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MapLibreParticleLab/src/mbgl/renderer/layers/render_background_layer.cpp

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C++

#include <mbgl/renderer/layers/render_background_layer.hpp>
#include <mbgl/renderer/layers/background_layer_tweaker.hpp>
#include <mbgl/gfx/context.hpp>
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/gfx/drawable_builder.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/change_request.hpp>
#include <mbgl/renderer/image_manager.hpp>
#include <mbgl/renderer/layer_group.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/pattern_atlas.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/upload_parameters.hpp>
#include <mbgl/shaders/shader_program_base.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/style/layer_properties.hpp>
#include <mbgl/util/tile_cover.hpp>
#include <mbgl/util/convert.hpp>
#include <mbgl/util/logging.hpp>
#include <unordered_set>
namespace mbgl {
using namespace style;
namespace {
inline const BackgroundLayer::Impl& impl_cast(const Immutable<style::Layer::Impl>& impl) {
assert(impl->getTypeInfo() == BackgroundLayer::Impl::staticTypeInfo());
return static_cast<const style::BackgroundLayer::Impl&>(*impl);
}
} // namespace
RenderBackgroundLayer::RenderBackgroundLayer(Immutable<style::BackgroundLayer::Impl> _impl)
: RenderLayer(makeMutable<BackgroundLayerProperties>(std::move(_impl))),
unevaluated(impl_cast(baseImpl).paint.untransitioned()) {}
RenderBackgroundLayer::~RenderBackgroundLayer() = default;
void RenderBackgroundLayer::transition(const TransitionParameters& parameters) {
unevaluated = impl_cast(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
}
void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters& parameters) {
auto evaluated = unevaluated.evaluate(parameters);
auto properties = makeMutable<BackgroundLayerProperties>(
staticImmutableCast<BackgroundLayer::Impl>(baseImpl), parameters.getCrossfadeParameters(), evaluated);
passes = properties->evaluated.get<style::BackgroundOpacity>() == 0.0f ? RenderPass::None
: (!unevaluated.get<style::BackgroundPattern>().isUndefined() ||
properties->evaluated.get<style::BackgroundOpacity>() < 1.0f ||
properties->evaluated.get<style::BackgroundColor>().a < 1.0f)
? RenderPass::Translucent
// Supply both - evaluated based on opaquePassCutoff in render().
: RenderPass::Opaque | RenderPass::Translucent;
properties->renderPasses = mbgl::underlying_type(passes);
evaluatedProperties = std::move(properties);
if (tileLayerGroup) {
tileLayerGroup->setLayerTweaker(std::make_shared<BackgroundLayerTweaker>(evaluatedProperties));
}
}
bool RenderBackgroundLayer::hasTransition() const {
return unevaluated.hasTransition();
}
bool RenderBackgroundLayer::hasCrossfade() const {
return getCrossfade<BackgroundLayerProperties>(evaluatedProperties).t != 1;
}
void RenderBackgroundLayer::render(PaintParameters& parameters) {
// Note that for bottommost layers without a pattern, the background color
// is drawn with glClear rather than this method.
// Ensure programs are available
if (!parameters.shaders.getLegacyGroup().populate(backgroundProgram)) return;
if (!parameters.shaders.getLegacyGroup().populate(backgroundPatternProgram)) return;
const Properties<>::PossiblyEvaluated properties;
const BackgroundProgram::Binders paintAttributeData(properties, 0);
auto draw = [&](auto& program, auto&& uniformValues, const auto& textureBindings, const uint32_t id) {
const auto allUniformValues = program.computeAllUniformValues(
std::forward<decltype(uniformValues)>(uniformValues),
paintAttributeData,
properties,
static_cast<float>(parameters.state.getZoom()));
const auto allAttributeBindings = program.computeAllAttributeBindings(
*parameters.staticData.tileVertexBuffer, paintAttributeData, properties);
checkRenderability(parameters, program.activeBindingCount(allAttributeBindings));
program.draw(
parameters.context,
*parameters.renderPass,
gfx::Triangles(),
parameters.depthModeForSublayer(
0,
parameters.pass == RenderPass::Opaque ? gfx::DepthMaskType::ReadWrite : gfx::DepthMaskType::ReadOnly),
gfx::StencilMode::disabled(),
parameters.colorModeForRenderPass(),
gfx::CullFaceMode::disabled(),
*parameters.staticData.quadTriangleIndexBuffer,
segments,
allUniformValues,
allAttributeBindings,
textureBindings,
util::toString(id));
};
if (segments.empty()) {
segments = RenderStaticData::tileTriangleSegments();
}
const auto& evaluated = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).evaluated;
const auto& crossfade = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).crossfade;
if (!evaluated.get<BackgroundPattern>().to.empty()) {
std::optional<ImagePosition> imagePosA = parameters.patternAtlas.getPattern(
evaluated.get<BackgroundPattern>().from.id());
std::optional<ImagePosition> imagePosB = parameters.patternAtlas.getPattern(
evaluated.get<BackgroundPattern>().to.id());
if (!imagePosA || !imagePosB) return;
uint32_t i = 0;
for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
const UnwrappedTileID unwrappedTileID = tileID.toUnwrapped();
draw(*backgroundPatternProgram,
BackgroundPatternProgram::layoutUniformValues(parameters.matrixForTile(unwrappedTileID),
evaluated.get<BackgroundOpacity>(),
parameters.patternAtlas.getPixelSize(),
*imagePosA,
*imagePosB,
crossfade,
unwrappedTileID,
parameters.state),
BackgroundPatternProgram::TextureBindings{
textures::image::Value{parameters.patternAtlas.textureBinding()},
},
i++);
}
} else {
auto backgroundRenderPass = (evaluated.get<BackgroundColor>().a >= 1.0f &&
evaluated.get<BackgroundOpacity>() >= 1.0f &&
parameters.currentLayer >= parameters.opaquePassCutoff)
? RenderPass::Opaque
: RenderPass::Translucent;
if (parameters.pass != backgroundRenderPass) {
return;
}
uint32_t i = 0;
for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
draw(*backgroundProgram,
BackgroundProgram::LayoutUniformValues{
uniforms::matrix::Value(parameters.matrixForTile(tileID.toUnwrapped())),
uniforms::color::Value(evaluated.get<BackgroundColor>()),
uniforms::opacity::Value(evaluated.get<BackgroundOpacity>()),
},
BackgroundProgram::TextureBindings{},
i++);
}
}
}
std::optional<Color> RenderBackgroundLayer::getSolidBackground() const {
const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
if (!evaluated.get<BackgroundPattern>().from.empty() || evaluated.get<style::BackgroundOpacity>() <= 0.0f) {
return std::nullopt;
}
return {evaluated.get<BackgroundColor>() * evaluated.get<BackgroundOpacity>()};
}
namespace {
void addPatternIfNeeded(const std::string& id, const LayerPrepareParameters& params) {
if (!params.patternAtlas.getPattern(id)) {
if (auto* image = params.imageManager.getImage(id)) {
params.patternAtlas.addPattern(*image);
}
}
}
} // namespace
void RenderBackgroundLayer::prepare(const LayerPrepareParameters& params) {
const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
if (!evaluated.get<BackgroundPattern>().to.empty()) {
// Ensures that the pattern bitmap gets copied to atlas bitmap.
// Atlas bitmap is uploaded to atlas texture in upload.
addPatternIfNeeded(evaluated.get<BackgroundPattern>().from.id(), params);
addPatternIfNeeded(evaluated.get<BackgroundPattern>().to.id(), params);
}
}
static constexpr std::string_view BackgroundPlainShaderName = "BackgroundShader";
static constexpr std::string_view BackgroundPatternShaderName = "BackgroundPatternShader";
void RenderBackgroundLayer::update(gfx::ShaderRegistry& shaders,
gfx::Context& context,
const TransformState& state,
[[maybe_unused]] const RenderTree& renderTree,
[[maybe_unused]] UniqueChangeRequestVec& changes) {
std::unique_lock<std::mutex> guard(mutex);
const auto zoom = state.getIntegerZoom();
const auto tileCover = util::tileCover(state, zoom);
// renderTiles is always empty, we use tileCover instead
if (tileCover.empty()) {
removeAllTiles();
return;
}
const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
const bool hasPattern = !evaluated.get<BackgroundPattern>().to.empty();
// TODO: If background is solid, we can skip drawables and rely on the clear color
const auto drawPasses = evaluated.get<style::BackgroundOpacity>() == 0.0f ? RenderPass::None
: (!unevaluated.get<style::BackgroundPattern>().isUndefined() ||
evaluated.get<style::BackgroundOpacity>() < 1.0f ||
evaluated.get<style::BackgroundColor>().a < 1.0f)
? RenderPass::Translucent
: RenderPass::Opaque |
RenderPass::Translucent; // evaluated based on opaquePassCutoff in render()
// If the result is transparent or missing, just remove any existing drawables and stop
if (drawPasses == RenderPass::None) {
removeAllTiles();
return;
}
if (!tileLayerGroup) {
tileLayerGroup = context.createTileLayerGroup(layerIndex, /*initialCapacity=*/64, getID());
if (!tileLayerGroup) {
return;
}
tileLayerGroup->setLayerTweaker(std::make_shared<BackgroundLayerTweaker>(evaluatedProperties));
}
if (!hasPattern && !plainShader) {
plainShader = context.getGenericShader(shaders, std::string(BackgroundPlainShaderName));
}
if (hasPattern && !patternShader) {
patternShader = context.getGenericShader(shaders, std::string(BackgroundPatternShaderName));
}
const auto& curShader = hasPattern ? patternShader : plainShader;
if (!curShader) {
removeAllTiles();
return;
}
// Put the tile cover into a searchable form.
// TODO: Likely better to sort and `std::binary_search` the vector.
// If it's returned in a well-defined order, we might not even need to sort.
const std::unordered_set<OverscaledTileID> newTileIDs(tileCover.begin(), tileCover.end());
std::unique_ptr<gfx::DrawableBuilder> builder;
for (const auto renderPass : {RenderPass::Opaque, RenderPass::Translucent}) {
tileLayerGroup->observeDrawables([&](gfx::UniqueDrawable& drawable) {
// Has this tile dropped out of the cover set?
const auto tileID = drawable->getTileID();
if (tileID && newTileIDs.find(*tileID) == newTileIDs.end()) {
drawable.reset();
++stats.tileDrawablesRemoved;
return;
}
});
// For each tile in the cover set, add a tile drawable if one doesn't already exist.
for (const auto& tileID : tileCover) {
// If we already have drawables for this tile, skip.
// If a drawable needs to be updated, that's handled in the layer tweaker.
if (tileLayerGroup->getDrawableCount(renderPass, tileID) > 0) {
continue;
}
// We actually need to build things, so set up a builder if we haven't already
if (!builder) {
builder = context.createDrawableBuilder("background");
builder->setRenderPass(drawPasses);
builder->setShader(curShader);
builder->setColorAttrMode(gfx::DrawableBuilder::ColorAttrMode::PerDrawable);
builder->setDepthType(gfx::DepthMaskType::ReadWrite);
}
// Tile coordinates are fixed.
builder->addQuad(0, 0, util::EXTENT, util::EXTENT);
builder->flush();
for (auto& drawable : builder->clearDrawables()) {
drawable->setTileID(tileID);
tileLayerGroup->addDrawable(renderPass, tileID, std::move(drawable));
++stats.tileDrawablesAdded;
}
}
}
}
} // namespace mbgl