* [core] Bump gl-js version * [core] Implement image expression * [core] Use new image expression * [core] Coerce image expression to / from string * [core] Serialize evaluated image * [core] Pass available images to layout * [core] Pass images to evaluation context * [core] Set available flag value based on image availability * [core] Allow image coercion to boolean to indicate image availability * [core] Coalesce image expression * [core] Add image expression to next build system * [core] Align serialization format and evaluated type with gl-js * [core] Add images to expression evaluation method * [core] Add support for Image expression to expression test runner * [core] Unskip image expression tests * [core] Update unit tests * [core] Use image expression in annotation manager * [core] Add string to ImageExpression conversion * [core] Add image expression to expression dsl * [core] Convert tokens for implicitly created Image literal * [core] Fix clang format * [core] Split generated style code lines that are over 120 characters * [core] Add unit test for image expression equality * [core] Add image property expression evaluation unit test * [core] Unskip image expression render test * [core] Skip 'in' expression tests * [core] Ignore fill-pattern/update-feature-state render test * [core] Rename Image::serialize to Image::toValue
187 lines
7.6 KiB
C++
187 lines
7.6 KiB
C++
#include <mbgl/renderer/layers/render_background_layer.hpp>
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#include <mbgl/style/layers/background_layer_impl.hpp>
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#include <mbgl/renderer/bucket.hpp>
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#include <mbgl/renderer/upload_parameters.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/pattern_atlas.hpp>
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#include <mbgl/renderer/image_manager.hpp>
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#include <mbgl/renderer/render_static_data.hpp>
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#include <mbgl/programs/programs.hpp>
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#include <mbgl/programs/background_program.hpp>
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#include <mbgl/util/tile_cover.hpp>
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#include <mbgl/map/transform_state.hpp>
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#include <mbgl/gfx/cull_face_mode.hpp>
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namespace mbgl {
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using namespace style;
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namespace {
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inline const BackgroundLayer::Impl& impl(const Immutable<style::Layer::Impl>& impl) {
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assert(impl->getTypeInfo() == BackgroundLayer::Impl::staticTypeInfo());
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return static_cast<const style::BackgroundLayer::Impl&>(*impl);
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}
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} // namespace
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RenderBackgroundLayer::RenderBackgroundLayer(Immutable<style::BackgroundLayer::Impl> _impl)
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: RenderLayer(makeMutable<BackgroundLayerProperties>(std::move(_impl))),
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unevaluated(impl(baseImpl).paint.untransitioned()) {
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}
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RenderBackgroundLayer::~RenderBackgroundLayer() = default;
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void RenderBackgroundLayer::transition(const TransitionParameters ¶meters) {
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unevaluated = impl(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
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}
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void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters ¶meters) {
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auto properties = makeMutable<BackgroundLayerProperties>(
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staticImmutableCast<BackgroundLayer::Impl>(baseImpl),
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parameters.getCrossfadeParameters(),
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unevaluated.evaluate(parameters));
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passes = properties->evaluated.get<style::BackgroundOpacity>() == 0.0f
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? RenderPass::None
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: (!unevaluated.get<style::BackgroundPattern>().isUndefined()
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|| properties->evaluated.get<style::BackgroundOpacity>() < 1.0f
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|| properties->evaluated.get<style::BackgroundColor>().a < 1.0f)
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? RenderPass::Translucent
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// Supply both - evaluated based on opaquePassCutoff in render().
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: RenderPass::Opaque | RenderPass::Translucent;
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properties->renderPasses = mbgl::underlying_type(passes);
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evaluatedProperties = std::move(properties);
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}
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bool RenderBackgroundLayer::hasTransition() const {
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return unevaluated.hasTransition();
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}
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bool RenderBackgroundLayer::hasCrossfade() const {
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return getCrossfade<BackgroundLayerProperties>(evaluatedProperties).t != 1;
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}
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void RenderBackgroundLayer::render(PaintParameters& parameters) {
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// Note that for bottommost layers without a pattern, the background color is drawn with
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// glClear rather than this method.
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const Properties<>::PossiblyEvaluated properties;
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const BackgroundProgram::Binders paintAttributeData(properties, 0);
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auto draw = [&](auto& program, auto&& uniformValues, const auto& textureBindings, const UnwrappedTileID& id) {
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const auto allUniformValues = program.computeAllUniformValues(
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std::move(uniformValues),
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paintAttributeData,
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properties,
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parameters.state.getZoom()
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);
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const auto allAttributeBindings = program.computeAllAttributeBindings(
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*parameters.staticData.tileVertexBuffer,
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paintAttributeData,
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properties
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);
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checkRenderability(parameters, program.activeBindingCount(allAttributeBindings));
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program.draw(
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parameters.context,
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*parameters.renderPass,
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gfx::Triangles(),
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parameters.depthModeForSublayer(0, parameters.pass == RenderPass::Opaque
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? gfx::DepthMaskType::ReadWrite
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: gfx::DepthMaskType::ReadOnly),
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gfx::StencilMode::disabled(),
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parameters.colorModeForRenderPass(),
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gfx::CullFaceMode::disabled(),
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*parameters.staticData.quadTriangleIndexBuffer,
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parameters.staticData.tileTriangleSegments,
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allUniformValues,
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allAttributeBindings,
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textureBindings,
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getID() + "/" + util::toString(id)
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);
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};
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const auto& evaluated = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).evaluated;
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const auto& crossfade = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).crossfade;
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if (!evaluated.get<BackgroundPattern>().to.empty()) {
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optional<ImagePosition> imagePosA =
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parameters.patternAtlas.getPattern(evaluated.get<BackgroundPattern>().from.id());
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optional<ImagePosition> imagePosB =
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parameters.patternAtlas.getPattern(evaluated.get<BackgroundPattern>().to.id());
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if (!imagePosA || !imagePosB)
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return;
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for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
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draw(
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parameters.programs.getBackgroundLayerPrograms().backgroundPattern,
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BackgroundPatternProgram::layoutUniformValues(
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parameters.matrixForTile(tileID),
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evaluated.get<BackgroundOpacity>(),
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parameters.patternAtlas.getPixelSize(),
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*imagePosA,
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*imagePosB,
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crossfade,
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tileID,
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parameters.state
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),
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BackgroundPatternProgram::TextureBindings{
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textures::image::Value{ parameters.patternAtlas.textureBinding() },
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},
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tileID
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);
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}
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} else {
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auto backgroundRenderPass = (evaluated.get<BackgroundColor>().a >= 1.0f
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&& evaluated.get<BackgroundOpacity>() >= 1.0f
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&& parameters.currentLayer >= parameters.opaquePassCutoff) ? RenderPass::Opaque : RenderPass::Translucent;
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if (parameters.pass != backgroundRenderPass) {
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return;
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}
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for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
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draw(
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parameters.programs.getBackgroundLayerPrograms().background,
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BackgroundProgram::LayoutUniformValues {
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uniforms::matrix::Value( parameters.matrixForTile(tileID) ),
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uniforms::color::Value( evaluated.get<BackgroundColor>() ),
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uniforms::opacity::Value( evaluated.get<BackgroundOpacity>() ),
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},
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BackgroundProgram::TextureBindings{},
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tileID
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);
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}
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}
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}
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optional<Color> RenderBackgroundLayer::getSolidBackground() const {
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const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
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if (!evaluated.get<BackgroundPattern>().from.empty() || evaluated.get<style::BackgroundOpacity>() <= 0.0f) {
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return nullopt;
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}
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return { evaluated.get<BackgroundColor>() * evaluated.get<BackgroundOpacity>() };
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}
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namespace {
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void addPatternIfNeeded(const std::string& id, const LayerPrepareParameters& params) {
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if (!params.patternAtlas.getPattern(id)) {
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if (auto* image = params.imageManager.getImage(id)) {
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params.patternAtlas.addPattern(*image);
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}
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}
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}
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} // namespace
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void RenderBackgroundLayer::prepare(const LayerPrepareParameters& params) {
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const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
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if (!evaluated.get<BackgroundPattern>().to.empty()) {
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// Ensures that the pattern bitmap gets copied to atlas bitmap.
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// Atlas bitmap is uploaded to atlas texture in upload.
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addPatternIfNeeded(evaluated.get<BackgroundPattern>().from.id(), params);
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addPatternIfNeeded(evaluated.get<BackgroundPattern>().to.id(), params);
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}
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}
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} // namespace mbgl
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