Files
MapLibreParticleLab/src/renderer/painter_fill.cpp
2014-05-28 09:47:55 +02:00

206 lines
8.2 KiB
C++

#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/map/map.hpp>
#include <llmr/style/sprite.hpp>
#include <llmr/geometry/sprite_atlas.hpp>
#include <llmr/util/std.hpp>
using namespace llmr;
void Painter::renderFill(FillBucket& bucket, const FillProperties& properties, const Tile::ID& id, const mat4 &vtxMatrix) {
Color fill_color = properties.fill_color;
fill_color[0] *= properties.opacity;
fill_color[1] *= properties.opacity;
fill_color[2] *= properties.opacity;
fill_color[3] *= properties.opacity;
Color stroke_color = properties.stroke_color;
stroke_color[0] *= properties.opacity;
stroke_color[1] *= properties.opacity;
stroke_color[2] *= properties.opacity;
stroke_color[3] *= properties.opacity;
bool outline = properties.antialias && properties.stroke_color != properties.fill_color;
bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color;
if (fringeline) {
outline = true;
stroke_color = fill_color;
}
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (outline && pass == Translucent) {
useProgram(outlineShader->program);
outlineShader->setMatrix(vtxMatrix);
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
outlineShader->setColor(stroke_color);
// Draw the entire line
outlineShader->setWorld({{
static_cast<float>(map.getState().getFramebufferWidth()),
static_cast<float>(map.getState().getFramebufferHeight())
}});
glDepthRange(strata, 1.0f);
bucket.drawVertices(*outlineShader);
} else if (fringeline) {
// // We're only drawing to the first seven bits (== support a maximum of
// // 127 overlapping polygons in one place before we get rendering errors).
// glStencilMask(0x3F);
// glClear(GL_STENCIL_BUFFER_BIT);
// // Draw front facing triangles. Wherever the 0x80 bit is 1, we are
// // increasing the lower 7 bits by one if the triangle is a front-facing
// // triangle. This means that all visible polygons should be in CCW
// // orientation, while all holes (see below) are in CW orientation.
// glStencilFunc(GL_EQUAL, 0x80, 0x80);
// // When we do a nonzero fill, we count the number of times a pixel is
// // covered by a counterclockwise polygon, and subtract the number of
// // times it is "uncovered" by a clockwise polygon.
// glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
}
if ((fill_color[3] >= 1.0f) == (pass == Opaque)) {
auto &sprite = map.getStyle().sprite;
if (properties.image.size() && sprite) {
auto &spriteAtlas = map.getSpriteAtlas();
Rect<uint16_t> imagePos = spriteAtlas.getImage(properties.image, *sprite);
float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z);
float mix = std::fmod(map.getState().getZoom(), 1.0);
std::array<float, 2> imageSize = {{
imagePos.w * factor,
imagePos.h * factor
}
};
std::array<float, 2> offset = {{
(float)std::fmod(id.x * 4096, imageSize[0]),
(float)std::fmod(id.y * 4096, imageSize[1])
}
};
useProgram(patternShader->program);
patternShader->setMatrix(vtxMatrix);
patternShader->setOffset(offset);
patternShader->setPatternSize(imageSize);
patternShader->setPatternTopLeft({{
float(imagePos.x) / spriteAtlas.getWidth(),
float(imagePos.y) / spriteAtlas.getHeight(),
}});
patternShader->setPatternBottomRight({{
float(imagePos.x + imagePos.w) / spriteAtlas.getWidth(),
float(imagePos.y + imagePos.h) / spriteAtlas.getHeight(),
}});
patternShader->setColor(fill_color);
patternShader->setMix(mix);
spriteAtlas.bind(true);
// Draw the actual triangles into the color & stencil buffer.
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawElements(*patternShader);
} else {
// Only draw the fill when it's either opaque and we're drawing opaque
// fragments or when it's translucent and we're drawing translucent
// fragments
// Draw filling rectangle.
useProgram(plainShader->program);
plainShader->setMatrix(vtxMatrix);
plainShader->setColor(fill_color);
// Draw the actual triangles into the color & stencil buffer.
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawElements(*plainShader);
}
}
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (fringeline && pass == Translucent) {
useProgram(outlineShader->program);
outlineShader->setMatrix(vtxMatrix);
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
outlineShader->setColor(fill_color);
// Draw the entire line
outlineShader->setWorld({{
static_cast<float>(map.getState().getFramebufferWidth()),
static_cast<float>(map.getState().getFramebufferHeight())
}});
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawVertices(*outlineShader);
}
}
void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
// Abort early.
if (!bucket.hasData()) return;
const std::unordered_map<std::string, FillProperties> &fill_properties = map.getStyle().computed.fills;
const std::unordered_map<std::string, FillProperties>::const_iterator fill_properties_it = fill_properties.find(layer_name);
if (fill_properties_it == fill_properties.end()) return;
const FillProperties& properties = fill_properties_it->second;
if (!properties.enabled) return;
if (properties.prerender) {
if (pass == Translucent) {
// Buffer value around the 0..4096 extent that will be drawn into the 256x256 pixel
// texture. We later scale the texture so that the actual bounds will align with this
// tile's bounds. The reason we do this is so that the
if (!bucket.prerendered) {
bucket.prerendered = std::make_unique<PrerenderedTexture>(properties.prerenderSize);
bucket.prerendered->bindFramebuffer();
preparePrerender(properties);
const FillProperties modifiedProperties = [&]{
FillProperties modifiedProperties = properties;
modifiedProperties.opacity = 1;
return modifiedProperties;
}();
// When drawing the fill, we want to draw a buffer around too, so we
// essentially downscale everyting, and then upscale it later when rendering.
const int buffer = 4096 * properties.prerenderBuffer;
const mat4 vtxMatrix = [&]{
mat4 vtxMatrix;
matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
return vtxMatrix;
}();
setOpaque();
renderFill(bucket, modifiedProperties, id, vtxMatrix);
setTranslucent();
renderFill(bucket, modifiedProperties, id, vtxMatrix);
if (properties.prerenderBlur > 0) {
bucket.prerendered->blur(*this, properties.prerenderBlur);
}
// RESET STATE
bucket.prerendered->unbindFramebuffer();
finishPrerender(properties);
}
renderPrerenderedTexture(bucket, properties);
}
} else {
const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
renderFill(bucket, properties, id, vtxMatrix);
}
}