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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/bucket.hpp>
#include <mbgl/geometry/vao.hpp>
#include <mbgl/geometry/static_vertex_buffer.hpp>
#include <mbgl/gl/gl_config.hpp>
#include <mbgl/style/render_item.hpp>
#include <mbgl/style/types.hpp>
#include <mbgl/gl/gl.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 Style;
class Tile;
class SpriteAtlas;
class GlyphAtlas;
class LineAtlas;
class Source;
struct FrameData;
class TileData;
class DebugBucket;
class FillBucket;
class FillLayer;
class LineBucket;
class LineLayer;
class CircleBucket;
class CircleLayer;
class SymbolBucket;
class SymbolLayer;
class RasterBucket;
class RasterLayer;
class BackgroundLayer;
class SDFShader;
class PlainShader;
class OutlineShader;
class OutlinePatternShader;
class LineShader;
class LinejoinShader;
class LineSDFShader;
class LinepatternShader;
class CircleShader;
class PatternShader;
class IconShader;
class RasterShader;
class SDFGlyphShader;
class SDFIconShader;
class CollisionBoxShader;
struct ClipID;
namespace util {
class ObjectStore;
}
struct FrameData {
std::array<uint16_t, 2> framebufferSize;
TimePoint timePoint;
float pixelRatio;
MapMode mapMode;
GLContextMode contextMode;
MapDebugOptions debugOptions;
};
class Painter : private util::noncopyable {
public:
Painter(const TransformState&, gl::ObjectStore&);
~Painter();
void render(const Style& style,
const FrameData& frame,
SpriteAtlas& annotationSpriteAtlas);
// Renders debug information for a tile.
void renderTileDebug(const Tile& tile);
// Renders the red debug frame around a tile, visualizing its perimeter.
void renderDebugFrame(const mat4 &matrix);
void renderClipMasks();
void renderDebugText(TileData&, const mat4&);
void renderFill(FillBucket&, const FillLayer&, const UnwrappedTileID&, const mat4&);
void renderLine(LineBucket&, const LineLayer&, const UnwrappedTileID&, const mat4&);
void renderCircle(CircleBucket&, const CircleLayer&, const UnwrappedTileID&, const mat4&);
void renderSymbol(SymbolBucket&, const SymbolLayer&, const UnwrappedTileID&, const mat4&);
void renderRaster(RasterBucket&, const RasterLayer&, const UnwrappedTileID&, const mat4&);
void renderBackground(const BackgroundLayer&);
float saturationFactor(float saturation);
float contrastFactor(float contrast);
std::array<float, 3> spinWeights(float spin_value);
void drawClippingMasks(const std::map<UnwrappedTileID, ClipID>&);
bool needsAnimation() const;
private:
mat4 translatedMatrix(const mat4& matrix,
const std::array<float, 2>& translation,
const UnwrappedTileID& id,
TranslateAnchorType anchor);
std::vector<RenderItem> determineRenderOrder(const Style& style);
template <class Iterator>
void renderPass(RenderPass,
Iterator it, Iterator end,
GLsizei i, int8_t increment);
void setClipping(const ClipID&);
void renderSDF(SymbolBucket &bucket,
const UnwrappedTileID &tileID,
const mat4 &matrixSymbol,
float scaleDivisor,
std::array<float, 2> texsize,
SDFShader& sdfShader,
void (SymbolBucket::*drawSDF)(SDFShader&, gl::ObjectStore&),
// Layout
RotationAlignmentType rotationAlignment,
float layoutSize,
// Paint
float opacity,
Color color,
Color haloColor,
float haloWidth,
float haloBlur,
std::array<float, 2> translate,
TranslateAnchorType translateAnchor,
float paintSize);
void setDepthSublayer(int n);
mat4 projMatrix;
mat4 nativeMatrix;
std::array<float, 2> extrudeScale;
// used to composite images and flips the geometry upside down
const mat4 flipMatrix = []{
mat4 flip;
matrix::ortho(flip, 0, util::EXTENT, -util::EXTENT, 0, 0, 1);
matrix::translate(flip, flip, 0, -util::EXTENT, 0);
return flip;
}();
const mat4 identityMatrix = []{
mat4 identity;
matrix::identity(identity);
return identity;
}();
const TransformState& state;
gl::ObjectStore& store;
FrameData frame;
int indent = 0;
gl::Config config;
RenderPass pass = RenderPass::Opaque;
int numSublayers = 3;
GLsizei currentLayer;
float depthRangeSize;
const float depthEpsilon = 1.0f / (1 << 16);
SpriteAtlas* spriteAtlas = nullptr;
GlyphAtlas* glyphAtlas = nullptr;
LineAtlas* lineAtlas = nullptr;
FrameHistory frameHistory;
std::unique_ptr<PlainShader> plainShader;
std::unique_ptr<OutlineShader> outlineShader;
std::unique_ptr<OutlinePatternShader> outlinePatternShader;
std::unique_ptr<LineShader> lineShader;
std::unique_ptr<LineSDFShader> linesdfShader;
std::unique_ptr<LinepatternShader> linepatternShader;
std::unique_ptr<PatternShader> patternShader;
std::unique_ptr<IconShader> iconShader;
std::unique_ptr<RasterShader> rasterShader;
std::unique_ptr<SDFGlyphShader> sdfGlyphShader;
std::unique_ptr<SDFIconShader> sdfIconShader;
std::unique_ptr<CollisionBoxShader> collisionBoxShader;
std::unique_ptr<CircleShader> circleShader;
// Set up the stencil quad we're using to generate the stencil mask.
StaticVertexBuffer tileStencilBuffer = {
// top left triangle
{ 0, 0 },
{ util::EXTENT, 0 },
{ 0, util::EXTENT },
// bottom right triangle
{ util::EXTENT, 0 },
{ 0, util::EXTENT },
{ util::EXTENT, util::EXTENT },
};
VertexArrayObject coveringPlainArray;
VertexArrayObject coveringRasterArray;
VertexArrayObject backgroundPatternArray;
VertexArrayObject backgroundArray;
// Set up the tile boundary lines we're using to draw the tile outlines.
StaticVertexBuffer tileBorderBuffer = {
{ 0, 0 },
{ util::EXTENT, 0 },
{ util::EXTENT, util::EXTENT },
{ 0, util::EXTENT },
{ 0, 0 },
};
VertexArrayObject tileBorderArray;
};
} // namespace mbgl
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