Files
MapLibreParticleLab/src/mbgl/renderer/layers/render_hillshade_layer.cpp
Molly Lloyd a386cac452 [core] add maxzoom uniform for raster-dem tilesets (#11134)
* add maxzoom uniform to support external tilesets

* update git sha for gl-js

* try and fix android crash

* name default maxzoom constant
2018-02-14 11:28:51 -08:00

165 lines
7.2 KiB
C++

#include <mbgl/renderer/layers/render_hillshade_layer.hpp>
#include <mbgl/renderer/buckets/hillshade_bucket.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/sources/render_raster_dem_source.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/hillshade_program.hpp>
#include <mbgl/programs/hillshade_prepare_program.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/style/layers/hillshade_layer_impl.hpp>
#include <mbgl/util/geo.hpp>
#include <mbgl/util/offscreen_texture.hpp>
namespace mbgl {
using namespace style;
RenderHillshadeLayer::RenderHillshadeLayer(Immutable<style::HillshadeLayer::Impl> _impl)
: RenderLayer(style::LayerType::Hillshade, _impl),
unevaluated(impl().paint.untransitioned()) {
}
const style::HillshadeLayer::Impl& RenderHillshadeLayer::impl() const {
return static_cast<const style::HillshadeLayer::Impl&>(*baseImpl);
}
std::unique_ptr<Bucket> RenderHillshadeLayer::createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const {
assert(false);
return nullptr;
}
const std::array<float, 2> RenderHillshadeLayer::getLatRange(const UnwrappedTileID& id) {
const LatLng latlng0 = LatLng(id);
const LatLng latlng1 = LatLng(UnwrappedTileID(id.canonical.z, id.canonical.x, id.canonical.y + 1));
return {{ (float)latlng0.latitude(), (float)latlng1.latitude() }};
}
const std::array<float, 2> RenderHillshadeLayer::getLight(const PaintParameters& parameters){
float azimuthal = evaluated.get<HillshadeIlluminationDirection>() * util::DEG2RAD;
if (evaluated.get<HillshadeIlluminationAnchor>() == HillshadeIlluminationAnchorType::Viewport) azimuthal = azimuthal - parameters.state.getAngle();
return {{evaluated.get<HillshadeExaggeration>(), azimuthal}};
}
void RenderHillshadeLayer::transition(const TransitionParameters& parameters) {
unevaluated = impl().paint.transitioned(parameters, std::move(unevaluated));
}
void RenderHillshadeLayer::evaluate(const PropertyEvaluationParameters& parameters) {
evaluated = unevaluated.evaluate(parameters);
passes = (evaluated.get<style::HillshadeExaggeration >() > 0)
? (RenderPass::Translucent | RenderPass::Pass3D)
: RenderPass::None;
}
bool RenderHillshadeLayer::hasTransition() const {
return unevaluated.hasTransition();
}
void RenderHillshadeLayer::render(PaintParameters& parameters, RenderSource* src) {
if (parameters.pass != RenderPass::Translucent && parameters.pass != RenderPass::Pass3D)
return;
RenderRasterDEMSource* demsrc = dynamic_cast<RenderRasterDEMSource*>(src);
const uint8_t TERRAIN_RGB_MAXZOOM = 15;
const uint8_t maxzoom = demsrc != nullptr ? demsrc->getMaxZoom() : TERRAIN_RGB_MAXZOOM;
auto draw = [&] (const mat4& matrix,
const auto& vertexBuffer,
const auto& indexBuffer,
const auto& segments,
const UnwrappedTileID& id) {
parameters.programs.hillshade.draw(
parameters.context,
gl::Triangles(),
parameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
parameters.colorModeForRenderPass(),
HillshadeProgram::UniformValues {
uniforms::u_matrix::Value{ matrix },
uniforms::u_image::Value{ 0 },
uniforms::u_highlight::Value{ evaluated.get<HillshadeHighlightColor>() },
uniforms::u_shadow::Value{ evaluated.get<HillshadeShadowColor>() },
uniforms::u_accent::Value{ evaluated.get<HillshadeAccentColor>() },
uniforms::u_light::Value{ getLight(parameters) },
uniforms::u_latrange::Value{ getLatRange(id) },
},
vertexBuffer,
indexBuffer,
segments,
HillshadeProgram::PaintPropertyBinders { evaluated, 0 },
evaluated,
parameters.state.getZoom(),
getID()
);
};
mat4 mat;
matrix::ortho(mat, 0, util::EXTENT, -util::EXTENT, 0, 0, 1);
matrix::translate(mat, mat, 0, -util::EXTENT, 0);
for (const RenderTile& tile : renderTiles) {
assert(dynamic_cast<HillshadeBucket*>(tile.tile.getBucket(*baseImpl)));
HillshadeBucket& bucket = *reinterpret_cast<HillshadeBucket*>(tile.tile.getBucket(*baseImpl));
if (!bucket.hasData()){
continue;
}
if (!bucket.isPrepared() && parameters.pass == RenderPass::Pass3D) {
const uint16_t tilesize = bucket.getDEMData().dim;
OffscreenTexture view(parameters.context, { tilesize, tilesize });
view.bind();
parameters.context.bindTexture(*bucket.dem, 0, gl::TextureFilter::Nearest, gl::TextureMipMap::No, gl::TextureWrap::Clamp, gl::TextureWrap::Clamp);
const Properties<>::PossiblyEvaluated properties;
parameters.programs.hillshadePrepare.draw(
parameters.context,
gl::Triangles(),
parameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly),
gl::StencilMode::disabled(),
parameters.colorModeForRenderPass(),
HillshadePrepareProgram::UniformValues {
uniforms::u_matrix::Value { mat },
uniforms::u_dimension::Value { {{uint16_t(tilesize * 2), uint16_t(tilesize * 2) }} },
uniforms::u_zoom::Value{ float(tile.id.canonical.z) },
uniforms::u_maxzoom::Value{ float(maxzoom) },
uniforms::u_image::Value{ 0 }
},
parameters.staticData.rasterVertexBuffer,
parameters.staticData.quadTriangleIndexBuffer,
parameters.staticData.rasterSegments,
HillshadePrepareProgram::PaintPropertyBinders { properties, 0 },
properties,
parameters.state.getZoom(),
getID()
);
bucket.texture = std::move(view.getTexture());
bucket.setPrepared(true);
} else if (parameters.pass == RenderPass::Translucent) {
assert(bucket.texture);
parameters.context.bindTexture(*bucket.texture, 0, gl::TextureFilter::Linear, gl::TextureMipMap::No, gl::TextureWrap::Clamp, gl::TextureWrap::Clamp);
if (bucket.vertexBuffer && bucket.indexBuffer && !bucket.segments.empty()) {
// Draw only the parts of the tile that aren't drawn by another tile in the layer.
draw(parameters.matrixForTile(tile.id, true),
*bucket.vertexBuffer,
*bucket.indexBuffer,
bucket.segments,
tile.id);
} else {
// Draw the full tile.
draw(parameters.matrixForTile(tile.id, true),
parameters.staticData.rasterVertexBuffer,
parameters.staticData.quadTriangleIndexBuffer,
parameters.staticData.rasterSegments,
tile.id);
}
}
}
}
} // namespace mbgl