[core] add maxzoom uniform for raster-dem tilesets (#11134)
* add maxzoom uniform to support external tilesets * update git sha for gl-js * try and fix android crash * name default maxzoom constant
This commit is contained in:
Submodule mapbox-gl-js updated: 063fdebeaf...920de235a7
@@ -10,6 +10,7 @@ namespace mbgl {
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namespace uniforms {
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MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, u_dimension);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_maxzoom);
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} // namespace uniforms
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class HillshadePrepareProgram : public Program<
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@@ -22,6 +23,7 @@ class HillshadePrepareProgram : public Program<
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uniforms::u_matrix,
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uniforms::u_dimension,
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uniforms::u_zoom,
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uniforms::u_maxzoom,
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uniforms::u_image>,
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style::Properties<>> {
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public:
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@@ -1,6 +1,7 @@
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#include <mbgl/renderer/layers/render_hillshade_layer.hpp>
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#include <mbgl/renderer/buckets/hillshade_bucket.hpp>
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#include <mbgl/renderer/render_tile.hpp>
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#include <mbgl/renderer/sources/render_raster_dem_source.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/render_static_data.hpp>
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#include <mbgl/programs/programs.hpp>
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@@ -55,10 +56,14 @@ bool RenderHillshadeLayer::hasTransition() const {
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return unevaluated.hasTransition();
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}
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void RenderHillshadeLayer::render(PaintParameters& parameters, RenderSource*) {
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void RenderHillshadeLayer::render(PaintParameters& parameters, RenderSource* src) {
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if (parameters.pass != RenderPass::Translucent && parameters.pass != RenderPass::Pass3D)
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return;
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RenderRasterDEMSource* demsrc = dynamic_cast<RenderRasterDEMSource*>(src);
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const uint8_t TERRAIN_RGB_MAXZOOM = 15;
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const uint8_t maxzoom = demsrc != nullptr ? demsrc->getMaxZoom() : TERRAIN_RGB_MAXZOOM;
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auto draw = [&] (const mat4& matrix,
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const auto& vertexBuffer,
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const auto& indexBuffer,
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@@ -118,6 +123,7 @@ void RenderHillshadeLayer::render(PaintParameters& parameters, RenderSource*) {
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uniforms::u_matrix::Value { mat },
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uniforms::u_dimension::Value { {{uint16_t(tilesize * 2), uint16_t(tilesize * 2) }} },
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uniforms::u_zoom::Value{ float(tile.id.canonical.z) },
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uniforms::u_maxzoom::Value{ float(maxzoom) },
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uniforms::u_image::Value{ 0 }
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},
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parameters.staticData.rasterVertexBuffer,
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@@ -16,7 +16,7 @@ public:
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void evaluate(const PropertyEvaluationParameters&) override;
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bool hasTransition() const override;
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void render(PaintParameters&, RenderSource*) override;
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void render(PaintParameters&, RenderSource* src) override;
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std::unique_ptr<Bucket> createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const override;
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@@ -36,7 +36,7 @@ void RenderRasterDEMSource::update(Immutable<style::Source::Impl> baseImpl_,
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if (tileset != _tileset) {
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tileset = _tileset;
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maxzoom = tileset->zoomRange.max;
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// TODO: this removes existing buckets, and will cause flickering.
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// Should instead refresh tile data in place.
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tilePyramid.tiles.clear();
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@@ -36,11 +36,16 @@ public:
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void reduceMemoryUse() final;
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void dumpDebugLogs() const final;
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uint8_t getMaxZoom() const {
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return maxzoom;
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};
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private:
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const style::RasterSource::Impl& impl() const;
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TilePyramid tilePyramid;
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optional<Tileset> tileset;
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uint8_t maxzoom = 15;
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protected:
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void onTileChanged(Tile&) final;
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@@ -29,6 +29,7 @@ uniform sampler2D u_image;
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varying vec2 v_pos;
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uniform vec2 u_dimension;
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uniform float u_zoom;
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uniform float u_maxzoom;
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float getElevation(vec2 coord, float bias) {
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// Convert encoded elevation value to meters
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@@ -71,16 +72,16 @@ void main() {
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// which can be reduced to: pow(2, 19.25619978527 - u_zoom)
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// we want to vertically exaggerate the hillshading though, because otherwise
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// it is barely noticeable at low zooms. to do this, we multiply this by some
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// scale factor pow(2, (u_zoom - 14) * a) where a is an arbitrary value and 14 is the
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// maxzoom of the tile source. here we use a=0.3 which works out to the
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// expression below. see nickidlugash's awesome breakdown for more info
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// scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
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// Here we use a=0.3 which works out to the expression below. see
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// nickidlugash's awesome breakdown for more info
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// https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
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float exaggeration = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
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vec2 deriv = vec2(
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(c + f + f + i) - (a + d + d + g),
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(g + h + h + i) - (a + b + b + c)
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) / pow(2.0, (u_zoom - 14.0) * exaggeration + 19.2562 - u_zoom);
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) / pow(2.0, (u_zoom - u_maxzoom) * exaggeration + 19.2562 - u_zoom);
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gl_FragColor = clamp(vec4(
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deriv.x / 2.0 + 0.5,
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