205 lines
5.6 KiB
C++
205 lines
5.6 KiB
C++
#include <llmr/renderer/painter.hpp>
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#include <llmr/map/map.hpp>
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#include <llmr/util/std.hpp>
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#include <llmr/util/string.hpp>
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#include <llmr/util/timer.hpp>
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#include <llmr/util/time.hpp>
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#include <llmr/util/clip_ids.hpp>
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#include <cassert>
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#include <algorithm>
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using namespace llmr;
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#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
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Painter::Painter(Map &map)
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: map(map) {
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}
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bool Painter::needsAnimation() const {
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return frameHistory.needsAnimation(300);
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}
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void Painter::setup() {
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util::timer timer("painter setup");
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setupShaders();
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assert(pointShader);
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assert(plainShader);
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assert(outlineShader);
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assert(lineShader);
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assert(linejoinShader);
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assert(patternShader);
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assert(rasterShader);
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assert(textShader);
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assert(dotShader);
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// Blending
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// We are blending new pixels on top of old pixels. Since we have depth testing
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// and are drawing opaque fragments first front-to-back, then translucent
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// fragments back-to-front, this shades the fewest fragments possible.
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Set clear values
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glClearStencil(0x0);
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// Stencil test
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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void Painter::setupShaders() {
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plainShader = std::make_unique<PlainShader>();
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outlineShader = std::make_unique<OutlineShader>();
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lineShader = std::make_unique<LineShader>();
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linejoinShader = std::make_unique<LinejoinShader>();
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patternShader = std::make_unique<PatternShader>();
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pointShader = std::make_unique<PointShader>();
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rasterShader = std::make_unique<RasterShader>();
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textShader = std::make_unique<TextShader>();
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dotShader = std::make_unique<DotShader>();
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}
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void Painter::resize() {
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const TransformState &state = map.getState();
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if (gl_viewport != state.getFramebufferDimensions()) {
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gl_viewport = state.getFramebufferDimensions();
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assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
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glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
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}
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}
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void Painter::setDebug(bool enabled) {
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debug = enabled;
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}
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void Painter::useProgram(uint32_t program) {
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if (gl_program != program) {
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glUseProgram(program);
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gl_program = program;
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}
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}
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void Painter::lineWidth(float lineWidth) {
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if (gl_lineWidth != lineWidth) {
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glLineWidth(lineWidth);
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gl_lineWidth = lineWidth;
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}
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}
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void Painter::depthMask(bool value) {
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if (gl_depthMask != value) {
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glDepthMask(value ? GL_TRUE : GL_FALSE);
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gl_depthMask = value;
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}
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}
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void Painter::changeMatrix() {
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// Initialize projection matrix
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matrix::ortho(projMatrix, 0, map.getState().getWidth(), map.getState().getHeight(), 0, 0, 1);
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// The extrusion matrix.
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matrix::identity(extrudeMatrix);
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matrix::multiply(extrudeMatrix, projMatrix, extrudeMatrix);
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matrix::rotate_z(extrudeMatrix, extrudeMatrix, map.getState().getAngle());
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// The native matrix is a 1:1 matrix that paints the coordinates at the
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// same screen position as the vertex specifies.
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matrix::identity(nativeMatrix);
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matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
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}
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void Painter::clear() {
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gl::group group("clear");
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glStencilMask(0xFF);
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depthMask(true);
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#ifdef NVIDIA
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// We're painting in a way that allows us to skip clearing the color buffer.
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// On Tegra hardware, this is faster.
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glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#else
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#endif
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}
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void Painter::startOpaquePass() {
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gl::start_group("opaque pass");
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pass = Opaque;
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glDisable(GL_BLEND);
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depthMask(true);
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}
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void Painter::startTranslucentPass() {
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gl::start_group("translucent pass");
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pass = Translucent;
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glEnable(GL_BLEND);
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depthMask(false);
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}
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void Painter::endPass() {
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gl::end_group();
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}
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void Painter::setStrata(float value) {
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strata = value;
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}
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void Painter::prepareTile(const Tile& tile) {
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matrix = tile.matrix;
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GLint id = (GLint)tile.clip.mask.to_ulong();
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GLuint mask = clipMask[tile.clip.length];
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glStencilFunc(GL_EQUAL, id, mask);
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}
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void Painter::renderTileLayer(const Tile& tile, const LayerDescription &layer_desc) {
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assert(tile.data);
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if (tile.data->hasData(layer_desc)) {
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gl::group group(util::sprintf<32>("render %d/%d/%d", tile.id.z, tile.id.y, tile.id.z));
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prepareTile(tile);
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tile.data->render(*this, layer_desc);
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frameHistory.record(map.getAnimationTime(), map.getState().getNormalizedZoom());
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}
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}
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void Painter::translateLayer(std::array<float, 2> translation, bool reverse) {
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if (translation[0] || translation[1]) {
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if (reverse) {
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translation[0] *= -1;
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translation[1] *= -1;
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}
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matrix::translate(matrix,
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matrix,
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translation[0] / map.getState().getPixelRatio(),
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translation[1] / map.getState().getPixelRatio(),
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0);
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}
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}
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void Painter::renderMatte() {
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gl::group group("matte");
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glDisable(GL_DEPTH_TEST);
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glStencilFunc(GL_EQUAL, 0x0, 0xFF);
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// Color white = {{ 0.9, 0.9, 0.9, 1 }};
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Color white = {{ 1, 1, 0, 1 }};
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useProgram(plainShader->program);
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plainShader->setMatrix(nativeMatrix);
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// Draw the clipping mask
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matteArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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plainShader->setColor(white);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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glEnable(GL_DEPTH_TEST);
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}
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