Together with MapDebugOptions::Collision, provides "wireframe" rendering output so all drawn objects are visible. This mode ignores the line width, background and fill colors for better visualization. Fixes #4359.
120 lines
4.8 KiB
C++
120 lines
4.8 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/layer/background_layer.hpp>
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#include <mbgl/shader/pattern_shader.hpp>
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#include <mbgl/shader/plain_shader.hpp>
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#include <mbgl/sprite/sprite_atlas.hpp>
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#include <mbgl/util/mat4.hpp>
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#include <mbgl/util/tile_cover.hpp>
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using namespace mbgl;
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void Painter::renderBackground(const BackgroundLayer& layer) {
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// Note that for bottommost layers without a pattern, the background color is drawn with
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// glClear rather than this method.
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const BackgroundPaintProperties& properties = layer.paint;
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bool isPatterned = !properties.backgroundPattern.value.to.empty();// && false;
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optional<SpriteAtlasPosition> imagePosA;
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optional<SpriteAtlasPosition> imagePosB;
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bool wireframe = frame.debugOptions & MapDebugOptions::Wireframe;
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isPatterned &= !wireframe;
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if (isPatterned) {
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imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, true);
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imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, true);
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if (!imagePosA || !imagePosB)
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return;
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config.program = patternShader->getID();
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patternShader->u_matrix = identityMatrix;
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patternShader->u_pattern_tl_a = (*imagePosA).tl;
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patternShader->u_pattern_br_a = (*imagePosA).br;
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patternShader->u_pattern_tl_b = (*imagePosB).tl;
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patternShader->u_pattern_br_b = (*imagePosB).br;
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patternShader->u_mix = properties.backgroundPattern.value.t;
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patternShader->u_opacity = properties.backgroundOpacity;
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spriteAtlas->bind(true, glObjectStore);
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backgroundPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0), glObjectStore);
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} else {
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if (wireframe) {
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plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
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} else {
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Color color = properties.backgroundColor;
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color[0] *= properties.backgroundOpacity;
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color[1] *= properties.backgroundOpacity;
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color[2] *= properties.backgroundOpacity;
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color[3] *= properties.backgroundOpacity;
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plainShader->u_color = color;
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}
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config.program = plainShader->getID();
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backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), glObjectStore);
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}
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config.stencilTest = GL_FALSE;
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config.depthFunc.reset();
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config.depthTest = GL_TRUE;
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config.depthMask = GL_FALSE;
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setDepthSublayer(0);
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auto tileIDs = util::tileCover(state, state.getIntegerZoom());
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for (auto& id : tileIDs) {
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mat4 vtxMatrix;
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state.matrixFor(vtxMatrix, id);
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matrix::multiply(vtxMatrix, projMatrix, vtxMatrix);
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if (isPatterned) {
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patternShader->u_matrix = vtxMatrix;
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std::array<int, 2> imageSizeScaledA = {{
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(int)((*imagePosA).size[0] * properties.backgroundPattern.value.fromScale),
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(int)((*imagePosA).size[1] * properties.backgroundPattern.value.fromScale)
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}};
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std::array<int, 2> imageSizeScaledB = {{
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(int)((*imagePosB).size[0] * properties.backgroundPattern.value.toScale),
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(int)((*imagePosB).size[1] * properties.backgroundPattern.value.toScale)
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}};
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patternShader->u_patternscale_a = {{
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1.0f / id.pixelsToTileUnits(imageSizeScaledA[0], state.getIntegerZoom()),
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1.0f / id.pixelsToTileUnits(imageSizeScaledA[1], state.getIntegerZoom())
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}};
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patternShader->u_patternscale_b = {{
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1.0f / id.pixelsToTileUnits(imageSizeScaledB[0], state.getIntegerZoom()),
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1.0f / id.pixelsToTileUnits(imageSizeScaledB[1], state.getIntegerZoom())
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}};
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float offsetAx = (std::fmod(util::tileSize, imageSizeScaledA[0]) * id.canonical.x) /
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(float)imageSizeScaledA[0];
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float offsetAy = (std::fmod(util::tileSize, imageSizeScaledA[1]) * id.canonical.y) /
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(float)imageSizeScaledA[1];
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float offsetBx = (std::fmod(util::tileSize, imageSizeScaledB[0]) * id.canonical.x) /
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(float)imageSizeScaledB[0];
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float offsetBy = (std::fmod(util::tileSize, imageSizeScaledB[1]) * id.canonical.y) /
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(float)imageSizeScaledB[1];
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patternShader->u_offset_a = std::array<float, 2>{{offsetAx, offsetAy}};
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patternShader->u_offset_b = std::array<float, 2>{{offsetBx, offsetBy}};
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} else {
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plainShader->u_matrix = vtxMatrix;
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if (wireframe) {
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plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
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} else {
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plainShader->u_color = properties.backgroundColor;
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}
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}
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)tileStencilBuffer.index()));
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}
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}
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