* add second, satellite class to stylesheet * get rid of tile clipping masks for now * flesh out raster styling properties
633 lines
22 KiB
C++
633 lines
22 KiB
C++
#include <cassert>
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#include <algorithm>
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#include <llmr/renderer/painter.hpp>
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#include <llmr/util/std.hpp>
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#include <llmr/renderer/fill_bucket.hpp>
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#include <llmr/renderer/line_bucket.hpp>
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#include <llmr/renderer/point_bucket.hpp>
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#include <llmr/renderer/text_bucket.hpp>
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#include <llmr/map/transform.hpp>
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#include <llmr/map/settings.hpp>
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#include <llmr/geometry/debug_font_buffer.hpp>
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#include <llmr/platform/gl.hpp>
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#include <llmr/style/style.hpp>
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#include <llmr/style/sprite.hpp>
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#include <llmr/util/raster.hpp>
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using namespace llmr;
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#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
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Painter::Painter(Transform& transform, Settings& settings, Style& style, GlyphAtlas& glyphAtlas)
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: transform(transform),
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settings(settings),
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style(style),
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glyphAtlas(glyphAtlas) {
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}
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bool Painter::needsAnimation() const {
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return frameHistory.needsAnimation(300);
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}
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void Painter::setup() {
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setupShaders();
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assert(pointShader);
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assert(plainShader);
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assert(outlineShader);
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assert(lineShader);
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assert(linejoinShader);
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assert(patternShader);
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assert(rasterShader);
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assert(textShader);
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// Blending
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// We are blending new pixels on top of old pixels. Since we have depth testing
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// and are drawing opaque fragments first front-to-back, then translucent
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// fragments back-to-front, this shades the fewest fragments possible.
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Set clear values
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glClearStencil(0x0);
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// Stencil test
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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void Painter::setupShaders() {
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plainShader = std::make_unique<PlainShader>();
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outlineShader = std::make_unique<OutlineShader>();
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lineShader = std::make_unique<LineShader>();
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linejoinShader = std::make_unique<LinejoinShader>();
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patternShader = std::make_unique<PatternShader>();
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pointShader = std::make_unique<PointShader>();
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rasterShader = std::make_unique<RasterShader>();
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textShader = std::make_unique<TextShader>();
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}
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void Painter::resize(int width, int height) {
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glViewport(0, 0, width, height);
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}
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void Painter::useProgram(uint32_t program) {
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if (gl_program != program) {
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glUseProgram(program);
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gl_program = program;
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}
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}
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void Painter::lineWidth(float lineWidth) {
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if (gl_lineWidth != lineWidth) {
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glLineWidth(lineWidth);
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gl_lineWidth = lineWidth;
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}
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}
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void Painter::depthMask(bool value) {
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if (gl_depthMask != value) {
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glDepthMask(value ? GL_TRUE : GL_FALSE);
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gl_depthMask = value;
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}
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}
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void Painter::changeMatrix() {
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// Initialize projection matrix
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matrix::ortho(projMatrix, 0, transform.width, transform.height, 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, transform.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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matrix::identity(nativeMatrix);
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matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
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}
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void Painter::prepareClippingMask() {
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useProgram(plainShader->program);
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glDisable(GL_DEPTH_TEST);
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depthMask(false);
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glDepthRange(1.0f, 1.0f);
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coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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}
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void Painter::drawClippingMask(const mat4& matrix, uint8_t clip_id) {
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plainShader->setMatrix(matrix);
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plainShader->setColor(style.computed.background.color);
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plainShader->setOpacity(style.computed.background.opacity);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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}
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void Painter::finishClippingMask() {
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glEnable(GL_DEPTH_TEST);
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depthMask(true);
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glStencilMask(0x0);
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}
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void Painter::clear() {
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glStencilMask(0xFF);
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depthMask(true);
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#ifdef NVIDIA
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// We're painting in a way that allows us to skip clearing the color buffer.
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// On Tegra hardware, this is faster.
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glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#else
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#endif
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}
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void Painter::render(const Tile& tile) {
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assert(tile.data);
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if (tile.data->state != TileData::State::parsed) {
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return;
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}
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frameHistory.record(transform.getNormalizedZoom());
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matrix = tile.matrix;
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renderLayers(tile.data, style.layers);
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if (settings.debug) {
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renderDebug(tile.data);
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}
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}
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void Painter::renderLayers(const std::shared_ptr<TileData>& tile_data, const std::vector<LayerDescription>& layers) {
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float strata_thickness = 1.0f / (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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pass = Opaque;
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glDisable(GL_BLEND);
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depthMask(true);
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typedef std::vector<LayerDescription>::const_reverse_iterator riterator;
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int i = 0;
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for (riterator it = layers.rbegin(), end = layers.rend(); it != end; ++it, ++i) {
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strata = i * strata_thickness;
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renderLayer(tile_data, *it);
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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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pass = Translucent;
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glEnable(GL_BLEND);
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depthMask(false);
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typedef std::vector<LayerDescription>::const_iterator iterator;
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--i;
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for (iterator it = layers.begin(), end = layers.end(); it != end; ++it, --i) {
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strata = i * strata_thickness;
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renderLayer(tile_data, *it);
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}
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}
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void Painter::renderLayer(const std::shared_ptr<TileData>& tile_data, const LayerDescription& layer_desc) {
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if (layer_desc.child_layer.size()) {
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// This is a layer group.
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// TODO: create framebuffer
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renderLayers(tile_data, layer_desc.child_layer);
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// TODO: render framebuffer on previous framebuffer
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} else {
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// This is a singular layer. Try to find the bucket associated with
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// this layer and render it.
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if (layer_desc.name == "satellite" && tile_data && tile_data->raster) { // FIXME
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renderRaster(layer_desc.name, tile_data);
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} else {
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auto bucket_it = tile_data->buckets.find(layer_desc.bucket_name);
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if (bucket_it != tile_data->buckets.end()) {
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assert(bucket_it->second);
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bucket_it->second->render(*this, layer_desc.name, tile_data->id);
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}
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}
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}
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}
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void Painter::renderRaster(const std::string& layer_name, const std::shared_ptr<TileData>& tile_data) {
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if (pass == Opaque) return;
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const RasterProperties& properties = style.computed.rasters[layer_name];
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if (!properties.enabled) return;
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useProgram(rasterShader->program);
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rasterShader->setMatrix(matrix);
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rasterShader->setImage(0);
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rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity);
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tile_data->raster->bind(true);
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coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glDepthRange(strata, 1.0f);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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}
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void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
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// Abort early.
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if (bucket.empty()) return;
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const FillProperties& properties = style.computed.fills[layer_name];
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if (!properties.enabled) return;
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Color fill_color = properties.fill_color;
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fill_color[0] *= properties.opacity;
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fill_color[1] *= properties.opacity;
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fill_color[2] *= properties.opacity;
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fill_color[3] *= properties.opacity;
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Color stroke_color = properties.stroke_color;
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stroke_color[0] *= properties.opacity;
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stroke_color[1] *= properties.opacity;
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stroke_color[2] *= properties.opacity;
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stroke_color[3] *= properties.opacity;
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bool outline = properties.antialias && properties.stroke_color != properties.fill_color;
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bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color;
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if (fringeline) {
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outline = true;
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stroke_color = fill_color;
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}
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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if (outline && pass == Translucent) {
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useProgram(outlineShader->program);
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outlineShader->setMatrix(matrix);
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lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
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outlineShader->setColor(stroke_color);
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// Draw the entire line
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outlineShader->setWorld({{ transform.fb_width, transform.fb_height }});
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glDepthRange(strata, 1.0f);
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bucket.drawVertices(*outlineShader);
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} else if (fringeline) {
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// // We're only drawing to the first seven bits (== support a maximum of
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// // 127 overlapping polygons in one place before we get rendering errors).
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// glStencilMask(0x3F);
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// glClear(GL_STENCIL_BUFFER_BIT);
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// // Draw front facing triangles. Wherever the 0x80 bit is 1, we are
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// // increasing the lower 7 bits by one if the triangle is a front-facing
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// // triangle. This means that all visible polygons should be in CCW
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// // orientation, while all holes (see below) are in CW orientation.
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// glStencilFunc(GL_EQUAL, 0x80, 0x80);
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// // When we do a nonzero fill, we count the number of times a pixel is
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// // covered by a counterclockwise polygon, and subtract the number of
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// // times it is "uncovered" by a clockwise polygon.
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// glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
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}
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if ((fill_color[3] >= 1.0f) == (pass == Opaque)) {
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if (properties.image.size() && *style.sprite) {
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// Draw texture fill
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ImagePosition imagePos = style.sprite->getPosition(properties.image, true);
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float factor = 8.0 / pow(2, transform.getIntegerZoom() - id.z);
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float mix = fmod(transform.getZoom(), 1.0);
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std::array<float, 2> imageSize = {{
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imagePos.size.x * factor,
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imagePos.size.y *factor
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}
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};
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std::array<float, 2> offset = {{
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(float)fmod(id.x * 4096, imageSize[0]),
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(float)fmod(id.y * 4096, imageSize[1])
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}
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};
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useProgram(patternShader->program);
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patternShader->setMatrix(matrix);
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patternShader->setOffset(offset);
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patternShader->setPatternSize(imageSize);
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patternShader->setPatternTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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patternShader->setPatternBottomRight({{ imagePos.br.x, imagePos.br.y }});
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patternShader->setColor(fill_color);
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patternShader->setMix(mix);
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style.sprite->raster->bind(true);
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// Draw the actual triangles into the color & stencil buffer.
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawElements(*patternShader);
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} else {
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// Only draw the fill when it's either opaque and we're drawing opaque
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// fragments or when it's translucent and we're drawing translucent
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// fragments
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// Draw filling rectangle.
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useProgram(plainShader->program);
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plainShader->setMatrix(matrix);
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plainShader->setColor(fill_color);
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// Draw the actual triangles into the color & stencil buffer.
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawElements(*plainShader);
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}
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}
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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if (fringeline && pass == Translucent) {
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useProgram(outlineShader->program);
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outlineShader->setMatrix(matrix);
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lineWidth(3.0f); // This is always fixed and does not depend on the pixelRatio!
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outlineShader->setColor(fill_color);
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// Draw the entire line
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outlineShader->setWorld({{
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transform.fb_width,
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transform.fb_height
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}
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});
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawVertices(*outlineShader);
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}
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}
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void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
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// Abort early.
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if (pass == Opaque) return;
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if (bucket.empty()) return;
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const LineProperties& properties = style.computed.lines[layer_name];
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if (!properties.enabled) return;
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float width = properties.width;
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float offset = properties.offset / 2;
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// These are the radii of the line. We are limiting it to 16, which will result
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// in a point size of 64 on retina.
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float inset = fmin((fmax(-1, offset - width / 2 - 0.5) + 1), 16.0f);
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float outset = fmin(offset + width / 2 + 0.5, 16.0f);
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Color color = properties.color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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glDepthRange(strata, 1.0f);
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// We're only drawing end caps + round line joins if the line is > 2px. Otherwise, they aren't visible anyway.
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if (bucket.hasPoints() && outset > 1.0f) {
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useProgram(linejoinShader->program);
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linejoinShader->setMatrix(matrix);
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linejoinShader->setColor(color);
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linejoinShader->setWorld({{
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transform.fb_width * 0.5f,
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transform.fb_height * 0.5f
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}
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});
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linejoinShader->setLineWidth({{
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((outset - 0.25f) * transform.pixelRatio),
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((inset - 0.25f) * transform.pixelRatio)
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}
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});
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float pointSize = ceil(transform.pixelRatio * outset * 2.0);
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#if defined(GL_ES_VERSION_2_0)
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linejoinShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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#endif
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bucket.drawPoints(*linejoinShader);
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}
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// var imagePos = properties.image && imageSprite.getPosition(properties.image);
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bool imagePos = false;
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if (imagePos) {
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// var factor = 8 / Math.pow(2, painter.transform.zoom - params.z);
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// imageSprite.bind(gl, true);
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// //factor = Math.pow(2, 4 - painter.transform.zoom + params.z);
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// gl.switchShader(painter.linepatternShader, painter.translatedMatrix || painter.posMatrix, painter.extrudeMatrix);
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// shader = painter.linepatternShader;
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// glUniform2fv(painter.linepatternShader.u_pattern_size, [imagePos.size[0] * factor, imagePos.size[1] ]);
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// glUniform2fv(painter.linepatternShader.u_pattern_tl, imagePos.tl);
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// glUniform2fv(painter.linepatternShader.u_pattern_br, imagePos.br);
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// glUniform1f(painter.linepatternShader.u_fade, painter.transform.z % 1.0);
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} else {
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useProgram(lineShader->program);
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lineShader->setMatrix(matrix);
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lineShader->setExtrudeMatrix(extrudeMatrix);
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// TODO: Move this to transform?
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const float tilePixelRatio = transform.getScale() / (1 << transform.getIntegerZoom()) / 8;
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lineShader->setDashArray({{ 1, -1 }});
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lineShader->setLineWidth({{ outset, inset }});
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lineShader->setRatio(tilePixelRatio);
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lineShader->setColor(color);
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bucket.drawLines(*lineShader);
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}
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}
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void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
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// Abort early.
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if (!bucket.hasPoints()) return;
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if (pass == Opaque) return;
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const PointProperties& properties = style.computed.points[layer_name];
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if (!properties.enabled) return;
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Color color = properties.color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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std::string sized_image = properties.image;
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sized_image.append("-");
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sized_image.append(std::to_string(static_cast<int>(std::round(properties.size))));
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ImagePosition imagePos = style.sprite->getPosition(sized_image, false);
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// fprintf(stderr, "%f/%f => %f/%f\n", imagePos.tl.x, imagePos.tl.y, imagePos.br.x, imagePos.br.y);
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useProgram(pointShader->program);
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pointShader->setMatrix(matrix);
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pointShader->setImage(0);
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pointShader->setColor(color);
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const float pointSize = properties.size * 1.4142135623730951 * transform.pixelRatio;
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#if defined(GL_ES_VERSION_2_0)
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pointShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
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if (*style.sprite->raster) {
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style.sprite->raster->bind(transform.rotating || transform.scaling || transform.panning);
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}
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*pointShader);
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|
}
|
|
|
|
void Painter::renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
|
|
// Abort early.
|
|
if (pass == Opaque) return;
|
|
if (bucket.empty()) return;
|
|
|
|
const TextProperties& properties = style.computed.texts[layer_name];
|
|
if (!properties.enabled) return;
|
|
|
|
mat4 exMatrix;
|
|
matrix::copy(exMatrix, projMatrix);
|
|
if (bucket.geom_desc.path == TextPathType::Curve) {
|
|
matrix::rotate_z(exMatrix, exMatrix, transform.getAngle());
|
|
}
|
|
|
|
const float rotate = properties.rotate;
|
|
if (rotate != 0.0f) {
|
|
matrix::rotate_z(exMatrix, exMatrix, rotate);
|
|
}
|
|
|
|
// If layerStyle.size > bucket.info.fontSize then labels may collide
|
|
float fontSize = fmin(properties.size, bucket.geom_desc.font_size);
|
|
matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
|
|
|
|
useProgram(textShader->program);
|
|
textShader->setMatrix(matrix);
|
|
textShader->setExtrudeMatrix(exMatrix);
|
|
|
|
glyphAtlas.bind();
|
|
textShader->setTextureSize({{ static_cast<float>(glyphAtlas.width), static_cast<float>(glyphAtlas.height) }});
|
|
|
|
textShader->setGamma(2.5f / fontSize / transform.pixelRatio);
|
|
|
|
// Convert the -pi..pi to an int8 range.
|
|
float angle = round((transform.getAngle() + rotate) / M_PI * 128);
|
|
|
|
// adjust min/max zooms for variable font sies
|
|
float zoomAdjust = log(fontSize / bucket.geom_desc.font_size) / log(2);
|
|
|
|
textShader->setAngle((int32_t)(angle + 256) % 256);
|
|
textShader->setFlip(bucket.geom_desc.path == TextPathType::Curve ? 1 : 0);
|
|
textShader->setZoom((transform.getNormalizedZoom() - zoomAdjust) * 10); // current zoom level
|
|
|
|
// Label fading
|
|
const float duration = 300.0f;
|
|
const float currentTime = platform::time() * 1000;
|
|
|
|
std::deque<FrameSnapshot> &history = frameHistory.history;
|
|
|
|
// Remove frames until only one is outside the duration, or until there are only three
|
|
while (history.size() > 3 && history[1].time + duration < currentTime) {
|
|
history.pop_front();
|
|
}
|
|
|
|
if (history[1].time + duration < currentTime) {
|
|
history[0].z = history[1].z;
|
|
}
|
|
|
|
size_t frameLen = history.size();
|
|
assert("there should never be less than three frames in the history" && frameLen >= 3);
|
|
|
|
// Find the range of zoom levels we want to fade between
|
|
float startingZ = history.front().z;
|
|
const FrameSnapshot lastFrame = history.back();
|
|
float endingZ = lastFrame.z;
|
|
float lowZ = fmin(startingZ, endingZ);
|
|
float highZ = fmax(startingZ, endingZ);
|
|
|
|
// Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one duration
|
|
float zoomDiff = endingZ - history[1].z,
|
|
timeDiff = lastFrame.time - history[1].time;
|
|
if (timeDiff > duration) timeDiff = 1;
|
|
float fadedist = zoomDiff / (timeDiff / duration);
|
|
|
|
if (isnan(fadedist)) fprintf(stderr, "fadedist should never be NaN");
|
|
|
|
// At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
|
|
// bump is how much farther it would have been if it had continued zooming at the same rate
|
|
float bump = (currentTime - lastFrame.time) / duration * fadedist;
|
|
|
|
textShader->setFadeDist(fadedist * 10);
|
|
textShader->setMinFadeZoom(floor(lowZ * 10));
|
|
textShader->setMaxFadeZoom(floor(highZ * 10));
|
|
textShader->setFadeZoom((transform.getZoom() + bump) * 10);
|
|
|
|
// We're drawing in the translucent pass which is bottom-to-top, so we need
|
|
// to draw the halo first.
|
|
if (properties.halo[3] > 0.0f) {
|
|
textShader->setColor(properties.halo);
|
|
textShader->setBuffer(properties.haloRadius);
|
|
glDepthRange(strata, 1.0f);
|
|
bucket.drawGlyphs(*textShader);
|
|
}
|
|
|
|
// Then, we draw the text over the halo
|
|
textShader->setColor(properties.color);
|
|
textShader->setBuffer((256.0f - 64.0f) / 256.0f);
|
|
glDepthRange(strata + strata_epsilon, 1.0f);
|
|
bucket.drawGlyphs(*textShader);
|
|
}
|
|
|
|
void Painter::renderDebug(const TileData::Ptr& tile_data) {
|
|
// Disable depth test and don't count this towards the depth buffer,
|
|
// but *don't* disable stencil test, as we want to clip the red tile border
|
|
// to the tile viewport.
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
useProgram(plainShader->program);
|
|
plainShader->setMatrix(matrix);
|
|
|
|
// draw tile outline
|
|
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
|
|
plainShader->setColor(1.0f, 0.0f, 0.0f, 1.0f);
|
|
lineWidth(4.0f * transform.pixelRatio);
|
|
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
|
|
|
|
// draw debug info
|
|
tile_data->debugFontArray.bind(*plainShader, tile_data->debugFontBuffer, BUFFER_OFFSET(0));
|
|
plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
lineWidth(4.0f * transform.pixelRatio);
|
|
glDrawArrays(GL_LINES, 0, (GLsizei)tile_data->debugFontBuffer.index());
|
|
plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
lineWidth(2.0f * transform.pixelRatio);
|
|
glDrawArrays(GL_LINES, 0, (GLsizei)tile_data->debugFontBuffer.index());
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void Painter::renderMatte() {
|
|
glDisable(GL_DEPTH_TEST);
|
|
glStencilFunc(GL_EQUAL, 0x0, 0xFF);
|
|
|
|
Color white = {{ 0.9, 0.9, 0.9, 1 }};
|
|
|
|
useProgram(plainShader->program);
|
|
plainShader->setMatrix(nativeMatrix);
|
|
|
|
// Draw the clipping mask
|
|
matteArray.bind(*plainShader, matteBuffer, BUFFER_OFFSET(0));
|
|
plainShader->setColor(white);
|
|
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)matteBuffer.index());
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|