#include #include #include #include #include #include #include using namespace llmr; void Painter::renderFill(FillBucket& bucket, const FillProperties& properties, const Tile::ID& id, const mat4 &vtxMatrix) { Color fill_color = properties.fill_color; fill_color[0] *= properties.opacity; fill_color[1] *= properties.opacity; fill_color[2] *= properties.opacity; fill_color[3] *= properties.opacity; Color stroke_color = properties.stroke_color; if (stroke_color[3] < 0) { stroke_color = fill_color; } else { stroke_color[0] *= properties.opacity; stroke_color[1] *= properties.opacity; stroke_color[2] *= properties.opacity; stroke_color[3] *= properties.opacity; } bool outline = properties.antialias && properties.stroke_color != properties.fill_color; bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color; if (fringeline) { outline = true; stroke_color = fill_color; } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (outline && pass == Translucent) { useProgram(outlineShader->program); outlineShader->setMatrix(vtxMatrix); lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! outlineShader->setColor(stroke_color); // Draw the entire line outlineShader->setWorld({{ static_cast(map.getState().getFramebufferWidth()), static_cast(map.getState().getFramebufferHeight()) }}); glDepthRange(strata, 1.0f); bucket.drawVertices(*outlineShader); } else if (fringeline) { // // We're only drawing to the first seven bits (== support a maximum of // // 127 overlapping polygons in one place before we get rendering errors). // glStencilMask(0x3F); // glClear(GL_STENCIL_BUFFER_BIT); // // Draw front facing triangles. Wherever the 0x80 bit is 1, we are // // increasing the lower 7 bits by one if the triangle is a front-facing // // triangle. This means that all visible polygons should be in CCW // // orientation, while all holes (see below) are in CW orientation. // glStencilFunc(GL_EQUAL, 0x80, 0x80); // // When we do a nonzero fill, we count the number of times a pixel is // // covered by a counterclockwise polygon, and subtract the number of // // times it is "uncovered" by a clockwise polygon. // glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP); } if ((fill_color[3] >= 1.0f) == (pass == Opaque)) { const std::shared_ptr &sprite = map.getStyle()->sprite; if (properties.image.size() && sprite) { SpriteAtlas &spriteAtlas = *map.getSpriteAtlas(); Rect imagePos = spriteAtlas.getImage(properties.image, *sprite); float factor = 8.0 / std::pow(2, map.getState().getIntegerZoom() - id.z); float mix = std::fmod(map.getState().getZoom(), 1.0); std::array imageSize = {{ imagePos.w * factor, imagePos.h * factor } }; std::array offset = {{ (float)std::fmod(id.x * 4096, imageSize[0]), (float)std::fmod(id.y * 4096, imageSize[1]) } }; useProgram(patternShader->program); patternShader->setMatrix(vtxMatrix); patternShader->setOffset(offset); patternShader->setPatternSize(imageSize); patternShader->setPatternTopLeft({{ float(imagePos.x) / spriteAtlas.getWidth(), float(imagePos.y) / spriteAtlas.getHeight(), }}); patternShader->setPatternBottomRight({{ float(imagePos.x + imagePos.w) / spriteAtlas.getWidth(), float(imagePos.y + imagePos.h) / spriteAtlas.getHeight(), }}); patternShader->setColor(fill_color); patternShader->setMix(mix); spriteAtlas.bind(true); // Draw the actual triangles into the color & stencil buffer. glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawElements(*patternShader); } else { // Only draw the fill when it's either opaque and we're drawing opaque // fragments or when it's translucent and we're drawing translucent // fragments // Draw filling rectangle. useProgram(plainShader->program); plainShader->setMatrix(vtxMatrix); plainShader->setColor(fill_color); // Draw the actual triangles into the color & stencil buffer. glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawElements(*plainShader); } } // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == Translucent) { useProgram(outlineShader->program); outlineShader->setMatrix(vtxMatrix); lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! outlineShader->setColor(fill_color); // Draw the entire line outlineShader->setWorld({{ static_cast(map.getState().getFramebufferWidth()), static_cast(map.getState().getFramebufferHeight()) }}); glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawVertices(*outlineShader); } } void Painter::renderFill(FillBucket& bucket, std::shared_ptr layer_desc, const Tile::ID& id) { // Abort early. if (!bucket.hasData()) return; const FillProperties &properties = layer_desc->getProperties(); if (layer_desc->rasterize && layer_desc->rasterize->isEnabled(id.z)) { if (pass == Translucent) { const RasterizedProperties rasterize = layer_desc->rasterize->get(id.z); // Buffer value around the 0..4096 extent that will be drawn into the 256x256 pixel // texture. We later scale the texture so that the actual bounds will align with this // tile's bounds. The reason we do this is so that the if (!bucket.prerendered) { bucket.prerendered = std::make_unique(rasterize); bucket.prerendered->bindFramebuffer(); preparePrerender(*bucket.prerendered); const FillProperties modifiedProperties = [&]{ FillProperties modifiedProperties = properties; modifiedProperties.opacity = 1; return modifiedProperties; }(); // When drawing the fill, we want to draw a buffer around too, so we // essentially downscale everyting, and then upscale it later when rendering. const int buffer = rasterize.buffer * 4096.0f; const mat4 vtxMatrix = [&]{ mat4 vtxMatrix; matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1); matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0); return vtxMatrix; }(); setOpaque(); renderFill(bucket, modifiedProperties, id, vtxMatrix); setTranslucent(); renderFill(bucket, modifiedProperties, id, vtxMatrix); if (rasterize.blur > 0) { bucket.prerendered->blur(*this, rasterize.blur); } // RESET STATE bucket.prerendered->unbindFramebuffer(); finishPrerender(*bucket.prerendered); } renderPrerenderedTexture(*bucket.prerendered, properties); } } else { const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor); renderFill(bucket, properties, id, vtxMatrix); } }