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MapLibreParticleLab/src/mln/mtl/tile_layer_group.cpp
Bart Louwers 2a8ebc4906 core: rename mbgl directories to mln (#4511)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2026-08-22 20:50:14 +02:00

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5.8 KiB
C++

#include <mln/mtl/tile_layer_group.hpp>
#include <mln/gfx/drawable_tweaker.hpp>
#include <mln/gfx/renderable.hpp>
#include <mln/gfx/renderer_backend.hpp>
#include <mln/gfx/upload_pass.hpp>
#include <mln/mtl/context.hpp>
#include <mln/mtl/drawable.hpp>
#include <mln/mtl/render_pass.hpp>
#include <mln/renderer/paint_parameters.hpp>
#include <mln/util/convert.hpp>
#include <mln/util/logging.hpp>
#include <Metal/Metal.hpp>
namespace mln {
namespace mtl {
TileLayerGroup::TileLayerGroup(int32_t layerIndex_, std::size_t initialCapacity, std::string name_)
: mln::TileLayerGroup(layerIndex_, initialCapacity, std::move(name_)) {}
void TileLayerGroup::upload(gfx::UploadPass& uploadPass) {
if (!enabled || !getDrawableCount()) {
return;
}
#if !defined(NDEBUG)
const auto debugGroup = uploadPass.createDebugGroup(getName() + "-upload");
#endif
visitDrawables([&](gfx::Drawable& drawable) {
if (drawable.getEnabled()) {
auto& drawableMTL = static_cast<Drawable&>(drawable);
drawableMTL.upload(uploadPass);
}
});
}
void TileLayerGroup::render(RenderOrchestrator&, PaintParameters& parameters) {
if (!enabled || !getDrawableCount() || !parameters.renderPass) {
return;
}
auto& context = static_cast<Context&>(parameters.context);
auto& renderPass = static_cast<RenderPass&>(*parameters.renderPass);
const auto& encoder = renderPass.getMetalEncoder();
const auto& renderable = renderPass.getDescriptor().renderable;
// `stencilModeFor3D` uses a different stencil mask value each time its called, so if the
// drawables in this layer use 3D stencil mode, we need to set it up here so that all the
// drawables end up using the same mode value.
// 2D and 3D features in the same layer group is not supported.
bool features3d = false;
bool stencil3d = false;
gfx::StencilMode stencilMode3d;
// If we're using stencil clipping, we need to handle 3D features separately
if (stencilTiles && !stencilTiles->empty()) {
visitDrawables([&](const gfx::Drawable& drawable) {
if (drawable.getEnabled() && drawable.getIs3D() && drawable.hasRenderPass(parameters.pass)) {
features3d = true;
if (drawable.getEnableStencil()) {
stencil3d = true;
}
}
});
}
#if !defined(NDEBUG)
const auto debugGroupRender = parameters.encoder->createDebugGroup(getName() + "-render");
#endif
// If we're doing 3D stenciling and have any features to draw, set up the single-value stencil mask.
// If we're doing 2D stenciling and have any drawables with tile IDs, render each tile into the stencil buffer with
// a different value.
// We can keep the depth-based descriptors, but the stencil-based ones can change
// every time, as a new value is assigned in each call to `stencilModeFor3D`.
std::optional<MTLDepthStencilStatePtr> stateStencil, stateDepthStencil;
std::function<const MTLDepthStencilStatePtr&(bool, bool)> getDepthStencilState;
if (features3d) {
// If we're using group-wide states, build only the ones that actually get used
getDepthStencilState = [&](bool depth, bool stencil) -> const MTLDepthStencilStatePtr& {
if (depth) {
// We assume this doesn't change over the lifetime of a layer group.
const auto depthMode = parameters.depthModeFor3D();
if (stencil) {
if (!stateDepthStencil.has_value()) {
stateDepthStencil = context.makeDepthStencilState(depthMode, stencilMode3d, renderable);
}
return *stateDepthStencil;
} else {
if (!stateDepth) {
stateDepth = context.makeDepthStencilState(depthMode, gfx::StencilMode::disabled(), renderable);
}
return *stateDepth;
}
} else {
if (stencil) {
if (!stateStencil.has_value()) {
stateStencil = context.makeDepthStencilState(
gfx::DepthMode::disabled(), stencilMode3d, renderable);
}
return *stateStencil;
} else {
if (!stateNone) {
stateNone = context.makeDepthStencilState(
gfx::DepthMode::disabled(), gfx::StencilMode::disabled(), renderable);
}
return *stateNone;
}
}
};
if (stencil3d) {
stencilMode3d = parameters.stencilModeFor3D();
encoder->setStencilReferenceValue(stencilMode3d.ref);
}
} else if (stencilTiles && !stencilTiles->empty()) {
parameters.renderTileClippingMasks(stencilTiles);
}
bool bindUBOs = false;
visitDrawables([&](gfx::Drawable& drawable) {
if (!drawable.getEnabled() || !drawable.hasRenderPass(parameters.pass)) {
return;
}
if (!bindUBOs) {
uniformBuffers.bindMtl(renderPass);
bindUBOs = true;
}
for (const auto& tweaker : drawable.getTweakers()) {
tweaker->execute(drawable, parameters);
}
// For layer groups with 3D features, enable either the single-value
// stencil mode for features with stencil enabled or disable stenciling.
// 2D drawables will set their own stencil mode within `draw`.
if (features3d) {
const auto& state = getDepthStencilState(drawable.getEnableDepth(), drawable.getEnableStencil());
renderPass.setDepthStencilState(state);
}
drawable.draw(parameters);
});
}
} // namespace mtl
} // namespace mln