#include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace mbgl { using namespace style; RenderFillExtrusionLayer::RenderFillExtrusionLayer(Immutable _impl) : RenderLayer(style::LayerType::FillExtrusion, _impl), unevaluated(impl().paint.untransitioned()) { } const style::FillExtrusionLayer::Impl& RenderFillExtrusionLayer::impl() const { return static_cast(*baseImpl); } std::unique_ptr RenderFillExtrusionLayer::createBucket(const BucketParameters& parameters, const std::vector& layers) const { return std::make_unique(parameters, layers); } void RenderFillExtrusionLayer::transition(const TransitionParameters& parameters) { unevaluated = impl().paint.transitioned(parameters, std::move(unevaluated)); } void RenderFillExtrusionLayer::evaluate(const PropertyEvaluationParameters& parameters) { evaluated = unevaluated.evaluate(parameters); passes = (evaluated.get() > 0) ? (RenderPass::Translucent | RenderPass::Pass3D) : RenderPass::None; } bool RenderFillExtrusionLayer::hasTransition() const { return unevaluated.hasTransition(); } void RenderFillExtrusionLayer::render(PaintParameters& parameters, RenderSource*) { if (parameters.pass == RenderPass::Opaque) { return; } if (parameters.pass == RenderPass::Pass3D) { const auto& size = parameters.staticData.backendSize; if (!renderTexture || renderTexture->getSize() != size) { renderTexture = OffscreenTexture(parameters.context, size, *parameters.staticData.depthRenderbuffer); } renderTexture->bind(); optional depthClearValue = {}; if (parameters.staticData.depthRenderbuffer->needsClearing()) depthClearValue = 1.0; // Flag the depth buffer as no longer needing to be cleared for the remainder of this pass. parameters.staticData.depthRenderbuffer->shouldClear(false); parameters.context.setStencilMode(gl::StencilMode::disabled()); parameters.context.clear(Color{ 0.0f, 0.0f, 0.0f, 0.0f }, depthClearValue, {}); auto draw = [&](auto& programInstance, const auto& tileBucket, auto&& uniformValues) { const auto& paintPropertyBinders = tileBucket.paintPropertyBinders.at(getID()); const auto allUniformValues = programInstance.computeAllUniformValues( std::move(uniformValues), paintPropertyBinders, evaluated, parameters.state.getZoom() ); const auto allAttributeBindings = programInstance.computeAllAttributeBindings( *tileBucket.vertexBuffer, paintPropertyBinders, evaluated ); checkRenderability(parameters, programInstance.activeBindingCount(allAttributeBindings)); programInstance.draw( parameters.context, gl::Triangles(), parameters.depthModeFor3D(gl::DepthMode::ReadWrite), gl::StencilMode::disabled(), parameters.colorModeForRenderPass(), *tileBucket.indexBuffer, tileBucket.triangleSegments, allUniformValues, allAttributeBindings, getID()); }; if (evaluated.get().from.empty()) { for (const RenderTile& tile : renderTiles) { assert(dynamic_cast(tile.tile.getBucket(*baseImpl))); FillExtrusionBucket& bucket = *reinterpret_cast(tile.tile.getBucket(*baseImpl)); draw( parameters.programs.fillExtrusion.get(evaluated), bucket, FillExtrusionUniforms::values( tile.translatedClipMatrix(evaluated.get(), evaluated.get(), parameters.state), parameters.state, parameters.evaluatedLight ) ); } } else { optional imagePosA = parameters.imageManager.getPattern(evaluated.get().from); optional imagePosB = parameters.imageManager.getPattern(evaluated.get().to); if (!imagePosA || !imagePosB) { return; } parameters.imageManager.bind(parameters.context, 0); for (const RenderTile& tile : renderTiles) { assert(dynamic_cast(tile.tile.getBucket(*baseImpl))); FillExtrusionBucket& bucket = *reinterpret_cast(tile.tile.getBucket(*baseImpl)); draw( parameters.programs.fillExtrusionPattern.get(evaluated), bucket, FillExtrusionPatternUniforms::values( tile.translatedClipMatrix(evaluated.get(), evaluated.get(), parameters.state), parameters.imageManager.getPixelSize(), *imagePosA, *imagePosB, evaluated.get(), tile.id, parameters.state, -std::pow(2, tile.id.canonical.z) / util::tileSize / 8.0f, parameters.evaluatedLight ) ); } } } else if (parameters.pass == RenderPass::Translucent) { parameters.context.bindTexture(renderTexture->getTexture()); const auto& size = parameters.staticData.backendSize; mat4 viewportMat; matrix::ortho(viewportMat, 0, size.width, size.height, 0, 0, 1); const Properties<>::PossiblyEvaluated properties; const ExtrusionTextureProgram::PaintPropertyBinders paintAttributeData{ properties, 0 }; auto& programInstance = parameters.programs.extrusionTexture; const auto allUniformValues = programInstance.computeAllUniformValues( ExtrusionTextureProgram::UniformValues{ uniforms::u_matrix::Value{ viewportMat }, uniforms::u_world::Value{ size }, uniforms::u_image::Value{ 0 }, uniforms::u_opacity::Value{ evaluated.get() } }, paintAttributeData, properties, parameters.state.getZoom() ); const auto allAttributeBindings = programInstance.computeAllAttributeBindings( parameters.staticData.extrusionTextureVertexBuffer, paintAttributeData, properties ); checkRenderability(parameters, programInstance.activeBindingCount(allAttributeBindings)); programInstance.draw( parameters.context, gl::Triangles(), gl::DepthMode::disabled(), gl::StencilMode::disabled(), parameters.colorModeForRenderPass(), parameters.staticData.quadTriangleIndexBuffer, parameters.staticData.extrusionTextureSegments, allUniformValues, allAttributeBindings, getID()); } } bool RenderFillExtrusionLayer::queryIntersectsFeature( const GeometryCoordinates& queryGeometry, const GeometryTileFeature& feature, const float, const TransformState& transformState, const float pixelsToTileUnits, const mat4&) const { auto translatedQueryGeometry = FeatureIndex::translateQueryGeometry( queryGeometry, evaluated.get(), evaluated.get(), transformState.getAngle(), pixelsToTileUnits); return util::polygonIntersectsMultiPolygon(translatedQueryGeometry.value_or(queryGeometry), feature.getGeometries()); } } // namespace mbgl