summaryrefslogtreecommitdiff
path: root/src/mbgl/renderer/painter.hpp
blob: b64eb308c47ed92a3602e93a2d86d509872a86a9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
#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/vao.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();

    // Renders debug information for a tile.
    void renderTileDebug(const RenderTile&);

    // Renders the red debug frame around a tile, visualizing its perimeter.
    void renderDebugFrame(const mat4 &matrix);

#ifndef NDEBUG
    // Renders tile clip boundaries, using stencil buffer to calculate fill color.
    void renderClipMasks(PaintParameters&);
    // Renders the depth buffer.
    void renderDepthBuffer(PaintParameters&);
#endif

    void renderDebugText(Tile&, const mat4&);
    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&);

    void drawClippingMasks(PaintParameters&, const std::map<UnwrappedTileID, ClipID>&);

    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);

    void setClipping(const ClipID&);

    void renderSDF(SymbolBucket&,
                   const RenderTile&,
                   float scaleDivisor,
                   std::array<float, 2> texsize,
                   SymbolSDFShader& sdfShader,
                   void (SymbolBucket::*drawSDF)(SymbolSDFShader&, gl::Context&, PaintMode),

                   // Layout
                   style::AlignmentType rotationAlignment,
                   style::AlignmentType pitchAlignment,
                   float layoutSize,

                   // Paint
                   float opacity,
                   Color color,
                   Color haloColor,
                   float haloWidth,
                   float haloBlur,
                   std::array<float, 2> translate,
                   style::TranslateAnchorType translateAnchor,
                   float paintSize);

    void setDepthSublayer(int n);

#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;

    gl::VertexArrayObject tileBorderArray;
};

} // namespace mbgl