328 lines
11 KiB
C++
328 lines
11 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/render_tile.hpp>
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#include <mbgl/style/source.hpp>
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#include <mbgl/style/source_impl.hpp>
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#include <mbgl/platform/log.hpp>
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#include <mbgl/gl/gl.hpp>
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#include <mbgl/gl/debugging.hpp>
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#include <mbgl/style/style.hpp>
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#include <mbgl/style/layer_impl.hpp>
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#include <mbgl/style/layers/background_layer.hpp>
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#include <mbgl/style/layers/custom_layer.hpp>
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#include <mbgl/style/layers/custom_layer_impl.hpp>
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#include <mbgl/sprite/sprite_atlas.hpp>
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#include <mbgl/geometry/line_atlas.hpp>
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#include <mbgl/text/glyph_atlas.hpp>
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#include <mbgl/shader/shaders.hpp>
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#include <mbgl/algorithm/generate_clip_ids.hpp>
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#include <mbgl/algorithm/generate_clip_ids_impl.hpp>
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#include <mbgl/util/constants.hpp>
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#include <mbgl/util/mat3.hpp>
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#include <mbgl/util/string.hpp>
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#include <cassert>
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#include <algorithm>
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#include <iostream>
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#include <unordered_set>
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namespace mbgl {
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using namespace style;
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Painter::Painter(const TransformState& state_)
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: state(state_),
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tileTriangleVertexBuffer(context.createVertexBuffer(std::vector<FillVertex> {{
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{ 0, 0 },
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{ util::EXTENT, 0 },
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{ 0, util::EXTENT },
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{ util::EXTENT, 0 },
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{ 0, util::EXTENT },
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{ util::EXTENT, util::EXTENT }
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}})),
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tileLineStripVertexBuffer(context.createVertexBuffer(std::vector<FillVertex> {{
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{ 0, 0 },
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{ util::EXTENT, 0 },
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{ util::EXTENT, util::EXTENT },
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{ 0, util::EXTENT },
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{ 0, 0 }
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}})),
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rasterVertexBuffer(context.createVertexBuffer(std::vector<RasterVertex> {{
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{ 0, 0, 0, 0 },
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{ util::EXTENT, 0, 32767, 0 },
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{ 0, util::EXTENT, 0, 32767 },
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{ util::EXTENT, util::EXTENT, 32767, 32767 }
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}})) {
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#ifndef NDEBUG
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gl::debugging::enable();
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#endif
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shaders = std::make_unique<Shaders>(context);
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#ifndef NDEBUG
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overdrawShaders = std::make_unique<Shaders>(context, gl::Shader::Overdraw);
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#endif
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// Reset GL values
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context.setDirtyState();
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}
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Painter::~Painter() = default;
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bool Painter::needsAnimation() const {
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return frameHistory.needsAnimation(util::DEFAULT_FADE_DURATION);
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}
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void Painter::setClipping(const ClipID& clip) {
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const GLint ref = (GLint)clip.reference.to_ulong();
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const GLuint mask = (GLuint)clip.mask.to_ulong();
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context.stencilFunc = { gl::StencilTestFunction::Equal, ref, mask };
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}
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void Painter::cleanup() {
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context.performCleanup();
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}
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void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& annotationSpriteAtlas) {
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if (frame.framebufferSize != frame_.framebufferSize) {
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context.viewport.setDefaultValue(
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{ 0, 0, frame_.framebufferSize[0], frame_.framebufferSize[1] });
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}
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frame = frame_;
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PaintParameters parameters {
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#ifndef NDEBUG
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paintMode() == PaintMode::Overdraw ? *overdrawShaders : *shaders
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#else
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*shaders
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#endif
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};
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glyphAtlas = style.glyphAtlas.get();
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spriteAtlas = style.spriteAtlas.get();
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lineAtlas = style.lineAtlas.get();
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RenderData renderData = style.getRenderData(frame.debugOptions);
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const std::vector<RenderItem>& order = renderData.order;
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const std::unordered_set<Source*>& sources = renderData.sources;
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const Color& background = renderData.backgroundColor;
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// Update the default matrices to the current viewport dimensions.
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state.getProjMatrix(projMatrix);
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pixelsToGLUnits = {{ 2.0f / state.getWidth(), -2.0f / state.getHeight() }};
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if (state.getViewportMode() == ViewportMode::FlippedY) {
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pixelsToGLUnits[1] *= -1;
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}
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frameHistory.record(frame.timePoint, state.getZoom(),
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frame.mapMode == MapMode::Continuous ? util::DEFAULT_FADE_DURATION : Milliseconds(0));
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// - UPLOAD PASS -------------------------------------------------------------------------------
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// Uploads all required buffers and images before we do any actual rendering.
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{
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MBGL_DEBUG_GROUP("upload");
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spriteAtlas->upload(context, 0);
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lineAtlas->upload(context, 0);
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glyphAtlas->upload(context, 0);
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frameHistory.upload(context, 0);
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annotationSpriteAtlas.upload(context, 0);
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for (const auto& item : order) {
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if (item.bucket && item.bucket->needsUpload()) {
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item.bucket->upload(context);
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}
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}
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}
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// - CLEAR -------------------------------------------------------------------------------------
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// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
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// tiles whatsoever.
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{
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MBGL_DEBUG_GROUP("clear");
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context.bindFramebuffer.reset();
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context.viewport.reset();
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context.stencilFunc.reset();
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context.stencilTest = true;
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context.stencilMask = 0xFF;
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context.depthTest = false;
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context.depthMask = true;
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context.colorMask = { true, true, true, true };
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if (paintMode() == PaintMode::Overdraw) {
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context.blend = true;
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context.blendFunc = { gl::BlendSourceFactor::ConstantColor,
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gl::BlendDestinationFactor::One };
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const float overdraw = 1.0f / 8.0f;
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context.blendColor = { overdraw, overdraw, overdraw, 0.0f };
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context.clearColor = Color::black();
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} else {
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context.clearColor = background;
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}
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context.clearStencil = 0;
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context.clearDepth = 1;
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MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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// - CLIPPING MASKS ----------------------------------------------------------------------------
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// Draws the clipping masks to the stencil buffer.
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{
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MBGL_DEBUG_GROUP("clip");
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// Update all clipping IDs.
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algorithm::ClipIDGenerator generator;
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for (const auto& source : sources) {
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source->baseImpl->startRender(generator, projMatrix, state);
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}
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drawClippingMasks(parameters, generator.getStencils());
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}
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#if not MBGL_USE_GLES2 and not defined(NDEBUG)
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if (frame.debugOptions & MapDebugOptions::StencilClip) {
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renderClipMasks();
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return;
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}
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#endif
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// Actually render the layers
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if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
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// TODO: Correctly compute the number of layers recursively beforehand.
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depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
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// - OPAQUE PASS -------------------------------------------------------------------------------
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// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
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renderPass(parameters,
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RenderPass::Opaque,
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order.rbegin(), order.rend(),
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0, 1);
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// - TRANSLUCENT PASS --------------------------------------------------------------------------
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// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
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renderPass(parameters,
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RenderPass::Translucent,
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order.begin(), order.end(),
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static_cast<GLsizei>(order.size()) - 1, -1);
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if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
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// - DEBUG PASS --------------------------------------------------------------------------------
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// Renders debug overlays.
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{
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MBGL_DEBUG_GROUP("debug");
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// Finalize the rendering, e.g. by calling debug render calls per tile.
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// This guarantees that we have at least one function per tile called.
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// When only rendering layers via the stylesheet, it's possible that we don't
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// ever visit a tile during rendering.
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for (const auto& source : sources) {
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source->baseImpl->finishRender(*this);
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}
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}
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#if not MBGL_USE_GLES2 and not defined(NDEBUG)
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if (frame.debugOptions & MapDebugOptions::DepthBuffer) {
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renderDepthBuffer();
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}
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#endif
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// TODO: Find a better way to unbind VAOs after we're done with them without introducing
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// unnecessary bind(0)/bind(N) sequences.
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{
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MBGL_DEBUG_GROUP("cleanup");
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context.activeTexture = 1;
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context.texture[1] = 0;
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context.activeTexture = 0;
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context.texture[0] = 0;
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context.vertexArrayObject = 0;
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}
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if (frame.contextMode == GLContextMode::Shared) {
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context.setDirtyState();
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}
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}
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template <class Iterator>
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void Painter::renderPass(PaintParameters& parameters,
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RenderPass pass_,
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Iterator it, Iterator end,
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uint32_t i, int8_t increment) {
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pass = pass_;
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MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
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if (debug::renderTree) {
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Log::Info(Event::Render, "%*s%s {", indent++ * 4, "",
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pass == RenderPass::Opaque ? "opaque" : "translucent");
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}
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for (; it != end; ++it, i += increment) {
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currentLayer = i;
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const auto& item = *it;
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const Layer& layer = item.layer;
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if (!layer.baseImpl->hasRenderPass(pass))
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continue;
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if (paintMode() == PaintMode::Overdraw) {
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context.blend = true;
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} else if (pass == RenderPass::Translucent) {
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context.blend = true;
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context.blendFunc = { gl::BlendSourceFactor::One,
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gl::BlendDestinationFactor::OneMinusSrcAlpha };
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} else {
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context.blend = false;
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}
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context.colorMask = { true, true, true, true };
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context.stencilMask = 0x0;
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if (layer.is<BackgroundLayer>()) {
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MBGL_DEBUG_GROUP("background");
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renderBackground(parameters, *layer.as<BackgroundLayer>());
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} else if (layer.is<CustomLayer>()) {
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MBGL_DEBUG_GROUP(layer.baseImpl->id + " - custom");
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context.vertexArrayObject = 0;
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context.depthFunc = gl::DepthTestFunction::LessEqual;
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context.depthTest = true;
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context.depthMask = false;
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context.stencilTest = false;
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setDepthSublayer(0);
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layer.as<CustomLayer>()->impl->render(state);
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context.setDirtyState();
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context.bindFramebuffer.reset();
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context.viewport.reset();
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} else {
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MBGL_DEBUG_GROUP(layer.baseImpl->id + " - " + util::toString(item.tile->id));
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if (item.bucket->needsClipping()) {
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setClipping(item.tile->clip);
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}
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item.bucket->render(*this, parameters, layer, *item.tile);
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}
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}
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if (debug::renderTree) {
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Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
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}
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}
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void Painter::setDepthSublayer(int n) {
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float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
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float farDepth = nearDepth + depthRangeSize;
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context.depthRange = { nearDepth, farDepth };
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}
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} // namespace mbgl
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