Files
MapLibreParticleLab/src/mbgl/renderer/painter.cpp
2015-08-25 14:13:16 -07:00

465 lines
16 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/map/source.hpp>
#include <mbgl/map/tile.hpp>
#include <mbgl/map/map_context.hpp>
#include <mbgl/map/map_data.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_bucket.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/geometry/glyph_atlas.hpp>
#include <mbgl/shader/pattern_shader.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/shader/outline_shader.hpp>
#include <mbgl/shader/line_shader.hpp>
#include <mbgl/shader/linesdf_shader.hpp>
#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/shader/icon_shader.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/shader/sdf_shader.hpp>
#include <mbgl/shader/dot_shader.hpp>
#include <mbgl/shader/box_shader.hpp>
#include <mbgl/shader/circle_shader.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#if defined(DEBUG)
#include <mbgl/util/stopwatch.hpp>
#endif
#include <cassert>
#include <algorithm>
#include <iostream>
using namespace mbgl;
Painter::Painter(MapData& data_) : data(data_) {
}
Painter::~Painter() {
}
bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(data.getDefaultFadeDuration());
}
void Painter::setup() {
gl::debugging::enable();
setupShaders();
assert(iconShader);
assert(plainShader);
assert(outlineShader);
assert(lineShader);
assert(linepatternShader);
assert(patternShader);
assert(rasterShader);
assert(sdfGlyphShader);
assert(sdfIconShader);
assert(dotShader);
assert(circleShader);
// Blending
// We are blending new pixels on top of old pixels. Since we have depth testing
// and are drawing opaque fragments first front-to-back, then translucent
// fragments back-to-front, this shades the fewest fragments possible.
config.blend = true;
MBGL_CHECK_ERROR(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
// Set clear values
config.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
config.clearDepth = 1.0f;
config.clearStencil = 0x0;
// Stencil test
MBGL_CHECK_ERROR(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
// Depth test
glDepthFunc(GL_LEQUAL);
}
void Painter::setupShaders() {
if (!plainShader) plainShader = std::make_unique<PlainShader>();
if (!outlineShader) outlineShader = std::make_unique<OutlineShader>();
if (!lineShader) lineShader = std::make_unique<LineShader>();
if (!linesdfShader) linesdfShader = std::make_unique<LineSDFShader>();
if (!linepatternShader) linepatternShader = std::make_unique<LinepatternShader>();
if (!patternShader) patternShader = std::make_unique<PatternShader>();
if (!iconShader) iconShader = std::make_unique<IconShader>();
if (!rasterShader) rasterShader = std::make_unique<RasterShader>();
if (!sdfGlyphShader) sdfGlyphShader = std::make_unique<SDFGlyphShader>();
if (!sdfIconShader) sdfIconShader = std::make_unique<SDFIconShader>();
if (!dotShader) dotShader = std::make_unique<DotShader>();
if (!collisionBoxShader) collisionBoxShader = std::make_unique<CollisionBoxShader>();
if (!circleShader) circleShader = std::make_unique<CircleShader>();
}
void Painter::resize() {
if (gl_viewport != frame.framebufferSize) {
gl_viewport = frame.framebufferSize;
assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
MBGL_CHECK_ERROR(glViewport(0, 0, gl_viewport[0], gl_viewport[1]));
}
}
void Painter::setDebug(bool enabled) {
debug = enabled;
}
void Painter::useProgram(uint32_t program) {
if (gl_program != program) {
MBGL_CHECK_ERROR(glUseProgram(program));
gl_program = program;
}
}
void Painter::lineWidth(float line_width) {
if (gl_lineWidth != line_width) {
MBGL_CHECK_ERROR(glLineWidth(line_width));
gl_lineWidth = line_width;
}
}
void Painter::changeMatrix() {
state.getProjMatrix(projMatrix);
// The extrusion matrix.
matrix::ortho(extrudeMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, -1);
// 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::multiply(nativeMatrix, projMatrix, nativeMatrix);
}
void Painter::clear() {
MBGL_DEBUG_GROUP("clear");
config.stencilTest = true;
config.stencilMask = 0xFF;
config.depthTest = false;
config.depthMask = GL_TRUE;
config.clearColor = { background[0], background[1], background[2], background[3] };
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
void Painter::prepareTile(const Tile& tile) {
const GLint ref = (GLint)tile.clip.reference.to_ulong();
const GLuint mask = (GLuint)tile.clip.mask.to_ulong();
config.stencilFunc = { GL_EQUAL, ref, mask };
}
void Painter::render(const Style& style, TransformState state_, const FrameData& frame_, const TimePoint& time) {
state = state_;
frame = frame_;
glyphAtlas = style.glyphAtlas.get();
spriteAtlas = style.spriteAtlas.get();
lineAtlas = style.lineAtlas.get();
std::set<Source*> sources;
for (const auto& source : style.sources) {
if (source->enabled) {
sources.insert(source.get());
}
}
resize();
changeMatrix();
// Figure out what buckets we have to draw and what order we have to draw them in.
const auto order = determineRenderOrder(style);
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
MBGL_DEBUG_GROUP("upload");
tileStencilBuffer.upload();
tileBorderBuffer.upload();
spriteAtlas->upload();
lineAtlas->upload();
glyphAtlas->upload();
for (const auto& item : order) {
if (item.bucket && item.bucket->needsUpload()) {
item.bucket->upload();
}
}
}
// - CLIPPING MASKS ----------------------------------------------------------------------------
// Draws the clipping masks to the stencil buffer.
{
MBGL_DEBUG_GROUP("clip");
// Update all clipping IDs.
ClipIDGenerator generator;
for (const auto& source : sources) {
generator.update(source->getLoadedTiles());
source->updateMatrices(projMatrix, state);
}
clear();
drawClippingMasks(sources);
}
frameHistory.record(time, state.getNormalizedZoom());
// Actually render the layers
if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
// TODO: Correctly compute the number of layers recursively beforehand.
depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
renderPass(RenderPass::Opaque,
order.rbegin(), order.rend(),
0, 1);
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
renderPass(RenderPass::Translucent,
order.begin(), order.end(),
order.size() - 1, -1);
if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
MBGL_DEBUG_GROUP("debug");
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.
// When only rendering layers via the stylesheet, it's possible that we don't
// ever visit a tile during rendering.
for (const auto& source : sources) {
source->finishRender(*this);
}
}
// TODO: Find a better way to unbind VAOs after we're done with them without introducing
// unnecessary bind(0)/bind(N) sequences.
{
MBGL_DEBUG_GROUP("cleanup");
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
MBGL_CHECK_ERROR(VertexArrayObject::Unbind());
}
}
template <class Iterator>
void Painter::renderPass(RenderPass pass_,
Iterator it, Iterator end,
std::size_t i, int8_t increment) {
pass = pass_;
MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s {", indent++ * 4, "",
pass == RenderPass::Opaque ? "opaque" : "translucent");
}
config.blend = pass == RenderPass::Translucent;
for (; it != end; ++it, i += increment) {
currentLayer = i;
const auto& item = *it;
if (item.bucket && item.tile) {
if (item.layer.hasRenderPass(pass)) {
MBGL_DEBUG_GROUP(item.layer.id + " - " + std::string(item.tile->id));
prepareTile(*item.tile);
item.bucket->render(*this, item.layer, item.tile->id, item.tile->matrix);
}
} else {
MBGL_DEBUG_GROUP("background");
renderBackground(item.layer);
}
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
}
std::vector<RenderItem> Painter::determineRenderOrder(const Style& style) {
std::vector<RenderItem> order;
for (const auto& layerPtr : style.layers) {
const auto& layer = *layerPtr;
if (layer.bucket->visibility == VisibilityType::None) continue;
if (layer.type == StyleLayerType::Background) {
// This layer defines a background color/image.
if (layer.properties.is<BackgroundProperties>()) {
auto &props = layer.properties.get<BackgroundProperties>();
if (props.image.from.empty()) {
// This is a solid background. We can use glClear().
background = props.color;
background[0] *= props.opacity;
background[1] *= props.opacity;
background[2] *= props.opacity;
background[3] *= props.opacity;
} else {
// This is a textured background. We need to render it with a quad.
background = {{ 0, 0, 0, 0 }};
order.emplace_back(layer);
}
}
continue;
}
// This is a singular layer.
if (!layer.bucket) {
Log::Warning(Event::Render, "layer '%s' is missing bucket", layer.id.c_str());
continue;
}
Source* source = style.getSource(layer.bucket->source);
if (!source) {
Log::Warning(Event::Render, "can't find source for layer '%s'", layer.id.c_str());
continue;
}
// 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.bucket->min_zoom > zoom ||
layer.bucket->max_zoom <= zoom) {
continue;
}
const auto& tiles = source->getTiles();
for (auto tile : tiles) {
assert(tile);
if (!tile->data && !tile->data->isReady()) {
continue;
}
auto bucket = tile->data->getBucket(layer);
if (bucket) {
order.emplace_back(layer, tile, bucket);
}
}
}
return order;
}
void Painter::renderBackground(const StyleLayer &layer_desc) {
// Note: This function is only called for textured background. Otherwise, the background color
// is created with glClear.
const BackgroundProperties& properties = layer_desc.getProperties<BackgroundProperties>();
if (!properties.image.to.empty()) {
if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque))
return;
SpriteAtlasPosition imagePosA = spriteAtlas->getPosition(properties.image.from, true);
SpriteAtlasPosition imagePosB = spriteAtlas->getPosition(properties.image.to, true);
float zoomFraction = state.getZoomFraction();
useProgram(patternShader->program);
patternShader->u_matrix = identityMatrix;
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_mix = properties.image.t;
patternShader->u_opacity = properties.opacity;
LatLng latLng = state.getLatLng();
vec2<double> center = state.latLngToPoint(latLng);
float scale = 1 / std::pow(2, zoomFraction);
std::array<float, 2> sizeA = imagePosA.size;
mat3 matrixA;
matrix::identity(matrixA);
matrix::scale(matrixA, matrixA,
1.0f / (sizeA[0] * properties.image.fromScale),
1.0f / (sizeA[1] * properties.image.fromScale));
matrix::translate(matrixA, matrixA,
std::fmod(center.x * 512, sizeA[0] * properties.image.fromScale),
std::fmod(center.y * 512, sizeA[1] * properties.image.fromScale));
matrix::rotate(matrixA, matrixA, -state.getAngle());
matrix::scale(matrixA, matrixA,
scale * state.getWidth() / 2,
-scale * state.getHeight() / 2);
std::array<float, 2> sizeB = imagePosB.size;
mat3 matrixB;
matrix::identity(matrixB);
matrix::scale(matrixB, matrixB,
1.0f / (sizeB[0] * properties.image.toScale),
1.0f / (sizeB[1] * properties.image.toScale));
matrix::translate(matrixB, matrixB,
std::fmod(center.x * 512, sizeB[0] * properties.image.toScale),
std::fmod(center.y * 512, sizeB[1] * properties.image.toScale));
matrix::rotate(matrixB, matrixB, -state.getAngle());
matrix::scale(matrixB, matrixB,
scale * state.getWidth() / 2,
-scale * state.getHeight() / 2);
patternShader->u_patternmatrix_a = matrixA;
patternShader->u_patternmatrix_b = matrixB;
backgroundBuffer.bind();
patternShader->bind(0);
spriteAtlas->bind(true);
}
config.stencilTest = false;
config.depthTest = true;
config.depthRange = { 1.0f, 1.0f };
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
mat4 Painter::translatedMatrix(const mat4& matrix, const std::array<float, 2> &translation, const TileID &id, TranslateAnchorType anchor) {
if (translation[0] == 0 && translation[1] == 0) {
return matrix;
} else {
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
const double factor = ((double)(1 << id.z)) / state.getScale() * (4096.0 / util::tileSize / id.overscaling);
mat4 vtxMatrix;
if (anchor == TranslateAnchorType::Viewport) {
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),
0);
} else {
matrix::translate(vtxMatrix, matrix,
factor * translation[0],
factor * translation[1],
0);
}
return vtxMatrix;
}
}
void Painter::setDepthSublayer(int n) {
float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
float farDepth = nearDepth + depthRangeSize;
config.depthRange = { nearDepth, farDepth };
}