226 lines
6.4 KiB
C++
226 lines
6.4 KiB
C++
#include <llmr/renderer/painter.hpp>
|
|
#include <llmr/map/map.hpp>
|
|
#include <llmr/style/style_layer.hpp>
|
|
#include <llmr/util/std.hpp>
|
|
#include <llmr/util/string.hpp>
|
|
#include <llmr/util/time.hpp>
|
|
#include <llmr/util/clip_ids.hpp>
|
|
#include <llmr/util/constants.hpp>
|
|
#if defined(DEBUG)
|
|
#include <llmr/util/timer.hpp>
|
|
#endif
|
|
|
|
#include <cassert>
|
|
#include <algorithm>
|
|
|
|
using namespace llmr;
|
|
|
|
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
|
|
|
|
Painter::Painter(Map &map)
|
|
: map(map) {
|
|
}
|
|
|
|
Painter::~Painter() {
|
|
cleanup();
|
|
}
|
|
|
|
bool Painter::needsAnimation() const {
|
|
return frameHistory.needsAnimation(300);
|
|
}
|
|
|
|
void Painter::setup() {
|
|
#if defined(DEBUG)
|
|
util::timer timer("painter setup");
|
|
#endif
|
|
setupShaders();
|
|
|
|
assert(iconShader);
|
|
assert(plainShader);
|
|
assert(outlineShader);
|
|
assert(lineShader);
|
|
assert(linejoinShader);
|
|
assert(patternShader);
|
|
assert(rasterShader);
|
|
assert(textShader);
|
|
assert(dotShader);
|
|
assert(compositeShader);
|
|
assert(gaussianShader);
|
|
|
|
|
|
// Blending
|
|
// We are blending new pixels on top of old pixels. Since we have depth testing
|
|
// and are drawing opaque fragments first front-to-back, then translucent
|
|
// fragments back-to-front, this shades the fewest fragments possible.
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Set clear values
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(1.0f);
|
|
glClearStencil(0x0);
|
|
|
|
// Stencil test
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
}
|
|
|
|
void Painter::setupShaders() {
|
|
plainShader = std::make_unique<PlainShader>();
|
|
outlineShader = std::make_unique<OutlineShader>();
|
|
lineShader = std::make_unique<LineShader>();
|
|
linejoinShader = std::make_unique<LinejoinShader>();
|
|
patternShader = std::make_unique<PatternShader>();
|
|
iconShader = std::make_unique<IconShader>();
|
|
rasterShader = std::make_unique<RasterShader>();
|
|
textShader = std::make_unique<TextShader>();
|
|
dotShader = std::make_unique<DotShader>();
|
|
compositeShader = std::make_unique<CompositeShader>();
|
|
gaussianShader = std::make_unique<GaussianShader>();
|
|
}
|
|
|
|
void Painter::cleanup() {
|
|
clearFramebuffers();
|
|
}
|
|
|
|
void Painter::resize() {
|
|
const TransformState &state = map.getState();
|
|
if (gl_viewport != state.getFramebufferDimensions()) {
|
|
gl_viewport = state.getFramebufferDimensions();
|
|
assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
|
|
glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
|
|
}
|
|
}
|
|
|
|
void Painter::setDebug(bool enabled) {
|
|
debug = enabled;
|
|
}
|
|
|
|
void Painter::useProgram(uint32_t program) {
|
|
if (gl_program != program) {
|
|
glUseProgram(program);
|
|
gl_program = program;
|
|
}
|
|
}
|
|
|
|
void Painter::lineWidth(float lineWidth) {
|
|
if (gl_lineWidth != lineWidth) {
|
|
glLineWidth(lineWidth);
|
|
gl_lineWidth = lineWidth;
|
|
}
|
|
}
|
|
|
|
void Painter::depthMask(bool value) {
|
|
if (gl_depthMask != value) {
|
|
glDepthMask(value ? GL_TRUE : GL_FALSE);
|
|
gl_depthMask = value;
|
|
}
|
|
}
|
|
|
|
void Painter::changeMatrix() {
|
|
// Initialize projection matrix
|
|
matrix::ortho(projMatrix, 0, map.getState().getWidth(), map.getState().getHeight(), 0, 0, 1);
|
|
|
|
// The extrusion matrix.
|
|
matrix::identity(extrudeMatrix);
|
|
matrix::multiply(extrudeMatrix, projMatrix, extrudeMatrix);
|
|
matrix::rotate_z(extrudeMatrix, extrudeMatrix, map.getState().getAngle());
|
|
|
|
// The native matrix is a 1:1 matrix that paints the coordinates at the
|
|
// same screen position as the vertex specifies.
|
|
matrix::identity(nativeMatrix);
|
|
matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
|
|
}
|
|
|
|
void Painter::clear() {
|
|
gl::group group("clear");
|
|
glStencilMask(0xFF);
|
|
depthMask(true);
|
|
|
|
const BackgroundProperties &properties = map.getStyle()->getBackgroundProperties();
|
|
glClearColor(properties.color[0], properties.color[1], properties.color[2], properties.color[3]);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void Painter::setOpaque() {
|
|
if (pass != Opaque) {
|
|
pass = Opaque;
|
|
glDisable(GL_BLEND);
|
|
depthMask(true);
|
|
}
|
|
}
|
|
|
|
void Painter::setTranslucent() {
|
|
if (pass != Translucent) {
|
|
pass = Translucent;
|
|
glEnable(GL_BLEND);
|
|
depthMask(false);
|
|
}
|
|
}
|
|
|
|
void Painter::setStrata(float value) {
|
|
strata = value;
|
|
}
|
|
|
|
void Painter::prepareTile(const Tile& tile) {
|
|
matrix = tile.matrix;
|
|
|
|
GLint id = (GLint)tile.clip.mask.to_ulong();
|
|
GLuint mask = clipMask[tile.clip.length];
|
|
glStencilFunc(GL_EQUAL, id, mask);
|
|
}
|
|
|
|
void Painter::renderTileLayer(const Tile& tile, std::shared_ptr<StyleLayer> layer_desc) {
|
|
assert(tile.data);
|
|
if (tile.data->hasData(layer_desc)) {
|
|
gl::group group(util::sprintf<32>("render %d/%d/%d\n", tile.id.z, tile.id.y, tile.id.z));
|
|
prepareTile(tile);
|
|
tile.data->render(*this, layer_desc);
|
|
frameHistory.record(map.getAnimationTime(), map.getState().getNormalizedZoom());
|
|
}
|
|
}
|
|
|
|
|
|
const mat4 &Painter::translatedMatrix(const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchorType anchor) {
|
|
if (translation[0] == 0 && translation[1] == 0) {
|
|
return matrix;
|
|
} else {
|
|
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
|
|
const double factor = ((double)(1 << id.z)) / map.getState().getScale() * (4096.0 / util::tileSize);
|
|
|
|
if (anchor == TranslateAnchorType::Viewport) {
|
|
const double sin_a = std::sin(-map.getState().getAngle());
|
|
const double cos_a = std::cos(-map.getState().getAngle());
|
|
matrix::translate(vtxMatrix, matrix,
|
|
factor * (translation[0] * cos_a - translation[1] * sin_a),
|
|
factor * (translation[0] * sin_a + translation[1] * cos_a),
|
|
0);
|
|
} else {
|
|
matrix::translate(vtxMatrix, matrix,
|
|
factor * translation[0],
|
|
factor * translation[1],
|
|
0);
|
|
}
|
|
|
|
return vtxMatrix;
|
|
}
|
|
}
|
|
|
|
void Painter::renderMatte() {
|
|
gl::group group("matte");
|
|
glDisable(GL_DEPTH_TEST);
|
|
glStencilFunc(GL_EQUAL, 0x0, 0xFF);
|
|
|
|
Color matte = {{ 0, 0, 0, 1 }};
|
|
|
|
useProgram(plainShader->program);
|
|
plainShader->setMatrix(nativeMatrix);
|
|
|
|
// Draw the clipping mask
|
|
matteArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
|
plainShader->setColor(matte);
|
|
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|