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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
#include <mbgl/style/layers/custom_layer_impl.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/text/glyph_atlas.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/algorithm/generate_clip_ids.hpp>
#include <mbgl/algorithm/generate_clip_ids_impl.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/util/string.hpp>
#include <cassert>
#include <algorithm>
#include <iostream>
#include <unordered_set>
namespace mbgl {
using namespace style;
Painter::Painter(const TransformState& state_)
: state(state_),
tileTriangleVertexes(context.createVertexBuffer(std::vector<PlainVertex> {{
{ 0, 0 },
{ util::EXTENT, 0 },
{ 0, util::EXTENT },
{ util::EXTENT, 0 },
{ 0, util::EXTENT },
{ util::EXTENT, util::EXTENT }
}})),
tileLineStripVertexes(context.createVertexBuffer(std::vector<PlainVertex> {{
{ 0, 0 },
{ util::EXTENT, 0 },
{ util::EXTENT, util::EXTENT },
{ 0, util::EXTENT },
{ 0, 0 }
}})),
rasterVertexes(context.createVertexBuffer(std::vector<RasterVertex> {{
{ 0, 0, 0, 0 },
{ util::EXTENT, 0, 32767, 0 },
{ 0, util::EXTENT, 0, 32767 },
{ util::EXTENT, util::EXTENT, 32767, 32767 }
}})) {
#ifndef NDEBUG
gl::debugging::enable();
#endif
shaders = std::make_unique<Shaders>(context);
#ifndef NDEBUG
overdrawShaders = std::make_unique<Shaders>(context, Shader::Overdraw);
#endif
// Reset GL values
context.setDirtyState();
}
Painter::~Painter() = default;
bool Painter::needsAnimation() const {
return frameHistory.needsAnimation(util::DEFAULT_FADE_DURATION);
}
void Painter::setClipping(const ClipID& clip) {
const GLint ref = (GLint)clip.reference.to_ulong();
const GLuint mask = (GLuint)clip.mask.to_ulong();
context.stencilFunc = { gl::StencilTestFunction::Equal, ref, mask };
}
void Painter::cleanup() {
context.performCleanup();
}
void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& annotationSpriteAtlas) {
if (frame.framebufferSize != frame_.framebufferSize) {
context.viewport.setDefaultValue(
{ 0, 0, frame_.framebufferSize[0], frame_.framebufferSize[1] });
}
frame = frame_;
PaintParameters parameters {
#ifndef NDEBUG
paintMode() == PaintMode::Overdraw ? *overdrawShaders : *shaders
#else
*shaders
#endif
};
glyphAtlas = style.glyphAtlas.get();
spriteAtlas = style.spriteAtlas.get();
lineAtlas = style.lineAtlas.get();
RenderData renderData = style.getRenderData(frame.debugOptions);
const std::vector<RenderItem>& order = renderData.order;
const std::unordered_set<Source*>& sources = renderData.sources;
const Color& background = renderData.backgroundColor;
// Update the default matrices to the current viewport dimensions.
state.getProjMatrix(projMatrix);
pixelsToGLUnits = {{ 2.0f / state.getWidth(), -2.0f / state.getHeight() }};
if (state.getViewportMode() == ViewportMode::FlippedY) {
pixelsToGLUnits[1] *= -1;
}
frameHistory.record(frame.timePoint, state.getZoom(),
frame.mapMode == MapMode::Continuous ? util::DEFAULT_FADE_DURATION : Milliseconds(0));
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
MBGL_DEBUG_GROUP("upload");
spriteAtlas->upload(context, 0);
lineAtlas->upload(context, 0);
glyphAtlas->upload(context, 0);
frameHistory.upload(context, 0);
annotationSpriteAtlas.upload(context, 0);
for (const auto& item : order) {
if (item.bucket && item.bucket->needsUpload()) {
item.bucket->upload(context);
}
}
}
// - CLEAR -------------------------------------------------------------------------------------
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
{
MBGL_DEBUG_GROUP("clear");
context.bindFramebuffer.reset();
context.viewport.reset();
context.stencilFunc.reset();
context.stencilTest = true;
context.stencilMask = 0xFF;
context.depthTest = false;
context.depthMask = true;
context.colorMask = { true, true, true, true };
if (paintMode() == PaintMode::Overdraw) {
context.blend = true;
context.blendFunc = { gl::BlendSourceFactor::ConstantColor,
gl::BlendDestinationFactor::One };
const float overdraw = 1.0f / 8.0f;
context.blendColor = { overdraw, overdraw, overdraw, 0.0f };
context.clearColor = Color::black();
} else {
context.clearColor = background;
}
context.clearStencil = 0;
context.clearDepth = 1;
MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
// - CLIPPING MASKS ----------------------------------------------------------------------------
// Draws the clipping masks to the stencil buffer.
{
MBGL_DEBUG_GROUP("clip");
// Update all clipping IDs.
algorithm::ClipIDGenerator generator;
for (const auto& source : sources) {
source->baseImpl->startRender(generator, projMatrix, state);
}
drawClippingMasks(parameters, generator.getStencils());
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
if (frame.debugOptions & MapDebugOptions::StencilClip) {
renderClipMasks();
return;
}
#endif
// Actually render the layers
if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
// TODO: Correctly compute the number of layers recursively beforehand.
depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
renderPass(parameters,
RenderPass::Opaque,
order.rbegin(), order.rend(),
0, 1);
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
renderPass(parameters,
RenderPass::Translucent,
order.begin(), order.end(),
static_cast<GLsizei>(order.size()) - 1, -1);
if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
MBGL_DEBUG_GROUP("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->baseImpl->finishRender(*this);
}
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
if (frame.debugOptions & MapDebugOptions::DepthBuffer) {
renderDepthBuffer();
}
#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("cleanup");
context.activeTexture = 1;
context.texture[1] = 0;
context.activeTexture = 0;
context.texture[0] = 0;
context.vertexArrayObject = 0;
}
if (frame.contextMode == GLContextMode::Shared) {
context.setDirtyState();
}
}
template <class Iterator>
void Painter::renderPass(PaintParameters& parameters,
RenderPass pass_,
Iterator it, Iterator end,
uint32_t i, int8_t increment) {
pass = pass_;
MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s {", indent++ * 4, "",
pass == RenderPass::Opaque ? "opaque" : "translucent");
}
for (; it != end; ++it, i += increment) {
currentLayer = i;
const auto& item = *it;
const Layer& layer = item.layer;
if (!layer.baseImpl->hasRenderPass(pass))
continue;
if (paintMode() == PaintMode::Overdraw) {
context.blend = true;
} else if (pass == RenderPass::Translucent) {
context.blend = true;
context.blendFunc = { gl::BlendSourceFactor::One,
gl::BlendDestinationFactor::OneMinusSrcAlpha };
} else {
context.blend = false;
}
context.colorMask = { true, true, true, true };
context.stencilMask = 0x0;
if (layer.is<BackgroundLayer>()) {
MBGL_DEBUG_GROUP("background");
renderBackground(parameters, *layer.as<BackgroundLayer>());
} else if (layer.is<CustomLayer>()) {
MBGL_DEBUG_GROUP(layer.baseImpl->id + " - custom");
context.vertexArrayObject = 0;
context.depthFunc = gl::DepthTestFunction::LessEqual;
context.depthTest = true;
context.depthMask = false;
context.stencilTest = false;
setDepthSublayer(0);
layer.as<CustomLayer>()->impl->render(state);
context.setDirtyState();
context.bindFramebuffer.reset();
context.viewport.reset();
} else {
MBGL_DEBUG_GROUP(layer.baseImpl->id + " - " + util::toString(item.tile->id));
if (item.bucket->needsClipping()) {
setClipping(item.tile->clip);
}
item.bucket->render(*this, parameters, layer, *item.tile);
}
}
if (debug::renderTree) {
Log::Info(Event::Render, "%*s%s", --indent * 4, "", "}");
}
}
void Painter::setDepthSublayer(int n) {
float nearDepth = ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
float farDepth = nearDepth + depthRangeSize;
context.depthRange = { nearDepth, farDepth };
}
} // namespace mbgl
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