Files
MapLibreParticleLab/include/llmr/renderer/painter.hpp
Justin R. Miller 828d8ba26f refs #60: first cut of POI rendering
* add basic marker style to stylesheet
 * pass through marker style to PBF conversion
 * marker/point tile parsing, bucket, buffer, shaders, etc.
 * new sprite hosting for 1x/2x variants
 * sprite load accepts screen scale argument
2014-02-14 18:13:12 -08:00

117 lines
2.9 KiB
C++

#ifndef LLMR_RENDERER_PAINTER
#define LLMR_RENDERER_PAINTER
#include <llmr/map/tile.hpp>
#include <llmr/geometry/vao.hpp>
#include <llmr/geometry/vertex_buffer.hpp>
#include <llmr/util/mat4.hpp>
#include <llmr/util/noncopyable.hpp>
#include <llmr/renderer/shader-plain.hpp>
#include <llmr/renderer/shader-outline.hpp>
#include <llmr/renderer/shader-pattern.hpp>
#include <llmr/renderer/shader-line.hpp>
#include <llmr/renderer/shader-linejoin.hpp>
#include <llmr/renderer/shader-point.hpp>
namespace llmr {
class Transform;
class Settings;
class Style;
class Tile;
class FillBucket;
class LineBucket;
class PointBucket;
class Painter : private util::noncopyable {
public:
Painter(Transform& transform, Settings& settings, Style& style);
void setup();
void clear();
void changeMatrix(const Tile::ID& id);
void render(const std::shared_ptr<Tile>& tile);
void renderMatte();
void renderBackground();
void renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& id);
private:
void setupShaders();
void drawClippingMask();
void renderLayers(const std::shared_ptr<Tile>& tile, const std::vector<LayerDescription>& layers);
void renderDebug(const std::shared_ptr<Tile>& tile);
void useProgram(uint32_t program);
void lineWidth(float lineWidth);
private:
Transform& transform;
Settings& settings;
Style& style;
mat4 nativeMatrix;
mat4 matrix;
mat4 exMatrix;
uint32_t gl_program = 0;
float gl_lineWidth = 0;
std::unique_ptr<PlainShader> plainShader;
std::unique_ptr<OutlineShader> outlineShader;
std::unique_ptr<LineShader> lineShader;
std::unique_ptr<LinejoinShader> linejoinShader;
std::unique_ptr<PatternShader> patternShader;
std::unique_ptr<PointShader> pointShader;
// Set up the stencil quad we're using to generate the stencil mask.
VertexBuffer tileStencilBuffer = {
// top left triangle
0, 0,
4096, 0,
0, 4096,
// bottom right triangle
4096, 0,
0, 4096,
4096, 4096
};
VertexArrayObject<PlainShader> coveringPlainArray;
VertexArrayObject<PatternShader> coveringPatternArray;
// Set up the tile boundary lines we're using to draw the tile outlines.
VertexBuffer tileBorderBuffer = {
0, 0,
4096, 0,
4096, 4096,
0, 4096,
0, 0
};
VertexArrayObject<PlainShader> tileBorderArray;
// Set up the matte buffer we're using to draw the filling background.
VertexBuffer matteBuffer = {
// top left triangle
0, 0,
16384, 0,
0, 16384,
// bottom right triangle
16384, 0,
0, 16384,
16384, 16384
};
VertexArrayObject<PlainShader> matteArray;
};
}
#endif