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#pragma once
#include <mbgl/map/transform_state.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/renderer/frame_history.hpp>
#include <mbgl/renderer/render_item.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/shader/fill_vertex.hpp>
#include <mbgl/shader/raster_vertex.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/util/constants.hpp>
#include <array>
#include <vector>
#include <set>
#include <map>
namespace mbgl {
class RenderTile;
class SpriteAtlas;
class View;
class GlyphAtlas;
class LineAtlas;
struct FrameData;
class Tile;
class DebugBucket;
class FillBucket;
class LineBucket;
class CircleBucket;
class SymbolBucket;
class RasterBucket;
class Shaders;
class SymbolSDFShader;
class PaintParameters;
struct ClipID;
namespace style {
class Style;
class Source;
class FillLayer;
class LineLayer;
class CircleLayer;
class SymbolLayer;
class RasterLayer;
class BackgroundLayer;
} // namespace style
struct FrameData {
TimePoint timePoint;
float pixelRatio;
MapMode mapMode;
GLContextMode contextMode;
MapDebugOptions debugOptions;
};
class Painter : private util::noncopyable {
public:
Painter(gl::Context&, const TransformState&);
~Painter();
void render(const style::Style&,
const FrameData&,
View&,
SpriteAtlas& annotationSpriteAtlas);
void cleanup();
void renderClippingMask(const UnwrappedTileID&, const ClipID&);
void renderTileDebug(const RenderTile&);
void renderFill(PaintParameters&, FillBucket&, const style::FillLayer&, const RenderTile&);
void renderLine(PaintParameters&, LineBucket&, const style::LineLayer&, const RenderTile&);
void renderCircle(PaintParameters&, CircleBucket&, const style::CircleLayer&, const RenderTile&);
void renderSymbol(PaintParameters&, SymbolBucket&, const style::SymbolLayer&, const RenderTile&);
void renderRaster(PaintParameters&, RasterBucket&, const style::RasterLayer&, const RenderTile&);
void renderBackground(PaintParameters&, const style::BackgroundLayer&);
#ifndef NDEBUG
// Renders tile clip boundaries, using stencil buffer to calculate fill color.
void renderClipMasks(PaintParameters&);
// Renders the depth buffer.
void renderDepthBuffer(PaintParameters&);
#endif
bool needsAnimation() const;
private:
std::vector<RenderItem> determineRenderOrder(const style::Style&);
template <class Iterator>
void renderPass(PaintParameters&,
RenderPass,
Iterator it, Iterator end,
uint32_t i, int8_t increment);
mat4 matrixForTile(const UnwrappedTileID&);
gl::DepthMode depthModeForSublayer(uint8_t n, gl::DepthMode::Mask) const;
gl::StencilMode stencilModeForClipping(const ClipID&) const;
gl::ColorMode colorModeForRenderPass() const;
#ifndef NDEBUG
PaintMode paintMode() const {
return frame.debugOptions & MapDebugOptions::Overdraw ? PaintMode::Overdraw
: PaintMode::Regular;
}
#else
PaintMode paintMode() const {
return PaintMode::Regular;
}
#endif
private:
gl::Context& context;
mat4 projMatrix;
std::array<float, 2> pixelsToGLUnits;
const mat4 identityMatrix = []{
mat4 identity;
matrix::identity(identity);
return identity;
}();
const TransformState& state;
FrameData frame;
int indent = 0;
RenderPass pass = RenderPass::Opaque;
int numSublayers = 3;
uint32_t currentLayer;
float depthRangeSize;
const float depthEpsilon = 1.0f / (1 << 16);
SpriteAtlas* spriteAtlas = nullptr;
GlyphAtlas* glyphAtlas = nullptr;
LineAtlas* lineAtlas = nullptr;
FrameHistory frameHistory;
std::unique_ptr<Shaders> shaders;
#ifndef NDEBUG
std::unique_ptr<Shaders> overdrawShaders;
#endif
gl::VertexBuffer<FillVertex> tileTriangleVertexBuffer;
gl::VertexBuffer<FillVertex> tileLineStripVertexBuffer;
gl::VertexBuffer<RasterVertex> rasterVertexBuffer;
};
} // namespace mbgl
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