Files
MapLibreParticleLab/src/mbgl/renderer/painter.cpp

318 lines
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C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
#include <mbgl/style/layers/custom_layer_impl.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/geometry/glyph_atlas.hpp>
#include <mbgl/shader/pattern_shader.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/shader/outline_shader.hpp>
#include <mbgl/shader/outlinepattern_shader.hpp>
#include <mbgl/shader/line_shader.hpp>
#include <mbgl/shader/linesdf_shader.hpp>
#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/shader/icon_shader.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/shader/sdf_shader.hpp>
#include <mbgl/shader/collision_box_shader.hpp>
#include <mbgl/shader/circle_shader.hpp>
#include <mbgl/algorithm/generate_clip_ids.hpp>
#include <mbgl/algorithm/generate_clip_ids_impl.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/util/string.hpp>
#if defined(DEBUG)
#include <mbgl/util/stopwatch.hpp>
#endif
#include <cassert>
#include <algorithm>
#include <iostream>
namespace mbgl {
using namespace style;
Painter::Painter(const TransformState& state_,
gl::ObjectStore& store_)
: state(state_), store(store_) {
gl::debugging::enable();
plainShader = std::make_unique<PlainShader>(store);
outlineShader = std::make_unique<OutlineShader>(store);
outlinePatternShader = std::make_unique<OutlinePatternShader>(store);
lineShader = std::make_unique<LineShader>(store);
linesdfShader = std::make_unique<LineSDFShader>(store);
linepatternShader = std::make_unique<LinepatternShader>(store);
patternShader = std::make_unique<PatternShader>(store);
iconShader = std::make_unique<IconShader>(store);
rasterShader = std::make_unique<RasterShader>(store);
sdfGlyphShader = std::make_unique<SDFGlyphShader>(store);
sdfIconShader = std::make_unique<SDFIconShader>(store);
collisionBoxShader = std::make_unique<CollisionBoxShader>(store);
circleShader = std::make_unique<CircleShader>(store);
// Reset GL values
config.reset();
}
Painter::~Painter() = default;
bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(util::DEFAULT_FADE_DURATION);
}
void Painter::setClipping(const ClipID& clip) {
const GLint ref = (GLint)clip.reference.to_ulong();
const GLuint mask = (GLuint)clip.mask.to_ulong();
config.stencilFunc = { GL_EQUAL, ref, mask };
}
void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& annotationSpriteAtlas) {
frame = frame_;
glyphAtlas = style.glyphAtlas.get();
spriteAtlas = style.spriteAtlas.get();
lineAtlas = style.lineAtlas.get();
RenderData renderData = style.getRenderData(frame.debugOptions);
const std::vector<RenderItem>& order = renderData.order;
const std::set<Source*>& sources = renderData.sources;
const Color& background = renderData.backgroundColor;
// Update the default matrices to the current viewport dimensions.
state.getProjMatrix(projMatrix);
// The extrusion scale.
const float flippedY = state.getViewportMode() == ViewportMode::FlippedY;
extrudeScale = {{ 2.0f / state.getWidth() * state.getAltitude(),
(flippedY ? 2.0f : -2.0f) / state.getHeight() * state.getAltitude() }};
// 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);
frameHistory.record(frame.timePoint, state.getZoom(),
frame.mapMode == MapMode::Continuous ? util::DEFAULT_FADE_DURATION : Milliseconds(0));
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
MBGL_DEBUG_GROUP("upload");
tileStencilBuffer.upload(store);
tileBorderBuffer.upload(store);
spriteAtlas->upload(store);
lineAtlas->upload(store);
glyphAtlas->upload(store);
frameHistory.upload(store);
annotationSpriteAtlas.upload(store);
for (const auto& item : order) {
if (item.bucket && item.bucket->needsUpload()) {
item.bucket->upload(store);
}
}
}
// - CLEAR -------------------------------------------------------------------------------------
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
{
MBGL_DEBUG_GROUP("clear");
config.stencilFunc.reset();
config.stencilTest = GL_TRUE;
config.stencilMask = 0xFF;
config.depthTest = GL_FALSE;
config.depthMask = GL_TRUE;
config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
if (isOverdraw()) {
config.blend = GL_TRUE;
config.blendFunc = { GL_CONSTANT_COLOR, GL_ONE };
const float overdraw = 1.0f / 8.0f;
config.blendColor = { overdraw, overdraw, overdraw, 0.0f };
config.clearColor = Color::black();
} else {
config.clearColor = background;
}
config.clearStencil = 0;
config.clearDepth = 1;
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
// - CLIPPING MASKS ----------------------------------------------------------------------------
// Draws the clipping masks to the stencil buffer.
{
MBGL_DEBUG_GROUP("clip");
// Update all clipping IDs.
algorithm::ClipIDGenerator generator;
for (const auto& source : sources) {
source->baseImpl->startRender(generator, projMatrix, state);
}
drawClippingMasks(generator.getStencils());
}
if (frame.debugOptions & MapDebugOptions::StencilClip) {
renderClipMasks();
return;
}
// Actually render the layers
if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
// TODO: Correctly compute the number of layers recursively beforehand.
depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
renderPass(RenderPass::Opaque,
order.rbegin(), order.rend(),
0, 1);
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
renderPass(RenderPass::Translucent,
order.begin(), order.end(),
static_cast<GLsizei>(order.size()) - 1, -1);
if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
MBGL_DEBUG_GROUP("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->baseImpl->finishRender(*this);
}
}
// 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("cleanup");
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
MBGL_CHECK_ERROR(VertexArrayObject::Unbind());
}
if (frame.contextMode == GLContextMode::Shared) {
config.setDirty();
}
}
template <class Iterator>
void Painter::renderPass(RenderPass pass_,
Iterator it, Iterator end,
GLsizei i, int8_t increment) {
pass = pass_;
MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s {", indent++ * 4, "",
pass == RenderPass::Opaque ? "opaque" : "translucent");
}
for (; it != end; ++it, i += increment) {
currentLayer = i;
const auto& item = *it;
const Layer& layer = item.layer;
if (!layer.baseImpl->hasRenderPass(pass))
continue;
if (isOverdraw()) {
config.blend = GL_TRUE;
} else if (pass == RenderPass::Translucent) {
config.blendFunc.reset();
config.blend = GL_TRUE;
} else {
config.blend = GL_FALSE;
}
config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
config.stencilMask = 0x0;
if (layer.is<BackgroundLayer>()) {
MBGL_DEBUG_GROUP("background");
renderBackground(*layer.as<BackgroundLayer>());
} else if (layer.is<CustomLayer>()) {
MBGL_DEBUG_GROUP(layer.baseImpl->id + " - custom");
VertexArrayObject::Unbind();
layer.as<CustomLayer>()->impl->render(state);
config.setDirty();
} else {
MBGL_DEBUG_GROUP(layer.baseImpl->id + " - " + util::toString(item.tile->id));
if (item.bucket->needsClipping()) {
setClipping(item.tile->clip);
}
item.bucket->render(*this, layer, item.tile->id, item.tile->matrix);
}
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
}
mat4 Painter::translatedMatrix(const mat4& matrix,
const std::array<float, 2>& translation,
const UnwrappedTileID& id,
TranslateAnchorType anchor) {
if (translation[0] == 0 && translation[1] == 0) {
return matrix;
} else {
mat4 vtxMatrix;
if (anchor == TranslateAnchorType::Viewport) {
const double sin_a = std::sin(-state.getAngle());
const double cos_a = std::cos(-state.getAngle());
matrix::translate(vtxMatrix, matrix,
id.pixelsToTileUnits(translation[0] * cos_a - translation[1] * sin_a, state.getZoom()),
id.pixelsToTileUnits(translation[0] * sin_a + translation[1] * cos_a, state.getZoom()),
0);
} else {
matrix::translate(vtxMatrix, matrix,
id.pixelsToTileUnits(translation[0], state.getZoom()),
id.pixelsToTileUnits(translation[1], state.getZoom()),
0);
}
return vtxMatrix;
}
}
void Painter::setDepthSublayer(int n) {
float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
float farDepth = nearDepth + depthRangeSize;
config.depthRange = { nearDepth, farDepth };
}
} // namespace mbgl