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-rw-r--r--src/renderer/painter.cpp188
1 files changed, 170 insertions, 18 deletions
diff --git a/src/renderer/painter.cpp b/src/renderer/painter.cpp
index a5f4a5b009..7d636669d2 100644
--- a/src/renderer/painter.cpp
+++ b/src/renderer/painter.cpp
@@ -1,7 +1,8 @@
#include <mbgl/renderer/painter.hpp>
-#include <mbgl/map/map.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
+#include <mbgl/style/style_layer_group.hpp>
+#include <mbgl/style/style_bucket.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/time.hpp>
@@ -9,6 +10,7 @@
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
+#include <mbgl/map/source.hpp>
#if defined(DEBUG)
#include <mbgl/util/timer.hpp>
@@ -16,13 +18,16 @@
#include <cassert>
#include <algorithm>
+#include <iostream>
using namespace mbgl;
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
-Painter::Painter(Map &map_)
- : map(map_) {
+Painter::Painter(SpriteAtlas& spriteAtlas_, GlyphAtlas& glyphAtlas_)
+ : spriteAtlas(spriteAtlas_)
+ , glyphAtlas(glyphAtlas_)
+{
}
Painter::~Painter() {
@@ -109,7 +114,6 @@ void Painter::terminate() {
}
void Painter::resize() {
- const TransformState &state = map.getState();
if (gl_viewport != state.getFramebufferDimensions()) {
gl_viewport = state.getFramebufferDimensions();
assert(gl_viewport[0] > 0 && gl_viewport[1] > 0);
@@ -152,12 +156,12 @@ void Painter::depthRange(const float near, const float far) {
void Painter::changeMatrix() {
// Initialize projection matrix
- matrix::ortho(projMatrix, 0, map.getState().getWidth(), map.getState().getHeight(), 0, 0, 1);
+ matrix::ortho(projMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, 1);
// The extrusion matrix.
matrix::identity(extrudeMatrix);
matrix::multiply(extrudeMatrix, projMatrix, extrudeMatrix);
- matrix::rotate_z(extrudeMatrix, extrudeMatrix, map.getState().getAngle());
+ matrix::rotate_z(extrudeMatrix, extrudeMatrix, state.getAngle());
// The native matrix is a 1:1 matrix that paints the coordinates at the
// same screen position as the vertex specifies.
@@ -200,6 +204,156 @@ void Painter::prepareTile(const Tile& tile) {
glStencilFunc(GL_EQUAL, ref, mask);
}
+void Painter::render(const Style& style, const std::set<util::ptr<StyleSource>>& sources,
+ TransformState state_, timestamp time) {
+ state = state_;
+
+ clear();
+ resize();
+ changeMatrix();
+
+ // Update all clipping IDs.
+ ClipIDGenerator generator;
+ for (const util::ptr<StyleSource> &source : sources) {
+ generator.update(source->source->getLoadedTiles());
+ source->source->updateMatrices(projMatrix, state);
+ }
+
+ drawClippingMasks(sources);
+
+ frameHistory.record(time, state.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 : sources) {
+ source->source->finishRender(*this);
+ }
+
+ glFlush();
+}
+
+void Painter::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) {
+ setOpaque();
+ 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) {
+ setTranslucent();
+ setStrata(i * strata_thickness);
+ renderLayer(*it, RenderPass::Translucent);
+ }
+ if (debug::renderTree) {
+ std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
+ }
+}
+
+void Painter::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;
+ }
+
+ 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(*this, layer_desc);
+ } else {
+ style_source.source->render(*this, layer_desc, *id, *matrix);
+ }
+ }
+}
+
void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix) {
assert(tile.data);
if (tile.data->hasData(layer_desc) || layer_desc->type == StyleLayerType::Raster) {
@@ -211,15 +365,13 @@ void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc
void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
const BackgroundProperties& properties = layer_desc->getProperties<BackgroundProperties>();
- const std::shared_ptr<Sprite> sprite = map.getSprite();
- if (properties.image.size() && sprite) {
+ if (properties.image.size()) {
if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque))
return;
- SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
SpriteAtlasPosition imagePos = spriteAtlas.getPosition(properties.image, true);
- float zoomFraction = map.getState().getZoomFraction();
+ float zoomFraction = state.getZoomFraction();
useProgram(patternShader->program);
patternShader->u_matrix = identityMatrix;
@@ -230,8 +382,8 @@ void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
std::array<float, 2> size = imagePos.size;
double lon, lat;
- map.getLonLat(lon, lat);
- std::array<float, 2> center = map.getState().locationCoordinate(lon, lat);
+ state.getLonLat(lon, lat);
+ std::array<float, 2> center = state.locationCoordinate(lon, lat);
float scale = 1 / std::pow(2, zoomFraction);
mat3 matrix;
@@ -242,10 +394,10 @@ void Painter::renderBackground(util::ptr<StyleLayer> layer_desc) {
matrix::translate(matrix, matrix,
std::fmod(center[0] * 512, size[0]),
std::fmod(center[1] * 512, size[1]));
- matrix::rotate(matrix, matrix, -map.getState().getAngle());
+ matrix::rotate(matrix, matrix, -state.getAngle());
matrix::scale(matrix, matrix,
- scale * map.getState().getWidth() / 2,
- -scale * map.getState().getHeight() / 2);
+ scale * state.getWidth() / 2,
+ -scale * state.getHeight() / 2);
patternShader->u_patternmatrix = matrix;
backgroundBuffer.bind();
@@ -278,12 +430,12 @@ mat4 Painter::translatedMatrix(const mat4& matrix, const std::array<float, 2> &t
return matrix;
} else {
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
- const double factor = ((double)(1 << id.z)) / map.getState().getScale() * (4096.0 / util::tileSize);
+ const double factor = ((double)(1 << id.z)) / state.getScale() * (4096.0 / util::tileSize);
mat4 vtxMatrix;
if (anchor == TranslateAnchorType::Viewport) {
- const double sin_a = std::sin(-map.getState().getAngle());
- const double cos_a = std::cos(-map.getState().getAngle());
+ const double sin_a = std::sin(-state.getAngle());
+ const double cos_a = std::cos(-state.getAngle());
matrix::translate(vtxMatrix, matrix,
factor * (translation[0] * cos_a - translation[1] * sin_a),
factor * (translation[0] * sin_a + translation[1] * cos_a),