color);
|
||||
depthMask(false);
|
||||
bucket.drawLines(*lineShader);
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
|
||||
const PointProperties& properties = style.computed.points[layer_name];
|
||||
|
||||
// Abort early.
|
||||
if (!bucket.hasPoints()) return;
|
||||
if (pass == Opaque) return;
|
||||
|
||||
const PointProperties& properties = style.computed.points[layer_name];
|
||||
if (properties.hidden) return;
|
||||
|
||||
Color color = properties.color;
|
||||
@@ -414,16 +440,16 @@ void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, co
|
||||
pointShader->setImage(0);
|
||||
pointShader->setColor(color);
|
||||
const float pointSize = properties.size * 1.4142135623730951 * transform.pixelRatio;
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
pointShader->setSize(pointSize);
|
||||
#else
|
||||
glPointSize(pointSize);
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
#endif
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
pointShader->setSize(pointSize);
|
||||
#else
|
||||
glPointSize(pointSize);
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
#endif
|
||||
pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
|
||||
pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
|
||||
style.sprite->bind(transform.rotating || transform.scaling || transform.panning);
|
||||
depthMask(false);
|
||||
glDepthRange(strata, 1.0f);
|
||||
bucket.drawPoints(*pointShader);
|
||||
}
|
||||
|
||||
@@ -432,10 +458,7 @@ void Painter::renderDebug(const TileData::Ptr& tile_data) {
|
||||
// but *don't* disable stencil test, as we want to clip the red tile border
|
||||
// to the tile viewport.
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
depthMask(false);
|
||||
|
||||
// Blend to the front, not the back.
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
@@ -454,12 +477,11 @@ void Painter::renderDebug(const TileData::Ptr& tile_data) {
|
||||
lineWidth(2.0f * transform.pixelRatio);
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)tile_data->debugFontBuffer.index());
|
||||
|
||||
// Revert blending mode to blend to the back.
|
||||
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Painter::renderMatte() {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glStencilFunc(GL_EQUAL, 0x0, 0xFF);
|
||||
|
||||
Color white = {{ 0.9, 0.9, 0.9, 1 }};
|
||||
@@ -471,17 +493,6 @@ void Painter::renderMatte() {
|
||||
matteArray.bind(*plainShader, matteBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(white);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)matteBuffer.index());
|
||||
}
|
||||
|
||||
void Painter::renderBackground() {
|
||||
Color fill_color = {{ 1, 1, 1, 1 }};
|
||||
|
||||
useProgram(plainShader->program);
|
||||
plainShader->setMatrix(matrix);
|
||||
|
||||
// Draw the clipping mask
|
||||
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(fill_color);
|
||||
depthMask(fill_color[3] >= 1.0f);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user