Files
MapLibreParticleLab/src/mbgl/renderer/layers/render_background_layer.cpp
mwilsnd f4d3cb6b69 Merge branch 'topic/metal-sep21' into main (#1695)
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: Tim Sylvester <tim@wetdogweather.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com>
Co-authored-by: Alex Cristici <alex@skoon.energy>
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
Co-authored-by: Wei Chen <alanchenboy@gmail.com>
Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com>
Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
2023-10-02 13:22:19 +00:00

330 lines
14 KiB
C++

#include <mbgl/renderer/layers/render_background_layer.hpp>
#include <mbgl/gfx/context.hpp>
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/renderer/image_manager.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/pattern_atlas.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/upload_parameters.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/style/layer_properties.hpp>
#include <mbgl/util/tile_cover.hpp>
#include <mbgl/util/convert.hpp>
#include <mbgl/util/logging.hpp>
#if MLN_DRAWABLE_RENDERER
#include <mbgl/renderer/layers/background_layer_tweaker.hpp>
#include <mbgl/gfx/drawable_builder.hpp>
#include <mbgl/renderer/change_request.hpp>
#include <mbgl/renderer/layer_group.hpp>
#include <mbgl/shaders/shader_program_base.hpp>
#endif
#include <unordered_set>
namespace mbgl {
using namespace style;
namespace {
inline const BackgroundLayer::Impl& impl_cast(const Immutable<style::Layer::Impl>& impl) {
assert(impl->getTypeInfo() == BackgroundLayer::Impl::staticTypeInfo());
return static_cast<const style::BackgroundLayer::Impl&>(*impl);
}
} // namespace
RenderBackgroundLayer::RenderBackgroundLayer(Immutable<style::BackgroundLayer::Impl> _impl)
: RenderLayer(makeMutable<BackgroundLayerProperties>(std::move(_impl))),
unevaluated(impl_cast(baseImpl).paint.untransitioned()) {}
RenderBackgroundLayer::~RenderBackgroundLayer() = default;
void RenderBackgroundLayer::transition(const TransitionParameters& parameters) {
unevaluated = impl_cast(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
}
void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters& parameters) {
auto evaluated = unevaluated.evaluate(parameters);
auto properties = makeMutable<BackgroundLayerProperties>(
staticImmutableCast<BackgroundLayer::Impl>(baseImpl), parameters.getCrossfadeParameters(), evaluated);
passes = properties->evaluated.get<style::BackgroundOpacity>() == 0.0f ? RenderPass::None
: (!unevaluated.get<style::BackgroundPattern>().isUndefined() ||
properties->evaluated.get<style::BackgroundOpacity>() < 1.0f ||
properties->evaluated.get<style::BackgroundColor>().a < 1.0f)
? RenderPass::Translucent
// Supply both - evaluated based on opaquePassCutoff in render().
: RenderPass::Opaque | RenderPass::Translucent;
properties->renderPasses = mbgl::underlying_type(passes);
evaluatedProperties = std::move(properties);
#if MLN_DRAWABLE_RENDERER
if (layerGroup) {
auto newTweaker = std::make_shared<BackgroundLayerTweaker>(getID(), evaluatedProperties);
replaceTweaker(layerTweaker, std::move(newTweaker), {layerGroup});
}
#endif
}
bool RenderBackgroundLayer::hasTransition() const {
return unevaluated.hasTransition();
}
bool RenderBackgroundLayer::hasCrossfade() const {
return getCrossfade<BackgroundLayerProperties>(evaluatedProperties).t != 1;
}
#if MLN_LEGACY_RENDERER
void RenderBackgroundLayer::render(PaintParameters& parameters) {
// Note that for bottommost layers without a pattern, the background color
// is drawn with glClear rather than this method.
// Ensure programs are available
if (!parameters.shaders.getLegacyGroup().populate(backgroundProgram)) return;
if (!parameters.shaders.getLegacyGroup().populate(backgroundPatternProgram)) return;
const Properties<>::PossiblyEvaluated properties;
const BackgroundProgram::Binders paintAttributeData(properties, 0);
auto draw = [&](auto& program, auto&& uniformValues, const auto& textureBindings, const uint32_t id) {
const auto allUniformValues = program.computeAllUniformValues(
std::forward<decltype(uniformValues)>(uniformValues),
paintAttributeData,
properties,
static_cast<float>(parameters.state.getZoom()));
const auto allAttributeBindings = program.computeAllAttributeBindings(
*parameters.staticData.tileVertexBuffer, paintAttributeData, properties);
checkRenderability(parameters, program.activeBindingCount(allAttributeBindings));
program.draw(
parameters.context,
*parameters.renderPass,
gfx::Triangles(),
parameters.depthModeForSublayer(
0,
parameters.pass == RenderPass::Opaque ? gfx::DepthMaskType::ReadWrite : gfx::DepthMaskType::ReadOnly),
gfx::StencilMode::disabled(),
parameters.colorModeForRenderPass(),
gfx::CullFaceMode::disabled(),
*parameters.staticData.quadTriangleIndexBuffer,
segments,
allUniformValues,
allAttributeBindings,
textureBindings,
util::toString(id));
};
if (segments.empty()) {
segments = RenderStaticData::tileTriangleSegments();
}
const auto& evaluated = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).evaluated;
const auto& crossfade = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).crossfade;
if (!evaluated.get<BackgroundPattern>().to.empty()) {
std::optional<ImagePosition> imagePosA = parameters.patternAtlas.getPattern(
evaluated.get<BackgroundPattern>().from.id());
std::optional<ImagePosition> imagePosB = parameters.patternAtlas.getPattern(
evaluated.get<BackgroundPattern>().to.id());
if (!imagePosA || !imagePosB) return;
uint32_t i = 0;
for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
const UnwrappedTileID unwrappedTileID = tileID.toUnwrapped();
draw(*backgroundPatternProgram,
BackgroundPatternProgram::layoutUniformValues(parameters.matrixForTile(unwrappedTileID),
evaluated.get<BackgroundOpacity>(),
parameters.patternAtlas.getPixelSize(),
*imagePosA,
*imagePosB,
crossfade,
unwrappedTileID,
parameters.state),
BackgroundPatternProgram::TextureBindings{
textures::image::Value{parameters.patternAtlas.textureBinding()},
},
i++);
}
} else {
auto backgroundRenderPass = (evaluated.get<BackgroundColor>().a >= 1.0f &&
evaluated.get<BackgroundOpacity>() >= 1.0f &&
parameters.currentLayer >= parameters.opaquePassCutoff)
? RenderPass::Opaque
: RenderPass::Translucent;
if (parameters.pass != backgroundRenderPass) {
return;
}
uint32_t i = 0;
for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
draw(*backgroundProgram,
BackgroundProgram::LayoutUniformValues{
uniforms::matrix::Value(parameters.matrixForTile(tileID.toUnwrapped())),
uniforms::color::Value(evaluated.get<BackgroundColor>()),
uniforms::opacity::Value(evaluated.get<BackgroundOpacity>()),
},
BackgroundProgram::TextureBindings{},
i++);
}
}
}
#endif // MLN_LEGACY_RENDERER
std::optional<Color> RenderBackgroundLayer::getSolidBackground() const {
const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
if (!evaluated.get<BackgroundPattern>().from.empty() || evaluated.get<style::BackgroundOpacity>() <= 0.0f) {
return std::nullopt;
}
return {evaluated.get<BackgroundColor>() * evaluated.get<BackgroundOpacity>()};
}
namespace {
void addPatternIfNeeded(const std::string& id, const LayerPrepareParameters& params) {
if (!params.patternAtlas.getPattern(id)) {
if (auto* image = params.imageManager.getImage(id)) {
params.patternAtlas.addPattern(*image);
}
}
}
} // namespace
void RenderBackgroundLayer::prepare(const LayerPrepareParameters& params) {
const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
if (!evaluated.get<BackgroundPattern>().to.empty()) {
// Ensures that the pattern bitmap gets copied to atlas bitmap.
// Atlas bitmap is uploaded to atlas texture in upload.
addPatternIfNeeded(evaluated.get<BackgroundPattern>().from.id(), params);
addPatternIfNeeded(evaluated.get<BackgroundPattern>().to.id(), params);
}
#if MLN_DRAWABLE_RENDERER
updateRenderTileIDs();
#endif // MLN_DRAWABLE_RENDERER
}
#if MLN_DRAWABLE_RENDERER
static constexpr std::string_view BackgroundPlainShaderName = "BackgroundShader";
static constexpr std::string_view BackgroundPatternShaderName = "BackgroundPatternShader";
void RenderBackgroundLayer::update(gfx::ShaderRegistry& shaders,
gfx::Context& context,
const TransformState& state,
const std::shared_ptr<UpdateParameters>&,
[[maybe_unused]] const RenderTree& renderTree,
[[maybe_unused]] UniqueChangeRequestVec& changes) {
std::unique_lock<std::mutex> guard(mutex);
const auto zoom = state.getIntegerZoom();
const auto tileCover = util::tileCover(state, zoom);
// renderTiles is always empty, we use tileCover instead
if (tileCover.empty()) {
removeAllDrawables();
return;
}
const auto& evaluated = getEvaluated<BackgroundLayerProperties>(evaluatedProperties);
const bool hasPattern = !evaluated.get<BackgroundPattern>().to.empty();
// TODO: If background is solid, we can skip drawables and rely on the clear color
const auto drawPasses = evaluated.get<style::BackgroundOpacity>() == 0.0f ? RenderPass::None
: (!unevaluated.get<style::BackgroundPattern>().isUndefined() ||
evaluated.get<style::BackgroundOpacity>() < 1.0f ||
evaluated.get<style::BackgroundColor>().a < 1.0f)
? RenderPass::Translucent
: RenderPass::Opaque |
RenderPass::Translucent; // evaluated based on opaquePassCutoff in render()
// If the result is transparent or missing, just remove any existing drawables and stop
if (drawPasses == RenderPass::None) {
removeAllDrawables();
return;
}
if (!layerGroup) {
if (auto layerGroup_ = context.createTileLayerGroup(layerIndex, /*initialCapacity=*/64, getID())) {
setLayerGroup(std::move(layerGroup_), changes);
} else {
return;
}
}
auto* tileLayerGroup = static_cast<TileLayerGroup*>(layerGroup.get());
if (!layerTweaker) {
layerTweaker = std::make_shared<BackgroundLayerTweaker>(getID(), evaluatedProperties);
layerGroup->addLayerTweaker(layerTweaker);
}
if (!hasPattern && !plainShader) {
plainShader = context.getGenericShader(shaders, std::string(BackgroundPlainShaderName));
}
if (hasPattern && !patternShader) {
patternShader = context.getGenericShader(shaders, std::string(BackgroundPatternShaderName));
}
const auto& curShader = hasPattern ? patternShader : plainShader;
if (!curShader) {
removeAllDrawables();
return;
}
const auto tileVertices = RenderStaticData::tileVertices();
const auto vertexCount = tileVertices.elements();
constexpr auto vertSize = sizeof(decltype(tileVertices)::Vertex::a1);
std::vector<std::uint8_t> rawVertices(vertexCount * vertSize);
for (auto i = 0ULL; i < vertexCount; ++i) {
std::memcpy(&rawVertices[i * vertSize], &tileVertices.vector()[i].a1, vertSize);
}
const auto indexes = RenderStaticData::quadTriangleIndices();
const auto segs = RenderStaticData::tileTriangleSegments();
std::unique_ptr<gfx::DrawableBuilder> builder;
tileLayerGroup->visitDrawables([&](gfx::Drawable& drawable) -> bool {
// Has this tile dropped out of the cover set?
return (!drawable.getTileID() || hasRenderTile(*drawable.getTileID()));
});
// For each tile in the cover set, add a tile drawable if one doesn't already exist.
for (const auto& tileID : tileCover) {
// If we already have drawables for this tile, skip.
// If a drawable needs to be updated, that's handled in the layer tweaker.
if (tileLayerGroup->getDrawableCount(drawPasses, tileID) > 0) {
continue;
}
// We actually need to build things, so set up a builder if we haven't already
if (!builder) {
builder = context.createDrawableBuilder("background");
builder->setRenderPass(drawPasses);
builder->setShader(curShader);
builder->setDepthType(gfx::DepthMaskType::ReadWrite);
builder->setColorMode(drawPasses == RenderPass::Translucent ? gfx::ColorMode::alphaBlended()
: gfx::ColorMode::unblended());
}
auto verticesCopy = rawVertices;
builder->setRawVertices(std::move(verticesCopy), vertexCount, gfx::AttributeDataType::Short2);
builder->setSegments(gfx::Triangles(), indexes.vector(), segs.data(), segs.size());
builder->flush();
for (auto& drawable : builder->clearDrawables()) {
drawable->setTileID(tileID);
drawable->setLayerTweaker(layerTweaker);
tileLayerGroup->addDrawable(drawPasses, tileID, std::move(drawable));
++stats.drawablesAdded;
}
}
}
#endif
} // namespace mbgl