Render map with a copy of TransformState
This commit is contained in:
@@ -55,8 +55,6 @@ public:
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// Triggers a lazy rerender: only performs a render when the map is not clean.
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void rerender();
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void renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id = nullptr, const mat4* matrix = nullptr);
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// Forces a map update: always triggers a rerender.
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void update();
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@@ -156,18 +154,14 @@ private:
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void updateSources();
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void updateSources(const util::ptr<StyleLayerGroup> &group);
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void updateRenderState();
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size_t countLayers(const std::vector<LayerDescription>& layers);
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// Prepares a map render by updating the tiles we need for the current view, as well as updating
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// the stylesheet.
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void prepare();
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// Unconditionally performs a render with the current map state.
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void render();
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void renderLayers(util::ptr<StyleLayerGroup> group);
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private:
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bool async = false;
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@@ -224,8 +218,6 @@ private:
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bool debug = false;
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timestamp animationTime = 0;
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int indent = 0;
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std::set<util::ptr<StyleSource>> activeSources;
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};
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@@ -33,6 +33,7 @@ public:
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float lngX(float lon) const;
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float latY(float lat) const;
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std::array<float, 2> locationCoordinate(float lon, float lat) const;
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void getLonLat(double &lon, double &lat) const;
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// Zoom
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float getNormalizedZoom() const;
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@@ -69,7 +70,7 @@ private:
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// map position
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double x = 0, y = 0;
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double angle = 0;
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double scale = std::numeric_limits<double>::infinity();
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double scale = 1;
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};
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}
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@@ -35,9 +35,12 @@ enum class RenderPass : bool { Opaque, Translucent };
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class Transform;
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class Style;
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class Tile;
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class Sprite;
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class SpriteAtlas;
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class GlyphAtlas;
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class Source;
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class StyleSource;
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class StyleLayerGroup;
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class FillBucket;
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class LineBucket;
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@@ -53,10 +56,9 @@ class RasterTileData;
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class Painter : private util::noncopyable {
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public:
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Painter(Map &map);
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Painter(SpriteAtlas&, GlyphAtlas&);
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~Painter();
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void setup();
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// Perform cleanup tasks that prepare shutting down the app. This doesn't mean that the
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@@ -73,6 +75,14 @@ public:
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// Updates the default matrices to the current viewport dimensions.
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void changeMatrix();
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void render(const Style& style,
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const std::set<util::ptr<StyleSource>>& sources,
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TransformState state,
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timestamp time);
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void renderLayers(util::ptr<StyleLayerGroup> group);
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void renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id = nullptr, const mat4* matrix = nullptr);
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// Renders a particular layer from a tile.
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void renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix);
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@@ -167,9 +177,10 @@ public:
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}();
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private:
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Map& map;
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TransformState state;
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bool debug = false;
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int indent = 0;
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uint32_t gl_program = 0;
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float gl_lineWidth = 0;
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@@ -183,6 +194,9 @@ private:
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public:
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FrameHistory frameHistory;
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SpriteAtlas& spriteAtlas;
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GlyphAtlas& glyphAtlas;
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std::unique_ptr<PlainShader> plainShader;
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std::unique_ptr<OutlineShader> outlineShader;
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std::unique_ptr<LineShader> lineShader;
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154
src/map/map.cpp
154
src/map/map.cpp
@@ -44,7 +44,7 @@ Map::Map(View& view_)
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glyphAtlas(std::make_shared<GlyphAtlas>(1024, 1024)),
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spriteAtlas(std::make_shared<SpriteAtlas>(512, 512)),
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texturepool(std::make_shared<Texturepool>()),
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painter(*this) {
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painter(*spriteAtlas, *glyphAtlas) {
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view.initialize(this);
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@@ -598,15 +598,6 @@ void Map::updateTiles() {
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}
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}
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void Map::updateRenderState() {
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// Update all clipping IDs.
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ClipIDGenerator generator;
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for (const util::ptr<StyleSource> &source : getActiveSources()) {
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generator.update(source->source->getLoadedTiles());
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source->source->updateMatrices(painter.projMatrix, state);
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}
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}
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void Map::prepare() {
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if (!fileSource) {
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fileSource = std::make_shared<FileSource>(**loop, platform::defaultCacheDatabase());
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@@ -654,152 +645,13 @@ void Map::prepare() {
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void Map::render() {
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view.make_active();
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painter.clear();
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painter.resize();
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painter.changeMatrix();
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updateRenderState();
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painter.drawClippingMasks(getActiveSources());
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painter.frameHistory.record(getAnimationTime(), getState().getNormalizedZoom());
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// Actually render the layers
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if (debug::renderTree) { std::cout << "{" << std::endl; indent++; }
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renderLayers(style->layers);
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if (debug::renderTree) { std::cout << "}" << std::endl; indent--; }
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// Finalize the rendering, e.g. by calling debug render calls per tile.
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// This guarantees that we have at least one function per tile called.
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// When only rendering layers via the stylesheet, it's possible that we don't
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// ever visit a tile during rendering.
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for (const util::ptr<StyleSource> &source : getActiveSources()) {
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source->source->finishRender(painter);
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}
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painter.render(*style, getActiveSources(),
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getState(), getAnimationTime());
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// Schedule another rerender when we definitely need a next frame.
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if (transform.needsTransition() || style->hasTransitions()) {
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update();
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}
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glFlush();
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view.make_inactive();
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}
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void Map::renderLayers(util::ptr<StyleLayerGroup> group) {
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if (!group) {
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// Make sure that we actually do have a layer group.
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return;
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}
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// TODO: Correctly compute the number of layers recursively beforehand.
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float strata_thickness = 1.0f / (group->layers.size() + 1);
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// - FIRST PASS ------------------------------------------------------------
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// Render everything top-to-bottom by using reverse iterators. Render opaque
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// objects first.
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if (debug::renderTree) {
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std::cout << std::string(indent++ * 4, ' ') << "OPAQUE {" << std::endl;
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}
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int i = 0;
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for (auto it = group->layers.rbegin(), end = group->layers.rend(); it != end; ++it, ++i) {
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painter.setOpaque();
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painter.setStrata(i * strata_thickness);
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renderLayer(*it, RenderPass::Opaque);
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}
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if (debug::renderTree) {
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std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
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}
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// - SECOND PASS -----------------------------------------------------------
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// Make a second pass, rendering translucent objects. This time, we render
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// bottom-to-top.
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if (debug::renderTree) {
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std::cout << std::string(indent++ * 4, ' ') << "TRANSLUCENT {" << std::endl;
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}
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--i;
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for (auto it = group->layers.begin(), end = group->layers.end(); it != end; ++it, --i) {
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painter.setTranslucent();
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painter.setStrata(i * strata_thickness);
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renderLayer(*it, RenderPass::Translucent);
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}
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if (debug::renderTree) {
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std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
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}
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}
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void Map::renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id, const mat4* matrix) {
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if (layer_desc->type == StyleLayerType::Background) {
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// This layer defines a background color/image.
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if (debug::renderTree) {
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std::cout << std::string(indent * 4, ' ') << "- " << layer_desc->id << " ("
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<< layer_desc->type << ")" << std::endl;
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}
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painter.renderBackground(layer_desc);
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} else {
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// This is a singular layer.
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if (!layer_desc->bucket) {
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fprintf(stderr, "[WARNING] layer '%s' is missing bucket\n", layer_desc->id.c_str());
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return;
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}
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if (!layer_desc->bucket->style_source) {
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fprintf(stderr, "[WARNING] can't find source for layer '%s'\n", layer_desc->id.c_str());
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return;
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}
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StyleSource &style_source = *layer_desc->bucket->style_source;
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// Skip this layer if there is no data.
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if (!style_source.source) {
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return;
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}
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// Skip this layer if it's outside the range of min/maxzoom.
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// This may occur when there /is/ a bucket created for this layer, but the min/max-zoom
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// is set to a fractional value, or value that is larger than the source maxzoom.
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const double zoom = state.getZoom();
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if (layer_desc->bucket->min_zoom > zoom ||
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layer_desc->bucket->max_zoom <= zoom) {
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return;
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}
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// Abort early if we can already deduce from the bucket type that
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// we're not going to render anything anyway during this pass.
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switch (layer_desc->type) {
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case StyleLayerType::Fill:
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if (!layer_desc->getProperties<FillProperties>().isVisible()) return;
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break;
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case StyleLayerType::Line:
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if (pass == RenderPass::Opaque) return;
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if (!layer_desc->getProperties<LineProperties>().isVisible()) return;
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break;
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case StyleLayerType::Symbol:
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if (pass == RenderPass::Opaque) return;
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if (!layer_desc->getProperties<SymbolProperties>().isVisible()) return;
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break;
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case StyleLayerType::Raster:
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if (pass == RenderPass::Opaque) return;
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if (!layer_desc->getProperties<RasterProperties>().isVisible()) return;
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break;
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default:
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break;
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}
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if (debug::renderTree) {
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std::cout << std::string(indent * 4, ' ') << "- " << layer_desc->id << " ("
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<< layer_desc->type << ")" << std::endl;
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}
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if (!id) {
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style_source.source->render(painter, layer_desc);
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} else {
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style_source.source->render(painter, layer_desc, *id, *matrix);
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}
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}
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}
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@@ -13,13 +13,13 @@
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using namespace mbgl;
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const double D2R = M_PI / 180.0;
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const double R2D = 180.0 / M_PI;
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const double M2PI = 2 * M_PI;
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const double MIN_ROTATE_SCALE = 8;
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Transform::Transform(View &view_) : view(view_), mtx(std::make_unique<uv::rwlock>()) {
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setScale(current.scale);
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setAngle(current.angle);
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Transform::Transform(View &view_)
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: view(view_)
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, mtx(std::make_unique<uv::rwlock>())
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{
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}
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#pragma mark - Map View
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@@ -123,8 +123,7 @@ void Transform::setLonLatZoom(const double lon, const double lat, const double z
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void Transform::getLonLat(double &lon, double &lat) const {
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uv::readlock lock(mtx);
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lon = -final.x / Bc;
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lat = R2D * (2 * std::atan(std::exp(final.y / Cc)) - 0.5 * M_PI);
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final.getLonLat(lon, lat);
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}
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void Transform::getLonLatZoom(double &lon, double &lat, double &zoom) const {
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@@ -3,6 +3,8 @@
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using namespace mbgl;
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const double R2D = 180.0 / M_PI;
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#pragma mark - Matrix
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void TransformState::matrixFor(mat4& matrix, const Tile::ID& id) const {
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@@ -108,6 +110,15 @@ std::array<float, 2> TransformState::locationCoordinate(float lon, float lat) co
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}};
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}
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void TransformState::getLonLat(double &lon, double &lat) const {
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const double s = scale * util::tileSize;
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const double Bc = s / 360;
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const double Cc = s / (2 * M_PI);
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lon = -x / Bc;
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lat = R2D * (2 * std::atan(std::exp(y / Cc)) - 0.5 * M_PI);
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}
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#pragma mark - Zoom
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@@ -1,7 +1,8 @@
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#include <mbgl/renderer/painter.hpp>
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#include <mbgl/map/map.hpp>
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#include <mbgl/style/style.hpp>
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#include <mbgl/style/style_layer.hpp>
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#include <mbgl/style/style_layer_group.hpp>
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#include <mbgl/style/style_bucket.hpp>
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#include <mbgl/util/std.hpp>
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#include <mbgl/util/string.hpp>
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#include <mbgl/util/time.hpp>
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@@ -9,6 +10,7 @@
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#include <mbgl/util/constants.hpp>
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#include <mbgl/util/mat3.hpp>
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#include <mbgl/geometry/sprite_atlas.hpp>
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#include <mbgl/map/source.hpp>
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#if defined(DEBUG)
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#include <mbgl/util/timer.hpp>
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@@ -16,13 +18,16 @@
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#include <cassert>
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#include <algorithm>
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#include <iostream>
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using namespace mbgl;
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#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
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Painter::Painter(Map &map_)
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: map(map_) {
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Painter::Painter(SpriteAtlas& spriteAtlas_, GlyphAtlas& glyphAtlas_)
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: spriteAtlas(spriteAtlas_)
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, glyphAtlas(glyphAtlas_)
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{
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}
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Painter::~Painter() {
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@@ -109,7 +114,6 @@ void Painter::terminate() {
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}
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void Painter::resize() {
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const TransformState &state = map.getState();
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if (gl_viewport != state.getFramebufferDimensions()) {
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gl_viewport = state.getFramebufferDimensions();
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assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
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@@ -152,12 +156,12 @@ void Painter::depthRange(const float near, const float far) {
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void Painter::changeMatrix() {
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// Initialize projection matrix
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matrix::ortho(projMatrix, 0, map.getState().getWidth(), map.getState().getHeight(), 0, 0, 1);
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matrix::ortho(projMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, 1);
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// The extrusion matrix.
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matrix::identity(extrudeMatrix);
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matrix::multiply(extrudeMatrix, projMatrix, extrudeMatrix);
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matrix::rotate_z(extrudeMatrix, extrudeMatrix, map.getState().getAngle());
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matrix::rotate_z(extrudeMatrix, extrudeMatrix, state.getAngle());
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// The native matrix is a 1:1 matrix that paints the coordinates at the
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// same screen position as the vertex specifies.
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@@ -200,6 +204,156 @@ void Painter::prepareTile(const Tile& tile) {
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glStencilFunc(GL_EQUAL, ref, mask);
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}
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void Painter::render(const Style& style, const std::set<util::ptr<StyleSource>>& sources,
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TransformState state_, timestamp time) {
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state = state_;
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clear();
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resize();
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changeMatrix();
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// Update all clipping IDs.
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ClipIDGenerator generator;
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for (const util::ptr<StyleSource> &source : sources) {
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generator.update(source->source->getLoadedTiles());
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source->source->updateMatrices(projMatrix, state);
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}
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drawClippingMasks(sources);
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frameHistory.record(time, state.getNormalizedZoom());
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// Actually render the layers
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if (debug::renderTree) { std::cout << "{" << std::endl; indent++; }
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renderLayers(style.layers);
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if (debug::renderTree) { std::cout << "}" << std::endl; indent--; }
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// Finalize the rendering, e.g. by calling debug render calls per tile.
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// This guarantees that we have at least one function per tile called.
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// When only rendering layers via the stylesheet, it's possible that we don't
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// ever visit a tile during rendering.
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for (const util::ptr<StyleSource> &source : sources) {
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source->source->finishRender(*this);
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}
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glFlush();
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}
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void Painter::renderLayers(util::ptr<StyleLayerGroup> group) {
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if (!group) {
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// Make sure that we actually do have a layer group.
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return;
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}
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// TODO: Correctly compute the number of layers recursively beforehand.
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float strata_thickness = 1.0f / (group->layers.size() + 1);
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// - FIRST PASS ------------------------------------------------------------
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// Render everything top-to-bottom by using reverse iterators. Render opaque
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// objects first.
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if (debug::renderTree) {
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std::cout << std::string(indent++ * 4, ' ') << "OPAQUE {" << std::endl;
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}
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int i = 0;
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for (auto it = group->layers.rbegin(), end = group->layers.rend(); it != end; ++it, ++i) {
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setOpaque();
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setStrata(i * strata_thickness);
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renderLayer(*it, RenderPass::Opaque);
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}
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if (debug::renderTree) {
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std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
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}
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// - SECOND PASS -----------------------------------------------------------
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// Make a second pass, rendering translucent objects. This time, we render
|
||||
// bottom-to-top.
|
||||
if (debug::renderTree) {
|
||||
std::cout << std::string(indent++ * 4, ' ') << "TRANSLUCENT {" << std::endl;
|
||||
}
|
||||
--i;
|
||||
for (auto it = group->layers.begin(), end = group->layers.end(); it != end; ++it, --i) {
|
||||
setTranslucent();
|
||||
setStrata(i * strata_thickness);
|
||||
renderLayer(*it, RenderPass::Translucent);
|
||||
}
|
||||
if (debug::renderTree) {
|
||||
std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id, const mat4* matrix) {
|
||||
if (layer_desc->type == StyleLayerType::Background) {
|
||||
// This layer defines a background color/image.
|
||||
|
||||
if (debug::renderTree) {
|
||||
std::cout << std::string(indent * 4, ' ') << "- " << layer_desc->id << " ("
|
||||
<< layer_desc->type << ")" << std::endl;
|
||||
}
|
||||
|
||||
renderBackground(layer_desc);
|
||||
} else {
|
||||
// This is a singular layer.
|
||||
if (!layer_desc->bucket) {
|
||||
fprintf(stderr, "[WARNING] layer '%s' is missing bucket\n", layer_desc->id.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
if (!layer_desc->bucket->style_source) {
|
||||
fprintf(stderr, "[WARNING] can't find source for layer '%s'\n", layer_desc->id.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
StyleSource &style_source = *layer_desc->bucket->style_source;
|
||||
|
||||
// Skip this layer if there is no data.
|
||||
if (!style_source.source) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip this layer if it's outside the range of min/maxzoom.
|
||||
// This may occur when there /is/ a bucket created for this layer, but the min/max-zoom
|
||||
// is set to a fractional value, or value that is larger than the source maxzoom.
|
||||
const double zoom = state.getZoom();
|
||||
if (layer_desc->bucket->min_zoom > zoom ||
|
||||
layer_desc->bucket->max_zoom <= zoom) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Abort early if we can already deduce from the bucket type that
|
||||
// we're not going to render anything anyway during this pass.
|
||||
switch (layer_desc->type) {
|
||||
case StyleLayerType::Fill:
|
||||
if (!layer_desc->getProperties<FillProperties>().isVisible()) return;
|
||||
break;
|
||||
case StyleLayerType::Line:
|
||||
if (pass == RenderPass::Opaque) return;
|
||||
if (!layer_desc->getProperties<LineProperties>().isVisible()) return;
|
||||
break;
|
||||
case StyleLayerType::Symbol:
|
||||
if (pass == RenderPass::Opaque) return;
|
||||
if (!layer_desc->getProperties<SymbolProperties>().isVisible()) return;
|
||||
break;
|
||||
case StyleLayerType::Raster:
|
||||
if (pass == RenderPass::Opaque) return;
|
||||
if (!layer_desc->getProperties<RasterProperties>().isVisible()) return;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (debug::renderTree) {
|
||||
std::cout << std::string(indent * 4, ' ') << "- " << layer_desc->id << " ("
|
||||
<< layer_desc->type << ")" << std::endl;
|
||||
}
|
||||
if (!id) {
|
||||
style_source.source->render(*this, layer_desc);
|
||||
} else {
|
||||
style_source.source->render(*this, layer_desc, *id, *matrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix) {
|
||||
assert(tile.data);
|
||||
if (tile.data->hasData(layer_desc) || layer_desc->type == StyleLayerType::Raster) {
|
||||
@@ -211,15 +365,13 @@ void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc
|
||||
|
||||
void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
|
||||
const BackgroundProperties& properties = layer_desc->getProperties<BackgroundProperties>();
|
||||
const std::shared_ptr<Sprite> sprite = map.getSprite();
|
||||
|
||||
if (properties.image.size() && sprite) {
|
||||
if (properties.image.size()) {
|
||||
if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque))
|
||||
return;
|
||||
|
||||
SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
|
||||
SpriteAtlasPosition imagePos = spriteAtlas.getPosition(properties.image, true);
|
||||
float zoomFraction = map.getState().getZoomFraction();
|
||||
float zoomFraction = state.getZoomFraction();
|
||||
|
||||
useProgram(patternShader->program);
|
||||
patternShader->u_matrix = identityMatrix;
|
||||
@@ -230,8 +382,8 @@ void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
|
||||
|
||||
std::array<float, 2> size = imagePos.size;
|
||||
double lon, lat;
|
||||
map.getLonLat(lon, lat);
|
||||
std::array<float, 2> center = map.getState().locationCoordinate(lon, lat);
|
||||
state.getLonLat(lon, lat);
|
||||
std::array<float, 2> center = state.locationCoordinate(lon, lat);
|
||||
float scale = 1 / std::pow(2, zoomFraction);
|
||||
|
||||
mat3 matrix;
|
||||
@@ -242,10 +394,10 @@ void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
|
||||
matrix::translate(matrix, matrix,
|
||||
std::fmod(center[0] * 512, size[0]),
|
||||
std::fmod(center[1] * 512, size[1]));
|
||||
matrix::rotate(matrix, matrix, -map.getState().getAngle());
|
||||
matrix::rotate(matrix, matrix, -state.getAngle());
|
||||
matrix::scale(matrix, matrix,
|
||||
scale * map.getState().getWidth() / 2,
|
||||
-scale * map.getState().getHeight() / 2);
|
||||
scale * state.getWidth() / 2,
|
||||
-scale * state.getHeight() / 2);
|
||||
patternShader->u_patternmatrix = matrix;
|
||||
|
||||
backgroundBuffer.bind();
|
||||
@@ -278,12 +430,12 @@ mat4 Painter::translatedMatrix(const mat4& matrix, const std::array<float, 2> &t
|
||||
return matrix;
|
||||
} else {
|
||||
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
|
||||
const double factor = ((double)(1 << id.z)) / map.getState().getScale() * (4096.0 / util::tileSize);
|
||||
const double factor = ((double)(1 << id.z)) / state.getScale() * (4096.0 / util::tileSize);
|
||||
|
||||
mat4 vtxMatrix;
|
||||
if (anchor == TranslateAnchorType::Viewport) {
|
||||
const double sin_a = std::sin(-map.getState().getAngle());
|
||||
const double cos_a = std::cos(-map.getState().getAngle());
|
||||
const double sin_a = std::sin(-state.getAngle());
|
||||
const double cos_a = std::cos(-state.getAngle());
|
||||
matrix::translate(vtxMatrix, matrix,
|
||||
factor * (translation[0] * cos_a - translation[1] * sin_a),
|
||||
factor * (translation[0] * sin_a + translation[1] * cos_a),
|
||||
|
||||
@@ -25,7 +25,7 @@ void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
|
||||
|
||||
// Draw white outline
|
||||
plainShader->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }};
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
lineWidth(4.0f * state.getPixelRatio());
|
||||
bucket.drawLines(*plainShader);
|
||||
|
||||
#ifndef GL_ES_VERSION_2_0
|
||||
@@ -36,7 +36,7 @@ void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
|
||||
|
||||
// Draw black text.
|
||||
plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
|
||||
lineWidth(2.0f * map.getState().getPixelRatio());
|
||||
lineWidth(2.0f * state.getPixelRatio());
|
||||
bucket.drawLines(*plainShader);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
@@ -56,7 +56,7 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
|
||||
// draw tile outline
|
||||
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->u_color = {{ 1.0f, 0.0f, 0.0f, 1.0f }};
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
lineWidth(4.0f * state.getPixelRatio());
|
||||
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
@@ -87,14 +87,14 @@ void Painter::renderDebugText(const std::vector<std::string> &strings) {
|
||||
VertexArrayObject debugFontArray;
|
||||
debugFontArray.bind(*plainShader, debugFontBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }};
|
||||
lineWidth(4.0f * map.getState().getPixelRatio());
|
||||
lineWidth(4.0f * state.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->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
|
||||
lineWidth(2.0f * map.getState().getPixelRatio());
|
||||
lineWidth(2.0f * state.getPixelRatio());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
|
||||
}
|
||||
|
||||
|
||||
@@ -49,8 +49,8 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
|
||||
// Draw the entire line
|
||||
outlineShader->u_world = {{
|
||||
static_cast<float>(map.getState().getFramebufferWidth()),
|
||||
static_cast<float>(map.getState().getFramebufferHeight())
|
||||
static_cast<float>(state.getFramebufferWidth()),
|
||||
static_cast<float>(state.getFramebufferHeight())
|
||||
}};
|
||||
depthRange(strata, 1.0f);
|
||||
bucket.drawVertices(*outlineShader);
|
||||
@@ -58,12 +58,10 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
|
||||
if (pattern) {
|
||||
// Image fill.
|
||||
Sprite &sprite = *map.getSprite();
|
||||
if (pass == RenderPass::Translucent && sprite) {
|
||||
SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
|
||||
if (pass == RenderPass::Translucent) {
|
||||
const SpriteAtlasPosition pos = spriteAtlas.getPosition(properties.image, true);
|
||||
const float mix = std::fmod(float(map.getState().getZoom()), 1.0f);
|
||||
const float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z);
|
||||
const float mix = std::fmod(float(state.getZoom()), 1.0f);
|
||||
const float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
|
||||
|
||||
mat3 patternMatrix;
|
||||
matrix::identity(patternMatrix);
|
||||
@@ -114,8 +112,8 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
|
||||
// Draw the entire line
|
||||
outlineShader->u_world = {{
|
||||
static_cast<float>(map.getState().getFramebufferWidth()),
|
||||
static_cast<float>(map.getState().getFramebufferHeight())
|
||||
static_cast<float>(state.getFramebufferWidth()),
|
||||
static_cast<float>(state.getFramebufferHeight())
|
||||
}};
|
||||
|
||||
depthRange(strata + strata_epsilon, 1.0f);
|
||||
|
||||
@@ -15,7 +15,7 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
|
||||
const LineProperties &properties = layer_desc->getProperties<LineProperties>();
|
||||
|
||||
float antialiasing = 1 / map.getState().getPixelRatio();
|
||||
float antialiasing = 1 / state.getPixelRatio();
|
||||
float width = properties.width;
|
||||
float offset = properties.offset / 2;
|
||||
float blur = properties.blur + antialiasing;
|
||||
@@ -34,7 +34,7 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
float dash_length = properties.dash_array[0];
|
||||
float dash_gap = properties.dash_array[1];
|
||||
|
||||
float ratio = map.getState().getPixelRatio();
|
||||
float ratio = state.getPixelRatio();
|
||||
mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor);
|
||||
|
||||
depthRange(strata, 1.0f);
|
||||
@@ -45,15 +45,15 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
linejoinShader->u_matrix = vtxMatrix;
|
||||
linejoinShader->u_color = color;
|
||||
linejoinShader->u_world = {{
|
||||
map.getState().getFramebufferWidth() * 0.5f,
|
||||
map.getState().getFramebufferHeight() * 0.5f
|
||||
state.getFramebufferWidth() * 0.5f,
|
||||
state.getFramebufferHeight() * 0.5f
|
||||
}};
|
||||
linejoinShader->u_linewidth = {{
|
||||
((outset - 0.25f) * map.getState().getPixelRatio()),
|
||||
((inset - 0.25f) * map.getState().getPixelRatio())
|
||||
((outset - 0.25f) * state.getPixelRatio()),
|
||||
((inset - 0.25f) * state.getPixelRatio())
|
||||
}};
|
||||
|
||||
float pointSize = std::ceil(map.getState().getPixelRatio() * outset * 2.0);
|
||||
float pointSize = std::ceil(state.getPixelRatio() * outset * 2.0);
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
linejoinShader->u_size = pointSize;
|
||||
#else
|
||||
@@ -62,12 +62,11 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
bucket.drawPoints(*linejoinShader);
|
||||
}
|
||||
|
||||
const util::ptr<Sprite> &sprite = map.getSprite();
|
||||
if (properties.image.size() && sprite) {
|
||||
SpriteAtlasPosition imagePos = map.getSpriteAtlas()->getPosition(properties.image, *sprite);
|
||||
if (properties.image.size()) {
|
||||
SpriteAtlasPosition imagePos = spriteAtlas.getPosition(properties.image);
|
||||
|
||||
float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z);
|
||||
float fade = std::fmod(map.getState().getZoom(), 1.0);
|
||||
float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
|
||||
float fade = std::fmod(state.getZoom(), 1.0);
|
||||
|
||||
useProgram(linepatternShader->program);
|
||||
|
||||
@@ -82,7 +81,7 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
|
||||
linepatternShader->u_pattern_br = imagePos.br;
|
||||
linepatternShader->u_fade = fade;
|
||||
|
||||
map.getSpriteAtlas()->bind(true);
|
||||
spriteAtlas.bind(true);
|
||||
glDepthRange(strata + strata_epsilon, 1.0f); // may or may not matter
|
||||
|
||||
bucket.drawLinePatterns(*linepatternShader);
|
||||
|
||||
@@ -31,14 +31,11 @@ void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_des
|
||||
return vtxMatrix;
|
||||
}();
|
||||
|
||||
// call updateTiles to get parsed data for sublayers
|
||||
map.updateTiles();
|
||||
|
||||
for (const util::ptr<StyleLayer> &layer : layer_desc->layers->layers) {
|
||||
setOpaque();
|
||||
map.renderLayer(layer, RenderPass::Opaque, &id, &preMatrix);
|
||||
renderLayer(layer, RenderPass::Opaque, &id, &preMatrix);
|
||||
setTranslucent();
|
||||
map.renderLayer(layer, RenderPass::Translucent, &id, &preMatrix);
|
||||
renderLayer(layer, RenderPass::Translucent, &id, &preMatrix);
|
||||
}
|
||||
|
||||
if (bucket.properties.blur > 0) {
|
||||
|
||||
@@ -24,8 +24,9 @@ void Painter::renderSDF(SymbolBucket &bucket,
|
||||
|
||||
mat4 exMatrix;
|
||||
matrix::copy(exMatrix, projMatrix);
|
||||
|
||||
bool aligned_with_map = (bucketProperties.rotation_alignment == RotationAlignmentType::Map);
|
||||
const float angleOffset = aligned_with_map ? map.getState().getAngle() : 0;
|
||||
const float angleOffset = aligned_with_map ? state.getAngle() : 0;
|
||||
|
||||
if (angleOffset) {
|
||||
matrix::rotate_z(exMatrix, exMatrix, angleOffset);
|
||||
@@ -42,24 +43,24 @@ void Painter::renderSDF(SymbolBucket &bucket,
|
||||
sdfShader.u_texsize = texsize;
|
||||
|
||||
// Convert the -pi..pi to an int8 range.
|
||||
float angle = std::round(map.getState().getAngle() / M_PI * 128);
|
||||
float angle = std::round(state.getAngle() / M_PI * 128);
|
||||
|
||||
// adjust min/max zooms for variable font sies
|
||||
float zoomAdjust = std::log(fontSize / bucketProperties.max_size) / std::log(2);
|
||||
|
||||
sdfShader.u_flip = (aligned_with_map && bucketProperties.keep_upright) ? 1 : 0;
|
||||
sdfShader.u_angle = (int32_t)(angle + 256) % 256;
|
||||
sdfShader.u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
|
||||
sdfShader.u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
|
||||
|
||||
FadeProperties f = frameHistory.getFadeProperties(300_milliseconds);
|
||||
sdfShader.u_fadedist = f.fadedist * 10;
|
||||
sdfShader.u_minfadezoom = std::floor(f.minfadezoom * 10);
|
||||
sdfShader.u_maxfadezoom = std::floor(f.maxfadezoom * 10);
|
||||
sdfShader.u_fadezoom = (map.getState().getNormalizedZoom() + f.bump) * 10;
|
||||
sdfShader.u_fadezoom = (state.getNormalizedZoom() + f.bump) * 10;
|
||||
|
||||
// The default gamma value has to be adjust for the current pixelratio so that we're not
|
||||
// drawing blurry font on retina screens.
|
||||
const float gamma = 0.105 * sdfFontSize / fontSize / map.getState().getPixelRatio();
|
||||
const float gamma = 0.105 * sdfFontSize / fontSize / state.getPixelRatio();
|
||||
|
||||
const float sdfPx = 8.0f;
|
||||
const float blurOffset = 1.19f;
|
||||
@@ -124,15 +125,14 @@ void Painter::renderSymbol(SymbolBucket &bucket, util::ptr<StyleLayer> layer_des
|
||||
|
||||
const float angleOffset =
|
||||
bucket.properties.icon.rotation_alignment == RotationAlignmentType::Map
|
||||
? map.getState().getAngle()
|
||||
? state.getAngle()
|
||||
: 0;
|
||||
|
||||
// If layerStyle.size > bucket.info.fontSize then labels may collide
|
||||
const float fontSize = properties.icon.size != 0 ? properties.icon.size : bucket.properties.icon.max_size;
|
||||
const float fontScale = fontSize / 1.0f;
|
||||
|
||||
SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
|
||||
spriteAtlas.bind(map.getState().isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf);
|
||||
spriteAtlas.bind(state.isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf);
|
||||
|
||||
std::array<float, 2> texsize = {{
|
||||
float(spriteAtlas.getWidth()),
|
||||
@@ -167,7 +167,7 @@ void Painter::renderSymbol(SymbolBucket &bucket, util::ptr<StyleLayer> layer_des
|
||||
iconShader->u_texsize = texsize;
|
||||
|
||||
// Convert the -pi..pi to an int8 range.
|
||||
const float angle = std::round(map.getState().getAngle() / M_PI * 128);
|
||||
const float angle = std::round(state.getAngle() / M_PI * 128);
|
||||
|
||||
// adjust min/max zooms for variable font sies
|
||||
float zoomAdjust = std::log(fontSize / bucket.properties.icon.max_size) / std::log(2);
|
||||
@@ -177,12 +177,12 @@ void Painter::renderSymbol(SymbolBucket &bucket, util::ptr<StyleLayer> layer_des
|
||||
bool flip = (bucket.properties.icon.rotation_alignment == RotationAlignmentType::Map)
|
||||
&& bucket.properties.icon.keep_upright;
|
||||
iconShader->u_flip = flip ? 1 : 0;
|
||||
iconShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
|
||||
iconShader->u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
|
||||
|
||||
iconShader->u_fadedist = 0 * 10;
|
||||
iconShader->u_minfadezoom = map.getState().getNormalizedZoom() * 10;
|
||||
iconShader->u_maxfadezoom = map.getState().getNormalizedZoom() * 10;
|
||||
iconShader->u_fadezoom = map.getState().getNormalizedZoom() * 10;
|
||||
iconShader->u_minfadezoom = state.getNormalizedZoom() * 10;
|
||||
iconShader->u_maxfadezoom = state.getNormalizedZoom() * 10;
|
||||
iconShader->u_fadezoom = state.getNormalizedZoom() * 10;
|
||||
iconShader->u_opacity = properties.icon.opacity;
|
||||
|
||||
depthRange(strata, 1.0f);
|
||||
@@ -191,7 +191,6 @@ void Painter::renderSymbol(SymbolBucket &bucket, util::ptr<StyleLayer> layer_des
|
||||
}
|
||||
|
||||
if (bucket.hasTextData()) {
|
||||
GlyphAtlas &glyphAtlas = *map.getGlyphAtlas();
|
||||
glyphAtlas.bind();
|
||||
|
||||
renderSDF(bucket,
|
||||
@@ -204,5 +203,6 @@ void Painter::renderSymbol(SymbolBucket &bucket, util::ptr<StyleLayer> layer_des
|
||||
*sdfGlyphShader,
|
||||
&SymbolBucket::drawGlyphs);
|
||||
}
|
||||
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user