Files
MapLibreParticleLab/src/mbgl/renderer/painter.cpp
2015-04-28 14:32:21 -04:00

466 lines
16 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/map/source.hpp>
#include <mbgl/map/tile.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_bucket.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
#include <mbgl/shader/pattern_shader.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/shader/outline_shader.hpp>
#include <mbgl/shader/line_shader.hpp>
#include <mbgl/shader/linesdf_shader.hpp>
#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/shader/icon_shader.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/shader/sdf_shader.hpp>
#include <mbgl/shader/dot_shader.hpp>
#include <mbgl/shader/gaussian_shader.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#if defined(DEBUG)
#include <mbgl/util/stopwatch.hpp>
#endif
#include <cassert>
#include <algorithm>
#include <iostream>
using namespace mbgl;
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
Painter::Painter(SpriteAtlas& spriteAtlas_, GlyphAtlas& glyphAtlas_, LineAtlas& lineAtlas_)
: spriteAtlas(spriteAtlas_)
, glyphAtlas(glyphAtlas_)
, lineAtlas(lineAtlas_)
{
}
Painter::~Painter() {
}
bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(std::chrono::milliseconds(300));
}
void Painter::setup() {
#if defined(DEBUG)
util::stopwatch stopwatch("painter setup");
#endif
// Enable GL debugging
if ((gl::DebugMessageControl != nullptr) && (gl::DebugMessageCallback != nullptr)) {
// This will enable all messages including performance hints
//MBGL_CHECK_ERROR(gl::DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE));
// This will only enable high and medium severity messages
MBGL_CHECK_ERROR(gl::DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, GL_TRUE));
MBGL_CHECK_ERROR(gl::DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, GL_TRUE));
MBGL_CHECK_ERROR(gl::DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE));
MBGL_CHECK_ERROR(gl::DebugMessageCallback(gl::debug_callback, nullptr));
}
setupShaders();
assert(iconShader);
assert(plainShader);
assert(outlineShader);
assert(lineShader);
assert(linepatternShader);
assert(patternShader);
assert(rasterShader);
assert(sdfGlyphShader);
assert(sdfIconShader);
assert(dotShader);
assert(gaussianShader);
// Blending
// We are blending new pixels on top of old pixels. Since we have depth testing
// and are drawing opaque fragments first front-to-back, then translucent
// fragments back-to-front, this shades the fewest fragments possible.
MBGL_CHECK_ERROR(glEnable(GL_BLEND));
MBGL_CHECK_ERROR(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
// Set clear values
MBGL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
MBGL_CHECK_ERROR(glClearDepth(1.0f));
MBGL_CHECK_ERROR(glClearStencil(0x0));
// Stencil test
MBGL_CHECK_ERROR(glEnable(GL_STENCIL_TEST));
MBGL_CHECK_ERROR(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
// Depth test
glDepthFunc(GL_LEQUAL);
}
void Painter::setupShaders() {
if (!plainShader) plainShader = util::make_unique<PlainShader>();
if (!outlineShader) outlineShader = util::make_unique<OutlineShader>();
if (!lineShader) lineShader = util::make_unique<LineShader>();
if (!linesdfShader) linesdfShader = util::make_unique<LineSDFShader>();
if (!linepatternShader) linepatternShader = util::make_unique<LinepatternShader>();
if (!patternShader) patternShader = util::make_unique<PatternShader>();
if (!iconShader) iconShader = util::make_unique<IconShader>();
if (!rasterShader) rasterShader = util::make_unique<RasterShader>();
if (!sdfGlyphShader) sdfGlyphShader = util::make_unique<SDFGlyphShader>();
if (!sdfIconShader) sdfIconShader = util::make_unique<SDFIconShader>();
if (!dotShader) dotShader = util::make_unique<DotShader>();
if (!gaussianShader) gaussianShader = util::make_unique<GaussianShader>();
}
void Painter::resize() {
if (gl_viewport != state.getFramebufferDimensions()) {
gl_viewport = state.getFramebufferDimensions();
assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
MBGL_CHECK_ERROR(glViewport(0, 0, gl_viewport[0], gl_viewport[1]));
}
}
void Painter::setDebug(bool enabled) {
debug = enabled;
}
void Painter::useProgram(uint32_t program) {
if (gl_program != program) {
MBGL_CHECK_ERROR(glUseProgram(program));
gl_program = program;
}
}
void Painter::lineWidth(float line_width) {
if (gl_lineWidth != line_width) {
MBGL_CHECK_ERROR(glLineWidth(line_width));
gl_lineWidth = line_width;
}
}
void Painter::depthMask(bool value) {
if (gl_depthMask != value) {
MBGL_CHECK_ERROR(glDepthMask(value ? GL_TRUE : GL_FALSE));
gl_depthMask = value;
}
}
void Painter::depthRange(const float near, const float far) {
if (gl_depthRange[0] != near || gl_depthRange[1] != far) {
MBGL_CHECK_ERROR(glDepthRange(near, far));
gl_depthRange = {{ near, far }};
}
}
void Painter::changeMatrix() {
// Initialize projection matrix
matrix::ortho(projMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, 1);
// The extrusion matrix.
matrix::identity(extrudeMatrix);
matrix::multiply(extrudeMatrix, projMatrix, extrudeMatrix);
matrix::rotate_z(extrudeMatrix, extrudeMatrix, state.getAngle());
// The native matrix is a 1:1 matrix that paints the coordinates at the
// same screen position as the vertex specifies.
matrix::identity(nativeMatrix);
matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
}
void Painter::clear() {
gl::group group("clear");
MBGL_CHECK_ERROR(glStencilMask(0xFF));
depthMask(true);
MBGL_CHECK_ERROR(glClearColor(0, 0, 0, 0));
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
void Painter::setOpaque() {
if (pass != RenderPass::Opaque) {
pass = RenderPass::Opaque;
MBGL_CHECK_ERROR(glDisable(GL_BLEND));
}
}
void Painter::setTranslucent() {
if (pass != RenderPass::Translucent) {
pass = RenderPass::Translucent;
MBGL_CHECK_ERROR(glEnable(GL_BLEND));
}
}
void Painter::setStrata(float value) {
strata = value;
}
void Painter::prepareTile(const Tile& tile) {
const GLint ref = (GLint)tile.clip.reference.to_ulong();
const GLuint mask = (GLuint)tile.clip.mask.to_ulong();
MBGL_CHECK_ERROR(glStencilFunc(GL_EQUAL, ref, mask));
}
void Painter::render(const Style& style, TransformState state_, TimePoint time) {
state = state_;
clear();
resize();
changeMatrix();
std::set<Source*> sources;
for (const auto& source : style.sources) {
if (source->enabled) {
sources.insert(source.get());
}
}
// Update all clipping IDs.
ClipIDGenerator generator;
for (const auto& source : sources) {
generator.update(source->getLoadedTiles());
source->updateMatrices(projMatrix, state);
}
drawClippingMasks(sources);
frameHistory.record(time, state.getNormalizedZoom());
// Actually render the layers
if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
// TODO: Correctly compute the number of layers recursively beforehand.
float strata_thickness = 1.0f / (style.layers.size() + 1);
// - FIRST PASS ------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque
// objects first.
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", indent++ * 4, "", "OPAQUE {");
}
int i = 0;
for (auto it = style.layers.rbegin(), end = style.layers.rend(); it != end; ++it, ++i) {
setOpaque();
setStrata(i * strata_thickness);
renderLayer(**it);
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
// - SECOND PASS -----------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render
// bottom-to-top.
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", indent++ * 4, "", "TRANSLUCENT {");
}
--i;
for (auto it = style.layers.begin(), end = style.layers.end(); it != end; ++it, --i) {
setTranslucent();
setStrata(i * strata_thickness);
renderLayer(**it);
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
if (debug::renderTree) { Log::Info(Event::Render, "}"); 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& source : sources) {
source->finishRender(*this);
}
}
void Painter::renderLayer(const StyleLayer &layer_desc) {
if (layer_desc.bucket->visibility == VisibilityType::None) return;
if (layer_desc.type == StyleLayerType::Background) {
// This layer defines a background color/image.
if (debug::renderTree) {
Log::Info(Event::Render, "%*s- %s (%s)", indent * 4, "", layer_desc.id.c_str(),
StyleLayerTypeClass(layer_desc.type).c_str());
}
renderBackground(layer_desc);
} else {
// This is a singular layer.
if (!layer_desc.bucket) {
Log::Warning(Event::Render, "layer '%s' is missing bucket", layer_desc.id.c_str());
return;
}
if (!layer_desc.bucket->source) {
Log::Warning(Event::Render, "can't find source for layer '%s'", layer_desc.id.c_str());
return;
}
// Skip this layer if it's outside the range of min/maxzoom.
// This may occur when there /is/ a bucket created for this layer, but the min/max-zoom
// is set to a fractional value, or value that is larger than the source maxzoom.
const double zoom = state.getZoom();
if (layer_desc.bucket->min_zoom > zoom ||
layer_desc.bucket->max_zoom <= zoom) {
return;
}
// Abort early if we can already deduce from the bucket type that
// we're not going to render anything anyway during this pass.
switch (layer_desc.type) {
case StyleLayerType::Fill:
if (!layer_desc.getProperties<FillProperties>().isVisible()) return;
break;
case StyleLayerType::Line:
if (pass == RenderPass::Opaque) return;
if (!layer_desc.getProperties<LineProperties>().isVisible()) return;
break;
case StyleLayerType::Symbol:
if (pass == RenderPass::Opaque) return;
if (!layer_desc.getProperties<SymbolProperties>().isVisible()) return;
break;
case StyleLayerType::Raster:
if (pass == RenderPass::Opaque) return;
if (!layer_desc.getProperties<RasterProperties>().isVisible()) return;
break;
default:
break;
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s- %s (%s)", indent * 4, "", layer_desc.id.c_str(),
StyleLayerTypeClass(layer_desc.type).c_str());
}
layer_desc.bucket->source->render(*this, layer_desc);
}
}
void Painter::renderTileLayer(const Tile& tile, const StyleLayer &layer_desc, const mat4 &matrix) {
assert(tile.data);
if (tile.data->hasData(layer_desc) || layer_desc.type == StyleLayerType::Raster) {
gl::group group(std::string { "render " } + tile.data->name);
prepareTile(tile);
tile.data->render(*this, layer_desc, matrix);
}
}
void Painter::renderBackground(const StyleLayer &layer_desc) {
const BackgroundProperties& properties = layer_desc.getProperties<BackgroundProperties>();
if (properties.image.to.size()) {
if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque))
return;
SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.from, true);
SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.to, true);
float zoomFraction = state.getZoomFraction();
useProgram(patternShader->program);
patternShader->u_matrix = identityMatrix;
patternShader->u_pattern_tl_a = imagePosA.tl;
patternShader->u_pattern_br_a = imagePosA.br;
patternShader->u_pattern_tl_b = imagePosB.tl;
patternShader->u_pattern_br_b = imagePosB.br;
patternShader->u_mix = properties.image.t;
patternShader->u_opacity = properties.opacity;
LatLng latLng = state.getLatLng();
vec2<double> center = state.pixelForLatLng(latLng);
float scale = 1 / std::pow(2, zoomFraction);
std::array<float, 2> sizeA = imagePosA.size;
mat3 matrixA;
matrix::identity(matrixA);
matrix::scale(matrixA, matrixA,
1.0f / (sizeA[0] * properties.image.fromScale),
1.0f / (sizeA[1] * properties.image.fromScale));
matrix::translate(matrixA, matrixA,
std::fmod(center.x * 512, sizeA[0] * properties.image.fromScale),
std::fmod(center.y * 512, sizeA[1] * properties.image.fromScale));
matrix::rotate(matrixA, matrixA, -state.getAngle());
matrix::scale(matrixA, matrixA,
scale * state.getWidth() / 2,
-scale * state.getHeight() / 2);
std::array<float, 2> sizeB = imagePosB.size;
mat3 matrixB;
matrix::identity(matrixB);
matrix::scale(matrixB, matrixB,
1.0f / (sizeB[0] * properties.image.toScale),
1.0f / (sizeB[1] * properties.image.toScale));
matrix::translate(matrixB, matrixB,
std::fmod(center.x * 512, sizeB[0] * properties.image.toScale),
std::fmod(center.y * 512, sizeB[1] * properties.image.toScale));
matrix::rotate(matrixB, matrixB, -state.getAngle());
matrix::scale(matrixB, matrixB,
scale * state.getWidth() / 2,
-scale * state.getHeight() / 2);
patternShader->u_patternmatrix_a = matrixA;
patternShader->u_patternmatrix_b = matrixB;
backgroundBuffer.bind();
patternShader->bind(0);
spriteAtlas.bind(true);
} else {
Color color = properties.color;
color[0] *= properties.opacity;
color[1] *= properties.opacity;
color[2] *= properties.opacity;
color[3] *= properties.opacity;
if ((color[3] >= 1.0f) != (pass == RenderPass::Opaque))
return;
useProgram(plainShader->program);
plainShader->u_matrix = identityMatrix;
plainShader->u_color = color;
backgroundArray.bind(*plainShader, backgroundBuffer, BUFFER_OFFSET(0));
}
MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST));
depthRange(strata + strata_epsilon, 1.0f);
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
MBGL_CHECK_ERROR(glEnable(GL_STENCIL_TEST));
}
mat4 Painter::translatedMatrix(const mat4& matrix, const std::array<float, 2> &translation, const TileID &id, TranslateAnchorType anchor) {
if (translation[0] == 0 && translation[1] == 0) {
return matrix;
} else {
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
const double factor = ((double)(1 << id.z)) / state.getScale() * (4096.0 / util::tileSize);
mat4 vtxMatrix;
if (anchor == TranslateAnchorType::Viewport) {
const double sin_a = std::sin(-state.getAngle());
const double cos_a = std::cos(-state.getAngle());
matrix::translate(vtxMatrix, matrix,
factor * (translation[0] * cos_a - translation[1] * sin_a),
factor * (translation[0] * sin_a + translation[1] * cos_a),
0);
} else {
matrix::translate(vtxMatrix, matrix,
factor * translation[0],
factor * translation[1],
0);
}
return vtxMatrix;
}
}