Files
MapLibreParticleLab/src/mbgl/renderer/layers/render_location_indicator_layer.cpp
2020-04-30 14:09:58 +03:00

842 lines
36 KiB
C++

#include <array>
#include <mapbox/cheap_ruler.hpp>
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gfx/renderer_backend.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/renderable_resource.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/layers/render_location_indicator_layer.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/style/layers/location_indicator_layer.hpp>
#include <mbgl/style/layers/location_indicator_layer_impl.hpp>
#include <mbgl/style/layers/location_indicator_layer_properties.hpp>
#include <mbgl/util/mat4.hpp>
#include <mapbox/eternal.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/defines.hpp>
#include <mbgl/gl/texture.hpp>
#include <mbgl/gl/texture_resource.hpp>
#include <mbgl/gl/types.hpp>
#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/renderer/image_manager.hpp>
using namespace mbgl::platform;
namespace mbgl {
struct LocationIndicatorRenderParameters {
LocationIndicatorRenderParameters() = default;
explicit LocationIndicatorRenderParameters(const TransformParameters& tp) : state(&tp.state) {}
LocationIndicatorRenderParameters(const LocationIndicatorRenderParameters& o) = default;
LocationIndicatorRenderParameters& operator=(const LocationIndicatorRenderParameters& o) = default;
double width = 0.0;
double height = 0.0;
double latitude = 0.0;
double longitude = 0.0;
double zoom = 0.0;
double bearing = 0.0;
double pitch = 0.0;
std::array<double, 16> projectionMatrix;
const TransformState* state = nullptr;
ImageManager* imageManager = nullptr;
// some testing defaults, for before it gets updated via props
double puckBearing = 0.0;
LatLng puckPosition = {0, 0};
double errorRadiusMeters;
mbgl::Color errorRadiusColor{0, 0, 0, 0};
mbgl::Color errorRadiusBorderColor{0, 0, 0, 0};
float puckScale = 0;
float puckHatScale = 0;
float puckShadowScale = 0;
float puckLayersDisplacement = 0;
float perspectiveCompensation = 0;
std::string puckImagePath;
std::string puckShadowImagePath;
std::string puckHatImagePath;
};
class RenderLocationIndicatorImpl {
protected:
struct vec2 {
GLfloat x = 0.0f;
GLfloat y = 0.0f;
vec2(GLfloat x_, GLfloat y_) : x(x_), y(y_) {}
vec2() = default;
explicit vec2(const Point<double>& p) : x(p.x), y(p.y) {}
vec2(const vec2& o) = default;
vec2(vec2&& o) = default;
vec2& operator=(vec2&& o) = default;
vec2& operator=(const vec2& o) = default;
float length() const { return std::sqrt(x * x + y * y); }
vec2 normalized() const {
const float size = length();
return {x / size, y / size};
}
void normalize() { *this = normalized(); }
vec2 mirrored(const vec2& mirror) const {
float k = dot(mirror) / mirror.length();
return 2.0 * k * mirror - (*this);
}
float dot(const vec2& v2) const { return x * v2.x + y * v2.y; }
vec2 rotated(float degrees) const {
const float cs = std::cos(degrees * util::DEG2RAD);
const float sn = std::sin(degrees * util::DEG2RAD);
return vec2{x * cs + y * sn, x * sn + y * cs}.normalized();
}
float bearing() const {
const vec2 norm = normalized();
// From theta to bearing
return util::wrap<float>(M_PI_2 - std::atan2(-norm.y, norm.x), 0, M_PI * 2.0) * util::RAD2DEG;
}
Point<double> toPoint() const { return {x, y}; }
friend vec2 operator-(const vec2& v) { return {-v.x, -v.y}; }
friend vec2 operator*(double a, const vec2& v) { return {GLfloat(v.x * a), GLfloat(v.y * a)}; }
friend vec2 operator+(const vec2& v1, const vec2& v2) { return {v1.x + v2.x, v1.y + v2.y}; }
friend vec2 operator-(const vec2& v1, const vec2& v2) { return {v1.x - v2.x, v1.y - v2.y}; }
};
struct Shader {
virtual ~Shader() { release(); }
void release() {
if (!program) return;
MBGL_CHECK_ERROR(glDetachShader(program, vertexShader));
MBGL_CHECK_ERROR(glDetachShader(program, fragmentShader));
MBGL_CHECK_ERROR(glDeleteShader(vertexShader));
MBGL_CHECK_ERROR(glDeleteShader(fragmentShader));
MBGL_CHECK_ERROR(glDeleteProgram(program));
program = vertexShader = fragmentShader = 0;
}
void initialize(const GLchar* const& vsSource, const GLchar* const& fsSource) {
if (program) return;
program = MBGL_CHECK_ERROR(glCreateProgram());
vertexShader = MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER));
fragmentShader = MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER));
MBGL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vsSource, nullptr));
MBGL_CHECK_ERROR(glCompileShader(vertexShader));
MBGL_CHECK_ERROR(glAttachShader(program, vertexShader));
MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fsSource, nullptr));
MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
MBGL_CHECK_ERROR(glLinkProgram(program));
pullLocations();
}
virtual void bind() { MBGL_CHECK_ERROR(glUseProgram(program)); }
void detach() { MBGL_CHECK_ERROR(glUseProgram(0)); }
virtual void pullLocations(){};
GLuint program = 0;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
};
struct SimpleShader : public Shader {
// Note that custom layers need to draw geometry with a z value of 1 to take advantage of
// depth-based fragment culling.
const GLchar* vertexShaderSource = R"MBGL_SHADER(
#ifdef GL_ES
precision highp float;
#endif
attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
)MBGL_SHADER";
const GLchar* fragmentShaderSource = R"MBGL_SHADER(
#ifdef GL_ES
precision highp float;
#endif
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
)MBGL_SHADER";
void initialize() { Shader::initialize(SimpleShader::vertexShaderSource, SimpleShader::fragmentShaderSource); }
void pullLocations() override {
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
u_color = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_color"));
u_matrix = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_matrix"));
}
void bind() override {
SimpleShader::initialize();
Shader::bind();
}
GLuint a_pos = 0;
GLuint u_color = 0;
GLuint u_matrix = 0;
};
struct TexturedShader : public Shader {
const GLchar* vertexShaderSource = R"MBGL_SHADER(
#ifdef GL_ES
precision highp float;
#endif
attribute vec2 a_pos;
attribute vec2 a_texCoord;
uniform mat4 u_matrix;
varying vec2 v_texCoord;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_texCoord = a_texCoord;
}
)MBGL_SHADER";
const GLchar* fragmentShaderSource = R"MBGL_SHADER(
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_image;
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
gl_FragColor = color;
}
)MBGL_SHADER";
void initialize() { Shader::initialize(vertexShaderSource, fragmentShaderSource); }
void pullLocations() override {
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
a_texCoord = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_texCoord"));
u_image = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_image"));
u_matrix = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_matrix"));
}
void bind() override {
TexturedShader::initialize();
Shader::bind();
}
GLuint a_pos = 0;
GLuint a_texCoord = 0;
GLuint u_image = 0;
GLuint u_matrix = 0;
};
struct Buffer {
virtual ~Buffer() { release(); }
void release() {
if (!bufferId) return;
MBGL_CHECK_ERROR(glDeleteBuffers(1, &bufferId));
bufferId = 0;
}
void initialize() {
if (!bufferId) MBGL_CHECK_ERROR(glGenBuffers(1, &bufferId));
}
void bind(const GLenum target = GL_ARRAY_BUFFER) {
initialize();
MBGL_CHECK_ERROR(glBindBuffer(target, bufferId));
}
void detach(const GLenum target = GL_ARRAY_BUFFER) { MBGL_CHECK_ERROR(glBindBuffer(target, 0)); }
template <typename T, std::size_t N>
void upload(const std::array<T, N>& data) {
bind();
MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, N * sizeof(T), data.data(), GL_STATIC_DRAW));
size = static_cast<unsigned int>(N * sizeof(T));
elements = N;
}
template <typename T>
void upload(const std::vector<T>& data) {
bind();
MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(T), data.data(), GL_STATIC_DRAW));
size = data.size() * sizeof(T);
elements = data.size();
}
GLuint bufferId = 0;
unsigned int size = 0;
unsigned int elements = 0;
};
public:
struct Texture {
~Texture() { release(); }
void release() {
MBGL_CHECK_ERROR(glDeleteTextures(1, &texId));
texId = 0;
image = nullptr;
}
/*
Assign can be called any time. Conversely, upload must be called with a bound gl context.
*/
void assign(const Immutable<style::Image::Impl>* img) {
imageDirty = true;
image = (img) ? &(img->get()->image) : nullptr;
width = height = 0;
pixelRatio = 1.0f;
if (image) {
sharedImage = *img; // keep reference until uploaded
width = image->size.width;
height = image->size.height;
pixelRatio = img->get()->pixelRatio;
} else {
sharedImage = nullopt;
}
}
void upload() {
if (!imageDirty) return;
imageDirty = false;
initialize();
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texId));
if (!sharedImage || !image || !image->valid()) {
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
} else {
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
image->size.width,
image->size.height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image->data.get()));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glGenerateMipmap(GL_TEXTURE_2D));
if (RenderLocationIndicatorImpl::anisotropicFilteringAvailable)
MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16));
}
detach();
sharedImage = nullopt;
}
void initialize() {
if (texId != 0) return;
MBGL_CHECK_ERROR(glGenTextures(1, &texId));
}
void bind(int textureUnit = -1) {
initialize();
if (!image && !imageDirty) return;
upload();
if (textureUnit >= 0) MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0 + textureUnit));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texId));
}
void detach() { MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0)); }
bool isValid() { return imageDirty || image; }
GLuint texId = 0;
const mbgl::PremultipliedImage* image = nullptr;
optional<Immutable<style::Image::Impl>> sharedImage;
bool imageDirty = false;
size_t width = 0;
size_t height = 0;
float pixelRatio = 1.0f;
};
RenderLocationIndicatorImpl(std::string sourceLayer)
: ruler(0, mapbox::cheap_ruler::CheapRuler::Meters),
feature(std::make_shared<mbgl::Feature>()),
featureEnvelope(std::make_shared<mapbox::geometry::polygon<int64_t>>()) {
feature->sourceLayer = std::move(sourceLayer);
}
static bool hasAnisotropicFiltering() {
const auto* extensions = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
GLenum error = glGetError();
if (error != GL_NO_ERROR) { // glGetString(GL_EXTENSIONS) is deprecated in OpenGL Desktop 3.0+. But OpenGL 3.0+
// has anisotropic filtering.
return true;
} else {
if (strstr(extensions, "GL_EXT_texture_filter_anisotropic") != nullptr) return true;
}
return false;
}
void initialize() {
// Check if anisotropic filtering is available
if (initialized) return;
initialized = true;
if (hasAnisotropicFiltering()) anisotropicFilteringAvailable = true;
simpleShader.initialize();
texturedShader.initialize();
texCoords = {{{0.0f, 1.0f},
{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f}}}; // Quads will be drawn as triangle fans. so bl, tl, tr, br
texCoordsBuffer.upload(texCoords);
}
void render(const mbgl::LocationIndicatorRenderParameters& params) {
initialize();
drawRadius(params);
drawShadow();
drawPuck();
drawHat();
}
void release() {
if (!simpleShader.program) return;
for (const auto& t : textures) t.second->release();
buffer.release();
circleBuffer.release();
puckBuffer.release();
hatBuffer.release();
texCoordsBuffer.release();
simpleShader.release();
texturedShader.release();
}
void updatePuckGeometry(const mbgl::LocationIndicatorRenderParameters& params) {
if (params.projectionMatrix != oldParams.projectionMatrix) positionChanged = true;
if (params.puckPosition != oldParams.puckPosition) {
positionChanged = true;
ruler = mapbox::cheap_ruler::CheapRuler(params.puckPosition.latitude(),
mapbox::cheap_ruler::CheapRuler::Meters);
} else if (params.puckBearing != oldParams.puckBearing ||
params.puckLayersDisplacement != oldParams.puckLayersDisplacement ||
params.perspectiveCompensation != oldParams.perspectiveCompensation ||
params.puckScale != oldParams.puckScale || params.puckHatScale != oldParams.puckHatScale ||
params.puckShadowScale != oldParams.puckShadowScale)
bearingChanged = true; // changes puck geometry but not necessarily the location
if (params.errorRadiusMeters != oldParams.errorRadiusMeters) radiusChanged = true;
bearingChanged |= setTextureFromImageID(params.puckImagePath, texPuck, params);
bearingChanged |= setTextureFromImageID(params.puckShadowImagePath, texShadow, params);
bearingChanged |= setTextureFromImageID(params.puckHatImagePath, texPuckHat, params);
projectionCircle = params.projectionMatrix;
const Point<double> positionMercator = project(params.puckPosition, *params.state);
matrix::identity(translation);
matrix::translate(translation, translation, positionMercator.x, positionMercator.y, 0.0);
matrix::multiply(projectionCircle, projectionCircle, translation);
if (positionChanged) {
updateRadius(params);
updatePuck(params);
positionChanged = false;
} else {
if (radiusChanged) {
updateRadius(params);
}
if (bearingChanged) {
updatePuck(params);
}
}
oldParams = params;
dirtyFeature = true;
}
void updateFeature() {
if (!dirtyFeature) return;
dirtyFeature = false;
featureEnvelope->clear();
if (!texPuck || !texPuck->isValid()) return;
feature->geometry =
mapbox::geometry::point<double>{oldParams.puckPosition.latitude(), oldParams.puckPosition.longitude()};
mapbox::geometry::linear_ring<int64_t> border;
for (const auto& v : puckGeometry) {
vec4 p{{v.x, v.y, 0, 1}};
matrix::transformMat4(p, p, translation);
border.push_back(Point<int64_t>{int64_t(p[0]), int64_t(p[1])});
}
border.push_back(border.front());
featureEnvelope->push_back(border);
}
protected:
static ScreenCoordinate latLngToScreenCoordinate(const LatLng& p, const TransformState& s) {
LatLng unwrappedLatLng = p.wrapped();
unwrappedLatLng.unwrapForShortestPath(s.getLatLng(LatLng::Wrapped));
ScreenCoordinate point = s.latLngToScreenCoordinate(unwrappedLatLng);
point.y = s.getSize().height - point.y;
return point;
}
static Point<double> project(const LatLng& c, const TransformState& s) {
LatLng unwrappedLatLng = c.wrapped();
unwrappedLatLng.unwrapForShortestPath(s.getLatLng(LatLng::Wrapped));
return Projection::project(unwrappedLatLng, s.getScale());
}
static Point<double> unproject(const LatLng& c, const TransformState& s) {
LatLng unwrappedLatLng = c.wrapped();
unwrappedLatLng.unwrapForShortestPath(s.getLatLng(LatLng::Wrapped));
return Projection::project(unwrappedLatLng, s.getScale());
}
void updateRadius(const mbgl::LocationIndicatorRenderParameters& params) {
const TransformState& s = *params.state;
const unsigned long numVtxCircumference = circle.size() - 1;
const float bearingStep = 360.0f / float(numVtxCircumference - 1); // first and last points are the same
const mapbox::cheap_ruler::point centerPoint(params.puckPosition.longitude(), params.puckPosition.latitude());
Point<double> center = project(params.puckPosition, s);
circle[0] = {0, 0};
double mapBearing = util::wrap(util::RAD2DEG * params.bearing, 0.0, util::DEGREES_MAX);
for (unsigned long i = 1; i <= numVtxCircumference; ++i) {
const float bearing_ = float(i - 1) * bearingStep - mapBearing;
Point<double> poc = ruler.destination(centerPoint, params.errorRadiusMeters, bearing_);
circle[i] = vec2(project(LatLng(poc.y, poc.x), s) - center);
}
radiusChanged = false;
}
// Size in "map pixels" for a screen pixel
static float pixelSizeToWorldSizeH(const LatLng& pos, const TransformState& s) {
ScreenCoordinate posScreen = latLngToScreenCoordinate(pos, s);
ScreenCoordinate posScreenLeftPx = posScreen;
posScreenLeftPx.x -= 1;
LatLng posLeftPx = screenCoordinateToLatLng(posScreenLeftPx, s);
Point<double> posMerc = project(pos, s);
Point<double> posLeftPxMerc = project(posLeftPx, s);
return vec2(posMerc - posLeftPxMerc).length();
}
static vec2 verticalDirectionMercator(const LatLng& pos, const TransformState& s) {
ScreenCoordinate posScreen = latLngToScreenCoordinate(pos, s);
Point<double> posMerc = project(pos, s);
return verticalDirectionMercator(posScreen, posMerc, s);
}
static vec2 verticalDirectionMercator(const ScreenCoordinate& pos, Point<double> posMerc, const TransformState& s) {
ScreenCoordinate screenDy = pos;
screenDy.y -= 1;
LatLng posDy = screenCoordinateToLatLng(screenDy, s);
Point<double> posMercDy = project(posDy, s);
return verticalDirectionMercator(posMerc, posMercDy);
}
static vec2 verticalDirectionMercator(const Point<double>& posMerc, const Point<double>& posMercDy) {
Point<double> verticalShiftMercator = posMercDy - posMerc;
vec2 res(verticalShiftMercator);
return res.normalized();
}
static Point<double> hatShadowShiftVector(const LatLng& position,
const mbgl::LocationIndicatorRenderParameters& params) {
const TransformState& s = *params.state;
ScreenCoordinate posScreen = latLngToScreenCoordinate(position, s);
posScreen.y = params.height - 1; // moving it to bottom
Point<double> posMerc = project(screenCoordinateToLatLng(posScreen, s), s);
vec2 verticalShiftAtPos = verticalDirectionMercator(posScreen, posMerc, s);
return {verticalShiftAtPos.x, verticalShiftAtPos.y};
}
static vec2 directionAtPositionScreen(const LatLng& position, float bearing, const TransformState& s) {
const double scale = s.getScale();
const vec2 rot = vec2(0.0, -1.0).rotated(-bearing);
Point<double> posMerc = project(position, s);
Point<double> posMercDelta = posMerc + rot.toPoint();
ScreenCoordinate posScreen = latLngToScreenCoordinate(position, s);
ScreenCoordinate posScreenDelta = latLngToScreenCoordinate(Projection::unproject(posMercDelta, scale), s);
return vec2(posScreenDelta - posScreen).normalized();
}
void updatePuck(const mbgl::LocationIndicatorRenderParameters& params) {
updatePuckPerspective(params);
bearingChanged = false;
}
void updatePuckPerspective(const mbgl::LocationIndicatorRenderParameters& params) {
const TransformState& s = *params.state;
projectionPuck = projectionCircle; // Duplicated as it might change, depending on what puck style is chosen.
const mapbox::cheap_ruler::point centerPoint(params.puckPosition.longitude(), params.puckPosition.latitude());
static constexpr float bearings[]{
225.0f, 315.0f, 45.0f, 135.0f}; // Quads will be drawn as triangle fans. so bl, tl, tr, br
#ifndef M_SQRT2
static constexpr const float M_SQRT2 = std::sqrt(2.0f);
#endif
// The puck has to stay square at all zoom levels. CheapRuler::destination does not guarantee this at low zoom
// levels, so the extent has to be produced in mercator space
const double tilt = s.getPitch();
// Point<double> verticalShiftAtCenter { float(std::sin(util::DEG2RAD * util::wrap<float>(-t.getBearing() *
// util::RAD2DEG, 0.0f, 360.0f) )),
// -float(std::cos(util::DEG2RAD * util::wrap<float>(-t.getBearing() *
// util::RAD2DEG, 0.0f, 360.0f))) };
// would be correct only in the vertical center of the map. As soon as position goes away from that line,
// the shift direction is skewed by the perspective projection.
// So the way to have a shift aligned to the screen vertical axis is to find this direction in screen space, and
// convert it back to map space. This would yield an always straight up shift. However, going further (= the
// opposite direction of where the lines are converging in the projection) might produce an even more realistic
// effect. But in this case, it empirically seems that the largest shift that look acceptable is what is
// obtained at the bottom of the window, avoiding the wider converging lines that pass by the edge of the screen
// going toward the top.
Point<double> verticalShift = hatShadowShiftVector(params.puckPosition, params);
const float horizontalScaleFactor =
(1.0f - params.perspectiveCompensation) +
util::clamp(pixelSizeToWorldSizeH(params.puckPosition, s), 0.8f, 100.1f) *
params.perspectiveCompensation; // Compensation factor for the perspective deformation
// ^ clamping this to 0.8 to avoid growing the puck too much close to the camera.
const double shadowRadius =
((texShadow) ? texShadow->width / texShadow->pixelRatio : 0.0) * params.puckShadowScale * M_SQRT2 * 0.5 *
horizontalScaleFactor; // Technically it's not the radius, but the half diagonal of the quad.
const double puckRadius = ((texPuck) ? texPuck->width / texPuck->pixelRatio : 0.0) * params.puckScale *
M_SQRT2 * 0.5 * horizontalScaleFactor;
const double hatRadius = ((texPuckHat) ? texPuckHat->width / texPuckHat->pixelRatio : 0.0) *
params.puckHatScale * M_SQRT2 * 0.5 * horizontalScaleFactor;
for (unsigned long i = 0; i < 4; ++i) {
const auto b = util::wrap<float>(params.puckBearing + bearings[i], 0.0f, 360.0f);
const Point<double> cornerDirection{float(std::sin(util::DEG2RAD * b)),
-float(std::cos(util::DEG2RAD * b))};
Point<double> shadowOffset = cornerDirection * shadowRadius;
Point<double> puckOffset = cornerDirection * puckRadius;
Point<double> hatOffset = cornerDirection * hatRadius;
shadowGeometry[i] =
vec2(shadowOffset + (verticalShift * (tilt * -params.puckLayersDisplacement * horizontalScaleFactor)));
puckGeometry[i] = vec2(puckOffset);
hatGeometry[i] =
vec2(hatOffset + (verticalShift * (tilt * params.puckLayersDisplacement * horizontalScaleFactor)));
}
}
void drawRadius(const mbgl::LocationIndicatorRenderParameters& params) {
if (!(params.errorRadiusMeters > 0.0) ||
(params.errorRadiusColor.a == 0.0 && params.errorRadiusBorderColor.a == 0.0))
return;
simpleShader.bind();
mbgl::gl::bindUniform(simpleShader.u_color, params.errorRadiusColor);
mbgl::gl::bindUniform(simpleShader.u_matrix, projectionCircle);
circleBuffer.upload(circle);
MBGL_CHECK_ERROR(glEnableVertexAttribArray(simpleShader.a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(simpleShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_FAN, 0, GLsizei(circle.size())));
if (params.errorRadiusBorderColor.a > 0.0f) {
mbgl::gl::bindUniform(simpleShader.u_color, params.errorRadiusBorderColor);
MBGL_CHECK_ERROR(glLineWidth(1.0f));
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 1, GLsizei(circle.size() - 1)));
}
MBGL_CHECK_ERROR(glDisableVertexAttribArray(simpleShader.a_pos));
circleBuffer.detach();
simpleShader.detach();
}
void drawQuad(Buffer& buf, std::array<vec2, 4>& data, std::shared_ptr<Texture>& texture) {
if (!texture || !texture->isValid()) return;
texturedShader.bind();
texture->bind(0);
glUniform1i(texturedShader.u_image, 0);
mbgl::gl::bindUniform(texturedShader.u_matrix, projectionPuck);
buf.bind();
buf.upload(data);
MBGL_CHECK_ERROR(glEnableVertexAttribArray(texturedShader.a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(texturedShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
texCoordsBuffer.bind();
MBGL_CHECK_ERROR(glEnableVertexAttribArray(texturedShader.a_texCoord));
MBGL_CHECK_ERROR(glVertexAttribPointer(texturedShader.a_texCoord, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_FAN, 0, 4));
texture->detach();
texCoordsBuffer.detach();
texturedShader.detach();
}
void drawShadow() { drawQuad(shadowBuffer, shadowGeometry, texShadow); }
void drawPuck() { drawQuad(puckBuffer, puckGeometry, texPuck); }
void drawHat() { drawQuad(hatBuffer, hatGeometry, texPuckHat); }
static LatLng screenCoordinateToLatLng(const ScreenCoordinate& p,
const TransformState& s,
LatLng::WrapMode wrapMode = LatLng::Wrapped) {
ScreenCoordinate flippedPoint = p;
flippedPoint.y = s.getSize().height - flippedPoint.y;
return s.screenCoordinateToLatLng(flippedPoint, wrapMode);
}
bool setTextureFromImageID(const std::string& imagePath,
std::shared_ptr<Texture>& texture,
const mbgl::LocationIndicatorRenderParameters& params) {
bool updated = false;
if (textures.find(imagePath) == textures.end()) {
std::shared_ptr<Texture> tx = std::make_shared<Texture>();
if (!imagePath.empty() && params.imageManager) {
tx->assign(params.imageManager->getSharedImage(imagePath));
updated = true;
} else {
tx->assign(nullptr);
}
textures[imagePath] = tx;
texture = tx;
} else {
const Immutable<style::Image::Impl>* sharedImage = params.imageManager->getSharedImage(imagePath);
const mbgl::PremultipliedImage* img = (sharedImage) ? &sharedImage->get()->image : nullptr;
std::shared_ptr<Texture>& tex = textures.at(imagePath);
if (tex->image != img) { // image for the ID might have changed.
tex->assign(sharedImage);
updated = true;
}
texture = tex;
}
return updated;
}
std::map<std::string, std::shared_ptr<Texture>> textures;
mapbox::cheap_ruler::CheapRuler ruler;
SimpleShader simpleShader;
TexturedShader texturedShader;
Buffer buffer;
Buffer circleBuffer;
Buffer shadowBuffer;
Buffer puckBuffer;
Buffer hatBuffer;
Buffer texCoordsBuffer;
std::shared_ptr<Texture> texShadow;
std::shared_ptr<Texture> texPuck;
std::shared_ptr<Texture> texPuckHat;
std::array<vec2, 73> circle; // 72 points + position
std::array<vec2, 4> shadowGeometry;
std::array<vec2, 4> puckGeometry;
std::array<vec2, 4> hatGeometry;
std::array<vec2, 4> texCoords;
mbgl::mat4 translation;
mbgl::mat4 projectionCircle;
mbgl::mat4 projectionPuck;
bool positionChanged = false;
bool radiusChanged = false;
bool bearingChanged = false;
mbgl::LocationIndicatorRenderParameters oldParams;
bool initialized = false;
bool dirtyFeature = true;
public:
mbgl::LocationIndicatorRenderParameters parameters;
std::shared_ptr<mbgl::Feature> feature;
std::shared_ptr<mapbox::geometry::polygon<int64_t>> featureEnvelope;
static bool anisotropicFilteringAvailable;
};
bool RenderLocationIndicatorImpl::anisotropicFilteringAvailable = false;
using namespace style;
namespace {
inline const LocationIndicatorLayer::Impl& impl(const Immutable<style::Layer::Impl>& impl) {
assert(impl->getTypeInfo() == LocationIndicatorLayer::Impl::staticTypeInfo());
return static_cast<const LocationIndicatorLayer::Impl&>(*impl);
}
} // namespace
RenderLocationIndicatorLayer::RenderLocationIndicatorLayer(Immutable<style::LocationIndicatorLayer::Impl> _impl)
: RenderLayer(makeMutable<LocationIndicatorLayerProperties>(std::move(_impl))),
renderImpl(std::make_unique<RenderLocationIndicatorImpl>(impl(baseImpl).id)),
unevaluated(impl(baseImpl).paint.untransitioned()) {
assert(gfx::BackendScope::exists());
}
RenderLocationIndicatorLayer::~RenderLocationIndicatorLayer() {
if (!contextDestroyed) MBGL_CHECK_ERROR(renderImpl->release());
}
void RenderLocationIndicatorLayer::transition(const TransitionParameters& parameters) {
unevaluated = impl(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
}
void RenderLocationIndicatorLayer::evaluate(const PropertyEvaluationParameters& parameters) {
passes = RenderPass::Translucent;
auto properties = makeMutable<LocationIndicatorLayerProperties>(
staticImmutableCast<LocationIndicatorLayer::Impl>(baseImpl), unevaluated.evaluate(parameters));
const auto& evaluated = properties->evaluated;
auto& layout = impl(baseImpl).layout;
properties->renderPasses = mbgl::underlying_type(passes);
// paint
renderImpl->parameters.errorRadiusColor = evaluated.get<style::AccuracyRadiusColor>();
renderImpl->parameters.errorRadiusBorderColor = evaluated.get<style::AccuracyRadiusBorderColor>();
renderImpl->parameters.errorRadiusMeters = evaluated.get<style::AccuracyRadius>();
renderImpl->parameters.puckScale = evaluated.get<style::BearingImageSize>();
renderImpl->parameters.puckHatScale = evaluated.get<style::TopImageSize>();
renderImpl->parameters.puckShadowScale = evaluated.get<style::ShadowImageSize>();
renderImpl->parameters.puckBearing = evaluated.get<style::Bearing>().getAngle();
renderImpl->parameters.puckLayersDisplacement = evaluated.get<style::ImageTiltDisplacement>();
renderImpl->parameters.perspectiveCompensation = evaluated.get<style::PerspectiveCompensation>();
const std::array<double, 3> pos = evaluated.get<style::Location>();
renderImpl->parameters.puckPosition = LatLng{pos[0], pos[1]};
// layout
if (!layout.get<style::BearingImage>().isUndefined())
renderImpl->parameters.puckImagePath = layout.get<style::BearingImage>().asConstant().id();
if (!layout.get<style::ShadowImage>().isUndefined())
renderImpl->parameters.puckShadowImagePath = layout.get<style::ShadowImage>().asConstant().id();
if (!layout.get<style::TopImage>().isUndefined())
renderImpl->parameters.puckHatImagePath = layout.get<style::TopImage>().asConstant().id();
evaluatedProperties = std::move(properties);
}
bool RenderLocationIndicatorLayer::hasTransition() const {
return unevaluated.hasTransition();
}
bool RenderLocationIndicatorLayer::hasCrossfade() const {
return false;
}
void RenderLocationIndicatorLayer::markContextDestroyed() {
contextDestroyed = true;
}
void RenderLocationIndicatorLayer::prepare(const LayerPrepareParameters& p) {
renderImpl->parameters.imageManager = &p.imageManager;
const TransformState& state = p.state;
renderImpl->parameters.state = &state;
renderImpl->parameters.width = state.getSize().width;
renderImpl->parameters.height = state.getSize().height;
renderImpl->parameters.latitude = state.getLatLng().latitude();
renderImpl->parameters.longitude = state.getLatLng().longitude();
renderImpl->parameters.zoom = state.getZoom();
renderImpl->parameters.bearing = -state.getBearing() * util::RAD2DEG;
renderImpl->parameters.pitch = state.getPitch();
mat4 projMatrix;
state.getProjMatrix(projMatrix);
renderImpl->parameters.projectionMatrix = projMatrix;
renderImpl->updatePuckGeometry(renderImpl->parameters);
}
void RenderLocationIndicatorLayer::render(PaintParameters& paintParameters) {
auto& glContext = static_cast<gl::Context&>(paintParameters.context);
// Reset GL state to a known state so the CustomLayer always has a clean slate.
glContext.bindVertexArray = 0;
glContext.setDepthMode(paintParameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly));
glContext.setStencilMode(gfx::StencilMode::disabled());
glContext.setColorMode(paintParameters.colorModeForRenderPass()); // this is gfx::ColorMode::alphaBlended()
glContext.setCullFaceMode(gfx::CullFaceMode::disabled());
MBGL_CHECK_ERROR(renderImpl->render(renderImpl->parameters));
// Reset the view back to our original one, just in case the CustomLayer changed
// the viewport or Framebuffer.
paintParameters.backend.getDefaultRenderable().getResource<gl::RenderableResource>().bind();
glContext.setDirtyState();
}
void RenderLocationIndicatorLayer::populateDynamicRenderFeatureIndex(DynamicFeatureIndex& index) const {
renderImpl->updateFeature();
if (!renderImpl->featureEnvelope->empty()) index.insert(renderImpl->feature, renderImpl->featureEnvelope);
}
} // namespace mbgl