Files
MapLibreParticleLab/src/mbgl/renderer/painter.cpp
2017-07-19 09:31:07 -07:00

405 lines
14 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/renderer/render_style.hpp>
#include <mbgl/renderer/image_manager.hpp>
#include <mbgl/renderer/layers/render_fill_extrusion_layer.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <mbgl/map/view.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/programs/program_parameters.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/stopwatch.hpp>
#include <mbgl/util/clip_id.hpp>
#include <mbgl/util/logging.hpp>
#include <mbgl/util/color.hpp>
#include <cassert>
#include <algorithm>
#include <iostream>
#include <unordered_set>
namespace mbgl {
using namespace style;
static gl::VertexVector<FillLayoutVertex> tileVertices() {
gl::VertexVector<FillLayoutVertex> result;
result.emplace_back(FillProgram::layoutVertex({ 0, 0 }));
result.emplace_back(FillProgram::layoutVertex({ util::EXTENT, 0 }));
result.emplace_back(FillProgram::layoutVertex({ 0, util::EXTENT }));
result.emplace_back(FillProgram::layoutVertex({ util::EXTENT, util::EXTENT }));
return result;
}
static gl::IndexVector<gl::Triangles> quadTriangleIndices() {
gl::IndexVector<gl::Triangles> result;
result.emplace_back(0, 1, 2);
result.emplace_back(1, 2, 3);
return result;
}
static gl::IndexVector<gl::LineStrip> tileLineStripIndices() {
gl::IndexVector<gl::LineStrip> result;
result.emplace_back(0);
result.emplace_back(1);
result.emplace_back(3);
result.emplace_back(2);
result.emplace_back(0);
return result;
}
static gl::VertexVector<RasterLayoutVertex> rasterVertices() {
gl::VertexVector<RasterLayoutVertex> result;
result.emplace_back(RasterProgram::layoutVertex({ 0, 0 }, { 0, 0 }));
result.emplace_back(RasterProgram::layoutVertex({ util::EXTENT, 0 }, { 32767, 0 }));
result.emplace_back(RasterProgram::layoutVertex({ 0, util::EXTENT }, { 0, 32767 }));
result.emplace_back(RasterProgram::layoutVertex({ util::EXTENT, util::EXTENT }, { 32767, 32767 }));
return result;
}
static gl::VertexVector<ExtrusionTextureLayoutVertex> extrusionTextureVertices() {
gl::VertexVector<ExtrusionTextureLayoutVertex> result;
result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 0, 0 }));
result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 1, 0 }));
result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 0, 1 }));
result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 1, 1 }));
return result;
}
Painter::Painter(gl::Context& context_,
float pixelRatio,
const optional<std::string>& programCacheDir)
: context(context_),
tileVertexBuffer(context.createVertexBuffer(tileVertices())),
rasterVertexBuffer(context.createVertexBuffer(rasterVertices())),
extrusionTextureVertexBuffer(context.createVertexBuffer(extrusionTextureVertices())),
quadTriangleIndexBuffer(context.createIndexBuffer(quadTriangleIndices())),
tileBorderIndexBuffer(context.createIndexBuffer(tileLineStripIndices())) {
tileTriangleSegments.emplace_back(0, 0, 4, 6);
tileBorderSegments.emplace_back(0, 0, 4, 5);
rasterSegments.emplace_back(0, 0, 4, 6);
extrusionTextureSegments.emplace_back(0, 0, 4, 6);
programs = std::make_unique<Programs>(context,
ProgramParameters{ pixelRatio, false, programCacheDir });
#ifndef NDEBUG
overdrawPrograms =
std::make_unique<Programs>(context, ProgramParameters{ pixelRatio, true, programCacheDir });
#endif
}
Painter::~Painter() = default;
bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(util::DEFAULT_TRANSITION_DURATION);
}
void Painter::cleanup() {
context.performCleanup();
}
void Painter::render(RenderStyle& style, const FrameData& frame_, View& view) {
frame = frame_;
if (frame.contextMode == GLContextMode::Shared) {
context.setDirtyState();
}
PaintParameters parameters {
#ifndef NDEBUG
paintMode() == PaintMode::Overdraw ? *overdrawPrograms : *programs,
#else
*programs,
#endif
view
};
imageManager = style.imageManager.get();
lineAtlas = style.lineAtlas.get();
evaluatedLight = style.getRenderLight().getEvaluated();
RenderData renderData = style.getRenderData(frame.debugOptions, state.getAngle());
const std::vector<RenderItem>& order = renderData.order;
const std::unordered_set<RenderSource*>& sources = renderData.sources;
// Update the default matrices to the current viewport dimensions.
state.getProjMatrix(projMatrix);
// Calculate a second projection matrix with the near plane clipped to 100 so as
// not to waste lots of depth buffer precision on very close empty space, for layer
// types (fill-extrusion) that use the depth buffer to emulate real-world space.
state.getProjMatrix(nearClippedProjMatrix, 100);
pixelsToGLUnits = {{ 2.0f / state.getSize().width, -2.0f / state.getSize().height }};
if (state.getViewportMode() == ViewportMode::FlippedY) {
pixelsToGLUnits[1] *= -1;
}
frameHistory.record(frame.timePoint, state.getZoom(),
frame.mapMode == MapMode::Continuous ? util::DEFAULT_TRANSITION_DURATION : Milliseconds(0));
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
MBGL_DEBUG_GROUP(context, "upload");
imageManager->upload(context, 0);
lineAtlas->upload(context, 0);
frameHistory.upload(context, 0);
}
// - CLEAR -------------------------------------------------------------------------------------
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
{
MBGL_DEBUG_GROUP(context, "clear");
view.bind();
context.clear(paintMode() == PaintMode::Overdraw
? Color::black()
: renderData.backgroundColor,
1.0f,
0);
}
// - CLIPPING MASKS ----------------------------------------------------------------------------
// Draws the clipping masks to the stencil buffer.
{
MBGL_DEBUG_GROUP(context, "clip");
// Update all clipping IDs.
clipIDGenerator = algorithm::ClipIDGenerator();
for (const auto& source : sources) {
source->startRender(*this);
}
MBGL_DEBUG_GROUP(context, "clipping masks");
static const style::FillPaintProperties::PossiblyEvaluated properties {};
static const FillProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
for (const auto& clipID : clipIDGenerator.getClipIDs()) {
programs->fill.get(properties).draw(
context,
gl::Triangles(),
gl::DepthMode::disabled(),
gl::StencilMode {
gl::StencilMode::Always(),
static_cast<int32_t>(clipID.second.reference.to_ulong()),
0b11111111,
gl::StencilMode::Keep,
gl::StencilMode::Keep,
gl::StencilMode::Replace
},
gl::ColorMode::disabled(),
FillProgram::UniformValues {
uniforms::u_matrix::Value{ matrixForTile(clipID.first) },
uniforms::u_world::Value{ context.viewport.getCurrentValue().size },
},
tileVertexBuffer,
quadTriangleIndexBuffer,
tileTriangleSegments,
paintAttibuteData,
properties,
state.getZoom(),
"clipping"
);
}
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
// Render tile clip boundaries, using stencil buffer to calculate fill color.
if (frame.debugOptions & MapDebugOptions::StencilClip) {
context.setStencilMode(gl::StencilMode::disabled());
context.setDepthMode(gl::DepthMode::disabled());
context.setColorMode(gl::ColorMode::unblended());
context.program = 0;
// Reset the value in case someone else changed it, or it's dirty.
context.pixelTransferStencil = gl::value::PixelTransferStencil::Default;
// Read the stencil buffer
const auto viewport = context.viewport.getCurrentValue();
auto image =
context.readFramebuffer<AlphaImage, gl::TextureFormat::Stencil>(viewport.size, false);
// Scale the Stencil buffer to cover the entire color space.
auto it = image.data.get();
auto end = it + viewport.size.width * viewport.size.height;
const auto factor = 255.0f / *std::max_element(it, end);
for (; it != end; ++it) {
*it *= factor;
}
context.pixelZoom = { 1, 1 };
context.rasterPos = { -1, -1, 0, 1 };
context.drawPixels(image);
return;
}
#endif
// Actually render the layers
if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
{
pass = RenderPass::Opaque;
MBGL_DEBUG_GROUP(context, "opaque");
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s {", indent++ * 4, "", "opaque");
}
uint32_t i = 0;
for (auto it = order.rbegin(); it != order.rend(); ++it, ++i) {
currentLayer = i;
if (it->layer.hasRenderPass(pass)) {
MBGL_DEBUG_GROUP(context, it->layer.getID());
it->layer.render(*this, parameters, it->source);
}
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
}
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
{
pass = RenderPass::Translucent;
MBGL_DEBUG_GROUP(context, "translucent");
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s {", indent++ * 4, "", "translucent");
}
uint32_t i = static_cast<uint32_t>(order.size()) - 1;
for (auto it = order.begin(); it != order.end(); ++it, --i) {
currentLayer = i;
if (it->layer.hasRenderPass(pass)) {
MBGL_DEBUG_GROUP(context, it->layer.getID());
it->layer.render(*this, parameters, it->source);
}
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
}
if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
MBGL_DEBUG_GROUP(context, "debug");
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.
// When only rendering layers via the stylesheet, it's possible that we don't
// ever visit a tile during rendering.
for (const auto& source : sources) {
source->finishRender(*this);
}
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
// Render the depth buffer.
if (frame.debugOptions & MapDebugOptions::DepthBuffer) {
context.setStencilMode(gl::StencilMode::disabled());
context.setDepthMode(gl::DepthMode::disabled());
context.setColorMode(gl::ColorMode::unblended());
context.program = 0;
// Scales the values in the depth buffer so that they cover the entire grayscale range. This
// makes it easier to spot tiny differences.
const float base = 1.0f / (1.0f - depthRangeSize);
context.pixelTransferDepth = { base, 1.0f - base };
// Read the stencil buffer
auto viewport = context.viewport.getCurrentValue();
auto image =
context.readFramebuffer<AlphaImage, gl::TextureFormat::Depth>(viewport.size, false);
context.pixelZoom = { 1, 1 };
context.rasterPos = { -1, -1, 0, 1 };
context.drawPixels(image);
}
#endif
// TODO: Find a better way to unbind VAOs after we're done with them without introducing
// unnecessary bind(0)/bind(N) sequences.
{
MBGL_DEBUG_GROUP(context, "cleanup");
context.activeTexture = 1;
context.texture[1] = 0;
context.activeTexture = 0;
context.texture[0] = 0;
context.bindVertexArray = 0;
}
}
mat4 Painter::matrixForTile(const UnwrappedTileID& tileID) {
mat4 matrix;
state.matrixFor(matrix, tileID);
matrix::multiply(matrix, projMatrix, matrix);
return matrix;
}
gl::DepthMode Painter::depthModeForSublayer(uint8_t n, gl::DepthMode::Mask mask) const {
float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
float farDepth = nearDepth + depthRangeSize;
return gl::DepthMode { gl::DepthMode::LessEqual, mask, { nearDepth, farDepth } };
}
gl::StencilMode Painter::stencilModeForClipping(const ClipID& id) const {
return gl::StencilMode {
gl::StencilMode::Equal { static_cast<uint32_t>(id.mask.to_ulong()) },
static_cast<int32_t>(id.reference.to_ulong()),
0,
gl::StencilMode::Keep,
gl::StencilMode::Keep,
gl::StencilMode::Replace
};
}
gl::ColorMode Painter::colorModeForRenderPass() const {
if (paintMode() == PaintMode::Overdraw) {
const float overdraw = 1.0f / 8.0f;
return gl::ColorMode {
gl::ColorMode::Add {
gl::ColorMode::ConstantColor,
gl::ColorMode::One
},
Color { overdraw, overdraw, overdraw, 0.0f },
gl::ColorMode::Mask { true, true, true, true }
};
} else if (pass == RenderPass::Translucent) {
return gl::ColorMode::alphaBlended();
} else {
return gl::ColorMode::unblended();
}
}
} // namespace mbgl