Files
MapLibreParticleLab/src/mbgl/renderer/renderer_impl.cpp
2019-08-23 10:56:05 +03:00

233 lines
9.1 KiB
C++

#include <mbgl/renderer/renderer_impl.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gfx/renderer_backend.hpp>
#include <mbgl/gfx/upload_pass.hpp>
#include <mbgl/gfx/render_pass.hpp>
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/gfx/context.hpp>
#include <mbgl/gfx/renderable.hpp>
#include <mbgl/renderer/pattern_atlas.hpp>
#include <mbgl/renderer/renderer_observer.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/render_tree.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/logging.hpp>
namespace mbgl {
using namespace style;
static RendererObserver& nullObserver() {
static RendererObserver observer;
return observer;
}
Renderer::Impl::Impl(gfx::RendererBackend& backend_,
float pixelRatio_,
optional<std::string> programCacheDir_,
optional<std::string> localFontFamily_)
: orchestrator(!backend_.contextIsShared(), std::move(localFontFamily_))
, backend(backend_)
, observer(&nullObserver())
, pixelRatio(pixelRatio_)
, programCacheDir(std::move(programCacheDir_)) {
}
Renderer::Impl::~Impl() {
assert(gfx::BackendScope::exists());
};
void Renderer::Impl::setObserver(RendererObserver* observer_) {
observer = observer_ ? observer_ : &nullObserver();
}
void Renderer::Impl::render(const RenderTree& renderTree) {
if (renderState == RenderState::Never) {
observer->onWillStartRenderingMap();
}
observer->onWillStartRenderingFrame();
const auto& renderTreeParameters = renderTree.getParameters();
if (!staticData) {
staticData = std::make_unique<RenderStaticData>(backend.getContext(), pixelRatio, programCacheDir);
}
staticData->has3D = renderTreeParameters.has3D;
auto& context = backend.getContext();
// Blocks execution until the renderable is available.
backend.getDefaultRenderable().wait();
PaintParameters parameters {
context,
pixelRatio,
backend,
renderTreeParameters.light,
renderTreeParameters.mapMode,
renderTreeParameters.debugOptions,
renderTreeParameters.timePoint,
renderTreeParameters.transformParams,
*staticData,
renderTree.getLineAtlas(),
renderTree.getPatternAtlas()
};
parameters.symbolFadeChange = renderTreeParameters.symbolFadeChange;
parameters.opaquePassCutoff = renderTreeParameters.opaquePassCutOff;
const auto& sourceRenderItems = renderTree.getSourceRenderItems();
const auto& layerRenderItems = renderTree.getLayerRenderItems();
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
const auto uploadPass = parameters.encoder->createUploadPass("upload");
// Update all clipping IDs + upload buckets.
for (const RenderItem& item : sourceRenderItems) {
item.upload(*uploadPass);
}
for (const RenderItem& item : layerRenderItems) {
item.upload(*uploadPass);
}
staticData->upload(*uploadPass);
renderTree.getLineAtlas().upload(*uploadPass);
renderTree.getPatternAtlas().upload(*uploadPass);
}
// - 3D PASS -------------------------------------------------------------------------------------
// Renders any 3D layers bottom-to-top to unique FBOs with texture attachments, but share the same
// depth rbo between them.
if (parameters.staticData.has3D) {
parameters.staticData.backendSize = parameters.backend.getDefaultRenderable().getSize();
const auto debugGroup(parameters.encoder->createDebugGroup("3d"));
parameters.pass = RenderPass::Pass3D;
if (!parameters.staticData.depthRenderbuffer ||
parameters.staticData.depthRenderbuffer->getSize() != parameters.staticData.backendSize) {
parameters.staticData.depthRenderbuffer =
parameters.context.createRenderbuffer<gfx::RenderbufferPixelType::Depth>(parameters.staticData.backendSize);
}
parameters.staticData.depthRenderbuffer->setShouldClear(true);
uint32_t i = static_cast<uint32_t>(layerRenderItems.size()) - 1;
for (auto it = layerRenderItems.begin(); it != layerRenderItems.end(); ++it, --i) {
parameters.currentLayer = i;
const RenderItem& renderItem = it->get();
if (renderItem.hasRenderPass(parameters.pass)) {
const auto layerDebugGroup(parameters.encoder->createDebugGroup(renderItem.getName().c_str()));
renderItem.render(parameters);
}
}
}
// - CLEAR -------------------------------------------------------------------------------------
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
{
optional<Color> color;
if (parameters.debugOptions & MapDebugOptions::Overdraw) {
color = Color::black();
} else if (!backend.contextIsShared()) {
color = renderTreeParameters.backgroundColor;
}
parameters.renderPass = parameters.encoder->createRenderPass("main buffer", { parameters.backend.getDefaultRenderable(), color, 1, 0 });
}
// Actually render the layers
parameters.depthRangeSize = 1 - (layerRenderItems.size() + 2) * parameters.numSublayers * parameters.depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
{
parameters.pass = RenderPass::Opaque;
const auto debugGroup(parameters.renderPass->createDebugGroup("opaque"));
uint32_t i = 0;
for (auto it = layerRenderItems.rbegin(); it != layerRenderItems.rend(); ++it, ++i) {
parameters.currentLayer = i;
const RenderItem& renderItem = it->get();
if (renderItem.hasRenderPass(parameters.pass)) {
const auto layerDebugGroup(parameters.renderPass->createDebugGroup(renderItem.getName().c_str()));
renderItem.render(parameters);
}
}
}
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
{
parameters.pass = RenderPass::Translucent;
const auto debugGroup(parameters.renderPass->createDebugGroup("translucent"));
uint32_t i = static_cast<uint32_t>(layerRenderItems.size()) - 1;
for (auto it = layerRenderItems.begin(); it != layerRenderItems.end(); ++it, --i) {
parameters.currentLayer = i;
const RenderItem& renderItem = it->get();
if (renderItem.hasRenderPass(parameters.pass)) {
const auto layerDebugGroup(parameters.renderPass->createDebugGroup(renderItem.getName().c_str()));
renderItem.render(parameters);
}
}
}
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
const auto debugGroup(parameters.renderPass->createDebugGroup("debug"));
// 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 RenderItem& renderItem : sourceRenderItems) {
renderItem.render(parameters);
}
}
#if not defined(NDEBUG)
if (parameters.debugOptions & MapDebugOptions::StencilClip) {
// Render tile clip boundaries, using stencil buffer to calculate fill color.
parameters.context.visualizeStencilBuffer();
} else if (parameters.debugOptions & MapDebugOptions::DepthBuffer) {
// Render the depth buffer.
parameters.context.visualizeDepthBuffer(parameters.depthRangeSize);
}
#endif
// Ends the RenderPass
parameters.renderPass.reset();
const bool isMapModeContinuous = renderTreeParameters.mapMode == MapMode::Continuous;
if (isMapModeContinuous) {
parameters.encoder->present(parameters.backend.getDefaultRenderable());
}
// CommandEncoder destructor submits render commands.
parameters.encoder.reset();
observer->onDidFinishRenderingFrame(
renderTreeParameters.loaded ? RendererObserver::RenderMode::Full : RendererObserver::RenderMode::Partial,
renderTreeParameters.needsRepaint,
renderTreeParameters.placementChanged
);
if (!renderTreeParameters.loaded) {
renderState = RenderState::Partial;
} else if (renderState != RenderState::Fully) {
renderState = RenderState::Fully;
observer->onDidFinishRenderingMap();
}
}
void Renderer::Impl::reduceMemoryUse() {
assert(gfx::BackendScope::exists());
backend.getContext().reduceMemoryUsage();
}
} // namespace mbgl