197 lines
8.8 KiB
C++
197 lines
8.8 KiB
C++
#include <mbgl/gfx/cull_face_mode.hpp>
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#include <mbgl/gfx/shader_registry.hpp>
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#include <mbgl/renderer/layers/render_background_layer.hpp>
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#include <mbgl/style/layers/background_layer_impl.hpp>
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#include <mbgl/renderer/bucket.hpp>
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#include <mbgl/renderer/change_request.hpp>
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#include <mbgl/renderer/upload_parameters.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/pattern_atlas.hpp>
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#include <mbgl/renderer/image_manager.hpp>
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#include <mbgl/renderer/render_static_data.hpp>
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#include <mbgl/programs/programs.hpp>
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#include <mbgl/shaders/gl/shader_program_gl.hpp>
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#include <mbgl/util/tile_cover.hpp>
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#include <mbgl/map/transform_state.hpp>
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#include <mbgl/util/logging.hpp>
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namespace mbgl {
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using namespace style;
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namespace {
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inline const BackgroundLayer::Impl& impl_cast(const Immutable<style::Layer::Impl>& impl) {
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assert(impl->getTypeInfo() == BackgroundLayer::Impl::staticTypeInfo());
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return static_cast<const style::BackgroundLayer::Impl&>(*impl);
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}
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} // namespace
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RenderBackgroundLayer::RenderBackgroundLayer(Immutable<style::BackgroundLayer::Impl> _impl)
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: RenderLayer(makeMutable<BackgroundLayerProperties>(std::move(_impl))),
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unevaluated(impl_cast(baseImpl).paint.untransitioned()) {}
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RenderBackgroundLayer::~RenderBackgroundLayer() = default;
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void RenderBackgroundLayer::transition(const TransitionParameters& parameters) {
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unevaluated = impl_cast(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
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}
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void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters& parameters) {
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auto evaluated = unevaluated.evaluate(parameters);
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auto properties = makeMutable<BackgroundLayerProperties>(
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staticImmutableCast<BackgroundLayer::Impl>(baseImpl), parameters.getCrossfadeParameters(), evaluated);
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passes = properties->evaluated.get<style::BackgroundOpacity>() == 0.0f ? RenderPass::None
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: (!unevaluated.get<style::BackgroundPattern>().isUndefined() ||
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properties->evaluated.get<style::BackgroundOpacity>() < 1.0f ||
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properties->evaluated.get<style::BackgroundColor>().a < 1.0f)
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? RenderPass::Translucent
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// Supply both - evaluated based on opaquePassCutoff in render().
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: RenderPass::Opaque | RenderPass::Translucent;
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properties->renderPasses = mbgl::underlying_type(passes);
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// Store a copy in the layer for layer::update.
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// TODO: This whole method should eventually move to BackgroundLayer
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const_cast<BackgroundLayer::Impl&>(impl_cast(baseImpl)).setUnevaluated(unevaluated);
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const_cast<BackgroundLayer::Impl&>(impl_cast(baseImpl))
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.setEvaluated(makeMutable<BackgroundPaintProperties::PossiblyEvaluated>(evaluated));
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evaluatedProperties = std::move(properties);
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}
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bool RenderBackgroundLayer::hasTransition() const {
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return unevaluated.hasTransition();
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}
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bool RenderBackgroundLayer::hasCrossfade() const {
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return getCrossfade<BackgroundLayerProperties>(evaluatedProperties).t != 1;
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}
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void RenderBackgroundLayer::render(PaintParameters& parameters) {
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// Note that for bottommost layers without a pattern, the background color
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// is drawn with glClear rather than this method.
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// Ensure programs are available
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if (!parameters.shaders.populate(backgroundProgram)) return;
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if (!parameters.shaders.populate(backgroundPatternProgram)) return;
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const Properties<>::PossiblyEvaluated properties;
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const BackgroundProgram::Binders paintAttributeData(properties, 0);
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auto draw = [&](auto& program, auto&& uniformValues, const auto& textureBindings, const uint32_t id) {
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const auto allUniformValues = program.computeAllUniformValues(
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std::forward<decltype(uniformValues)>(uniformValues),
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paintAttributeData,
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properties,
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static_cast<float>(parameters.state.getZoom()));
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const auto allAttributeBindings = program.computeAllAttributeBindings(
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*parameters.staticData.tileVertexBuffer, paintAttributeData, properties);
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checkRenderability(parameters, program.activeBindingCount(allAttributeBindings));
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program.draw(
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parameters.context,
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*parameters.renderPass,
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gfx::Triangles(),
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parameters.depthModeForSublayer(
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0,
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parameters.pass == RenderPass::Opaque ? gfx::DepthMaskType::ReadWrite : gfx::DepthMaskType::ReadOnly),
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gfx::StencilMode::disabled(),
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parameters.colorModeForRenderPass(),
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gfx::CullFaceMode::disabled(),
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*parameters.staticData.quadTriangleIndexBuffer,
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segments,
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allUniformValues,
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allAttributeBindings,
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textureBindings,
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util::toString(id));
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};
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if (segments.empty()) {
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segments = RenderStaticData::tileTriangleSegments();
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}
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const auto& evaluated = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).evaluated;
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const auto& crossfade = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).crossfade;
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if (!evaluated.get<BackgroundPattern>().to.empty()) {
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std::optional<ImagePosition> imagePosA = parameters.patternAtlas.getPattern(
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evaluated.get<BackgroundPattern>().from.id());
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std::optional<ImagePosition> imagePosB = parameters.patternAtlas.getPattern(
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evaluated.get<BackgroundPattern>().to.id());
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if (!imagePosA || !imagePosB) return;
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uint32_t i = 0;
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for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
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const UnwrappedTileID unwrappedTileID = tileID.toUnwrapped();
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draw(*backgroundPatternProgram,
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BackgroundPatternProgram::layoutUniformValues(parameters.matrixForTile(unwrappedTileID),
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evaluated.get<BackgroundOpacity>(),
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parameters.patternAtlas.getPixelSize(),
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*imagePosA,
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*imagePosB,
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crossfade,
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unwrappedTileID,
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parameters.state),
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BackgroundPatternProgram::TextureBindings{
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textures::image::Value{parameters.patternAtlas.textureBinding()},
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},
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i++);
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}
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} else {
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auto backgroundRenderPass = (evaluated.get<BackgroundColor>().a >= 1.0f &&
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evaluated.get<BackgroundOpacity>() >= 1.0f &&
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parameters.currentLayer >= parameters.opaquePassCutoff)
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? RenderPass::Opaque
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: RenderPass::Translucent;
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if (parameters.pass != backgroundRenderPass) {
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return;
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}
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uint32_t i = 0;
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for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
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draw(*backgroundProgram,
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BackgroundProgram::LayoutUniformValues{
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uniforms::matrix::Value(parameters.matrixForTile(tileID.toUnwrapped())),
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uniforms::color::Value(evaluated.get<BackgroundColor>()),
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uniforms::opacity::Value(evaluated.get<BackgroundOpacity>()),
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},
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BackgroundProgram::TextureBindings{},
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i++);
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}
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}
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}
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std::optional<Color> RenderBackgroundLayer::getSolidBackground() const {
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const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
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if (!evaluated.get<BackgroundPattern>().from.empty() || evaluated.get<style::BackgroundOpacity>() <= 0.0f) {
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return std::nullopt;
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}
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return std::nullopt;
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// return { evaluated.get<BackgroundColor>() * evaluated.get<BackgroundOpacity>() };
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}
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namespace {
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void addPatternIfNeeded(const std::string& id, const LayerPrepareParameters& params) {
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if (!params.patternAtlas.getPattern(id)) {
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if (auto* image = params.imageManager.getImage(id)) {
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params.patternAtlas.addPattern(*image);
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}
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}
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}
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} // namespace
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void RenderBackgroundLayer::prepare(const LayerPrepareParameters& params) {
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const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
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if (!evaluated.get<BackgroundPattern>().to.empty()) {
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// Ensures that the pattern bitmap gets copied to atlas bitmap.
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// Atlas bitmap is uploaded to atlas texture in upload.
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addPatternIfNeeded(evaluated.get<BackgroundPattern>().from.id(), params);
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addPatternIfNeeded(evaluated.get<BackgroundPattern>().to.id(), params);
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}
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}
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} // namespace mbgl
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