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-rw-r--r--src/mbgl/renderer/painter.cpp404
1 files changed, 0 insertions, 404 deletions
diff --git a/src/mbgl/renderer/painter.cpp b/src/mbgl/renderer/painter.cpp
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index 7d101f1530..0000000000
--- a/src/mbgl/renderer/painter.cpp
+++ /dev/null
@@ -1,404 +0,0 @@
-#include <mbgl/renderer/painter.hpp>
-#include <mbgl/renderer/paint_parameters.hpp>
-#include <mbgl/renderer/render_tile.hpp>
-#include <mbgl/renderer/render_source.hpp>
-#include <mbgl/renderer/render_style.hpp>
-#include <mbgl/renderer/image_manager.hpp>
-#include <mbgl/renderer/layers/render_fill_extrusion_layer.hpp>
-
-#include <mbgl/style/source.hpp>
-#include <mbgl/style/source_impl.hpp>
-#include <mbgl/style/layer_impl.hpp>
-
-#include <mbgl/map/view.hpp>
-#include <mbgl/gl/debugging.hpp>
-#include <mbgl/tile/tile.hpp>
-#include <mbgl/geometry/line_atlas.hpp>
-#include <mbgl/programs/program_parameters.hpp>
-#include <mbgl/programs/programs.hpp>
-
-#include <mbgl/util/constants.hpp>
-#include <mbgl/util/mat3.hpp>
-#include <mbgl/util/string.hpp>
-#include <mbgl/util/stopwatch.hpp>
-#include <mbgl/util/clip_id.hpp>
-#include <mbgl/util/logging.hpp>
-#include <mbgl/util/color.hpp>
-
-#include <cassert>
-#include <algorithm>
-#include <iostream>
-#include <unordered_set>
-
-namespace mbgl {
-
-using namespace style;
-
-static gl::VertexVector<FillLayoutVertex> tileVertices() {
- gl::VertexVector<FillLayoutVertex> result;
- result.emplace_back(FillProgram::layoutVertex({ 0, 0 }));
- result.emplace_back(FillProgram::layoutVertex({ util::EXTENT, 0 }));
- result.emplace_back(FillProgram::layoutVertex({ 0, util::EXTENT }));
- result.emplace_back(FillProgram::layoutVertex({ util::EXTENT, util::EXTENT }));
- return result;
-}
-
-static gl::IndexVector<gl::Triangles> quadTriangleIndices() {
- gl::IndexVector<gl::Triangles> result;
- result.emplace_back(0, 1, 2);
- result.emplace_back(1, 2, 3);
- return result;
-}
-
-static gl::IndexVector<gl::LineStrip> tileLineStripIndices() {
- gl::IndexVector<gl::LineStrip> result;
- result.emplace_back(0);
- result.emplace_back(1);
- result.emplace_back(3);
- result.emplace_back(2);
- result.emplace_back(0);
- return result;
-}
-
-static gl::VertexVector<RasterLayoutVertex> rasterVertices() {
- gl::VertexVector<RasterLayoutVertex> result;
- result.emplace_back(RasterProgram::layoutVertex({ 0, 0 }, { 0, 0 }));
- result.emplace_back(RasterProgram::layoutVertex({ util::EXTENT, 0 }, { 32767, 0 }));
- result.emplace_back(RasterProgram::layoutVertex({ 0, util::EXTENT }, { 0, 32767 }));
- result.emplace_back(RasterProgram::layoutVertex({ util::EXTENT, util::EXTENT }, { 32767, 32767 }));
- return result;
-}
-
-static gl::VertexVector<ExtrusionTextureLayoutVertex> extrusionTextureVertices() {
- gl::VertexVector<ExtrusionTextureLayoutVertex> result;
- result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 0, 0 }));
- result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 1, 0 }));
- result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 0, 1 }));
- result.emplace_back(ExtrusionTextureProgram::layoutVertex({ 1, 1 }));
- return result;
-}
-
-
-Painter::Painter(gl::Context& context_,
- float pixelRatio,
- const optional<std::string>& programCacheDir)
- : context(context_),
- tileVertexBuffer(context.createVertexBuffer(tileVertices())),
- rasterVertexBuffer(context.createVertexBuffer(rasterVertices())),
- extrusionTextureVertexBuffer(context.createVertexBuffer(extrusionTextureVertices())),
- quadTriangleIndexBuffer(context.createIndexBuffer(quadTriangleIndices())),
- tileBorderIndexBuffer(context.createIndexBuffer(tileLineStripIndices())) {
-
- tileTriangleSegments.emplace_back(0, 0, 4, 6);
- tileBorderSegments.emplace_back(0, 0, 4, 5);
- rasterSegments.emplace_back(0, 0, 4, 6);
- extrusionTextureSegments.emplace_back(0, 0, 4, 6);
-
- programs = std::make_unique<Programs>(context,
- ProgramParameters{ pixelRatio, false, programCacheDir });
-#ifndef NDEBUG
- overdrawPrograms =
- std::make_unique<Programs>(context, ProgramParameters{ pixelRatio, true, programCacheDir });
-#endif
-}
-
-Painter::~Painter() = default;
-
-bool Painter::needsAnimation() const {
- return frameHistory.needsAnimation(util::DEFAULT_TRANSITION_DURATION);
-}
-
-void Painter::cleanup() {
- context.performCleanup();
-}
-
-void Painter::render(RenderStyle& style, const FrameData& frame_, View& view) {
- frame = frame_;
- if (frame.contextMode == GLContextMode::Shared) {
- context.setDirtyState();
- }
-
- PaintParameters parameters {
-#ifndef NDEBUG
- paintMode() == PaintMode::Overdraw ? *overdrawPrograms : *programs,
-#else
- *programs,
-#endif
- view
- };
-
- imageManager = style.imageManager.get();
- lineAtlas = style.lineAtlas.get();
-
- evaluatedLight = style.getRenderLight().getEvaluated();
-
- RenderData renderData = style.getRenderData(frame.debugOptions, state.getAngle());
- const std::vector<RenderItem>& order = renderData.order;
- const std::unordered_set<RenderSource*>& sources = renderData.sources;
-
- // Update the default matrices to the current viewport dimensions.
- state.getProjMatrix(projMatrix);
- // Calculate a second projection matrix with the near plane clipped to 100 so as
- // not to waste lots of depth buffer precision on very close empty space, for layer
- // types (fill-extrusion) that use the depth buffer to emulate real-world space.
- state.getProjMatrix(nearClippedProjMatrix, 100);
-
- pixelsToGLUnits = {{ 2.0f / state.getSize().width, -2.0f / state.getSize().height }};
- if (state.getViewportMode() == ViewportMode::FlippedY) {
- pixelsToGLUnits[1] *= -1;
- }
-
- frameHistory.record(frame.timePoint, state.getZoom(),
- frame.mapMode == MapMode::Continuous ? util::DEFAULT_TRANSITION_DURATION : Milliseconds(0));
-
-
- // - UPLOAD PASS -------------------------------------------------------------------------------
- // Uploads all required buffers and images before we do any actual rendering.
- {
- MBGL_DEBUG_GROUP(context, "upload");
-
- imageManager->upload(context, 0);
- lineAtlas->upload(context, 0);
- frameHistory.upload(context, 0);
- }
-
- // - CLEAR -------------------------------------------------------------------------------------
- // Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
- // tiles whatsoever.
- {
- MBGL_DEBUG_GROUP(context, "clear");
- view.bind();
- context.clear(paintMode() == PaintMode::Overdraw
- ? Color::black()
- : renderData.backgroundColor,
- 1.0f,
- 0);
- }
-
- // - CLIPPING MASKS ----------------------------------------------------------------------------
- // Draws the clipping masks to the stencil buffer.
- {
- MBGL_DEBUG_GROUP(context, "clip");
-
- // Update all clipping IDs.
- clipIDGenerator = algorithm::ClipIDGenerator();
- for (const auto& source : sources) {
- source->startRender(*this);
- }
-
- MBGL_DEBUG_GROUP(context, "clipping masks");
-
- static const style::FillPaintProperties::PossiblyEvaluated properties {};
- static const FillProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
-
- for (const auto& clipID : clipIDGenerator.getClipIDs()) {
- programs->fill.get(properties).draw(
- context,
- gl::Triangles(),
- gl::DepthMode::disabled(),
- gl::StencilMode {
- gl::StencilMode::Always(),
- static_cast<int32_t>(clipID.second.reference.to_ulong()),
- 0b11111111,
- gl::StencilMode::Keep,
- gl::StencilMode::Keep,
- gl::StencilMode::Replace
- },
- gl::ColorMode::disabled(),
- FillProgram::UniformValues {
- uniforms::u_matrix::Value{ matrixForTile(clipID.first) },
- uniforms::u_world::Value{ context.viewport.getCurrentValue().size },
- },
- tileVertexBuffer,
- quadTriangleIndexBuffer,
- tileTriangleSegments,
- paintAttibuteData,
- properties,
- state.getZoom(),
- "clipping"
- );
- }
- }
-
-#if not MBGL_USE_GLES2 and not defined(NDEBUG)
- // Render tile clip boundaries, using stencil buffer to calculate fill color.
- if (frame.debugOptions & MapDebugOptions::StencilClip) {
- context.setStencilMode(gl::StencilMode::disabled());
- context.setDepthMode(gl::DepthMode::disabled());
- context.setColorMode(gl::ColorMode::unblended());
- context.program = 0;
-
- // Reset the value in case someone else changed it, or it's dirty.
- context.pixelTransferStencil = gl::value::PixelTransferStencil::Default;
-
- // Read the stencil buffer
- const auto viewport = context.viewport.getCurrentValue();
- auto image =
- context.readFramebuffer<AlphaImage, gl::TextureFormat::Stencil>(viewport.size, false);
-
- // Scale the Stencil buffer to cover the entire color space.
- auto it = image.data.get();
- auto end = it + viewport.size.width * viewport.size.height;
- const auto factor = 255.0f / *std::max_element(it, end);
- for (; it != end; ++it) {
- *it *= factor;
- }
-
- context.pixelZoom = { 1, 1 };
- context.rasterPos = { -1, -1, 0, 1 };
- context.drawPixels(image);
-
- return;
- }
-#endif
-
- // Actually render the layers
- if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
-
- depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
-
- // - OPAQUE PASS -------------------------------------------------------------------------------
- // Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
- {
- pass = RenderPass::Opaque;
- MBGL_DEBUG_GROUP(context, "opaque");
-
- if (debug::renderTree) {
- Log::Info(Event::Render, "%*s%s {", indent++ * 4, "", "opaque");
- }
-
- uint32_t i = 0;
- for (auto it = order.rbegin(); it != order.rend(); ++it, ++i) {
- currentLayer = i;
- if (it->layer.hasRenderPass(pass)) {
- MBGL_DEBUG_GROUP(context, it->layer.getID());
- it->layer.render(*this, parameters, it->source);
- }
- }
-
- if (debug::renderTree) {
- Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
- }
- }
-
- // - TRANSLUCENT PASS --------------------------------------------------------------------------
- // Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
- {
- pass = RenderPass::Translucent;
- MBGL_DEBUG_GROUP(context, "translucent");
-
- if (debug::renderTree) {
- Log::Info(Event::Render, "%*s%s {", indent++ * 4, "", "translucent");
- }
-
- uint32_t i = static_cast<uint32_t>(order.size()) - 1;
- for (auto it = order.begin(); it != order.end(); ++it, --i) {
- currentLayer = i;
- if (it->layer.hasRenderPass(pass)) {
- MBGL_DEBUG_GROUP(context, it->layer.getID());
- it->layer.render(*this, parameters, it->source);
- }
- }
-
- if (debug::renderTree) {
- Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
- }
- }
-
- if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
-
- // - DEBUG PASS --------------------------------------------------------------------------------
- // Renders debug overlays.
- {
- MBGL_DEBUG_GROUP(context, "debug");
-
- // 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 auto& source : sources) {
- source->finishRender(*this);
- }
- }
-
-#if not MBGL_USE_GLES2 and not defined(NDEBUG)
- // Render the depth buffer.
- if (frame.debugOptions & MapDebugOptions::DepthBuffer) {
- context.setStencilMode(gl::StencilMode::disabled());
- context.setDepthMode(gl::DepthMode::disabled());
- context.setColorMode(gl::ColorMode::unblended());
- context.program = 0;
-
- // Scales the values in the depth buffer so that they cover the entire grayscale range. This
- // makes it easier to spot tiny differences.
- const float base = 1.0f / (1.0f - depthRangeSize);
- context.pixelTransferDepth = { base, 1.0f - base };
-
- // Read the stencil buffer
- auto viewport = context.viewport.getCurrentValue();
- auto image =
- context.readFramebuffer<AlphaImage, gl::TextureFormat::Depth>(viewport.size, false);
-
- context.pixelZoom = { 1, 1 };
- context.rasterPos = { -1, -1, 0, 1 };
- context.drawPixels(image);
- }
-#endif
-
- // TODO: Find a better way to unbind VAOs after we're done with them without introducing
- // unnecessary bind(0)/bind(N) sequences.
- {
- MBGL_DEBUG_GROUP(context, "cleanup");
-
- context.activeTexture = 1;
- context.texture[1] = 0;
- context.activeTexture = 0;
- context.texture[0] = 0;
-
- context.bindVertexArray = 0;
- }
-}
-
-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;
- 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