diff options
author | John Firebaugh <john.firebaugh@gmail.com> | 2016-09-26 12:53:32 -0700 |
---|---|---|
committer | John Firebaugh <john.firebaugh@gmail.com> | 2016-10-28 17:14:01 -0700 |
commit | 0e57d10d77e555a9229f7d522d83f87df7d5180d (patch) | |
tree | 2a3c3b0dd4ed6edf385ba8d390d919e469b7a96a /src/mbgl/renderer | |
parent | a4c82b8a3b5e48f3bbccf32be80d45ca78d51515 (diff) | |
download | qtlocation-mapboxgl-0e57d10d77e555a9229f7d522d83f87df7d5180d.tar.gz |
[core] Modern C++ bindings for OpenGL
Diffstat (limited to 'src/mbgl/renderer')
24 files changed, 534 insertions, 1241 deletions
diff --git a/src/mbgl/renderer/bucket.hpp b/src/mbgl/renderer/bucket.hpp index 2c3c7a6e47..49619c14f7 100644 --- a/src/mbgl/renderer/bucket.hpp +++ b/src/mbgl/renderer/bucket.hpp @@ -5,9 +5,6 @@ #include <atomic> -#define BUFFER_OFFSET_0 ((int8_t*)nullptr) -#define BUFFER_OFFSET(i) ((BUFFER_OFFSET_0) + (i)) - namespace mbgl { class Painter; @@ -38,8 +35,6 @@ public: virtual bool hasData() const = 0; - virtual bool needsClipping() const = 0; - bool needsUpload() const { return !uploaded; } diff --git a/src/mbgl/renderer/circle_bucket.cpp b/src/mbgl/renderer/circle_bucket.cpp index f12139d004..cb6ba7d458 100644 --- a/src/mbgl/renderer/circle_bucket.cpp +++ b/src/mbgl/renderer/circle_bucket.cpp @@ -1,6 +1,6 @@ #include <mbgl/renderer/circle_bucket.hpp> #include <mbgl/renderer/painter.hpp> -#include <mbgl/gl/gl.hpp> +#include <mbgl/gl/context.hpp> #include <mbgl/shader/circle_shader.hpp> #include <mbgl/style/layers/circle_layer.hpp> @@ -13,10 +13,6 @@ using namespace style; CircleBucket::CircleBucket(MapMode mode_) : mode(mode_) { } -CircleBucket::~CircleBucket() { - // Do not remove. header file only contains forward definitions to unique pointers. -} - void CircleBucket::upload(gl::Context& context) { vertexBuffer = context.createVertexBuffer(std::move(vertices)); indexBuffer = context.createIndexBuffer(std::move(triangles)); @@ -31,11 +27,7 @@ void CircleBucket::render(Painter& painter, } bool CircleBucket::hasData() const { - return !groups.empty(); -} - -bool CircleBucket::needsClipping() const { - return true; + return !segments.empty(); } void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) { @@ -50,6 +42,11 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) { if ((mode != MapMode::Still) && (x < 0 || x >= util::EXTENT || y < 0 || y >= util::EXTENT)) continue; + if (!segments.size() || segments.back().vertexLength + 4 > 65535) { + // Move to a new segments because the old one can't hold the geometry. + segments.emplace_back(vertices.size(), triangles.size()); + } + // this geometry will be of the Point type, and we'll derive // two triangles from it. // @@ -64,13 +61,8 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) { vertices.emplace_back(x, y, 1, 1); // 3 vertices.emplace_back(x, y, -1, 1); // 4 - if (!groups.size() || groups.back().vertexLength + 4 > 65535) { - // Move to a new group because the old one can't hold the geometry. - groups.emplace_back(); - } - - auto& group = groups.back(); - uint16_t index = group.vertexLength; + auto& segment = segments.back(); + uint16_t index = segment.vertexLength; // 1, 2, 3 // 1, 4, 3 @@ -81,26 +73,10 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) { static_cast<uint16_t>(index + 3), static_cast<uint16_t>(index + 2)); - group.vertexLength += 4; - group.indexLength += 2; + segment.vertexLength += 4; + segment.primitiveLength += 2; } } } -void CircleBucket::drawCircles(CircleShader& shader, gl::Context& context, PaintMode paintMode) { - GLbyte* vertexIndex = BUFFER_OFFSET(0); - GLbyte* elementsIndex = BUFFER_OFFSET(0); - - for (auto& group : groups) { - if (!group.indexLength) continue; - - group.getVAO(shader, paintMode).bind(shader, *vertexBuffer, *indexBuffer, vertexIndex, context); - - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, elementsIndex)); - - vertexIndex += group.vertexLength * vertexBuffer->vertexSize; - elementsIndex += group.indexLength * indexBuffer->primitiveSize; - } -} - } // namespace mbgl diff --git a/src/mbgl/renderer/circle_bucket.hpp b/src/mbgl/renderer/circle_bucket.hpp index 2f3faccdec..a682d423d6 100644 --- a/src/mbgl/renderer/circle_bucket.hpp +++ b/src/mbgl/renderer/circle_bucket.hpp @@ -1,36 +1,28 @@ #pragma once #include <mbgl/renderer/bucket.hpp> -#include <mbgl/renderer/element_group.hpp> #include <mbgl/map/mode.hpp> #include <mbgl/tile/geometry_tile_data.hpp> #include <mbgl/gl/vertex_buffer.hpp> #include <mbgl/gl/index_buffer.hpp> +#include <mbgl/gl/segment.hpp> #include <mbgl/shader/circle_vertex.hpp> namespace mbgl { -class CircleShader; - class CircleBucket : public Bucket { public: CircleBucket(const MapMode); - ~CircleBucket() override; void upload(gl::Context&) override; void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override; bool hasData() const override; - bool needsClipping() const override; void addGeometry(const GeometryCollection&); - void drawCircles(CircleShader&, gl::Context&, PaintMode); - -private: std::vector<CircleVertex> vertices; std::vector<gl::Triangle> triangles; - - std::vector<ElementGroup<CircleShader>> groups; + std::vector<gl::Segment> segments; optional<gl::VertexBuffer<CircleVertex>> vertexBuffer; optional<gl::IndexBuffer<gl::Triangle>> indexBuffer; diff --git a/src/mbgl/renderer/debug_bucket.cpp b/src/mbgl/renderer/debug_bucket.cpp index c47ae434be..a9ef551fba 100644 --- a/src/mbgl/renderer/debug_bucket.cpp +++ b/src/mbgl/renderer/debug_bucket.cpp @@ -85,18 +85,4 @@ DebugBucket::DebugBucket(const OverscaledTileID& id, vertexBuffer(context.createVertexBuffer(buildTextVertices(id, renderable_, complete_, modified_, expires_, debugMode_))) { } -void DebugBucket::drawLines(FillShader& shader, gl::Context& context) { - if (vertexBuffer.vertexCount != 0) { - array.bind(shader, vertexBuffer, BUFFER_OFFSET_0, context); - MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertexBuffer.vertexCount))); - } -} - -void DebugBucket::drawPoints(FillShader& shader, gl::Context& context) { - if (vertexBuffer.vertexCount != 0) { - array.bind(shader, vertexBuffer, BUFFER_OFFSET_0, context); - MBGL_CHECK_ERROR(glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(vertexBuffer.vertexCount))); - } -} - } // namespace mbgl diff --git a/src/mbgl/renderer/debug_bucket.hpp b/src/mbgl/renderer/debug_bucket.hpp index 89087f0010..cdffdd8d7a 100644 --- a/src/mbgl/renderer/debug_bucket.hpp +++ b/src/mbgl/renderer/debug_bucket.hpp @@ -6,13 +6,11 @@ #include <mbgl/util/optional.hpp> #include <mbgl/util/noncopyable.hpp> #include <mbgl/gl/vertex_buffer.hpp> -#include <mbgl/gl/vao.hpp> #include <mbgl/shader/fill_vertex.hpp> namespace mbgl { class OverscaledTileID; -class FillShader; namespace gl { class Context; @@ -28,18 +26,13 @@ public: MapDebugOptions, gl::Context&); - void drawLines(FillShader&, gl::Context&); - void drawPoints(FillShader&, gl::Context&); - const bool renderable; const bool complete; const optional<Timestamp> modified; const optional<Timestamp> expires; const MapDebugOptions debugMode; -private: gl::VertexBuffer<FillVertex> vertexBuffer; - gl::VertexArrayObject array; }; } // namespace mbgl diff --git a/src/mbgl/renderer/element_group.hpp b/src/mbgl/renderer/element_group.hpp deleted file mode 100644 index 59b5c3068d..0000000000 --- a/src/mbgl/renderer/element_group.hpp +++ /dev/null @@ -1,28 +0,0 @@ -#pragma once - -#include <mbgl/gl/vao.hpp> -#include <mbgl/renderer/render_pass.hpp> - -namespace mbgl { - -template <class... Shaders> -struct ElementGroup { - template <class Shader> - struct VAOs { - gl::VertexArrayObject normalVAO; - gl::VertexArrayObject overdrawVAO; - }; - - std::tuple<VAOs<Shaders>...> vaos; - - template <class Shader> - gl::VertexArrayObject& getVAO(const Shader&, PaintMode paintMode) { - auto& vao = std::get<VAOs<Shader>>(vaos); - return paintMode == PaintMode::Overdraw ? vao.overdrawVAO : vao.normalVAO; - } - - std::size_t vertexLength = 0; - std::size_t indexLength = 0; -}; - -} // namespace mbgl diff --git a/src/mbgl/renderer/fill_bucket.cpp b/src/mbgl/renderer/fill_bucket.cpp index cd4277cabc..2c69524c0d 100644 --- a/src/mbgl/renderer/fill_bucket.cpp +++ b/src/mbgl/renderer/fill_bucket.cpp @@ -30,11 +30,6 @@ using namespace style; struct GeometryTooLongException : std::exception {}; -FillBucket::FillBucket() { -} - -FillBucket::~FillBucket() = default; - void FillBucket::addGeometry(const GeometryCollection& geometry) { for (auto& polygon : classifyRings(geometry)) { // Optimize polygons with many interior rings for earcut tesselation. @@ -48,17 +43,20 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) { throw GeometryTooLongException(); } + std::size_t startVertices = vertices.size(); + for (const auto& ring : polygon) { std::size_t nVertices = ring.size(); if (nVertices == 0) continue; - if (lineGroups.empty() || lineGroups.back().vertexLength + nVertices > 65535) - lineGroups.emplace_back(); + if (lineSegments.empty() || lineSegments.back().vertexLength + nVertices > 65535) { + lineSegments.emplace_back(vertices.size(), lines.size()); + } - auto& lineGroup = lineGroups.back(); - uint16_t lineIndex = lineGroup.vertexLength; + auto& lineSegment = lineSegments.back(); + uint16_t lineIndex = lineSegment.vertexLength; vertices.emplace_back(ring[0].x, ring[0].y); lines.emplace_back(static_cast<uint16_t>(lineIndex + nVertices - 1), @@ -70,8 +68,8 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) { static_cast<uint16_t>(lineIndex + i)); } - lineGroup.vertexLength += nVertices; - lineGroup.indexLength += nVertices; + lineSegment.vertexLength += nVertices; + lineSegment.primitiveLength += nVertices; } std::vector<uint32_t> indices = mapbox::earcut(polygon); @@ -79,12 +77,12 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) { std::size_t nIndicies = indices.size(); assert(nIndicies % 3 == 0); - if (triangleGroups.empty() || triangleGroups.back().vertexLength + totalVertices > 65535) { - triangleGroups.emplace_back(); + if (triangleSegments.empty() || triangleSegments.back().vertexLength + totalVertices > 65535) { + triangleSegments.emplace_back(startVertices, triangles.size()); } - auto& triangleGroup = triangleGroups.back(); - uint16_t triangleIndex = triangleGroup.vertexLength; + auto& triangleSegment = triangleSegments.back(); + uint16_t triangleIndex = triangleSegment.vertexLength; for (uint32_t i = 0; i < nIndicies; i += 3) { triangles.emplace_back(static_cast<uint16_t>(triangleIndex + indices[i]), @@ -92,8 +90,8 @@ void FillBucket::addGeometry(const GeometryCollection& geometry) { static_cast<uint16_t>(triangleIndex + indices[i + 2])); } - triangleGroup.vertexLength += totalVertices; - triangleGroup.indexLength += nIndicies / 3; + triangleSegment.vertexLength += totalVertices; + triangleSegment.primitiveLength += nIndicies / 3; } } @@ -114,71 +112,7 @@ void FillBucket::render(Painter& painter, } bool FillBucket::hasData() const { - return !triangleGroups.empty() || !lineGroups.empty(); -} - -bool FillBucket::needsClipping() const { - return true; -} - -void FillBucket::drawElements(FillShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : triangleGroups) { - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *triangleIndexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * triangleIndexBuffer->primitiveSize; - } -} - -void FillBucket::drawElements(FillPatternShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : triangleGroups) { - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *triangleIndexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * triangleIndexBuffer->primitiveSize; - } -} - -void FillBucket::drawVertices(FillOutlineShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : lineGroups) { - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *lineIndexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_LINES, static_cast<GLsizei>(group.indexLength * 2), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * lineIndexBuffer->primitiveSize; - } -} - -void FillBucket::drawVertices(FillOutlinePatternShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : lineGroups) { - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *lineIndexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_LINES, static_cast<GLsizei>(group.indexLength * 2), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * lineIndexBuffer->primitiveSize; - } + return !triangleSegments.empty() || !lineSegments.empty(); } } // namespace mbgl diff --git a/src/mbgl/renderer/fill_bucket.hpp b/src/mbgl/renderer/fill_bucket.hpp index 34cd886687..715b8e2745 100644 --- a/src/mbgl/renderer/fill_bucket.hpp +++ b/src/mbgl/renderer/fill_bucket.hpp @@ -1,46 +1,29 @@ #pragma once #include <mbgl/renderer/bucket.hpp> -#include <mbgl/renderer/element_group.hpp> #include <mbgl/tile/geometry_tile_data.hpp> #include <mbgl/gl/vertex_buffer.hpp> #include <mbgl/gl/index_buffer.hpp> +#include <mbgl/gl/segment.hpp> #include <mbgl/shader/fill_vertex.hpp> #include <vector> -#include <memory> namespace mbgl { -class FillShader; -class FillPatternShader; -class FillOutlineShader; -class FillOutlinePatternShader; - class FillBucket : public Bucket { public: - FillBucket(); - ~FillBucket() override; - void upload(gl::Context&) override; void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override; bool hasData() const override; - bool needsClipping() const override; void addGeometry(const GeometryCollection&); - void drawElements(FillShader&, gl::Context&, PaintMode); - void drawElements(FillPatternShader&, gl::Context&, PaintMode); - void drawVertices(FillOutlineShader&, gl::Context&, PaintMode); - void drawVertices(FillOutlinePatternShader&, gl::Context&, PaintMode); - -private: std::vector<FillVertex> vertices; std::vector<gl::Line> lines; std::vector<gl::Triangle> triangles; - - std::vector<ElementGroup<FillOutlineShader, FillOutlinePatternShader>> lineGroups; - std::vector<ElementGroup<FillShader, FillPatternShader>> triangleGroups; + std::vector<gl::Segment> lineSegments; + std::vector<gl::Segment> triangleSegments; optional<gl::VertexBuffer<FillVertex>> vertexBuffer; optional<gl::IndexBuffer<gl::Line>> lineIndexBuffer; diff --git a/src/mbgl/renderer/line_bucket.cpp b/src/mbgl/renderer/line_bucket.cpp index 7a5309bafc..229b14d489 100644 --- a/src/mbgl/renderer/line_bucket.cpp +++ b/src/mbgl/renderer/line_bucket.cpp @@ -1,12 +1,8 @@ #include <mbgl/renderer/line_bucket.hpp> #include <mbgl/style/layers/line_layer.hpp> #include <mbgl/renderer/painter.hpp> -#include <mbgl/shader/line_shader.hpp> -#include <mbgl/shader/line_sdf_shader.hpp> -#include <mbgl/shader/line_pattern_shader.hpp> #include <mbgl/util/math.hpp> #include <mbgl/util/constants.hpp> -#include <mbgl/gl/gl.hpp> #include <cassert> @@ -54,8 +50,8 @@ const float LINE_DISTANCE_SCALE = 1.0 / 2.0; const float MAX_LINE_DISTANCE = std::pow(2, LINE_DISTANCE_BUFFER_BITS) / LINE_DISTANCE_SCALE; void LineBucket::addGeometry(const GeometryCoordinates& coordinates) { - const GLsizei len = [&coordinates] { - GLsizei l = static_cast<GLsizei>(coordinates.size()); + const std::size_t len = [&coordinates] { + std::size_t l = coordinates.size(); // If the line has duplicate vertices at the end, adjust length to remove them. while (l > 2 && coordinates[l - 1] == coordinates[l - 2]) { l--; @@ -103,7 +99,7 @@ void LineBucket::addGeometry(const GeometryCoordinates& coordinates) { const std::size_t startVertex = vertices.size(); std::vector<TriangleElement> triangleStore; - for (GLsizei i = 0; i < len; ++i) { + for (std::size_t i = 0; i < len; ++i) { if (closed && i == len - 1) { // if the line is closed, we treat the last vertex like the first nextCoordinate = coordinates[1]; @@ -352,13 +348,12 @@ void LineBucket::addGeometry(const GeometryCoordinates& coordinates) { const std::size_t endVertex = vertices.size(); const std::size_t vertexCount = endVertex - startVertex; - if (groups.empty() || groups.back().vertexLength + vertexCount > 65535) { - // Move to a new group because the old one can't hold the geometry. - groups.emplace_back(); + if (segments.empty() || segments.back().vertexLength + vertexCount > 65535) { + segments.emplace_back(startVertex, triangles.size()); } - auto& group = groups.back(); - uint16_t index = group.vertexLength; + auto& segment = segments.back(); + uint16_t index = segment.vertexLength; for (const auto& triangle : triangleStore) { triangles.emplace_back(static_cast<uint16_t>(index + triangle.a), @@ -366,8 +361,8 @@ void LineBucket::addGeometry(const GeometryCoordinates& coordinates) { static_cast<uint16_t>(index + triangle.c)); } - group.vertexLength += vertexCount; - group.indexLength += triangleStore.size(); + segment.vertexLength += vertexCount; + segment.primitiveLength += triangleStore.size(); } void LineBucket::addCurrentVertex(const GeometryCoordinate& currentCoordinate, @@ -450,65 +445,7 @@ void LineBucket::render(Painter& painter, } bool LineBucket::hasData() const { - return !groups.empty(); -} - -bool LineBucket::needsClipping() const { - return true; -} - -void LineBucket::drawLines(LineShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : groups) { - if (!group.indexLength) { - continue; - } - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *indexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * indexBuffer->primitiveSize; - } -} - -void LineBucket::drawLineSDF(LineSDFShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : groups) { - if (!group.indexLength) { - continue; - } - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *indexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * indexBuffer->primitiveSize; - } -} - -void LineBucket::drawLinePatterns(LinePatternShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET(0); - GLbyte* elements_index = BUFFER_OFFSET(0); - for (auto& group : groups) { - if (!group.indexLength) { - continue; - } - group.getVAO(shader, paintMode).bind( - shader, *vertexBuffer, *indexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * vertexBuffer->vertexSize; - elements_index += group.indexLength * indexBuffer->primitiveSize; - } + return !segments.empty(); } } // namespace mbgl diff --git a/src/mbgl/renderer/line_bucket.hpp b/src/mbgl/renderer/line_bucket.hpp index 14af710877..7b4c5f1b57 100644 --- a/src/mbgl/renderer/line_bucket.hpp +++ b/src/mbgl/renderer/line_bucket.hpp @@ -1,10 +1,10 @@ #pragma once #include <mbgl/renderer/bucket.hpp> -#include <mbgl/renderer/element_group.hpp> #include <mbgl/tile/geometry_tile_data.hpp> #include <mbgl/gl/vertex_buffer.hpp> #include <mbgl/gl/index_buffer.hpp> +#include <mbgl/gl/segment.hpp> #include <mbgl/shader/line_vertex.hpp> #include <mbgl/style/layers/line_layer_properties.hpp> @@ -12,12 +12,7 @@ namespace mbgl { -class LineShader; -class LineSDFShader; -class LinePatternShader; - class LineBucket : public Bucket { - public: LineBucket(uint32_t overscaling); ~LineBucket() override; @@ -25,14 +20,18 @@ public: void upload(gl::Context&) override; void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override; bool hasData() const override; - bool needsClipping() const override; void addGeometry(const GeometryCollection&); void addGeometry(const GeometryCoordinates& line); - void drawLines(LineShader&, gl::Context&, PaintMode); - void drawLineSDF(LineSDFShader&, gl::Context&, PaintMode); - void drawLinePatterns(LinePatternShader&, gl::Context&, PaintMode); + style::LineLayoutProperties layout; + + std::vector<LineVertex> vertices; + std::vector<gl::Triangle> triangles; + std::vector<gl::Segment> segments; + + optional<gl::VertexBuffer<LineVertex>> vertexBuffer; + optional<gl::IndexBuffer<gl::Triangle>> indexBuffer; private: struct TriangleElement { @@ -46,18 +45,6 @@ private: const Point<double>& extrude, bool lineTurnsLeft, std::size_t startVertex, std::vector<TriangleElement>& triangleStore); -public: - style::LineLayoutProperties layout; - -private: - std::vector<LineVertex> vertices; - std::vector<gl::Triangle> triangles; - - std::vector<ElementGroup<LineShader, LineSDFShader, LinePatternShader>> groups; - - optional<gl::VertexBuffer<LineVertex>> vertexBuffer; - optional<gl::IndexBuffer<gl::Triangle>> indexBuffer; - std::ptrdiff_t e1; std::ptrdiff_t e2; std::ptrdiff_t e3; diff --git a/src/mbgl/renderer/painter.cpp b/src/mbgl/renderer/painter.cpp index effeb086af..303de91025 100644 --- a/src/mbgl/renderer/painter.cpp +++ b/src/mbgl/renderer/painter.cpp @@ -82,12 +82,6 @@ bool Painter::needsAnimation() const { return frameHistory.needsAnimation(util::DEFAULT_FADE_DURATION); } -void Painter::setClipping(const ClipID& clip) { - const GLint ref = (GLint)clip.reference.to_ulong(); - const GLuint mask = (GLuint)clip.mask.to_ulong(); - context.stencilFunc = { gl::StencilTestFunction::Equal, ref, mask }; -} - void Painter::cleanup() { context.performCleanup(); } @@ -114,7 +108,6 @@ void Painter::render(const Style& style, const FrameData& frame_, View& view, Sp RenderData renderData = style.getRenderData(frame.debugOptions); const std::vector<RenderItem>& order = renderData.order; const std::unordered_set<Source*>& sources = renderData.sources; - const Color& background = renderData.backgroundColor; // Update the default matrices to the current viewport dimensions. state.getProjMatrix(projMatrix); @@ -153,26 +146,11 @@ void Painter::render(const Style& style, const FrameData& frame_, View& view, Sp { MBGL_DEBUG_GROUP("clear"); view.bind(); - context.stencilFunc = { gl::StencilTestFunction::Always, 0, ~0u }; - context.stencilTest = true; - context.stencilMask = 0xFF; - context.depthTest = false; - context.depthMask = true; - context.colorMask = { true, true, true, true }; - - if (paintMode() == PaintMode::Overdraw) { - context.blend = true; - context.blendFunc = { gl::BlendSourceFactor::ConstantColor, - gl::BlendDestinationFactor::One }; - const float overdraw = 1.0f / 8.0f; - context.blendColor = { overdraw, overdraw, overdraw, 0.0f }; - context.clearColor = Color::black(); - } else { - context.clearColor = background; - } - context.clearStencil = 0; - context.clearDepth = 1; - MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); + context.clear(paintMode() == PaintMode::Overdraw + ? Color::black() + : renderData.backgroundColor, + 1.0f, + 0); } // - CLIPPING MASKS ---------------------------------------------------------------------------- @@ -186,7 +164,12 @@ void Painter::render(const Style& style, const FrameData& frame_, View& view, Sp source->baseImpl->startRender(generator, projMatrix, state); } - drawClippingMasks(parameters, generator.getStencils()); + MBGL_DEBUG_GROUP("clipping masks"); + + for (const auto& stencil : generator.getStencils()) { + MBGL_DEBUG_GROUP(std::string{ "mask: " } + util::toString(stencil.first)); + renderClippingMask(stencil.first, stencil.second); + } } #if not MBGL_USE_GLES2 and not defined(NDEBUG) @@ -275,19 +258,6 @@ void Painter::renderPass(PaintParameters& parameters, if (!layer.baseImpl->hasRenderPass(pass)) continue; - if (paintMode() == PaintMode::Overdraw) { - context.blend = true; - } else if (pass == RenderPass::Translucent) { - context.blend = true; - context.blendFunc = { gl::BlendSourceFactor::One, - gl::BlendDestinationFactor::OneMinusSrcAlpha }; - } else { - context.blend = false; - } - - context.colorMask = { true, true, true, true }; - context.stencilMask = 0x0; - if (layer.is<BackgroundLayer>()) { MBGL_DEBUG_GROUP("background"); renderBackground(parameters, *layer.as<BackgroundLayer>()); @@ -296,11 +266,9 @@ void Painter::renderPass(PaintParameters& parameters, // Reset GL state to a known state so the CustomLayer always has a clean slate. context.vertexArrayObject = 0; - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - context.depthMask = false; - context.stencilTest = false; - setDepthSublayer(0); + context.setDepthMode(depthModeForSublayer(0, gl::DepthMode::ReadOnly)); + context.setStencilMode(gl::StencilMode::disabled()); + context.setColorMode(colorModeForRenderPass()); layer.as<CustomLayer>()->impl->render(state); @@ -310,9 +278,6 @@ void Painter::renderPass(PaintParameters& parameters, context.setDirtyState(); } else { MBGL_DEBUG_GROUP(layer.baseImpl->id + " - " + util::toString(item.tile->id)); - if (item.bucket->needsClipping()) { - setClipping(item.tile->clip); - } item.bucket->render(*this, parameters, layer, *item.tile); } } @@ -322,10 +287,46 @@ void Painter::renderPass(PaintParameters& parameters, } } -void Painter::setDepthSublayer(int n) { +mat4 Painter::matrixForTile(const UnwrappedTileID& tileID) { + mat4 matrix; + state.matrixFor(matrix, tileID); + matrix::multiply(matrix, projMatrix, matrix); + return matrix; +} + +gl::DepthMode Painter::depthModeForSublayer(uint8_t n, gl::DepthMode::Mask mask) const { float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon; float farDepth = nearDepth + depthRangeSize; - context.depthRange = { nearDepth, farDepth }; + return gl::DepthMode { gl::DepthMode::LessEqual, mask, { nearDepth, farDepth } }; +} + +gl::StencilMode Painter::stencilModeForClipping(const ClipID& id) const { + return gl::StencilMode { + gl::StencilMode::Equal { static_cast<uint32_t>(id.mask.to_ulong()) }, + static_cast<int32_t>(id.reference.to_ulong()), + 0, + gl::StencilMode::Keep, + gl::StencilMode::Keep, + gl::StencilMode::Replace + }; +} + +gl::ColorMode Painter::colorModeForRenderPass() const { + if (paintMode() == PaintMode::Overdraw) { + const float overdraw = 1.0f / 8.0f; + return gl::ColorMode { + gl::ColorMode::Add { + gl::ColorMode::ConstantColor, + gl::ColorMode::One + }, + Color { overdraw, overdraw, overdraw, 0.0f }, + gl::ColorMode::Mask { true, true, true, true } + }; + } else if (pass == RenderPass::Translucent) { + return gl::ColorMode::alphaBlended(); + } else { + return gl::ColorMode::unblended(); + } } } // namespace mbgl diff --git a/src/mbgl/renderer/painter.hpp b/src/mbgl/renderer/painter.hpp index b64eb308c4..ea60f79801 100644 --- a/src/mbgl/renderer/painter.hpp +++ b/src/mbgl/renderer/painter.hpp @@ -8,7 +8,6 @@ #include <mbgl/renderer/render_item.hpp> #include <mbgl/renderer/bucket.hpp> -#include <mbgl/gl/vao.hpp> #include <mbgl/gl/context.hpp> #include <mbgl/shader/fill_vertex.hpp> #include <mbgl/shader/raster_vertex.hpp> @@ -78,20 +77,8 @@ public: void cleanup(); - // Renders debug information for a tile. + void renderClippingMask(const UnwrappedTileID&, const ClipID&); void renderTileDebug(const RenderTile&); - - // Renders the red debug frame around a tile, visualizing its perimeter. - void renderDebugFrame(const mat4 &matrix); - -#ifndef NDEBUG - // Renders tile clip boundaries, using stencil buffer to calculate fill color. - void renderClipMasks(PaintParameters&); - // Renders the depth buffer. - void renderDepthBuffer(PaintParameters&); -#endif - - void renderDebugText(Tile&, const mat4&); void renderFill(PaintParameters&, FillBucket&, const style::FillLayer&, const RenderTile&); void renderLine(PaintParameters&, LineBucket&, const style::LineLayer&, const RenderTile&); void renderCircle(PaintParameters&, CircleBucket&, const style::CircleLayer&, const RenderTile&); @@ -99,7 +86,12 @@ public: void renderRaster(PaintParameters&, RasterBucket&, const style::RasterLayer&, const RenderTile&); void renderBackground(PaintParameters&, const style::BackgroundLayer&); - void drawClippingMasks(PaintParameters&, const std::map<UnwrappedTileID, ClipID>&); +#ifndef NDEBUG + // Renders tile clip boundaries, using stencil buffer to calculate fill color. + void renderClipMasks(PaintParameters&); + // Renders the depth buffer. + void renderDepthBuffer(PaintParameters&); +#endif bool needsAnimation() const; @@ -112,31 +104,10 @@ private: Iterator it, Iterator end, uint32_t i, int8_t increment); - void setClipping(const ClipID&); - - void renderSDF(SymbolBucket&, - const RenderTile&, - float scaleDivisor, - std::array<float, 2> texsize, - SymbolSDFShader& sdfShader, - void (SymbolBucket::*drawSDF)(SymbolSDFShader&, gl::Context&, PaintMode), - - // Layout - style::AlignmentType rotationAlignment, - style::AlignmentType pitchAlignment, - float layoutSize, - - // Paint - float opacity, - Color color, - Color haloColor, - float haloWidth, - float haloBlur, - std::array<float, 2> translate, - style::TranslateAnchorType translateAnchor, - float paintSize); - - void setDepthSublayer(int n); + mat4 matrixForTile(const UnwrappedTileID&); + gl::DepthMode depthModeForSublayer(uint8_t n, gl::DepthMode::Mask) const; + gl::StencilMode stencilModeForClipping(const ClipID&) const; + gl::ColorMode colorModeForRenderPass() const; #ifndef NDEBUG PaintMode paintMode() const { @@ -189,8 +160,6 @@ private: gl::VertexBuffer<FillVertex> tileTriangleVertexBuffer; gl::VertexBuffer<FillVertex> tileLineStripVertexBuffer; gl::VertexBuffer<RasterVertex> rasterVertexBuffer; - - gl::VertexArrayObject tileBorderArray; }; } // namespace mbgl diff --git a/src/mbgl/renderer/painter_background.cpp b/src/mbgl/renderer/painter_background.cpp index 61ec76d1d8..93c0fe982a 100644 --- a/src/mbgl/renderer/painter_background.cpp +++ b/src/mbgl/renderer/painter_background.cpp @@ -1,12 +1,10 @@ #include <mbgl/renderer/painter.hpp> #include <mbgl/renderer/paint_parameters.hpp> -#include <mbgl/gl/gl.hpp> - #include <mbgl/style/layers/background_layer.hpp> #include <mbgl/style/layers/background_layer_impl.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/fill_uniforms.hpp> #include <mbgl/sprite/sprite_atlas.hpp> -#include <mbgl/util/mat4.hpp> #include <mbgl/util/tile_cover.hpp> namespace mbgl { @@ -18,73 +16,53 @@ void Painter::renderBackground(PaintParameters& parameters, const BackgroundLaye // glClear rather than this method. const BackgroundPaintProperties& properties = layer.impl->paint; - bool isPatterned = !properties.backgroundPattern.value.to.empty();// && false; - optional<SpriteAtlasPosition> imagePosA; - optional<SpriteAtlasPosition> imagePosB; - - auto& patternShader = parameters.shaders.fillPattern; - auto& plainShader = parameters.shaders.fill; - auto& arrayBackgroundPattern = parameters.shaders.backgroundPatternArray; - auto& arrayBackground = parameters.shaders.backgroundArray; - - if (isPatterned) { - imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, - SpritePatternMode::Repeating); - imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, - SpritePatternMode::Repeating); + if (!properties.backgroundPattern.value.to.empty()) { + optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition( + properties.backgroundPattern.value.from, SpritePatternMode::Repeating); + optional<SpriteAtlasPosition> imagePosB = spriteAtlas->getPosition( + properties.backgroundPattern.value.to, SpritePatternMode::Repeating); if (!imagePosA || !imagePosB) return; - context.program = patternShader.getID(); - patternShader.u_matrix = identityMatrix; - patternShader.u_pattern_tl_a = imagePosA->tl; - patternShader.u_pattern_br_a = imagePosA->br; - patternShader.u_pattern_tl_b = imagePosB->tl; - patternShader.u_pattern_br_b = imagePosB->br; - patternShader.u_mix = properties.backgroundPattern.value.t; - patternShader.u_opacity = properties.backgroundOpacity; - spriteAtlas->bind(true, context, 0); - arrayBackgroundPattern.bind(patternShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context); + for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) { + context.draw({ + depthModeForSublayer(0, gl::DepthMode::ReadOnly), + gl::StencilMode::disabled(), + colorModeForRenderPass(), + parameters.shaders.fillPattern, + FillPatternUniforms::values( + matrixForTile(tileID), + properties.backgroundOpacity.value, + context.viewport.getCurrentValue().size, + *imagePosA, + *imagePosB, + properties.backgroundPattern.value, + tileID, + state + ), + gl::Unindexed<gl::TriangleStrip>(tileTriangleVertexBuffer) + }); + } } else { - context.program = plainShader.getID(); - plainShader.u_color = properties.backgroundColor; - plainShader.u_opacity = properties.backgroundOpacity; - - arrayBackground.bind(plainShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context); - } - - context.stencilTest = false; - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - context.depthMask = false; - setDepthSublayer(0); - - for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) { - mat4 vertexMatrix; - state.matrixFor(vertexMatrix, tileID); - matrix::multiply(vertexMatrix, projMatrix, vertexMatrix); - - if (isPatterned) { - patternShader.u_matrix = vertexMatrix; - patternShader.u_pattern_size_a = imagePosA->size; - patternShader.u_pattern_size_b = imagePosB->size; - patternShader.u_scale_a = properties.backgroundPattern.value.fromScale; - patternShader.u_scale_b = properties.backgroundPattern.value.toScale; - patternShader.u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); - - GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z); - GLint pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z)); - GLint pixelY = tileSizeAtNearestZoom * tileID.canonical.y; - patternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; - patternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; - } else { - plainShader.u_matrix = vertexMatrix; + for (const auto& tileID : util::tileCover(state, state.getIntegerZoom())) { + context.draw({ + depthModeForSublayer(0, gl::DepthMode::ReadOnly), + gl::StencilMode::disabled(), + colorModeForRenderPass(), + parameters.shaders.fill, + FillColorUniforms::values( + matrixForTile(tileID), + properties.backgroundOpacity.value, + properties.backgroundColor.value, + properties.backgroundColor.value, + context.viewport.getCurrentValue().size + ), + gl::Unindexed<gl::TriangleStrip>(tileTriangleVertexBuffer) + }); } - - MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(tileTriangleVertexBuffer.vertexCount))); } } diff --git a/src/mbgl/renderer/painter_circle.cpp b/src/mbgl/renderer/painter_circle.cpp index 462ed59ebf..9db7272dab 100644 --- a/src/mbgl/renderer/painter_circle.cpp +++ b/src/mbgl/renderer/painter_circle.cpp @@ -2,11 +2,11 @@ #include <mbgl/renderer/paint_parameters.hpp> #include <mbgl/renderer/circle_bucket.hpp> #include <mbgl/renderer/render_tile.hpp> - #include <mbgl/style/layers/circle_layer.hpp> #include <mbgl/style/layers/circle_layer_impl.hpp> - #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/circle_uniforms.hpp> +#include <mbgl/gl/context.hpp> namespace mbgl { @@ -16,42 +16,42 @@ void Painter::renderCircle(PaintParameters& parameters, CircleBucket& bucket, const CircleLayer& layer, const RenderTile& tile) { - // Abort early. - if (pass == RenderPass::Opaque) return; - - context.stencilTest = frame.mapMode == MapMode::Still; - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - context.depthMask = false; - setDepthSublayer(0); - - const CirclePaintProperties& properties = layer.impl->paint; - auto& circleShader = parameters.shaders.circle; - - context.program = circleShader.getID(); - - circleShader.u_matrix = tile.translatedMatrix(properties.circleTranslate, - properties.circleTranslateAnchor, - state); - - if (properties.circlePitchScale == CirclePitchScaleType::Map) { - circleShader.u_extrude_scale = {{ - pixelsToGLUnits[0] * state.getAltitude(), - pixelsToGLUnits[1] * state.getAltitude() - }}; - circleShader.u_scale_with_map = true; - } else { - circleShader.u_extrude_scale = pixelsToGLUnits; - circleShader.u_scale_with_map = false; + if (pass == RenderPass::Opaque) { + return; } - circleShader.u_devicepixelratio = frame.pixelRatio; - circleShader.u_color = properties.circleColor; - circleShader.u_radius = properties.circleRadius; - circleShader.u_blur = properties.circleBlur; - circleShader.u_opacity = properties.circleOpacity; + const CirclePaintProperties& properties = layer.impl->paint; - bucket.drawCircles(circleShader, context, paintMode()); + context.draw({ + depthModeForSublayer(0, gl::DepthMode::ReadOnly), + frame.mapMode == MapMode::Still + ? stencilModeForClipping(tile.clip) + : gl::StencilMode::disabled(), + colorModeForRenderPass(), + parameters.shaders.circle, + CircleUniforms::values( + tile.translatedMatrix(properties.circleTranslate.value, + properties.circleTranslateAnchor.value, + state), + properties.circleOpacity.value, + properties.circleColor.value, + properties.circleRadius.value, + properties.circleBlur.value, + properties.circlePitchScale.value == CirclePitchScaleType::Map, + properties.circlePitchScale.value == CirclePitchScaleType::Map + ? std::array<float, 2> {{ + pixelsToGLUnits[0] * state.getAltitude(), + pixelsToGLUnits[1] * state.getAltitude() + }} + : pixelsToGLUnits, + frame.pixelRatio + ), + gl::Segmented<gl::Triangles>( + *bucket.vertexBuffer, + *bucket.indexBuffer, + bucket.segments + ) + }); } } // namespace mbgl diff --git a/src/mbgl/renderer/painter_clipping.cpp b/src/mbgl/renderer/painter_clipping.cpp index 68f580c280..d3f95e6e65 100644 --- a/src/mbgl/renderer/painter_clipping.cpp +++ b/src/mbgl/renderer/painter_clipping.cpp @@ -1,49 +1,32 @@ #include <mbgl/renderer/painter.hpp> -#include <mbgl/renderer/paint_parameters.hpp> -#include <mbgl/gl/gl.hpp> - -#include <mbgl/style/source.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/fill_uniforms.hpp> #include <mbgl/util/clip_id.hpp> -#include <mbgl/util/string.hpp> -#include <mbgl/gl/debugging.hpp> namespace mbgl { - -void Painter::drawClippingMasks(PaintParameters& parameters, const std::map<UnwrappedTileID, ClipID>& stencils) { - MBGL_DEBUG_GROUP("clipping masks"); - - auto& plainShader = parameters.shaders.fill; - auto& arrayCoveringPlain = parameters.shaders.coveringPlainArray; - - mat4 matrix; - const GLuint mask = 0b11111111; - - context.program = plainShader.getID(); - context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep, - gl::StencilTestOperation::Replace }; - context.stencilTest = true; - context.depthTest = false; - context.depthMask = false; - context.colorMask = { false, false, false, false }; - context.stencilMask = mask; - - arrayCoveringPlain.bind(plainShader, tileTriangleVertexBuffer, BUFFER_OFFSET_0, context); - - for (const auto& stencil : stencils) { - const auto& id = stencil.first; - const auto& clip = stencil.second; - - MBGL_DEBUG_GROUP(std::string{ "mask: " } + util::toString(id)); - state.matrixFor(matrix, id); - matrix::multiply(matrix, projMatrix, matrix); - plainShader.u_matrix = matrix; - - const GLint ref = (GLint)(clip.reference.to_ulong()); - context.stencilFunc = { gl::StencilTestFunction::Always, ref, mask }; - MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(tileTriangleVertexBuffer.vertexCount))); - } +void Painter::renderClippingMask(const UnwrappedTileID& tileID, const ClipID& clip) { + context.draw({ + gl::DepthMode::disabled(), + gl::StencilMode { + gl::StencilMode::Always(), + static_cast<int32_t>(clip.reference.to_ulong()), + 0b11111111, + gl::StencilMode::Keep, + gl::StencilMode::Keep, + gl::StencilMode::Replace + }, + gl::ColorMode::disabled(), + shaders->fill, + FillColorUniforms::values( + matrixForTile(tileID), + 0.0f, + Color {}, + Color {}, + context.viewport.getCurrentValue().size + ), + gl::Unindexed<gl::Triangles>(tileTriangleVertexBuffer) + }); } } // namespace mbgl diff --git a/src/mbgl/renderer/painter_debug.cpp b/src/mbgl/renderer/painter_debug.cpp index 5a737369bf..5428631698 100644 --- a/src/mbgl/renderer/painter_debug.cpp +++ b/src/mbgl/renderer/painter_debug.cpp @@ -5,6 +5,7 @@ #include <mbgl/map/view.hpp> #include <mbgl/tile/tile.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/fill_uniforms.hpp> #include <mbgl/util/string.hpp> #include <mbgl/gl/debugging.hpp> #include <mbgl/gl/gl.hpp> @@ -12,89 +13,59 @@ namespace mbgl { -void Painter::renderTileDebug(const RenderTile& tile) { - MBGL_DEBUG_GROUP(std::string { "debug " } + util::toString(tile.id)); - if (frame.debugOptions != MapDebugOptions::NoDebug) { - setClipping(tile.clip); - if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) { - renderDebugText(tile.tile, tile.matrix); +void Painter::renderTileDebug(const RenderTile& renderTile) { + if (frame.debugOptions == MapDebugOptions::NoDebug) + return; + + MBGL_DEBUG_GROUP(std::string { "debug " } + util::toString(renderTile.id)); + + auto draw = [&] (Color color, auto subject) { + context.draw({ + gl::DepthMode::disabled(), + stencilModeForClipping(renderTile.clip), + gl::ColorMode::unblended(), + shaders->fill, + FillColorUniforms::values( + renderTile.matrix, + 1.0f, + color, + color, + context.viewport.getCurrentValue().size + ), + subject + }); + }; + + if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) { + Tile& tile = renderTile.tile; + if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() || + tile.debugBucket->complete != tile.isComplete() || + !(tile.debugBucket->modified == tile.modified) || + !(tile.debugBucket->expires == tile.expires) || + tile.debugBucket->debugMode != frame.debugOptions) { + tile.debugBucket = std::make_unique<DebugBucket>( + tile.id, tile.isRenderable(), tile.isComplete(), tile.modified, + tile.expires, frame.debugOptions, context); } - if (frame.debugOptions & MapDebugOptions::TileBorders) { - renderDebugFrame(tile.matrix); - } - } -} - -void Painter::renderDebugText(Tile& tile, const mat4 &matrix) { - MBGL_DEBUG_GROUP("debug text"); - context.depthTest = false; + const auto& vertexBuffer = tile.debugBucket->vertexBuffer; - if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() || - tile.debugBucket->complete != tile.isComplete() || - !(tile.debugBucket->modified == tile.modified) || - !(tile.debugBucket->expires == tile.expires) || - tile.debugBucket->debugMode != frame.debugOptions) { - tile.debugBucket = std::make_unique<DebugBucket>( - tile.id, tile.isRenderable(), tile.isComplete(), tile.modified, - tile.expires, frame.debugOptions, context); + draw(Color::white(), gl::Unindexed<gl::Lines>(vertexBuffer, 4.0f * frame.pixelRatio)); + draw(Color::black(), gl::Unindexed<gl::Points>(vertexBuffer, 2.0f)); + draw(Color::black(), gl::Unindexed<gl::Lines>(vertexBuffer, 2.0f * frame.pixelRatio)); } - auto& plainShader = shaders->fill; - context.program = plainShader.getID(); - plainShader.u_matrix = matrix; - plainShader.u_opacity = 1.0f; - - // Draw white outline - plainShader.u_color = Color::white(); - context.lineWidth = 4.0f * frame.pixelRatio; - tile.debugBucket->drawLines(plainShader, context); - -#if not MBGL_USE_GLES2 - // Draw line "end caps" - MBGL_CHECK_ERROR(glPointSize(2)); - tile.debugBucket->drawPoints(plainShader, context); -#endif // MBGL_USE_GLES2 - - // Draw black text. - plainShader.u_color = Color::black(); - context.lineWidth = 2.0f * frame.pixelRatio; - tile.debugBucket->drawLines(plainShader, context); - - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; -} - -void Painter::renderDebugFrame(const mat4 &matrix) { - MBGL_DEBUG_GROUP("debug frame"); - - // Disable depth test and don't count this towards the depth buffer, - // but *don't* disable stencil test, as we want to clip the red tile border - // to the tile viewport. - context.depthTest = false; - context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep, - gl::StencilTestOperation::Replace }; - context.stencilTest = true; - - auto& plainShader = shaders->fill; - context.program = plainShader.getID(); - plainShader.u_matrix = matrix; - plainShader.u_opacity = 1.0f; - - // draw tile outline - tileBorderArray.bind(plainShader, tileLineStripVertexBuffer, BUFFER_OFFSET_0, context); - plainShader.u_color = { 1.0f, 0.0f, 0.0f, 1.0f }; - context.lineWidth = 4.0f * frame.pixelRatio; - MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, - static_cast<GLsizei>(tileLineStripVertexBuffer.vertexCount))); + if (frame.debugOptions & MapDebugOptions::TileBorders) { + draw(Color::red(), gl::Unindexed<gl::LineStrip>(tileLineStripVertexBuffer, 4.0f * frame.pixelRatio)); + } } #ifndef NDEBUG void Painter::renderClipMasks(PaintParameters&) { - context.stencilTest = false; - context.depthTest = false; + context.setStencilMode(gl::StencilMode::disabled()); + context.setDepthMode(gl::DepthMode::disabled()); + context.setColorMode(gl::ColorMode::unblended()); context.program = 0; - context.colorMask = { true, true, true, true }; #if not MBGL_USE_GLES2 context.pixelZoom = { 1, 1 }; @@ -126,14 +97,12 @@ void Painter::renderClipMasks(PaintParameters&) { GL_UNSIGNED_BYTE, pixels.get())); #endif // MBGL_USE_GLES2 } -#endif // NDEBUG -#ifndef NDEBUG void Painter::renderDepthBuffer(PaintParameters&) { - context.stencilTest = false; - context.depthTest = false; + context.setStencilMode(gl::StencilMode::disabled()); + context.setDepthMode(gl::DepthMode::disabled()); + context.setColorMode(gl::ColorMode::unblended()); context.program = 0; - context.colorMask = { true, true, true, true }; #if not MBGL_USE_GLES2 context.pixelZoom = { 1, 1 }; diff --git a/src/mbgl/renderer/painter_fill.cpp b/src/mbgl/renderer/painter_fill.cpp index 95e514298a..b386e227d5 100644 --- a/src/mbgl/renderer/painter_fill.cpp +++ b/src/mbgl/renderer/painter_fill.cpp @@ -1,14 +1,12 @@ #include <mbgl/renderer/painter.hpp> #include <mbgl/renderer/paint_parameters.hpp> -#include <mbgl/gl/gl.hpp> -#include <mbgl/map/view.hpp> - #include <mbgl/renderer/fill_bucket.hpp> #include <mbgl/renderer/render_tile.hpp> #include <mbgl/style/layers/fill_layer.hpp> #include <mbgl/style/layers/fill_layer_impl.hpp> #include <mbgl/sprite/sprite_atlas.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/fill_uniforms.hpp> #include <mbgl/util/convert.hpp> namespace mbgl { @@ -20,159 +18,116 @@ void Painter::renderFill(PaintParameters& parameters, const FillLayer& layer, const RenderTile& tile) { const FillPaintProperties& properties = layer.impl->paint; - mat4 vertexMatrix = tile.translatedMatrix(properties.fillTranslate, - properties.fillTranslateAnchor, - state); - - Color fillColor = properties.fillColor; - float opacity = properties.fillOpacity; - - const bool isOutlineColorDefined = !properties.fillOutlineColor.isUndefined(); - Color strokeColor = isOutlineColorDefined? properties.fillOutlineColor : fillColor; - - const auto viewport = context.viewport.getCurrentValue(); - const std::array<GLfloat, 2> worldSize{{ static_cast<GLfloat>(viewport.size.width), - static_cast<GLfloat>(viewport.size.height) }}; - - bool pattern = !properties.fillPattern.value.from.empty(); - bool outline = properties.fillAntialias && !pattern && isOutlineColorDefined; - bool fringeline = properties.fillAntialias && !pattern && !isOutlineColorDefined; - - context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep, - gl::StencilTestOperation::Replace }; - context.stencilTest = true; - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - context.depthMask = true; - context.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! - - auto& outlineShader = parameters.shaders.fillOutline; - auto& patternShader = parameters.shaders.fillPattern; - auto& outlinePatternShader = parameters.shaders.fillOutlinePattern; - auto& plainShader = parameters.shaders.fill; - // Because we're drawing top-to-bottom, and we update the stencil mask - // befrom, we have to draw the outline first (!) - if (outline && pass == RenderPass::Translucent) { - context.program = outlineShader.getID(); - outlineShader.u_matrix = vertexMatrix; - - outlineShader.u_outline_color = strokeColor; - outlineShader.u_opacity = opacity; - - // Draw the entire line - outlineShader.u_world = worldSize; - if (isOutlineColorDefined) { - // If we defined a different color for the fill outline, we are - // going to ignore the bits in 0x07 and just care about the global - // clipping mask. - setDepthSublayer(2); // OK - } else { - // Otherwise, we only want to drawFill the antialiased parts that are - // *outside* the current shape. This is important in case the fill - // or stroke color is translucent. If we wouldn't clip to outside - // the current shape, some pixels from the outline stroke overlapped - // the (non-antialiased) fill. - setDepthSublayer(0); // OK + if (!properties.fillPattern.value.from.empty()) { + if (pass != RenderPass::Translucent) { + return; } - bucket.drawVertices(outlineShader, context, paintMode()); - } - if (pattern) { optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition( properties.fillPattern.value.from, SpritePatternMode::Repeating); - optional<SpriteAtlasPosition> imagePosB = - spriteAtlas->getPosition(properties.fillPattern.value.to, SpritePatternMode::Repeating); - - // Image fill. - if (pass == RenderPass::Translucent && imagePosA && imagePosB) { - context.program = patternShader.getID(); - patternShader.u_matrix = vertexMatrix; - patternShader.u_pattern_tl_a = imagePosA->tl; - patternShader.u_pattern_br_a = imagePosA->br; - patternShader.u_pattern_tl_b = imagePosB->tl; - patternShader.u_pattern_br_b = imagePosB->br; - patternShader.u_opacity = properties.fillOpacity; - patternShader.u_image = 0; - patternShader.u_mix = properties.fillPattern.value.t; - patternShader.u_pattern_size_a = imagePosA->size; - patternShader.u_pattern_size_b = imagePosB->size; - patternShader.u_scale_a = properties.fillPattern.value.fromScale; - patternShader.u_scale_b = properties.fillPattern.value.toScale; - patternShader.u_tile_units_to_pixels = 1.0f / tile.id.pixelsToTileUnits(1.0f, state.getIntegerZoom()); - - GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tile.id.canonical.z); - GLint pixelX = tileSizeAtNearestZoom * (tile.id.canonical.x + tile.id.wrap * state.zoomScale(tile.id.canonical.z)); - GLint pixelY = tileSizeAtNearestZoom * tile.id.canonical.y; - patternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; - patternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; - - spriteAtlas->bind(true, context, 0); + optional<SpriteAtlasPosition> imagePosB = spriteAtlas->getPosition( + properties.fillPattern.value.to, SpritePatternMode::Repeating); - // Draw the actual triangles into the color & stencil buffer. - setDepthSublayer(0); - bucket.drawElements(patternShader, context, paintMode()); - - if (properties.fillAntialias && !isOutlineColorDefined) { - context.program = outlinePatternShader.getID(); - outlinePatternShader.u_matrix = vertexMatrix; - - outlinePatternShader.u_pattern_tl_a = imagePosA->tl; - outlinePatternShader.u_pattern_br_a = imagePosA->br; - outlinePatternShader.u_pattern_tl_b = imagePosB->tl; - outlinePatternShader.u_pattern_br_b = imagePosB->br; - outlinePatternShader.u_opacity = properties.fillOpacity; - outlinePatternShader.u_image = 0; - outlinePatternShader.u_mix = properties.fillPattern.value.t; - outlinePatternShader.u_pattern_size_a = imagePosA->size; - outlinePatternShader.u_pattern_size_b = imagePosB->size; - outlinePatternShader.u_scale_a = properties.fillPattern.value.fromScale; - outlinePatternShader.u_scale_b = properties.fillPattern.value.toScale; - outlinePatternShader.u_tile_units_to_pixels = 1.0f / tile.id.pixelsToTileUnits(1.0f, state.getIntegerZoom()); - outlinePatternShader.u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; - outlinePatternShader.u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; - - // Draw the entire line - outlinePatternShader.u_world = worldSize; - - spriteAtlas->bind(true, context, 0); - - setDepthSublayer(2); - bucket.drawVertices(outlinePatternShader, context, paintMode()); - } + if (!imagePosA || !imagePosB) { + return; } - } else { - // No image fill. - if ((fillColor.a >= 1.0f && opacity >= 1.0f) == (pass == RenderPass::Opaque)) { - // Only draw the fill when it's either opaque and we're drawing opaque - // fragments or when it's translucent and we're drawing translucent - // fragments - // Draw filling rectangle. - context.program = plainShader.getID(); - plainShader.u_matrix = vertexMatrix; - plainShader.u_color = fillColor; - plainShader.u_opacity = opacity; - // Draw the actual triangles into the color & stencil buffer. - setDepthSublayer(1); - bucket.drawElements(plainShader, context, paintMode()); + spriteAtlas->bind(true, context, 0); + + auto draw = [&] (uint8_t sublayer, auto& shader, const auto& subject) { + context.draw({ + depthModeForSublayer(sublayer, gl::DepthMode::ReadWrite), + stencilModeForClipping(tile.clip), + colorModeForRenderPass(), + shader, + FillPatternUniforms::values( + tile.translatedMatrix(properties.fillTranslate.value, + properties.fillTranslateAnchor.value, + state), + properties.fillOpacity.value, + context.viewport.getCurrentValue().size, + *imagePosA, + *imagePosB, + properties.fillPattern.value, + tile.id, + state + ), + subject + }); + }; + + draw(0, + parameters.shaders.fillPattern, + gl::Segmented<gl::Triangles>( + *bucket.vertexBuffer, + *bucket.triangleIndexBuffer, + bucket.triangleSegments)); + + if (!properties.fillAntialias.value || !properties.fillOutlineColor.isUndefined()) { + return; } - } - - // Because we're drawing top-to-bottom, and we update the stencil mask - // below, we have to draw the outline first (!) - if (fringeline && pass == RenderPass::Translucent) { - context.program = outlineShader.getID(); - outlineShader.u_matrix = vertexMatrix; - outlineShader.u_outline_color = fillColor; - outlineShader.u_opacity = opacity; + draw(2, + parameters.shaders.fillOutlinePattern, + gl::Segmented<gl::Lines>( + *bucket.vertexBuffer, + *bucket.lineIndexBuffer, + bucket.lineSegments, + 2.0f)); + } else { + auto draw = [&] (uint8_t sublayer, auto& shader, Color outlineColor, const auto& subject) { + context.draw({ + depthModeForSublayer(sublayer, gl::DepthMode::ReadWrite), + stencilModeForClipping(tile.clip), + colorModeForRenderPass(), + shader, + FillColorUniforms::values( + tile.translatedMatrix(properties.fillTranslate.value, + properties.fillTranslateAnchor.value, + state), + properties.fillOpacity.value, + properties.fillColor.value, + outlineColor, + context.viewport.getCurrentValue().size + ), + subject + }); + }; + + if (properties.fillAntialias.value && !properties.fillOutlineColor.isUndefined() && pass == RenderPass::Translucent) { + draw(2, + parameters.shaders.fillOutline, + properties.fillOutlineColor.value, + gl::Segmented<gl::Lines>( + *bucket.vertexBuffer, + *bucket.lineIndexBuffer, + bucket.lineSegments, + 2.0f)); + } - // Draw the entire line - outlineShader.u_world = worldSize; + // Only draw the fill when it's opaque and we're drawing opaque fragments, + // or when it's translucent and we're drawing translucent fragments. + if ((properties.fillColor.value.a >= 1.0f && properties.fillOpacity.value >= 1.0f) == (pass == RenderPass::Opaque)) { + draw(1, + parameters.shaders.fill, + properties.fillOutlineColor.value, + gl::Segmented<gl::Triangles>( + *bucket.vertexBuffer, + *bucket.triangleIndexBuffer, + bucket.triangleSegments)); + } - setDepthSublayer(2); - bucket.drawVertices(outlineShader, context, paintMode()); + if (properties.fillAntialias.value && properties.fillOutlineColor.isUndefined() && pass == RenderPass::Translucent) { + draw(2, + parameters.shaders.fillOutline, + properties.fillColor.value, + gl::Segmented<gl::Lines>( + *bucket.vertexBuffer, + *bucket.lineIndexBuffer, + bucket.lineSegments, + 2.0f)); + } } } diff --git a/src/mbgl/renderer/painter_line.cpp b/src/mbgl/renderer/painter_line.cpp index 9880564ddc..9fa6b15559 100644 --- a/src/mbgl/renderer/painter_line.cpp +++ b/src/mbgl/renderer/painter_line.cpp @@ -5,9 +5,9 @@ #include <mbgl/style/layers/line_layer.hpp> #include <mbgl/style/layers/line_layer_impl.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/line_uniforms.hpp> #include <mbgl/sprite/sprite_atlas.hpp> #include <mbgl/geometry/line_atlas.hpp> -#include <mbgl/util/mat2.hpp> namespace mbgl { @@ -17,150 +17,73 @@ void Painter::renderLine(PaintParameters& parameters, LineBucket& bucket, const LineLayer& layer, const RenderTile& tile) { - // Abort early. - if (pass == RenderPass::Opaque) return; - - context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep, - gl::StencilTestOperation::Replace }; - context.stencilTest = true; - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - context.depthMask = false; + if (pass == RenderPass::Opaque) { + return; + } const auto& properties = layer.impl->paint; - const auto& layout = bucket.layout; - - // the distance over which the line edge fades out. - // Retina devices need a smaller distance to avoid aliasing. - float antialiasing = 1.0 / frame.pixelRatio; - - float blur = properties.lineBlur + antialiasing; - - const Color color = properties.lineColor; - const float opacity = properties.lineOpacity; - const float ratio = 1.0 / tile.id.pixelsToTileUnits(1.0, state.getZoom()); - - mat2 antialiasingMatrix; - matrix::identity(antialiasingMatrix); - matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch())); - matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle()); - // calculate how much longer the real world distance is at the top of the screen - // than at the middle of the screen. - float topedgelength = std::sqrt(std::pow(state.getSize().height, 2.0f) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2.0f))); - float x = state.getSize().height / 2.0f * std::tan(state.getPitch()); - float extra = (topedgelength + x) / topedgelength - 1.0f; - - mat4 vtxMatrix = tile.translatedMatrix(properties.lineTranslate, - properties.lineTranslateAnchor, - state); - - setDepthSublayer(0); - - auto& linesdfShader = parameters.shaders.lineSDF; - auto& linepatternShader = parameters.shaders.linePattern; - auto& lineShader = parameters.shaders.line; + auto draw = [&] (auto& shader, auto&& uniformValues) { + context.draw({ + depthModeForSublayer(0, gl::DepthMode::ReadOnly), + stencilModeForClipping(tile.clip), + colorModeForRenderPass(), + shader, + std::move(uniformValues), + gl::Segmented<gl::Triangles>( + *bucket.vertexBuffer, + *bucket.indexBuffer, + bucket.segments + ) + }); + }; if (!properties.lineDasharray.value.from.empty()) { - context.program = linesdfShader.getID(); - - linesdfShader.u_matrix = vtxMatrix; - linesdfShader.u_linewidth = properties.lineWidth / 2; - linesdfShader.u_gapwidth = properties.lineGapWidth / 2; - linesdfShader.u_antialiasing = antialiasing / 2; - linesdfShader.u_ratio = ratio; - linesdfShader.u_blur = blur; - linesdfShader.u_color = color; - linesdfShader.u_opacity = opacity; - - const LinePatternCap cap = - layout.lineCap == LineCapType::Round ? LinePatternCap::Round : LinePatternCap::Square; + const LinePatternCap cap = bucket.layout.lineCap == LineCapType::Round + ? LinePatternCap::Round : LinePatternCap::Square; LinePatternPos posA = lineAtlas->getDashPosition(properties.lineDasharray.value.from, cap); LinePatternPos posB = lineAtlas->getDashPosition(properties.lineDasharray.value.to, cap); - const float widthA = posA.width * properties.lineDasharray.value.fromScale * layer.impl->dashLineWidth; - const float widthB = posB.width * properties.lineDasharray.value.toScale * layer.impl->dashLineWidth; - - float scaleXA = 1.0 / tile.id.pixelsToTileUnits(widthA, state.getIntegerZoom()); - float scaleYA = -posA.height / 2.0; - float scaleXB = 1.0 / tile.id.pixelsToTileUnits(widthB, state.getIntegerZoom()); - float scaleYB = -posB.height / 2.0; - - linesdfShader.u_patternscale_a = {{ scaleXA, scaleYA }}; - linesdfShader.u_tex_y_a = posA.y; - linesdfShader.u_patternscale_b = {{ scaleXB, scaleYB }}; - linesdfShader.u_tex_y_b = posB.y; - linesdfShader.u_sdfgamma = lineAtlas->width / (std::min(widthA, widthB) * 256.0 * frame.pixelRatio) / 2; - linesdfShader.u_mix = properties.lineDasharray.value.t; - linesdfShader.u_extra = extra; - linesdfShader.u_offset = -properties.lineOffset; - linesdfShader.u_antialiasingmatrix = antialiasingMatrix; - - linesdfShader.u_image = 0; lineAtlas->bind(context, 0); - bucket.drawLineSDF(linesdfShader, context, paintMode()); + draw(parameters.shaders.lineSDF, + LineSDFUniforms::values( + properties, + frame.pixelRatio, + tile, + state, + posA, + posB, + layer.impl->dashLineWidth, + lineAtlas->width)); } else if (!properties.linePattern.value.from.empty()) { - optional<SpriteAtlasPosition> imagePosA = spriteAtlas->getPosition( + optional<SpriteAtlasPosition> posA = spriteAtlas->getPosition( properties.linePattern.value.from, SpritePatternMode::Repeating); - optional<SpriteAtlasPosition> imagePosB = - spriteAtlas->getPosition(properties.linePattern.value.to, SpritePatternMode::Repeating); + optional<SpriteAtlasPosition> posB = spriteAtlas->getPosition( + properties.linePattern.value.to, SpritePatternMode::Repeating); - if (!imagePosA || !imagePosB) + if (!posA || !posB) return; - context.program = linepatternShader.getID(); - - linepatternShader.u_matrix = vtxMatrix; - linepatternShader.u_linewidth = properties.lineWidth / 2; - linepatternShader.u_gapwidth = properties.lineGapWidth / 2; - linepatternShader.u_antialiasing = antialiasing / 2; - linepatternShader.u_ratio = ratio; - linepatternShader.u_blur = blur; - - linepatternShader.u_pattern_size_a = {{ - tile.id.pixelsToTileUnits((*imagePosA).size[0] * properties.linePattern.value.fromScale, state.getIntegerZoom()), - (*imagePosA).size[1] - }}; - linepatternShader.u_pattern_tl_a = (*imagePosA).tl; - linepatternShader.u_pattern_br_a = (*imagePosA).br; - - linepatternShader.u_pattern_size_b = {{ - tile.id.pixelsToTileUnits((*imagePosB).size[0] * properties.linePattern.value.toScale, state.getIntegerZoom()), - (*imagePosB).size[1] - }}; - linepatternShader.u_pattern_tl_b = (*imagePosB).tl; - linepatternShader.u_pattern_br_b = (*imagePosB).br; - - linepatternShader.u_fade = properties.linePattern.value.t; - linepatternShader.u_opacity = properties.lineOpacity; - linepatternShader.u_extra = extra; - linepatternShader.u_offset = -properties.lineOffset; - linepatternShader.u_antialiasingmatrix = antialiasingMatrix; - - linepatternShader.u_image = 0; spriteAtlas->bind(true, context, 0); - bucket.drawLinePatterns(linepatternShader, context, paintMode()); + draw(parameters.shaders.linePattern, + LinePatternUniforms::values( + properties, + frame.pixelRatio, + tile, + state, + *posA, + *posB)); } else { - context.program = lineShader.getID(); - - lineShader.u_matrix = vtxMatrix; - lineShader.u_linewidth = properties.lineWidth / 2; - lineShader.u_gapwidth = properties.lineGapWidth / 2; - lineShader.u_antialiasing = antialiasing / 2; - lineShader.u_ratio = ratio; - lineShader.u_blur = blur; - lineShader.u_extra = extra; - lineShader.u_offset = -properties.lineOffset; - lineShader.u_antialiasingmatrix = antialiasingMatrix; - - lineShader.u_color = color; - lineShader.u_opacity = opacity; - - bucket.drawLines(lineShader, context, paintMode()); + draw(parameters.shaders.line, + LineColorUniforms::values( + properties, + frame.pixelRatio, + tile, + state)); } } diff --git a/src/mbgl/renderer/painter_raster.cpp b/src/mbgl/renderer/painter_raster.cpp index 98299ed342..e77b4cf535 100644 --- a/src/mbgl/renderer/painter_raster.cpp +++ b/src/mbgl/renderer/painter_raster.cpp @@ -1,11 +1,11 @@ #include <mbgl/renderer/painter.hpp> #include <mbgl/renderer/paint_parameters.hpp> #include <mbgl/renderer/render_tile.hpp> -#include <mbgl/gl/gl.hpp> #include <mbgl/renderer/raster_bucket.hpp> #include <mbgl/style/layers/raster_layer.hpp> #include <mbgl/style/layers/raster_layer_impl.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/raster_uniforms.hpp> namespace mbgl { @@ -43,40 +43,39 @@ void Painter::renderRaster(PaintParameters& parameters, RasterBucket& bucket, const RasterLayer& layer, const RenderTile& tile) { - if (pass != RenderPass::Translucent) return; + if (pass != RenderPass::Translucent) + return; + if (!bucket.hasData()) + return; const RasterPaintProperties& properties = layer.impl->paint; - if (bucket.hasData()) { - auto& rasterShader = parameters.shaders.raster; - auto& rasterVAO = parameters.shaders.coveringRasterArray; + assert(bucket.texture); + context.bindTexture(*bucket.texture, 0, gl::TextureFilter::Linear); + context.bindTexture(*bucket.texture, 1, gl::TextureFilter::Linear); - context.program = rasterShader.getID(); - rasterShader.u_matrix = tile.matrix; - rasterShader.u_buffer_scale = 1.0f; - rasterShader.u_opacity0 = properties.rasterOpacity; - rasterShader.u_opacity1 = 0; - - rasterShader.u_brightness_low = properties.rasterBrightnessMin; - rasterShader.u_brightness_high = properties.rasterBrightnessMax; - rasterShader.u_saturation_factor = saturationFactor(properties.rasterSaturation); - rasterShader.u_contrast_factor = contrastFactor(properties.rasterContrast); - rasterShader.u_spin_weights = spinWeights(properties.rasterHueRotate); - - context.stencilTest = false; - - rasterShader.u_image0 = 0; // GL_TEXTURE0 - rasterShader.u_image1 = 1; // GL_TEXTURE1 - rasterShader.u_tl_parent = {{ 0.0f, 0.0f }}; - rasterShader.u_scale_parent = 1.0f; - - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - context.depthMask = false; - setDepthSublayer(0); - - bucket.drawRaster(rasterShader, rasterVertexBuffer, rasterVAO, context); - } + context.draw({ + depthModeForSublayer(0, gl::DepthMode::ReadOnly), + gl::StencilMode::disabled(), + colorModeForRenderPass(), + parameters.shaders.raster, + RasterUniforms::values( + tile.matrix, + 0, + 1, + properties.rasterOpacity.value, + 0, + properties.rasterBrightnessMin.value, + properties.rasterBrightnessMax.value, + saturationFactor(properties.rasterSaturation.value), + contrastFactor(properties.rasterContrast.value), + spinWeights(properties.rasterHueRotate.value), + 1.0f, + 1.0f, + std::array<float, 2> {{ 0.0f, 0.0f }} + ), + gl::Unindexed<gl::TriangleStrip>(rasterVertexBuffer) + }); } } // namespace mbgl diff --git a/src/mbgl/renderer/painter_symbol.cpp b/src/mbgl/renderer/painter_symbol.cpp index a460e6a9db..78de30ca17 100644 --- a/src/mbgl/renderer/painter_symbol.cpp +++ b/src/mbgl/renderer/painter_symbol.cpp @@ -7,6 +7,8 @@ #include <mbgl/text/glyph_atlas.hpp> #include <mbgl/sprite/sprite_atlas.hpp> #include <mbgl/shader/shaders.hpp> +#include <mbgl/shader/symbol_uniforms.hpp> +#include <mbgl/shader/collision_box_uniforms.hpp> #include <mbgl/util/math.hpp> #include <cmath> @@ -15,254 +17,123 @@ namespace mbgl { using namespace style; -void Painter::renderSDF(SymbolBucket& bucket, - const RenderTile& tile, - float sdfFontSize, - std::array<float, 2> texsize, - SymbolSDFShader& sdfShader, - void (SymbolBucket::*drawSDF)(SymbolSDFShader&, gl::Context&, PaintMode), - - // Layout - AlignmentType rotationAlignment, - AlignmentType pitchAlignment, - float layoutSize, - - // Paint - float opacity, - Color color, - Color haloColor, - float haloWidth, - float haloBlur, - std::array<float, 2> translate, - TranslateAnchorType translateAnchor, - float paintSize) -{ - mat4 vtxMatrix = tile.translatedMatrix(translate, translateAnchor, state); - - // If layerStyle.size > bucket.info.fontSize then labels may collide - float fontSize = paintSize; - float fontScale = fontSize / sdfFontSize; - - bool rotateWithMap = rotationAlignment == AlignmentType::Map; - bool pitchWithMap = pitchAlignment == AlignmentType::Map; - - std::array<float, 2> extrudeScale; - float gammaScale; - - if (pitchWithMap) { - gammaScale = 1.0 / std::cos(state.getPitch()); - extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * fontScale); - } else { - gammaScale = 1.0; - extrudeScale = {{ - pixelsToGLUnits[0] * fontScale * state.getAltitude(), - pixelsToGLUnits[1] * fontScale * state.getAltitude() - }}; - } - - context.program = sdfShader.getID(); - sdfShader.u_matrix = vtxMatrix; - sdfShader.u_extrude_scale = extrudeScale; - sdfShader.u_texsize = texsize; - sdfShader.u_rotate_with_map = rotateWithMap; - sdfShader.u_pitch_with_map = pitchWithMap; - sdfShader.u_texture = 0; - sdfShader.u_pitch = state.getPitch(); - sdfShader.u_bearing = -1.0f * state.getAngle(); - sdfShader.u_aspect_ratio = double(state.getSize().width) / state.getSize().height; - - // adjust min/max zooms for variable font sies - float zoomAdjust = std::log(fontSize / layoutSize) / std::log(2); - - sdfShader.u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level - - frameHistory.bind(context, 1); - sdfShader.u_fadetexture = 1; - - // The default gamma value has to be adjust for the current pixelratio so that we're not - // drawing blurry font on retina screens. - const float gamma = 0.105 * sdfFontSize / fontSize / frame.pixelRatio; - - const float sdfPx = 8.0f; - const float blurOffset = 1.19f; - const float haloOffset = 6.0f; - - // We're drawing in the translucent pass which is bottom-to-top, so we need - // to draw the halo first. - if (haloColor.a > 0.0f && haloWidth > 0.0f) { - sdfShader.u_gamma = (haloBlur * blurOffset / fontScale / sdfPx + gamma) * gammaScale; - sdfShader.u_color = haloColor; - sdfShader.u_opacity = opacity; - sdfShader.u_buffer = (haloOffset - haloWidth / fontScale) / sdfPx; - (bucket.*drawSDF)(sdfShader, context, paintMode()); - } - - // Then, we draw the text/icon over the halo - if (color.a > 0.0f) { - sdfShader.u_gamma = gamma * gammaScale; - sdfShader.u_color = color; - sdfShader.u_opacity = opacity; - sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f; - (bucket.*drawSDF)(sdfShader, context, paintMode()); - } -} - void Painter::renderSymbol(PaintParameters& parameters, SymbolBucket& bucket, const SymbolLayer& layer, const RenderTile& tile) { - // Abort early. if (pass == RenderPass::Opaque) { return; } - const auto& paint = layer.impl->paint; const auto& layout = bucket.layout; - context.depthMask = false; - - // TODO remove the `true ||` when #1673 is implemented - const bool drawAcrossEdges = (frame.mapMode == MapMode::Continuous) && (true || !(layout.textAllowOverlap || layout.iconAllowOverlap || - layout.textIgnorePlacement || layout.iconIgnorePlacement)); - - // Disable the stencil test so that labels aren't clipped to tile boundaries. - // - // Layers with features that may be drawn overlapping aren't clipped. These - // layers are sorted in the y direction, and to draw the correct ordering near - // tile edges the icons are included in both tiles and clipped when drawing. - if (drawAcrossEdges) { - context.stencilTest = false; - } else { - context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep, - gl::StencilTestOperation::Replace }; - context.stencilTest = true; - } + frameHistory.bind(context, 1); - setDepthSublayer(0); + auto draw = [&] (auto& shader, + auto&& uniformValues, + const auto& buffers, + const SymbolPropertyValues& values_) + { + // In some cases, we disable the stencil test so that labels aren't clipped + // to tile boundaries. + // + // Layers with features that may be drawn overlapping aren't clipped. These + // layers are sorted in the y direction, and to draw the correct ordering near + // tile edges the icons are included in both tiles and clipped when drawing. + // + // TODO remove the `true ||` when #1673 is implemented + const bool drawAcrossEdges = (frame.mapMode == MapMode::Continuous) && (true || !(layout.textAllowOverlap || layout.iconAllowOverlap || + layout.textIgnorePlacement || layout.iconIgnorePlacement)); + + context.draw({ + values_.pitchAlignment == AlignmentType::Map + ? depthModeForSublayer(0, gl::DepthMode::ReadOnly) + : gl::DepthMode::disabled(), + drawAcrossEdges + ? gl::StencilMode::disabled() + : stencilModeForClipping(tile.clip), + colorModeForRenderPass(), + shader, + std::move(uniformValues), + gl::Segmented<gl::Triangles>( + *buffers.vertexBuffer, + *buffers.indexBuffer, + buffers.segments + ) + }); + }; if (bucket.hasIconData()) { - if (layout.iconRotationAlignment == AlignmentType::Map) { - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - } else { - context.depthTest = false; - } + auto values = layer.impl->iconPropertyValues(layout); - bool sdf = bucket.sdfIcons; + SpriteAtlas& atlas = *layer.impl->spriteAtlas; + const bool iconScaled = values.paintSize != 1.0f || frame.pixelRatio != atlas.getPixelRatio() || bucket.iconsNeedLinear; + const bool iconTransformed = values.rotationAlignment == AlignmentType::Map || state.getPitch() != 0; + atlas.bind(bucket.sdfIcons || state.isChanging() || iconScaled || iconTransformed, context, 0); - const float angleOffset = - layout.iconRotationAlignment == AlignmentType::Map - ? state.getAngle() - : 0; + std::array<uint16_t, 2> texsize {{ atlas.getWidth(), atlas.getHeight() }}; - const float fontSize = layer.impl->iconSize; - const float fontScale = fontSize / 1.0f; - - SpriteAtlas* activeSpriteAtlas = layer.impl->spriteAtlas; - const bool iconScaled = fontScale != 1 || frame.pixelRatio != activeSpriteAtlas->getPixelRatio() || bucket.iconsNeedLinear; - const bool iconTransformed = layout.iconRotationAlignment == AlignmentType::Map || angleOffset != 0 || state.getPitch() != 0; - activeSpriteAtlas->bind(sdf || state.isChanging() || iconScaled || iconTransformed, context, 0); - - if (sdf) { - renderSDF(bucket, - tile, - 1.0f, - {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }}, - parameters.shaders.symbolIconSDF, - &SymbolBucket::drawIcons, - layout.iconRotationAlignment, - // icon-pitch-alignment is not yet implemented - // and we simply inherit the rotation alignment - layout.iconRotationAlignment, - layout.iconSize, - paint.iconOpacity, - paint.iconColor, - paint.iconHaloColor, - paint.iconHaloWidth, - paint.iconHaloBlur, - paint.iconTranslate, - paint.iconTranslateAnchor, - layer.impl->iconSize); - } else { - mat4 vtxMatrix = tile.translatedMatrix(paint.iconTranslate, - paint.iconTranslateAnchor, - state); - - std::array<float, 2> extrudeScale; - - const bool alignedWithMap = layout.iconRotationAlignment == AlignmentType::Map; - if (alignedWithMap) { - extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * fontScale); - } else { - extrudeScale = {{ - pixelsToGLUnits[0] * fontScale * state.getAltitude(), - pixelsToGLUnits[1] * fontScale * state.getAltitude() - }}; + if (bucket.sdfIcons) { + if (values.hasHalo()) { + draw(parameters.shaders.symbolIconSDF, + SymbolSDFUniforms::haloValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio), + bucket.icon, + values); } - auto& iconShader = parameters.shaders.symbolIcon; + if (values.hasForeground()) { + draw(parameters.shaders.symbolIconSDF, + SymbolSDFUniforms::foregroundValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio), + bucket.icon, + values); + } + } else { + draw(parameters.shaders.symbolIcon, + SymbolIconUniforms::values(values, texsize, pixelsToGLUnits, tile, state), + bucket.icon, + values); + } + } - context.program = iconShader.getID(); - iconShader.u_matrix = vtxMatrix; - iconShader.u_extrude_scale = extrudeScale; - iconShader.u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }}; - iconShader.u_rotate_with_map = alignedWithMap; - iconShader.u_texture = 0; + if (bucket.hasTextData()) { + glyphAtlas->bind(context, 0); - // adjust min/max zooms for variable font sies - float zoomAdjust = std::log(fontSize / layout.iconSize) / std::log(2); - iconShader.u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level - iconShader.u_opacity = paint.iconOpacity; + auto values = layer.impl->textPropertyValues(layout); - frameHistory.bind(context, 1); - iconShader.u_fadetexture = 1; + std::array<uint16_t, 2> texsize {{ glyphAtlas->width, glyphAtlas->height }}; - bucket.drawIcons(iconShader, context, paintMode()); + if (values.hasHalo()) { + draw(parameters.shaders.symbolGlyph, + SymbolSDFUniforms::haloValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio), + bucket.text, + values); } - } - if (bucket.hasTextData()) { - if (layout.textPitchAlignment == AlignmentType::Map) { - context.depthFunc = gl::DepthTestFunction::LessEqual; - context.depthTest = true; - } else { - context.depthTest = false; + if (values.hasForeground()) { + draw(parameters.shaders.symbolGlyph, + SymbolSDFUniforms::foregroundValues(values, texsize, pixelsToGLUnits, tile, state, frame.pixelRatio), + bucket.text, + values); } - - glyphAtlas->bind(context, 0); - - renderSDF(bucket, - tile, - 24.0f, - {{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }}, - parameters.shaders.symbolGlyph, - &SymbolBucket::drawGlyphs, - layout.textRotationAlignment, - layout.textPitchAlignment, - layout.textSize, - paint.textOpacity, - paint.textColor, - paint.textHaloColor, - paint.textHaloWidth, - paint.textHaloBlur, - paint.textTranslate, - paint.textTranslateAnchor, - layer.impl->textSize); } if (bucket.hasCollisionBoxData()) { - context.stencilTest = false; - - auto& collisionBoxShader = shaders->collisionBox; - context.program = collisionBoxShader.getID(); - collisionBoxShader.u_matrix = tile.matrix; - // TODO: This was the overscaled z instead of the canonical z. - collisionBoxShader.u_scale = std::pow(2, state.getZoom() - tile.id.canonical.z); - collisionBoxShader.u_zoom = state.getZoom() * 10; - collisionBoxShader.u_maxzoom = (tile.id.canonical.z + 1) * 10; - context.lineWidth = 1.0f; - - bucket.drawCollisionBoxes(collisionBoxShader, context); + context.draw({ + gl::DepthMode::disabled(), + gl::StencilMode::disabled(), + colorModeForRenderPass(), + shaders->collisionBox, + CollisionBoxUniforms::values( + tile.matrix, + std::pow(2, state.getZoom() - tile.id.canonical.z), + state.getZoom() * 10, + (tile.id.canonical.z + 1) * 10 + ), + gl::Unindexed<gl::Lines>( + *bucket.collisionBox.vertexBuffer, + 1.0f + ) + }); } } diff --git a/src/mbgl/renderer/raster_bucket.cpp b/src/mbgl/renderer/raster_bucket.cpp index 80d6dfe8dd..bfe728c0b0 100644 --- a/src/mbgl/renderer/raster_bucket.cpp +++ b/src/mbgl/renderer/raster_bucket.cpp @@ -2,7 +2,6 @@ #include <mbgl/style/layers/raster_layer.hpp> #include <mbgl/shader/raster_shader.hpp> #include <mbgl/renderer/painter.hpp> -#include <mbgl/gl/gl.hpp> #include <mbgl/gl/context.hpp> namespace mbgl { @@ -25,23 +24,8 @@ void RasterBucket::render(Painter& painter, painter.renderRaster(parameters, *this, *layer.as<RasterLayer>(), tile); } -void RasterBucket::drawRaster(RasterShader& shader, - gl::VertexBuffer<RasterVertex>& vertices, - gl::VertexArrayObject& array, - gl::Context& context) { - assert(texture); - context.bindTexture(*texture, 0, gl::TextureFilter::Linear); - context.bindTexture(*texture, 1, gl::TextureFilter::Linear); - array.bind(shader, vertices, BUFFER_OFFSET_0, context); - MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(vertices.vertexCount))); -} - bool RasterBucket::hasData() const { return true; } -bool RasterBucket::needsClipping() const { - return false; -} - } // namespace mbgl diff --git a/src/mbgl/renderer/raster_bucket.hpp b/src/mbgl/renderer/raster_bucket.hpp index b0d3ca49c7..9648e954bd 100644 --- a/src/mbgl/renderer/raster_bucket.hpp +++ b/src/mbgl/renderer/raster_bucket.hpp @@ -7,15 +7,6 @@ namespace mbgl { -class RasterShader; -class RasterVertex; - -namespace gl { -class Context; -template <class> class VertexBuffer; -class VertexArrayObject; -} // namespace gl - class RasterBucket : public Bucket { public: RasterBucket(PremultipliedImage&&); @@ -23,11 +14,7 @@ public: void upload(gl::Context&) override; void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override; bool hasData() const override; - bool needsClipping() const override; - - void drawRaster(RasterShader&, gl::VertexBuffer<RasterVertex>&, gl::VertexArrayObject&, gl::Context&); -private: PremultipliedImage image; optional<gl::Texture> texture; }; diff --git a/src/mbgl/renderer/symbol_bucket.cpp b/src/mbgl/renderer/symbol_bucket.cpp index 565c58c7ed..5edf742917 100644 --- a/src/mbgl/renderer/symbol_bucket.cpp +++ b/src/mbgl/renderer/symbol_bucket.cpp @@ -1,10 +1,6 @@ #include <mbgl/renderer/symbol_bucket.hpp> #include <mbgl/renderer/painter.hpp> #include <mbgl/style/layers/symbol_layer.hpp> -#include <mbgl/shader/symbol_sdf_shader.hpp> -#include <mbgl/shader/symbol_icon_shader.hpp> -#include <mbgl/shader/collision_box_shader.hpp> -#include <mbgl/gl/gl.hpp> namespace mbgl { @@ -31,7 +27,7 @@ void SymbolBucket::upload(gl::Context& context) { icon.indexBuffer = context.createIndexBuffer(std::move(icon.triangles)); } - if (hasCollisionBoxData()) { + if (!collisionBox.vertices.empty()) { collisionBox.vertexBuffer = context.createVertexBuffer(std::move(collisionBox.vertices)); } @@ -51,74 +47,15 @@ bool SymbolBucket::hasData() const { } bool SymbolBucket::hasTextData() const { - return !text.groups.empty(); + return !text.segments.empty(); } bool SymbolBucket::hasIconData() const { - return !icon.groups.empty(); + return !icon.segments.empty(); } bool SymbolBucket::hasCollisionBoxData() const { - return !collisionBox.groups.empty(); -} - -bool SymbolBucket::needsClipping() const { - return mode == MapMode::Still; -} - -void SymbolBucket::drawGlyphs(SymbolSDFShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET_0; - GLbyte* elements_index = BUFFER_OFFSET_0; - for (auto& group : text.groups) { - group.getVAO(shader, paintMode).bind( - shader, *text.vertexBuffer, *text.indexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * text.vertexBuffer->vertexSize; - elements_index += group.indexLength * text.indexBuffer->primitiveSize; - } -} - -void SymbolBucket::drawIcons(SymbolSDFShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET_0; - GLbyte* elements_index = BUFFER_OFFSET_0; - for (auto& group : icon.groups) { - group.getVAO(shader, paintMode).bind( - shader, *icon.vertexBuffer, *icon.indexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * icon.vertexBuffer->vertexSize; - elements_index += group.indexLength * icon.indexBuffer->primitiveSize; - } -} - -void SymbolBucket::drawIcons(SymbolIconShader& shader, - gl::Context& context, - PaintMode paintMode) { - GLbyte* vertex_index = BUFFER_OFFSET_0; - GLbyte* elements_index = BUFFER_OFFSET_0; - for (auto& group : icon.groups) { - group.getVAO(shader, paintMode).bind( - shader, *icon.vertexBuffer, *icon.indexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(group.indexLength * 3), GL_UNSIGNED_SHORT, - elements_index)); - vertex_index += group.vertexLength * icon.vertexBuffer->vertexSize; - elements_index += group.indexLength * icon.indexBuffer->primitiveSize; - } -} - -void SymbolBucket::drawCollisionBoxes(CollisionBoxShader& shader, - gl::Context& context) { - GLbyte* vertex_index = BUFFER_OFFSET_0; - for (auto& group : collisionBox.groups) { - group.getVAO(shader, PaintMode::Regular).bind( - shader, *collisionBox.vertexBuffer, vertex_index, context); - MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(group.vertexLength))); - } + return bool(collisionBox.vertexBuffer); } } // namespace mbgl diff --git a/src/mbgl/renderer/symbol_bucket.hpp b/src/mbgl/renderer/symbol_bucket.hpp index e5180c31e2..a905e25363 100644 --- a/src/mbgl/renderer/symbol_bucket.hpp +++ b/src/mbgl/renderer/symbol_bucket.hpp @@ -1,24 +1,19 @@ #pragma once #include <mbgl/renderer/bucket.hpp> -#include <mbgl/renderer/element_group.hpp> #include <mbgl/map/mode.hpp> #include <mbgl/gl/vertex_buffer.hpp> #include <mbgl/gl/index_buffer.hpp> +#include <mbgl/gl/segment.hpp> #include <mbgl/shader/symbol_vertex.hpp> #include <mbgl/shader/collision_box_vertex.hpp> #include <mbgl/text/glyph_range.hpp> #include <mbgl/style/layers/symbol_layer_properties.hpp> -#include <memory> #include <vector> namespace mbgl { -class SymbolSDFShader; -class SymbolIconShader; -class CollisionBoxShader; - class SymbolBucket : public Bucket { public: SymbolBucket(const MapMode, @@ -32,25 +27,16 @@ public: bool hasTextData() const; bool hasIconData() const; bool hasCollisionBoxData() const; - bool needsClipping() const override; - - void drawGlyphs(SymbolSDFShader&, gl::Context&, PaintMode); - void drawIcons(SymbolSDFShader&, gl::Context&, PaintMode); - void drawIcons(SymbolIconShader&, gl::Context&, PaintMode); - void drawCollisionBoxes(CollisionBoxShader&, gl::Context&); const MapMode mode; const style::SymbolLayoutProperties layout; const bool sdfIcons; const bool iconsNeedLinear; -private: - friend class SymbolLayout; - struct TextBuffer { std::vector<SymbolVertex> vertices; std::vector<gl::Triangle> triangles; - std::vector<ElementGroup<SymbolSDFShader>> groups; + std::vector<gl::Segment> segments; optional<gl::VertexBuffer<SymbolVertex>> vertexBuffer; optional<gl::IndexBuffer<gl::Triangle>> indexBuffer; @@ -59,7 +45,7 @@ private: struct IconBuffer { std::vector<SymbolVertex> vertices; std::vector<gl::Triangle> triangles; - std::vector<ElementGroup<SymbolSDFShader, SymbolIconShader>> groups; + std::vector<gl::Segment> segments; optional<gl::VertexBuffer<SymbolVertex>> vertexBuffer; optional<gl::IndexBuffer<gl::Triangle>> indexBuffer; @@ -67,11 +53,7 @@ private: struct CollisionBoxBuffer { std::vector<CollisionBoxVertex> vertices; - std::vector<gl::Line> lines; - std::vector<ElementGroup<CollisionBoxShader>> groups; - optional<gl::VertexBuffer<CollisionBoxVertex>> vertexBuffer; - optional<gl::IndexBuffer<gl::Line>> indexBuffer; } collisionBox; }; |