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-rw-r--r--src/map/map.cpp170
1 files changed, 9 insertions, 161 deletions
diff --git a/src/map/map.cpp b/src/map/map.cpp
index 2f0dceb427..d0a279b648 100644
--- a/src/map/map.cpp
+++ b/src/map/map.cpp
@@ -31,7 +31,7 @@
using namespace mbgl;
Map::Map(View& view_)
- : loop(std::make_shared<uv::loop>()),
+ : loop(std::make_unique<uv::loop>()),
thread(std::make_unique<uv::thread>()),
async_terminate(new uv_async_t()),
async_render(new uv_async_t()),
@@ -41,13 +41,12 @@ Map::Map(View& view_)
main_thread(uv_thread_self()),
#endif
transform(view_),
- glyphAtlas(std::make_shared<GlyphAtlas>(1024, 1024)),
- spriteAtlas(std::make_shared<SpriteAtlas>(512, 512)),
+ glyphAtlas(1024, 1024),
+ spriteAtlas(512, 512),
texturepool(std::make_shared<Texturepool>()),
- painter(*this) {
-
+ painter(spriteAtlas, glyphAtlas)
+{
view.initialize(this);
-
// Make sure that we're doing an initial drawing in all cases.
is_clean.clear();
is_rendered.clear();
@@ -62,9 +61,7 @@ Map::~Map() {
// Explicitly reset all pointers.
texturepool.reset();
sprite.reset();
- spriteAtlas.reset();
glyphStore.reset();
- glyphAtlas.reset();
style.reset();
fileSource.reset();
workers.reset();
@@ -598,15 +595,6 @@ void Map::updateTiles() {
}
}
-void Map::updateRenderState() {
- // Update all clipping IDs.
- ClipIDGenerator generator;
- for (const util::ptr<StyleSource> &source : getActiveSources()) {
- generator.update(source->source->getLoadedTiles());
- source->source->updateMatrices(painter.projMatrix, state);
- }
-}
-
void Map::prepare() {
if (!fileSource) {
fileSource = std::make_shared<FileSource>(**loop, platform::defaultCacheDatabase());
@@ -645,8 +633,8 @@ void Map::prepare() {
style->updateProperties(state.getNormalizedZoom(), animationTime);
// Allow the sprite atlas to potentially pull new sprite images if needed.
- spriteAtlas->resize(state.getPixelRatio());
- spriteAtlas->update(*getSprite());
+ spriteAtlas.resize(state.getPixelRatio());
+ spriteAtlas.setSprite(getSprite());
updateTiles();
}
@@ -654,152 +642,12 @@ void Map::prepare() {
void Map::render() {
view.make_active();
- painter.clear();
-
- painter.resize();
-
- painter.changeMatrix();
-
- updateRenderState();
-
- painter.drawClippingMasks(getActiveSources());
-
- painter.frameHistory.record(getAnimationTime(), getState().getNormalizedZoom());
-
- // Actually render the layers
- if (debug::renderTree) { std::cout << "{" << std::endl; indent++; }
- renderLayers(style->layers);
- if (debug::renderTree) { std::cout << "}" << std::endl; indent--; }
-
- // Finalize the rendering, e.g. by calling debug render calls per tile.
- // This guarantees that we have at least one function per tile called.
- // When only rendering layers via the stylesheet, it's possible that we don't
- // ever visit a tile during rendering.
- for (const util::ptr<StyleSource> &source : getActiveSources()) {
- source->source->finishRender(painter);
- }
-
+ painter.render(*style, activeSources,
+ state, animationTime);
// Schedule another rerender when we definitely need a next frame.
if (transform.needsTransition() || style->hasTransitions()) {
update();
}
- glFlush();
-
view.make_inactive();
}
-
-void Map::renderLayers(util::ptr<StyleLayerGroup> group) {
- if (!group) {
- // Make sure that we actually do have a layer group.
- return;
- }
-
- // TODO: Correctly compute the number of layers recursively beforehand.
- float strata_thickness = 1.0f / (group->layers.size() + 1);
-
- // - FIRST PASS ------------------------------------------------------------
- // Render everything top-to-bottom by using reverse iterators. Render opaque
- // objects first.
-
- if (debug::renderTree) {
- std::cout << std::string(indent++ * 4, ' ') << "OPAQUE {" << std::endl;
- }
- int i = 0;
- for (auto it = group->layers.rbegin(), end = group->layers.rend(); it != end; ++it, ++i) {
- painter.setOpaque();
- painter.setStrata(i * strata_thickness);
- renderLayer(*it, RenderPass::Opaque);
- }
- if (debug::renderTree) {
- std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
- }
-
- // - SECOND PASS -----------------------------------------------------------
- // Make a second pass, rendering translucent objects. This time, we render
- // bottom-to-top.
- if (debug::renderTree) {
- std::cout << std::string(indent++ * 4, ' ') << "TRANSLUCENT {" << std::endl;
- }
- --i;
- for (auto it = group->layers.begin(), end = group->layers.end(); it != end; ++it, --i) {
- painter.setTranslucent();
- painter.setStrata(i * strata_thickness);
- renderLayer(*it, RenderPass::Translucent);
- }
- if (debug::renderTree) {
- std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
- }
-}
-
-void Map::renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id, const mat4* matrix) {
- if (layer_desc->type == StyleLayerType::Background) {
- // This layer defines a background color/image.
-
- if (debug::renderTree) {
- std::cout << std::string(indent * 4, ' ') << "- " << layer_desc->id << " ("
- << layer_desc->type << ")" << std::endl;
- }
-
- painter.renderBackground(layer_desc);
- } else {
- // This is a singular layer.
- if (!layer_desc->bucket) {
- fprintf(stderr, "[WARNING] layer '%s' is missing bucket\n", layer_desc->id.c_str());
- return;
- }
-
- if (!layer_desc->bucket->style_source) {
- fprintf(stderr, "[WARNING] can't find source for layer '%s'\n", layer_desc->id.c_str());
- return;
- }
-
- StyleSource &style_source = *layer_desc->bucket->style_source;
-
- // Skip this layer if there is no data.
- if (!style_source.source) {
- return;
- }
-
- // Skip this layer if it's outside the range of min/maxzoom.
- // This may occur when there /is/ a bucket created for this layer, but the min/max-zoom
- // is set to a fractional value, or value that is larger than the source maxzoom.
- const double zoom = state.getZoom();
- if (layer_desc->bucket->min_zoom > zoom ||
- layer_desc->bucket->max_zoom <= zoom) {
- return;
- }
-
- // Abort early if we can already deduce from the bucket type that
- // we're not going to render anything anyway during this pass.
- switch (layer_desc->type) {
- case StyleLayerType::Fill:
- if (!layer_desc->getProperties<FillProperties>().isVisible()) return;
- break;
- case StyleLayerType::Line:
- if (pass == RenderPass::Opaque) return;
- if (!layer_desc->getProperties<LineProperties>().isVisible()) return;
- break;
- case StyleLayerType::Symbol:
- if (pass == RenderPass::Opaque) return;
- if (!layer_desc->getProperties<SymbolProperties>().isVisible()) return;
- break;
- case StyleLayerType::Raster:
- if (pass == RenderPass::Opaque) return;
- if (!layer_desc->getProperties<RasterProperties>().isVisible()) return;
- break;
- default:
- break;
- }
-
- if (debug::renderTree) {
- std::cout << std::string(indent * 4, ' ') << "- " << layer_desc->id << " ("
- << layer_desc->type << ")" << std::endl;
- }
- if (!id) {
- style_source.source->render(painter, layer_desc);
- } else {
- style_source.source->render(painter, layer_desc, *id, *matrix);
- }
- }
-}