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Diffstat (limited to 'include/mbgl/renderer/painter.hpp')
-rw-r--r-- | include/mbgl/renderer/painter.hpp | 259 |
1 files changed, 0 insertions, 259 deletions
diff --git a/include/mbgl/renderer/painter.hpp b/include/mbgl/renderer/painter.hpp deleted file mode 100644 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 |