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-rw-r--r--include/mbgl/renderer/painter.hpp259
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diff --git a/include/mbgl/renderer/painter.hpp b/include/mbgl/renderer/painter.hpp
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index be4bd12710..0000000000
--- a/include/mbgl/renderer/painter.hpp
+++ /dev/null
@@ -1,259 +0,0 @@
-#ifndef MBGL_RENDERER_PAINTER
-#define MBGL_RENDERER_PAINTER
-
-#include <mbgl/map/tile_data.hpp>
-#include <mbgl/geometry/vao.hpp>
-#include <mbgl/geometry/static_vertex_buffer.hpp>
-#include <mbgl/util/mat4.hpp>
-#include <mbgl/util/noncopyable.hpp>
-#include <mbgl/renderer/frame_history.hpp>
-#include <mbgl/style/types.hpp>
-
-#include <mbgl/shader/plain_shader.hpp>
-#include <mbgl/shader/outline_shader.hpp>
-#include <mbgl/shader/pattern_shader.hpp>
-#include <mbgl/shader/line_shader.hpp>
-#include <mbgl/shader/linejoin_shader.hpp>
-#include <mbgl/shader/linepattern_shader.hpp>
-#include <mbgl/shader/icon_shader.hpp>
-#include <mbgl/shader/raster_shader.hpp>
-#include <mbgl/shader/sdf_shader.hpp>
-#include <mbgl/shader/dot_shader.hpp>
-#include <mbgl/shader/gaussian_shader.hpp>
-
-#include <mbgl/map/transform_state.hpp>
-#include <mbgl/util/ptr.hpp>
-
-#include <map>
-#include <unordered_map>
-#include <set>
-
-namespace mbgl {
-
-enum class RenderPass : bool { Opaque, Translucent };
-
-class Transform;
-class Style;
-class Tile;
-class Sprite;
-class SpriteAtlas;
-class GlyphAtlas;
-class Source;
-class StyleSource;
-class StyleLayerGroup;
-
-class FillBucket;
-class LineBucket;
-class SymbolBucket;
-class RasterBucket;
-class PrerenderedTexture;
-
-struct FillProperties;
-struct RasterProperties;
-
-class LayerDescription;
-class RasterTileData;
-
-class Painter : private util::noncopyable {
-public:
- Painter(SpriteAtlas&, GlyphAtlas&);
- ~Painter();
-
- void setup();
-
- // Perform cleanup tasks that prepare shutting down the app. This doesn't mean that the
- // app will be shut down. That means all operations must be automatically be reversed (e.g. through
- // lazy initialization) in case rendering continues.
- void cleanup();
-
- void terminate();
-
- // Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
- // tiles whatsoever.
- void clear();
-
- // Updates the default matrices to the current viewport dimensions.
- void changeMatrix();
-
- void render(const Style& style,
- const std::set<util::ptr<StyleSource>>& sources,
- TransformState state,
- timestamp time);
-
- void renderLayers(util::ptr<StyleLayerGroup> group);
- void renderLayer(util::ptr<StyleLayer> layer_desc, const Tile::ID* id = nullptr, const mat4* matrix = nullptr);
-
- // Renders a particular layer from a tile.
- void renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix);
-
- // Renders debug information for a tile.
- void renderTileDebug(const Tile& tile);
-
- // Renders the red debug frame around a tile, visualizing its perimeter.
- void renderDebugFrame(const mat4 &matrix);
-
- void renderDebugText(DebugBucket& bucket, const mat4 &matrix);
- void renderDebugText(const std::vector<std::string> &strings);
- void renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix);
- void renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix);
- void renderSymbol(SymbolBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix);
- void renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix);
- void renderBackground(util::ptr<StyleLayer> layer_desc);
-
- float saturationFactor(float saturation);
- float contrastFactor(float contrast);
- std::array<float, 3> spinWeights(float spin_value);
-
- void preparePrerender(RasterBucket &bucket);
-
- void renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix, const RasterProperties& properties);
-
- void createPrerendered(RasterBucket& bucket, util::ptr<StyleLayer> layer_desc, const Tile::ID& id);
-
- void resize();
-
- // Changes whether debug information is drawn onto the map
- void setDebug(bool enabled);
-
- // Opaque/Translucent pass setting
- void setOpaque();
- void setTranslucent();
-
- // Configures the painter strata that is used for early z-culling of fragments.
- void setStrata(float strata);
-
- void drawClippingMasks(const std::set<util::ptr<StyleSource>> &sources);
- void drawClippingMask(const mat4& matrix, const ClipID& clip);
-
- void resetFramebuffer();
- void bindFramebuffer();
- void pushFramebuffer();
- GLuint popFramebuffer();
- void discardFramebuffers();
-
- bool needsAnimation() const;
-
-private:
- void setupShaders();
- void deleteShaders();
- mat4 translatedMatrix(const mat4& matrix, const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchorType anchor);
-
- void prepareTile(const Tile& tile);
-
- template <typename BucketProperties, typename StyleProperties>
- void renderSDF(SymbolBucket &bucket,
- const Tile::ID &id,
- const mat4 &matrixSymbol,
- const BucketProperties& bucketProperties,
- const StyleProperties& styleProperties,
- float scaleDivisor,
- std::array<float, 2> texsize,
- SDFShader& sdfShader,
- void (SymbolBucket::*drawSDF)(SDFShader&));
-
-public:
- void useProgram(uint32_t program);
- void lineWidth(float lineWidth);
- void depthMask(bool value);
- void depthRange(float near, float far);
-
-public:
- mat4 projMatrix;
- mat4 nativeMatrix;
- mat4 extrudeMatrix;
-
- // used to composite images and flips the geometry upside down
- const mat4 flipMatrix = []{
- mat4 flip;
- matrix::ortho(flip, 0, 4096, -4096, 0, 0, 1);
- matrix::translate(flip, flip, 0, -4096, 0);
- return flip;
- }();
-
- const mat4 identityMatrix = []{
- mat4 identity;
- matrix::identity(identity);
- return identity;
- }();
-
-private:
- TransformState state;
-
- bool debug = false;
- int indent = 0;
-
- uint32_t gl_program = 0;
- float gl_lineWidth = 0;
- bool gl_depthMask = true;
- std::array<uint16_t, 2> gl_viewport = {{ 0, 0 }};
- std::array<float, 2> gl_depthRange = {{ 0, 1 }};
- float strata = 0;
- RenderPass pass = RenderPass::Opaque;
- const float strata_epsilon = 1.0f / (1 << 16);
-
-public:
- FrameHistory frameHistory;
-
- SpriteAtlas& spriteAtlas;
- GlyphAtlas& glyphAtlas;
-
- std::unique_ptr<PlainShader> plainShader;
- std::unique_ptr<OutlineShader> outlineShader;
- std::unique_ptr<LineShader> lineShader;
- std::unique_ptr<LinejoinShader> linejoinShader;
- std::unique_ptr<LinepatternShader> linepatternShader;
- std::unique_ptr<PatternShader> patternShader;
- std::unique_ptr<IconShader> iconShader;
- std::unique_ptr<RasterShader> rasterShader;
- std::unique_ptr<SDFGlyphShader> sdfGlyphShader;
- std::unique_ptr<SDFIconShader> sdfIconShader;
- std::unique_ptr<DotShader> dotShader;
- std::unique_ptr<GaussianShader> gaussianShader;
-
- StaticVertexBuffer backgroundBuffer = {
- { -1, -1 }, { 1, -1 },
- { -1, 1 }, { 1, 1 }
- };
-
- VertexArrayObject backgroundArray;
-
- // Set up the stencil quad we're using to generate the stencil mask.
- StaticVertexBuffer tileStencilBuffer = {
- // top left triangle
- { 0, 0 },
- { 4096, 0 },
- { 0, 4096 },
-
- // bottom right triangle
- { 4096, 0 },
- { 0, 4096 },
- { 4096, 4096 },
- };
-
- VertexArrayObject coveringPlainArray;
- VertexArrayObject coveringRasterArray;
- VertexArrayObject coveringGaussianArray;
-
- // Set up the tile boundary lines we're using to draw the tile outlines.
- StaticVertexBuffer tileBorderBuffer = {
- { 0, 0 },
- { 4096, 0 },
- { 4096, 4096 },
- { 0, 4096 },
- { 0, 0 },
- };
-
- VertexArrayObject tileBorderArray;
-
- // Framebuffer management
- std::vector<GLuint> fbos;
- std::vector<GLuint> fbos_color;
- GLuint fbo_depth_stencil;
- int fbo_level = -1;
- bool fbo_depth_stencil_valid = false;
-
-};
-
-}
-
-#endif