Files
MapLibreParticleLab/src/map/map.cpp
Justin R. Miller 12594ce8f1 clearer comments
2014-05-22 14:24:54 -07:00

677 lines
21 KiB
C++

#include <llmr/map/map.hpp>
#include <llmr/map/source.hpp>
#include <llmr/platform/platform.hpp>
#include <llmr/style/resources.hpp>
#include <llmr/style/sprite.hpp>
#include <llmr/util/transition.hpp>
#include <llmr/util/time.hpp>
#include <llmr/util/math.hpp>
#include <llmr/util/clip_ids.hpp>
#include <llmr/util/string.hpp>
#include <llmr/util/constants.hpp>
#include <algorithm>
#include <memory>
#include <iostream>
using namespace llmr;
Map::Map(View& view)
: view(view),
transform(),
texturepool(),
style(),
glyphAtlas(1024, 1024),
spriteAtlas(512, 512),
painter(*this),
loop(uv_loop_new()) {
view.initialize(this);
// Make sure that we're doing an initial drawing in all cases.
is_clean.clear();
is_rendered.clear();
is_swapped.test_and_set();
}
Map::~Map() {
uv_loop_delete(loop);
loop = nullptr;
}
void Map::start() {
// When starting map rendering in another thread, we perform async/continuously
// updated rendering. Only in these cases, we attach the async handlers.
async = true;
// Setup async notifications
async_terminate = new uv_async_t();
uv_async_init(loop, async_terminate, terminate);
async_terminate->data = loop;
async_render = new uv_async_t();
uv_async_init(loop, async_render, render);
async_render->data = this;
async_cleanup = new uv_async_t();
uv_async_init(loop, async_cleanup, cleanup);
async_cleanup->data = this;
uv_thread_create(&thread, [](void *arg) {
Map *map = static_cast<Map *>(arg);
map->run();
}, this);
}
void Map::stop() {
uv_async_send(async_terminate);
uv_thread_join(&thread);
uv_close((uv_handle_t *)async_terminate, delete_async);
async_terminate = nullptr;
uv_close((uv_handle_t *)async_render, delete_async);
async_render = nullptr;
uv_close((uv_handle_t *)async_cleanup, delete_async);
async_cleanup = nullptr;
// Run the event loop once to make sure our async delete handlers are called.
uv_run(loop, UV_RUN_ONCE);
async = false;
}
void Map::delete_async(uv_handle_t *handle) {
delete (uv_async_t *)handle;
}
void Map::run() {
setup();
prepare();
uv_run(loop, UV_RUN_DEFAULT);
// If the map rendering wasn't started asynchronously, we perform one render
// *after* all events have been processed.
if (!async) {
render();
}
}
void Map::rerender() {
// We only send render events if we want to continuously update the map
// (== async rendering).
if (async) {
uv_async_send(async_render);
}
}
void Map::update() {
is_clean.clear();
rerender();
}
bool Map::needsSwap() {
return is_swapped.test_and_set() == false;
}
void Map::swapped() {
is_rendered.clear();
rerender();
}
void Map::cleanup() {
uv_async_send(async_cleanup);
}
void Map::cleanup(uv_async_t *async) {
Map *map = static_cast<Map *>(async->data);
map->view.make_active();
map->painter.cleanup();
}
void Map::render(uv_async_t *async) {
Map *map = static_cast<Map *>(async->data);
map->prepare();
if (map->state.hasSize()) {
if (map->is_rendered.test_and_set() == false) {
if (map->is_clean.test_and_set() == false) {
map->render();
map->is_swapped.clear();
map->view.swap();
} else {
// We set the rendered flag in the test above, so we have to reset it
// now that we're not actually rendering because the map is clean.
map->is_rendered.clear();
}
}
}
}
void Map::terminate(uv_async_t *async) {
uv_stop(static_cast<uv_loop_t *>(async->data));
}
#pragma mark - Setup
void Map::setup() {
view.make_active();
painter.setup();
sources.emplace("outdoors",
std::unique_ptr<Source>(new Source(*this,
painter,
"http://api-maps-gl.tilestream.net/v3/mapbox.mapbox-terrain-v1,mapbox.mapbox-streets-v5/%d/%d/%d.gl.pbf",
Source::Type::vector,
{{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 }},
512,
0,
14,
true)));
sources.emplace("satellite",
std::unique_ptr<Source>(new Source(*this,
painter,
"https://a.tiles.mapbox.com/v3/justin.hh0gkdfm/%d/%d/%d%s.png256",
Source::Type::raster,
{{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 }},
256,
0,
21,
false)));
loadStyle(resources::style, resources::style_size);
}
void Map::loadStyle(const uint8_t *const data, uint32_t bytes) {
style.loadJSON(data, bytes);
update();
}
#pragma mark - Size
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::resize(uint16_t width, uint16_t height, float ratio) {
resize(width, height, ratio, width * ratio, height * ratio);
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::resize(uint16_t width, uint16_t height, float ratio, uint16_t fb_width, uint16_t fb_height) {
if (transform.resize(width, height, ratio, fb_width, fb_height)) {
update();
}
}
#pragma mark - Transitions
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::cancelTransitions() {
transform.cancelTransitions();
update();
}
#pragma mark - Position
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::moveBy(double dx, double dy, double duration) {
transform.moveBy(dx, dy, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::setLonLat(double lon, double lat, double duration) {
transform.setLonLat(lon, lat, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::getLonLat(double& lon, double& lat) const {
transform.getLonLat(lon, lat);
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::startPanning() {
transform.startPanning();
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::stopPanning() {
transform.stopPanning();
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::resetPosition() {
transform.setAngle(0);
transform.setLonLat(0, 0);
transform.setZoom(0);
update();
}
#pragma mark - Scale
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::scaleBy(double ds, double cx, double cy, double duration) {
transform.scaleBy(ds, cx, cy, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::setScale(double scale, double cx, double cy, double duration) {
transform.setScale(scale, cx, cy, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
double Map::getScale() const {
return transform.getScale();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::setZoom(double zoom, double duration) {
transform.setZoom(zoom, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
double Map::getZoom() const {
return transform.getZoom();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::setLonLatZoom(double lon, double lat, double zoom, double duration) {
transform.setLonLatZoom(lon, lat, zoom, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::getLonLatZoom(double& lon, double& lat, double& zoom) const {
transform.getLonLatZoom(lon, lat, zoom);
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::resetZoom() {
setZoom(0);
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::startScaling() {
transform.startScaling();
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::stopScaling() {
transform.stopScaling();
update();
}
#pragma mark - Rotation
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::rotateBy(double sx, double sy, double ex, double ey, double duration) {
transform.rotateBy(sx, sy, ex, ey, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::setAngle(double angle, double duration) {
transform.setAngle(angle, duration * 1_second);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::setAngle(double angle, double cx, double cy) {
transform.setAngle(angle, cx, cy);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
double Map::getAngle() const {
return transform.getAngle();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::resetNorth() {
transform.setAngle(0, 500_milliseconds);
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::startRotating() {
transform.startRotating();
update();
}
// Note: This function is called from another thread. Make sure you only call threadsafe functions!
void Map::stopRotating() {
transform.stopRotating();
update();
}
#pragma mark - Toggles
void Map::setDebug(bool value) {
debug = value;
painter.setDebug(debug);
update();
}
void Map::toggleDebug() {
setDebug(!debug);
}
bool Map::getDebug() const {
return debug;
}
void Map::toggleRaster() {
style.setDefaultTransitionDuration(300);
style.cancelTransitions();
auto it = sources.find("satellite");
if (it != sources.end()) {
Source &satellite_source = *it->second;
if (satellite_source.enabled) {
satellite_source.enabled = false;
style.appliedClasses.erase("satellite");
} else {
satellite_source.enabled = true;
style.appliedClasses.insert("satellite");
}
}
update();
}
void Map::updateTiles() {
for (auto &pair : sources) {
const std::unique_ptr<Source> &source = pair.second;
if (source->enabled) {
source->update();
}
}
}
void Map::updateRenderState() {
std::forward_list<Tile::ID> ids;
for (const auto &pair : sources) {
Source &source = *pair.second;
if (source.enabled) {
ids.splice_after(ids.before_begin(), source.getIDs());
source.updateMatrices(state);
}
}
const std::map<Tile::ID, ClipID> clipIDs = computeClipIDs(ids);
for (const auto &pair : sources) {
Source &source = *pair.second;
if (source.enabled) {
source.updateClipIDs(clipIDs);
}
}
}
void Map::prepare() {
view.make_active();
// Update transform transitions.
animationTime = util::now();
if (transform.needsTransition()) {
transform.updateTransitions(animationTime);
}
const TransformState oldState = state;
state = transform.currentState();
bool pixelRatioChanged = oldState.getPixelRatio() != state.getPixelRatio();
bool dimensionsChanged = oldState.getFramebufferWidth() != state.getFramebufferWidth() ||
oldState.getFramebufferHeight() != state.getFramebufferHeight();
if (pixelRatioChanged) {
style.sprite = std::make_shared<Sprite>(*this, state.getPixelRatio());
style.sprite->load(kSpriteURL);
spriteAtlas.resize(state.getPixelRatio());
}
if (pixelRatioChanged || dimensionsChanged) {
painter.clearFramebuffers();
}
style.cascade(state.getNormalizedZoom());
// Update style transitions.
animationTime = util::now();
if (style.needsTransition()) {
style.updateTransitions(animationTime);
update();
}
// Allow the sprite atlas to potentially pull new sprite images if needed.
if (style.sprite && style.sprite->isLoaded()) {
spriteAtlas.update(*style.sprite);
}
updateTiles();
}
void Map::render() {
std::vector<std::string> debug;
painter.clear();
painter.resetFramebuffer();
painter.resize();
painter.changeMatrix();
updateRenderState();
painter.drawClippingMasks(sources);
// Generate debug information
size_t source_id = 0;
for (const auto &pair : sources) {
const Source &source = *pair.second;
size_t count = source.getTileCount();
debug.emplace_back(util::sprintf<100>("source %d: %d\n", source_id, count));
source_id++;
}
// Actually render the layers
if (debug::renderTree) { std::cout << "{" << std::endl; indent++; }
renderLayers(style.layers);
if (debug::renderTree) { std::cout << "}" << std::endl; indent--; }
// 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 &pair : sources) {
Source &source = *pair.second;
const std::string &name = pair.first;
gl::group group(std::string("debug ") + name);
source.finishRender();
}
painter.renderMatte();
painter.renderDebugText(debug);
// Schedule another rerender when we definitely need a next frame.
if (transform.needsTransition()) {
update();
}
glFlush();
}
void Map::renderLayers(const std::vector<LayerDescription>& layers) {
// TODO: Correctly compute the number of layers recursively beforehand.
float strata_thickness = 1.0f / (layers.size() + 1);
// - FIRST PASS ------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque
// objects first.
if (debug::renderTree) {
std::cout << std::string(indent++ * 4, ' ') << "OPAQUE {" << std::endl;
}
typedef std::vector<LayerDescription>::const_reverse_iterator riterator;
int i = 0;
for (riterator it = layers.rbegin(), end = layers.rend(); it != end; ++it, ++i) {
painter.setOpaque();
painter.setStrata(i * strata_thickness);
renderLayer(*it, Opaque);
}
// painter.endPass();
if (debug::renderTree) {
std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
}
// - SECOND PASS -----------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render
// bottom-to-top.
if (debug::renderTree) {
std::cout << std::string(indent++ * 4, ' ') << "TRANSLUCENT {" << std::endl;
}
typedef std::vector<LayerDescription>::const_iterator iterator;
--i;
for (iterator it = layers.begin(), end = layers.end(); it != end; ++it, --i) {
painter.setTranslucent();
painter.setStrata(i * strata_thickness);
renderLayer(*it, Translucent);
}
// painter.endPass();
if (debug::renderTree) {
std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
}
}
template <typename Styles>
typename Styles::const_iterator find_style(const Styles &styles, const LayerDescription &layer_desc) {
auto it = styles.find(layer_desc.name);
if (it == styles.end()) {
if (debug::renderWarnings) {
fprintf(stderr, "[WARNING] can't find class named '%s' in style\n",
layer_desc.name.c_str());
}
}
return it;
}
template <typename Properties>
bool is_invisible(const Properties &properties) {
if (!properties.enabled) { return true; }
if (properties.opacity <= 0) { return true; }
return false;
}
template <typename Styles>
bool is_invisible(const Styles &styles, const LayerDescription &layer_desc) {
auto it = find_style(styles, layer_desc);
if (it == styles.end()) { return true; }
return is_invisible(it->second);
}
void Map::renderLayer(const LayerDescription& layer_desc, RenderPass pass) {
if (layer_desc.child_layer.size()) {
// This is a layer group. We render them during our translucent render pass.
if (pass == Translucent) {
auto it = find_style(style.computed.composites, layer_desc);
const CompositeProperties &properties = (it != style.computed.composites.end()) ? it->second : defaultCompositeProperties;
if (!is_invisible(properties)) {
gl::group group(std::string("group: ") + layer_desc.name);
if (debug::renderTree) {
std::cout << std::string(indent++ * 4, ' ') << "+ " << layer_desc.name
<< " (Composite) {" << std::endl;
}
painter.pushFramebuffer();
renderLayers(layer_desc.child_layer);
GLuint texture = painter.popFramebuffer();
// Render the previous texture onto the screen.
painter.drawComposite(texture, properties);
if (debug::renderTree) {
std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
}
}
}
} else if (layer_desc.bucket_name == "background") {
// This layer defines the background color.
} else {
// This is a singular layer. Try to find the bucket associated with
// this layer and render it.
auto bucket_it = style.buckets.find(layer_desc.bucket_name);
if (bucket_it != style.buckets.end()) {
const BucketDescription &bucket_desc = bucket_it->second;
// Abort early if we can already deduce from the bucket type that
// we're not going to render anything anyway during this pass.
switch (bucket_desc.type) {
case BucketType::Fill:
if (is_invisible(style.computed.fills, layer_desc)) return;
break;
case BucketType::Line:
if (pass == Opaque) return;
if (is_invisible(style.computed.lines, layer_desc)) return;
break;
case BucketType::Icon:
if (pass == Opaque) return;
if (is_invisible(style.computed.icons, layer_desc)) return;
break;
case BucketType::Text:
if (pass == Opaque) return;
if (is_invisible(style.computed.texts, layer_desc)) return;
break;
case BucketType::Raster:
if (pass == Translucent) return;
if (is_invisible(style.computed.rasters, layer_desc)) return;
break;
default:
break;
}
// Find the source and render all tiles in it.
auto source_it = sources.find(bucket_desc.source_name);
if (source_it != sources.end()) {
if (debug::renderTree) {
std::cout << std::string(indent * 4, ' ') << "- " << layer_desc.name << " ("
<< bucket_desc.type << ")" << std::endl;
}
const std::unique_ptr<Source> &source = source_it->second;
source->render(layer_desc, bucket_desc);
} else {
if (debug::renderWarnings) {
fprintf(stderr, "[WARNING] can't find source '%s' required for bucket '%s'\n",
bucket_desc.source_name.c_str(), layer_desc.bucket_name.c_str());
}
}
} else {
if (debug::renderWarnings) {
fprintf(stderr, "[WARNING] can't find bucket '%s' required for layer '%s'\n",
layer_desc.bucket_name.c_str(), layer_desc.name.c_str());
}
}
}
}