#include #include #include #include using namespace llmr; void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id) { // Abort early. if (!bucket.hasData()) return; auto fill_properties = map.getStyle().computed.fills; auto fill_properties_it = fill_properties.find(layer_name); if (fill_properties_it == fill_properties.end()) return; const FillProperties& properties = fill_properties_it->second; if (!properties.enabled) return; Color fill_color = properties.fill_color; fill_color[0] *= properties.opacity; fill_color[1] *= properties.opacity; fill_color[2] *= properties.opacity; fill_color[3] *= properties.opacity; Color stroke_color = properties.stroke_color; stroke_color[0] *= properties.opacity; stroke_color[1] *= properties.opacity; stroke_color[2] *= properties.opacity; stroke_color[3] *= properties.opacity; bool outline = properties.antialias && properties.stroke_color != properties.fill_color; bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color; if (fringeline) { outline = true; stroke_color = fill_color; } const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor); // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (outline && pass == Translucent) { useProgram(outlineShader->program); outlineShader->setMatrix(vtxMatrix); lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! outlineShader->setColor(stroke_color); // Draw the entire line outlineShader->setWorld({{ static_cast(map.getState().getFramebufferWidth()), static_cast(map.getState().getFramebufferHeight()) }}); glDepthRange(strata, 1.0f); bucket.drawVertices(*outlineShader); } else if (fringeline) { // // We're only drawing to the first seven bits (== support a maximum of // // 127 overlapping polygons in one place before we get rendering errors). // glStencilMask(0x3F); // glClear(GL_STENCIL_BUFFER_BIT); // // Draw front facing triangles. Wherever the 0x80 bit is 1, we are // // increasing the lower 7 bits by one if the triangle is a front-facing // // triangle. This means that all visible polygons should be in CCW // // orientation, while all holes (see below) are in CW orientation. // glStencilFunc(GL_EQUAL, 0x80, 0x80); // // When we do a nonzero fill, we count the number of times a pixel is // // covered by a counterclockwise polygon, and subtract the number of // // times it is "uncovered" by a clockwise polygon. // glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP); } if ((fill_color[3] >= 1.0f) == (pass == Opaque)) { auto &sprite = map.getStyle().sprite; if (properties.image.size() && sprite && sprite->isLoaded()) { // Draw texture fill ImagePosition imagePos = sprite->getPosition(properties.image, true); float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z); float mix = std::fmod(map.getState().getZoom(), 1.0); std::array imageSize = {{ imagePos.size.x * factor, imagePos.size.y *factor } }; std::array offset = {{ (float)std::fmod(id.x * 4096, imageSize[0]), (float)std::fmod(id.y * 4096, imageSize[1]) } }; useProgram(patternShader->program); patternShader->setMatrix(vtxMatrix); patternShader->setOffset(offset); patternShader->setPatternSize(imageSize); patternShader->setPatternTopLeft({{ imagePos.tl.x, imagePos.tl.y }}); patternShader->setPatternBottomRight({{ imagePos.br.x, imagePos.br.y }}); patternShader->setColor(fill_color); patternShader->setMix(mix); sprite->raster.bind(true); // Draw the actual triangles into the color & stencil buffer. glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawElements(*patternShader); } else { // Only draw the fill when it's either opaque and we're drawing opaque // fragments or when it's translucent and we're drawing translucent // fragments // Draw filling rectangle. useProgram(plainShader->program); plainShader->setMatrix(vtxMatrix); plainShader->setColor(fill_color); // Draw the actual triangles into the color & stencil buffer. glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawElements(*plainShader); } } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == Translucent) { useProgram(outlineShader->program); outlineShader->setMatrix(vtxMatrix); lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! outlineShader->setColor(fill_color); // Draw the entire line outlineShader->setWorld({{ static_cast(map.getState().getFramebufferWidth()), static_cast(map.getState().getFramebufferHeight()) }}); glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawVertices(*outlineShader); } }