#include #include #include #include #include #include #include #include #include #include namespace mbgl { using namespace style; void Painter::renderFill(FillBucket& bucket, const FillLayer& layer, const UnwrappedTileID& tileID, const mat4& matrix) { const FillPaintProperties& properties = layer.impl->paint; mat4 vertexMatrix = translatedMatrix(matrix, properties.fillTranslate, tileID, properties.fillTranslateAnchor); Color fillColor = properties.fillColor; float opacity = properties.fillOpacity; Color strokeColor = properties.fillOutlineColor; bool isOutlineColorDefined = strokeColor.a >= 0; if (!isOutlineColorDefined) { strokeColor = fillColor; } auto worldSize = util::convert(frame.framebufferSize); bool pattern = !properties.fillPattern.value.from.empty(); bool outline = properties.fillAntialias && !pattern && isOutlineColorDefined; bool fringeline = properties.fillAntialias && !pattern && !isOutlineColorDefined; config.stencilOp.reset(); config.stencilTest = GL_TRUE; config.depthFunc.reset(); config.depthTest = GL_TRUE; config.depthMask = GL_TRUE; config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! // Because we're drawing top-to-bottom, and we update the stencil mask // befrom, we have to draw the outline first (!) if (outline && pass == RenderPass::Translucent) { config.program = isWireframe() ? outlineShader->getOverdrawID() : outlineShader->getID(); outlineShader->u_matrix = vertexMatrix; outlineShader->u_outline_color = strokeColor; outlineShader->u_opacity = opacity; // Draw the entire line outlineShader->u_world = worldSize; if (isOutlineColorDefined) { // If we defined a different color for the fill outline, we are // going to ignore the bits in 0x07 and just care about the global // clipping mask. setDepthSublayer(2); // OK } else { // Otherwise, we only want to drawFill 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. setDepthSublayer(0); // OK } bucket.drawVertices(*outlineShader, store); } if (pattern) { optional imagePosA = spriteAtlas->getPosition(properties.fillPattern.value.from, true); optional imagePosB = spriteAtlas->getPosition(properties.fillPattern.value.to, true); // Image fill. if (pass == RenderPass::Translucent && imagePosA && imagePosB) { config.program = isWireframe() ? patternShader->getOverdrawID() : patternShader->getID(); patternShader->u_matrix = vertexMatrix; patternShader->u_pattern_tl_a = imagePosA->tl; patternShader->u_pattern_br_a = imagePosA->br; patternShader->u_pattern_tl_b = imagePosB->tl; patternShader->u_pattern_br_b = imagePosB->br; patternShader->u_opacity = properties.fillOpacity; patternShader->u_image = 0; patternShader->u_mix = properties.fillPattern.value.t; patternShader->u_pattern_size_a = imagePosA->size; patternShader->u_pattern_size_b = imagePosB->size; patternShader->u_scale_a = properties.fillPattern.value.fromScale; patternShader->u_scale_b = properties.fillPattern.value.toScale; patternShader->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z); GLint pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z)); GLint pixelY = tileSizeAtNearestZoom * tileID.canonical.y; patternShader->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; patternShader->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; config.activeTexture = GL_TEXTURE0; spriteAtlas->bind(true, store); // Draw the actual triangles into the color & stencil buffer. setDepthSublayer(0); bucket.drawElements(*patternShader, store); if (properties.fillAntialias && !isOutlineColorDefined) { config.program = isWireframe() ? outlinePatternShader->getOverdrawID() : outlinePatternShader->getID(); outlinePatternShader->u_matrix = vertexMatrix; // Draw the entire line outlineShader->u_world = worldSize; outlinePatternShader->u_pattern_tl_a = imagePosA->tl; outlinePatternShader->u_pattern_br_a = imagePosA->br; outlinePatternShader->u_pattern_tl_b = imagePosB->tl; outlinePatternShader->u_pattern_br_b = imagePosB->br; outlinePatternShader->u_opacity = properties.fillOpacity; outlinePatternShader->u_image = 0; outlinePatternShader->u_mix = properties.fillPattern.value.t; outlinePatternShader->u_pattern_size_a = imagePosA->size; outlinePatternShader->u_pattern_size_b = imagePosB->size; outlinePatternShader->u_scale_a = properties.fillPattern.value.fromScale; outlinePatternShader->u_scale_b = properties.fillPattern.value.toScale; outlinePatternShader->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); outlinePatternShader->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; outlinePatternShader->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; config.activeTexture = GL_TEXTURE0; spriteAtlas->bind(true, store); setDepthSublayer(2); bucket.drawVertices(*outlinePatternShader, store); } } } else { // No image fill. if ((fillColor.a >= 1.0f && opacity >= 1.0f) == (pass == RenderPass::Opaque)) { // 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. config.program = isWireframe() ? plainShader->getOverdrawID() : plainShader->getID(); plainShader->u_matrix = vertexMatrix; plainShader->u_color = fillColor; plainShader->u_opacity = opacity; // Draw the actual triangles into the color & stencil buffer. setDepthSublayer(1); bucket.drawElements(*plainShader, store); } } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == RenderPass::Translucent) { config.program = isWireframe() ? outlineShader->getOverdrawID() : outlineShader->getID(); outlineShader->u_matrix = vertexMatrix; outlineShader->u_outline_color = fillColor; outlineShader->u_opacity = opacity; // Draw the entire line outlineShader->u_world = worldSize; setDepthSublayer(2); bucket.drawVertices(*outlineShader, store); } } } // namespace mbgl