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MapLibreParticleLab/include/llmr/renderer/painter.hpp
Konstantin Käfer fda64b67af rename point => icon
2014-05-15 14:51:02 +02:00

165 lines
4.5 KiB
C++

#ifndef LLMR_RENDERER_PAINTER
#define LLMR_RENDERER_PAINTER
#include <llmr/map/tile_data.hpp>
#include <llmr/geometry/vao.hpp>
#include <llmr/geometry/vertex_buffer.hpp>
#include <llmr/util/mat4.hpp>
#include <llmr/util/noncopyable.hpp>
#include <llmr/renderer/frame_history.hpp>
#include <llmr/style/properties.hpp>
#include <llmr/shader/plain_shader.hpp>
#include <llmr/shader/outline_shader.hpp>
#include <llmr/shader/pattern_shader.hpp>
#include <llmr/shader/line_shader.hpp>
#include <llmr/shader/linejoin_shader.hpp>
#include <llmr/shader/icon_shader.hpp>
#include <llmr/shader/raster_shader.hpp>
#include <llmr/shader/text_shader.hpp>
#include <llmr/shader/dot_shader.hpp>
#include <llmr/map/transform_state.hpp>
namespace llmr {
class Transform;
class Style;
class Tile;
class GlyphAtlas;
class FillBucket;
class LineBucket;
class IconBucket;
class TextBucket;
class RasterBucket;
class LayerDescription;
class RasterTileData;
class Painter : private util::noncopyable {
public:
Painter(Map &map);
void setup();
void clear();
// Updates the default matrices to the current viewport dimensions.
void changeMatrix();
// Renders a particular layer from a tile.
void renderTileLayer(const Tile& tile, const LayerDescription &layer_desc);
// Renders debug information for a tile.
void renderTileDebug(const Tile& tile);
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
void renderMatte();
// Renders the red debug frame around a tile, visualizing its perimeter.
void renderDebugFrame();
void renderDebugText(DebugBucket& bucket);
void renderDebugText(const std::vector<std::string> &strings);
void renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderIcon(IconBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderRaster(RasterBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void resize();
// Changes whether debug information is drawn onto the map
void setDebug(bool enabled);
// Opaque/Translucent pass setting
void startOpaquePass();
void startTranslucentPass();
void endPass();
// Configures the painter strata that is used for early z-culling of fragments.
void setStrata(float strata);
void prepareClippingMask();
void drawClippingMask(const mat4& matrix, const ClipID& clip);
void finishClippingMask();
bool needsAnimation() const;
private:
void setupShaders();
const mat4 &translatedMatrix(const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchor anchor = TranslateAnchor::Map);
void prepareTile(const Tile& tile);
void useProgram(uint32_t program);
void lineWidth(float lineWidth);
void depthMask(bool value);
public:
mat4 matrix;
mat4 vtxMatrix;
mat4 projMatrix;
mat4 nativeMatrix;
mat4 extrudeMatrix;
private:
Map& map;
FrameHistory frameHistory;
bool debug = false;
uint32_t gl_program = 0;
float gl_lineWidth = 0;
bool gl_depthMask = true;
std::array<uint16_t, 2> gl_viewport = {{ 0, 0 }};
float strata = 0;
enum { Opaque, Translucent } pass = Opaque;
const float strata_epsilon = 1.0f / (1 << 16);
std::unique_ptr<PlainShader> plainShader;
std::unique_ptr<OutlineShader> outlineShader;
std::unique_ptr<LineShader> lineShader;
std::unique_ptr<LinejoinShader> linejoinShader;
std::unique_ptr<PatternShader> patternShader;
std::unique_ptr<IconShader> iconShader;
std::unique_ptr<RasterShader> rasterShader;
std::unique_ptr<TextShader> textShader;
std::unique_ptr<DotShader> dotShader;
// Set up the stencil quad we're using to generate the stencil mask.
VertexBuffer tileStencilBuffer = {
// top left triangle
0, 0,
4096, 0,
0, 4096,
// bottom right triangle
4096, 0,
0, 4096,
4096, 4096
};
VertexArrayObject coveringPlainArray;
VertexArrayObject coveringPatternArray;
VertexArrayObject coveringRasterArray;
VertexArrayObject matteArray;
// Set up the tile boundary lines we're using to draw the tile outlines.
VertexBuffer tileBorderBuffer = {
0, 0,
4096, 0,
4096, 4096,
0, 4096,
0, 0
};
VertexArrayObject tileBorderArray;
};
}
#endif