301 lines
11 KiB
C++
301 lines
11 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/source/source.hpp>
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#include <mbgl/tile/tile.hpp>
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#include <mbgl/platform/log.hpp>
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#include <mbgl/gl/debugging.hpp>
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#include <mbgl/style/style.hpp>
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#include <mbgl/style/style_layer.hpp>
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#include <mbgl/style/style_render_parameters.hpp>
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#include <mbgl/layer/background_layer.hpp>
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#include <mbgl/layer/custom_layer.hpp>
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#include <mbgl/sprite/sprite_atlas.hpp>
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#include <mbgl/geometry/line_atlas.hpp>
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#include <mbgl/geometry/glyph_atlas.hpp>
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#include <mbgl/shader/pattern_shader.hpp>
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#include <mbgl/shader/plain_shader.hpp>
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#include <mbgl/shader/outline_shader.hpp>
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#include <mbgl/shader/outlinepattern_shader.hpp>
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#include <mbgl/shader/line_shader.hpp>
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#include <mbgl/shader/linesdf_shader.hpp>
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#include <mbgl/shader/linepattern_shader.hpp>
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#include <mbgl/shader/icon_shader.hpp>
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#include <mbgl/shader/raster_shader.hpp>
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#include <mbgl/shader/sdf_shader.hpp>
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#include <mbgl/shader/dot_shader.hpp>
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#include <mbgl/shader/box_shader.hpp>
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#include <mbgl/shader/circle_shader.hpp>
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#include <mbgl/algorithm/generate_clip_ids.hpp>
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#include <mbgl/algorithm/generate_clip_ids_impl.hpp>
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#include <mbgl/util/constants.hpp>
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#include <mbgl/util/mat3.hpp>
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#include <mbgl/util/string.hpp>
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#if defined(DEBUG)
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#include <mbgl/util/stopwatch.hpp>
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#endif
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#include <cassert>
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#include <algorithm>
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#include <iostream>
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using namespace mbgl;
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Painter::Painter(const TransformState& state_, gl::GLObjectStore& glObjectStore_)
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: state(state_),
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glObjectStore(glObjectStore_) {
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gl::debugging::enable();
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plainShader = std::make_unique<PlainShader>(glObjectStore);
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outlineShader = std::make_unique<OutlineShader>(glObjectStore);
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outlinePatternShader = std::make_unique<OutlinePatternShader>(glObjectStore);
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lineShader = std::make_unique<LineShader>(glObjectStore);
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linesdfShader = std::make_unique<LineSDFShader>(glObjectStore);
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linepatternShader = std::make_unique<LinepatternShader>(glObjectStore);
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patternShader = std::make_unique<PatternShader>(glObjectStore);
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iconShader = std::make_unique<IconShader>(glObjectStore);
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rasterShader = std::make_unique<RasterShader>(glObjectStore);
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sdfGlyphShader = std::make_unique<SDFGlyphShader>(glObjectStore);
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sdfIconShader = std::make_unique<SDFIconShader>(glObjectStore);
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dotShader = std::make_unique<DotShader>(glObjectStore);
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collisionBoxShader = std::make_unique<CollisionBoxShader>(glObjectStore);
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circleShader = std::make_unique<CircleShader>(glObjectStore);
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// Reset GL values
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config.reset();
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}
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Painter::~Painter() = default;
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bool Painter::needsAnimation() const {
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return frameHistory.needsAnimation(util::DEFAULT_FADE_DURATION);
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}
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void Painter::setClipping(const ClipID& clip) {
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const GLint ref = (GLint)clip.reference.to_ulong();
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const GLuint mask = (GLuint)clip.mask.to_ulong();
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config.stencilFunc = { GL_EQUAL, ref, mask };
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}
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void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& annotationSpriteAtlas) {
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frame = frame_;
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glyphAtlas = style.glyphAtlas.get();
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spriteAtlas = style.spriteAtlas.get();
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lineAtlas = style.lineAtlas.get();
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RenderData renderData = style.getRenderData();
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const std::vector<RenderItem>& order = renderData.order;
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const std::set<Source*>& sources = renderData.sources;
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const Color& background = renderData.backgroundColor;
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// Update the default matrices to the current viewport dimensions.
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state.getProjMatrix(projMatrix);
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// The extrusion matrix.
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matrix::ortho(extrudeMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, -1);
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// The native matrix is a 1:1 matrix that paints the coordinates at the
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// same screen position as the vertex specifies.
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matrix::identity(nativeMatrix);
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matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);
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// - UPLOAD PASS -------------------------------------------------------------------------------
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// Uploads all required buffers and images before we do any actual rendering.
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{
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MBGL_DEBUG_GROUP("upload");
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tileStencilBuffer.upload(glObjectStore);
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tileBorderBuffer.upload(glObjectStore);
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spriteAtlas->upload(glObjectStore);
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lineAtlas->upload(glObjectStore);
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glyphAtlas->upload(glObjectStore);
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annotationSpriteAtlas.upload(glObjectStore);
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for (const auto& item : order) {
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if (item.bucket && item.bucket->needsUpload()) {
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item.bucket->upload(glObjectStore);
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}
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}
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}
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// - CLEAR -------------------------------------------------------------------------------------
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// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
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// tiles whatsoever.
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{
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MBGL_DEBUG_GROUP("clear");
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config.stencilFunc.reset();
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config.stencilTest = GL_TRUE;
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config.stencilMask = 0xFF;
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config.depthTest = GL_FALSE;
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config.depthMask = GL_TRUE;
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config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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config.clearColor = { background[0], background[1], background[2], background[3] };
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config.clearStencil = 0;
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config.clearDepth = 1;
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MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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// - CLIPPING MASKS ----------------------------------------------------------------------------
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// Draws the clipping masks to the stencil buffer.
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{
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MBGL_DEBUG_GROUP("clip");
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// Update all clipping IDs.
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algorithm::ClipIDGenerator generator;
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for (const auto& source : sources) {
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if (source->type == SourceType::Vector || source->type == SourceType::GeoJSON ||
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source->type == SourceType::Annotations) {
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auto renderables = source->getRenderables();
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generator.update(renderables);
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}
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source->updateMatrices(projMatrix, state);
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}
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drawClippingMasks(generator.getStencils());
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}
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frameHistory.record(frame.timePoint, state.getZoom());
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// Actually render the layers
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if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
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// TODO: Correctly compute the number of layers recursively beforehand.
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depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
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// - OPAQUE PASS -------------------------------------------------------------------------------
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// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
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renderPass(RenderPass::Opaque,
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order.rbegin(), order.rend(),
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0, 1);
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// - TRANSLUCENT PASS --------------------------------------------------------------------------
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// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
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renderPass(RenderPass::Translucent,
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order.begin(), order.end(),
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static_cast<GLsizei>(order.size()) - 1, -1);
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if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
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// - DEBUG PASS --------------------------------------------------------------------------------
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// Renders debug overlays.
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{
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MBGL_DEBUG_GROUP("debug");
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// Finalize the rendering, e.g. by calling debug render calls per tile.
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// This guarantees that we have at least one function per tile called.
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// When only rendering layers via the stylesheet, it's possible that we don't
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// ever visit a tile during rendering.
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for (const auto& source : sources) {
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source->finishRender(*this);
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}
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}
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// TODO: Find a better way to unbind VAOs after we're done with them without introducing
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// unnecessary bind(0)/bind(N) sequences.
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{
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MBGL_DEBUG_GROUP("cleanup");
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MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
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MBGL_CHECK_ERROR(VertexArrayObject::Unbind());
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}
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if (frame.contextMode == GLContextMode::Shared) {
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config.setDirty();
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}
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}
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template <class Iterator>
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void Painter::renderPass(RenderPass pass_,
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Iterator it, Iterator end,
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GLsizei i, int8_t increment) {
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pass = pass_;
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MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
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if (debug::renderTree) {
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Log::Info(Event::Render, "%*s%s {", indent++ * 4, "",
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pass == RenderPass::Opaque ? "opaque" : "translucent");
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}
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for (; it != end; ++it, i += increment) {
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currentLayer = i;
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const auto& item = *it;
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const StyleLayer& layer = item.layer;
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if (!layer.hasRenderPass(pass))
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continue;
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if (pass == RenderPass::Translucent) {
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config.blendFunc.reset();
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config.blend = GL_TRUE;
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} else {
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config.blend = GL_FALSE;
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}
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config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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config.stencilMask = 0x0;
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if (layer.is<BackgroundLayer>()) {
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MBGL_DEBUG_GROUP("background");
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renderBackground(*layer.as<BackgroundLayer>());
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} else if (layer.is<CustomLayer>()) {
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MBGL_DEBUG_GROUP(layer.id + " - custom");
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VertexArrayObject::Unbind();
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layer.as<CustomLayer>()->render(state);
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config.setDirty();
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} else {
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assert(item.tile->data);
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MBGL_DEBUG_GROUP(layer.id + " - " + util::toString(item.tile->id));
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if (item.bucket->needsClipping()) {
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setClipping(item.tile->clip);
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}
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item.bucket->render(*this, layer, item.tile->id, item.tile->matrix);
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}
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}
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if (debug::renderTree) {
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Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
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}
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}
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mat4 Painter::translatedMatrix(const mat4& matrix,
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const std::array<float, 2>& translation,
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const UnwrappedTileID& id,
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TranslateAnchorType anchor) {
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if (translation[0] == 0 && translation[1] == 0) {
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return matrix;
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} else {
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mat4 vtxMatrix;
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if (anchor == TranslateAnchorType::Viewport) {
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const double sin_a = std::sin(-state.getAngle());
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const double cos_a = std::cos(-state.getAngle());
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matrix::translate(vtxMatrix, matrix,
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id.pixelsToTileUnits(translation[0] * cos_a - translation[1] * sin_a, state.getZoom()),
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id.pixelsToTileUnits(translation[0] * sin_a + translation[1] * cos_a, state.getZoom()),
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0);
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} else {
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matrix::translate(vtxMatrix, matrix,
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id.pixelsToTileUnits(translation[0], state.getZoom()),
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id.pixelsToTileUnits(translation[1], state.getZoom()),
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0);
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}
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return vtxMatrix;
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}
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}
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void Painter::setDepthSublayer(int n) {
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float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
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float farDepth = nearDepth + depthRangeSize;
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config.depthRange = { nearDepth, farDepth };
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}
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