Files
MapLibreParticleLab/src/renderer/painter.cpp
Konstantin Käfer dbddd3c904 gyp fixes
2014-10-28 12:47:58 -04:00

301 lines
9.4 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/time.hpp>
#include <mbgl/util/clip_ids.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
#if defined(DEBUG)
#include <mbgl/util/stopwatch.hpp>
#endif
#include <cassert>
#include <algorithm>
using namespace mbgl;
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
Painter::Painter(Map &map_)
: map(map_) {
}
Painter::~Painter() {
cleanup();
}
bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(300);
}
void Painter::setup() {
#if defined(DEBUG)
util::stopwatch stopwatch("painter setup");
#endif
setupShaders();
assert(iconShader);
assert(plainShader);
assert(outlineShader);
assert(lineShader);
assert(linejoinShader);
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.
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Set clear values
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glClearStencil(0x0);
// Stencil test
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
void Painter::setupShaders() {
if (!plainShader) plainShader = std::make_unique<PlainShader>();
if (!outlineShader) outlineShader = std::make_unique<OutlineShader>();
if (!lineShader) lineShader = std::make_unique<LineShader>();
if (!linejoinShader) linejoinShader = std::make_unique<LinejoinShader>();
if (!linepatternShader) linepatternShader = std::make_unique<LinepatternShader>();
if (!patternShader) patternShader = std::make_unique<PatternShader>();
if (!iconShader) iconShader = std::make_unique<IconShader>();
if (!rasterShader) rasterShader = std::make_unique<RasterShader>();
if (!sdfGlyphShader) sdfGlyphShader = std::make_unique<SDFGlyphShader>();
if (!sdfIconShader) sdfIconShader = std::make_unique<SDFIconShader>();
if (!dotShader) dotShader = std::make_unique<DotShader>();
if (!gaussianShader) gaussianShader = std::make_unique<GaussianShader>();
}
void Painter::deleteShaders() {
plainShader = nullptr;
outlineShader = nullptr;
lineShader = nullptr;
linejoinShader = nullptr;
linepatternShader = nullptr;
patternShader = nullptr;
iconShader = nullptr;
rasterShader = nullptr;
sdfGlyphShader = nullptr;
sdfIconShader = nullptr;
dotShader = nullptr;
gaussianShader = nullptr;
}
void Painter::cleanup() {
}
void Painter::terminate() {
cleanup();
deleteShaders();
}
void Painter::resize() {
const TransformState &state = map.getState();
if (gl_viewport != state.getFramebufferDimensions()) {
gl_viewport = state.getFramebufferDimensions();
assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
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) {
glUseProgram(program);
gl_program = program;
}
}
void Painter::lineWidth(float line_width) {
if (gl_lineWidth != line_width) {
glLineWidth(line_width);
gl_lineWidth = line_width;
}
}
void Painter::depthMask(bool value) {
if (gl_depthMask != value) {
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) {
glDepthRange(near, far);
gl_depthRange = {{ near, far }};
}
}
void Painter::changeMatrix() {
// Initialize projection matrix
matrix::ortho(projMatrix, 0, map.getState().getWidth(), map.getState().getHeight(), 0, 0, 1);
// The extrusion matrix.
matrix::identity(extrudeMatrix);
matrix::multiply(extrudeMatrix, projMatrix, extrudeMatrix);
matrix::rotate_z(extrudeMatrix, extrudeMatrix, map.getState().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");
glStencilMask(0xFF);
depthMask(true);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Painter::setOpaque() {
if (pass != RenderPass::Opaque) {
pass = RenderPass::Opaque;
glDisable(GL_BLEND);
depthMask(true);
}
}
void Painter::setTranslucent() {
if (pass != RenderPass::Translucent) {
pass = RenderPass::Translucent;
glEnable(GL_BLEND);
depthMask(false);
}
}
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();
glStencilFunc(GL_EQUAL, ref, mask);
}
void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix) {
assert(tile.data);
if (tile.data->hasData(layer_desc) || layer_desc->type == StyleLayerType::Raster) {
gl::group group(util::sprintf<32>("render %d/%d/%d\n", tile.id.z, tile.id.y, tile.id.z));
prepareTile(tile);
tile.data->render(*this, layer_desc, matrix);
}
}
void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
const BackgroundProperties& properties = layer_desc->getProperties<BackgroundProperties>();
const std::shared_ptr<Sprite> sprite = map.getSprite();
if (properties.image.size() && sprite) {
if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque))
return;
SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
SpriteAtlasPosition imagePos = spriteAtlas.getPosition(properties.image, *sprite, true);
float zoomFraction = map.getState().getZoomFraction();
useProgram(patternShader->program);
patternShader->u_matrix = identityMatrix;
patternShader->u_pattern_tl = imagePos.tl;
patternShader->u_pattern_br = imagePos.br;
patternShader->u_mix = zoomFraction;
patternShader->u_opacity = properties.opacity;
std::array<float, 2> size = imagePos.size;
double lon, lat;
map.getLonLat(lon, lat);
std::array<float, 2> center = map.getState().locationCoordinate(lon, lat);
float scale = 1 / std::pow(2, zoomFraction);
mat3 matrix;
matrix::identity(matrix);
matrix::scale(matrix, matrix,
1.0f / size[0],
1.0f / size[1]);
matrix::translate(matrix, matrix,
std::fmod(center[0] * 512, size[0]),
std::fmod(center[1] * 512, size[1]));
matrix::rotate(matrix, matrix, -map.getState().getAngle());
matrix::scale(matrix, matrix,
scale * map.getState().getWidth() / 2,
-scale * map.getState().getHeight() / 2);
patternShader->u_patternmatrix = matrix;
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));
}
glDisable(GL_STENCIL_TEST);
depthRange(strata + strata_epsilon, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEnable(GL_STENCIL_TEST);
}
mat4 Painter::translatedMatrix(const mat4& matrix, const std::array<float, 2> &translation, const Tile::ID &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)) / map.getState().getScale() * (4096.0 / util::tileSize);
mat4 vtxMatrix;
if (anchor == TranslateAnchorType::Viewport) {
const double sin_a = std::sin(-map.getState().getAngle());
const double cos_a = std::cos(-map.getState().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;
}
}