Files
MapLibreParticleLab/src/renderer/painter.cpp
artemp 2d3abf36b1 c++
* prefer prefix increment operator unless logically necessary
  (it doesn't make any diff foro built-in type but good practice)
2014-02-06 10:50:31 +00:00

410 lines
15 KiB
C++

#include <cassert>
#include <algorithm>
#include <llmr/renderer/painter.hpp>
#include <llmr/util/std.hpp>
#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/renderer/line_bucket.hpp>
#include <llmr/map/transform.hpp>
#include <llmr/map/settings.hpp>
#include <llmr/geometry/debug_font_buffer.hpp>
#include <llmr/platform/gl.hpp>
#include <llmr/style/style.hpp>
#include <llmr/style/sprite.hpp>
using namespace llmr;
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
Painter::Painter(Transform& transform, Settings& settings, Style& style)
: transform(transform),
settings(settings),
style(style) {
}
void Painter::setup() {
setupShaders();
assert(plainShader);
assert(outlineShader);
assert(lineShader);
assert(patternShader);
glEnable(GL_STENCIL_TEST);
// We are blending the new pixels *behind* the existing pixels. That way we can
// draw front-to-back and use then stencil buffer to cull opaque pixels early.
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
}
void Painter::setupShaders() {
plainShader = std::make_unique<PlainShader>();
outlineShader = std::make_unique<OutlineShader>();
lineShader = std::make_unique<LineShader>();
patternShader = std::make_unique<PatternShader>();
}
void Painter::changeMatrix(const Tile::ID& id) {
// Initialize projection matrix
mat4 projMatrix;
matrix::ortho(projMatrix, 0, transform.width, transform.height, 0, 1, 10);
// The position matrix.
transform.matrixFor(matrix, id);
matrix::multiply(matrix, projMatrix, matrix);
// The extrusion matrix.
matrix::identity(exMatrix);
matrix::multiply(exMatrix, projMatrix, exMatrix);
matrix::rotate_z(exMatrix, exMatrix, transform.getAngle());
// 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::drawClippingMask() {
glUseProgram(plainShader->program);
glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
glColorMask(false, false, false, false);
// Clear the entire stencil buffer, except for the 7th bit, which stores
// the global clipping mask that allows us to avoid drawing in regions of
// tiles we've already painted in.
glClearStencil(0x0);
glStencilMask(0xBF);
glClear(GL_STENCIL_BUFFER_BIT);
// The stencil test will fail always, meaning we set all pixels covered
// by this geometry to 0x80. We use the highest bit 0x80 to mark the regions
// we want to draw in. All pixels that have this bit *not* set will never be
// drawn in.
glStencilFunc(GL_EQUAL, 0xC0, 0x40);
glStencilMask(0xC0);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
// Draw the clipping mask
glUniform4f(plainShader->u_color, 1.0f, 0.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
// glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0x00);
glColorMask(true, true, true, true);
}
void Painter::clear() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0x0);
glStencilMask(0xFF);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void Painter::render(const Tile::Ptr& tile) {
if (tile->state != Tile::ready) {
return;
}
drawClippingMask();
renderLayers(tile, style.layers);
if (settings.debug) {
renderDebug(tile);
}
renderBackground();
}
void Painter::renderLayers(const std::shared_ptr<Tile>& tile, 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;
if (layer_desc.child_layer.size()) {
// This is a layer group.
// TODO: create framebuffer
renderLayers(tile, 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->buckets.find(layer_desc.bucket_name);
if (bucket_it != tile->buckets.end()) {
assert(bucket_it->second);
bucket_it->second->render(*this, layer_desc.name, tile->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.size()) return;
if (properties.hidden) 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;
// Draw the stencil mask.
{
// 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_NOTEQUAL, 0x80, 0x80);
if (properties.winding == Winding::EvenOdd) {
// When we draw an even/odd winding fill, we just invert all the bits.
glStencilOp(GL_INVERT, GL_KEEP, GL_KEEP);
} else {
// 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.
glStencilOpSeparate(GL_FRONT, GL_INCR_WRAP, GL_KEEP, GL_KEEP);
glStencilOpSeparate(GL_BACK, GL_DECR_WRAP, GL_KEEP, GL_KEEP);
}
// When drawing a shape, we first draw all shapes to the stencil buffer
// and incrementing all areas where polygons are
glColorMask(false, false, false, false);
// Draw the actual triangle fan into the stencil buffer.
glUseProgram(plainShader->program);
glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
// Draw all groups
bucket.drawElements(*plainShader);
// Now that we have the stencil mask in the stencil buffer, we can start
// writing to the color buffer.
glColorMask(true, true, true, true);
}
// From now on, we don't want to update the stencil buffer anymore.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0x0);
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (properties.antialias) {
glUseProgram(outlineShader->program);
glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix.data());
glLineWidth(2);
if (properties.stroke_color != properties.fill_color) {
// If we defined a different color for the fill outline, we are
// going to ignore the bits in 0x3F and just care about the global
// clipping mask.
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glUniform4fv(outlineShader->u_color, 1, properties.stroke_color.data());
} else {
// 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);
glUniform4fv(outlineShader->u_color, 1, fill_color.data());
}
// Draw the entire line
glUniform2f(outlineShader->u_world, transform.fb_width, transform.fb_height);
glLineWidth(2.0f);
bucket.drawVertices(*outlineShader);
}
// Only draw regions that we marked
glStencilFunc(GL_NOTEQUAL, 0x0, 0x3F);
if (properties.image.size() && style.sprite) {
// Draw texture fill
ImagePosition imagePos = style.sprite->getPosition(properties.image, true);
double factor = 8.0 / pow(2, transform.getIntegerZoom() - id.z);
double mix = fmod(transform.getZoom(), 1.0);
vec2<double> imageSize { imagePos.size.x * factor, imagePos.size.y * factor };
vec2<double> offset {
fmod(id.x * 4096, imageSize.x),
fmod(id.y * 4096, imageSize.y)
};
glUseProgram(patternShader->program);
glUniformMatrix4fv(patternShader->u_matrix, 1, GL_FALSE, matrix.data());
glUniform2f(patternShader->u_pattern_size, imageSize.x, imageSize.y);
glUniform2f(patternShader->u_offset, offset.x, offset.y);
glUniform2f(patternShader->u_pattern_tl, imagePos.tl.x, imagePos.tl.y);
glUniform2f(patternShader->u_pattern_br, imagePos.br.x, imagePos.br.y);
glUniform4fv(patternShader->u_color, 1, fill_color.data());
glUniform1f(patternShader->u_mix, mix);
style.sprite->bind(true);
// Draw a rectangle that covers the entire viewport.
coveringPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
} else {
// Draw filling rectangle.
glUseProgram(plainShader->program);
glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
glUniform4fv(plainShader->u_color, 1, fill_color.data());
// Draw a rectangle that covers the entire viewport.
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
}
glStencilMask(0x00);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
}
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 (!bucket.size()) return;
if (properties.hidden) return;
double width = properties.width;
double offset = (properties.offset || 0) / 2;
double inset = fmax(-1, offset - width / 2 - 0.5) + 1;
double outset = offset + width / 2 + 0.5;
Color color = properties.color;
color[0] *= properties.opacity;
color[1] *= properties.opacity;
color[2] *= properties.opacity;
color[3] *= properties.opacity;
// var imagePos = properties.image && imageSprite.getPosition(properties.image);
// var shader;
bool imagePos = false;
if (imagePos) {
// var factor = 8 / Math.pow(2, painter.transform.zoom - params.z);
// imageSprite.bind(gl, true);
// //factor = Math.pow(2, 4 - painter.transform.zoom + params.z);
// gl.switchShader(painter.linepatternShader, painter.translatedMatrix || painter.posMatrix, painter.exMatrix);
// shader = painter.linepatternShader;
// glUniform2fv(painter.linepatternShader.u_pattern_size, [imagePos.size[0] * factor, imagePos.size[1] ]);
// glUniform2fv(painter.linepatternShader.u_pattern_tl, imagePos.tl);
// glUniform2fv(painter.linepatternShader.u_pattern_br, imagePos.br);
// glUniform1f(painter.linepatternShader.u_fade, painter.transform.z % 1.0);
} else {
glUseProgram(lineShader->program);
glUniformMatrix4fv(lineShader->u_matrix, 1, GL_FALSE, matrix.data());
glUniformMatrix4fv(lineShader->u_exmatrix, 1, GL_FALSE, exMatrix.data());
// glUniform2fv(painter.lineShader.u_dasharray, properties.dasharray || [1, -1]);
glUniform2f(lineShader->u_dasharray, 1, -1);
// TODO: Move this to transform?
const double tilePixelRatio = transform.getScale() / (1 << transform.getIntegerZoom()) / 8;
glUniform2f(lineShader->u_linewidth, outset, inset);
glUniform1f(lineShader->u_ratio, tilePixelRatio);
glUniform1f(lineShader->u_gamma, transform.pixelRatio);
// const Color& color = properties.color;
// if (!params.antialiasing) {
// color[3] = Infinity;
// glUniform4fv(lineShader->u_color, color);
// } else {
glUniform4fv(lineShader->u_color, 1, color.data());
// }
glUniform1f(lineShader->u_point, 0);
bucket.bind(*lineShader);
bucket.drawLines();
if (bucket.geometry.join == JoinType::Round) {
glUniform1f(lineShader->u_point, 1);
bucket.drawPoints();
}
}
// statistics
// stats.lines += count;
}
void Painter::renderDebug(const Tile::Ptr& tile) {
// Blend to the front, not the back.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(plainShader->program);
glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
// draw tile outline
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
glUniform4f(plainShader->u_color, 1.0f, 0.0f, 0.0f, 1.0f);
glLineWidth(4.0f);
glDrawArrays(GL_LINE_STRIP, 0, tileBorderBuffer.length());
// draw debug info
tile->debugFontArray.bind(*plainShader, tile->debugFontBuffer, BUFFER_OFFSET(0));
glUniform4f(plainShader->u_color, 1.0f, 1.0f, 1.0f, 1.0f);
glLineWidth(4.0f);
glDrawArrays(GL_LINES, 0, tile->debugFontBuffer.length());
glUniform4f(plainShader->u_color, 0.0f, 0.0f, 0.0f, 1.0f);
glLineWidth(2.0f);
glDrawArrays(GL_LINES, 0, tile->debugFontBuffer.length());
// Revert blending mode to blend to the back.
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
}
void Painter::renderMatte() {
glDisable(GL_STENCIL_TEST);
Color white = {{ 0.9, 0.9, 0.9, 1 }};
glUseProgram(plainShader->program);
glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, nativeMatrix.data());
// Draw the clipping mask
matteArray.bind(*plainShader, matteBuffer, BUFFER_OFFSET(0));
glUniform4fv(plainShader->u_color, 1, white.data());
glDrawArrays(GL_TRIANGLES, 0, matteBuffer.length());
glEnable(GL_STENCIL_TEST);
}
void Painter::renderBackground() {
Color white = {{ 1, 1, 1, 1 }};
glUseProgram(plainShader->program);
glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
// Draw the clipping mask
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
glUniform4fv(plainShader->u_color, 1, white.data());
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
}