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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/renderer/render_light.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/programs/debug_program.hpp>
#include <mbgl/programs/fill_program.hpp>
#include <mbgl/programs/extrusion_texture_program.hpp>
#include <mbgl/programs/raster_program.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/util/offscreen_texture.hpp>
#include <mbgl/algorithm/generate_clip_ids.hpp>
#include <array>
#include <vector>
namespace mbgl {
class RenderStyle;
class ImageManager;
class View;
class LineAtlas;
class Programs;
class PaintParameters;
struct ClipID;
struct FrameData {
TimePoint timePoint;
float pixelRatio;
MapMode mapMode;
GLContextMode contextMode;
MapDebugOptions debugOptions;
};
class Painter : private util::noncopyable {
public:
Painter(gl::Context&, float pixelRatio, const optional<std::string>& programCacheDir);
~Painter();
void render(RenderStyle&,
const FrameData&,
View&);
void cleanup();
bool needsAnimation() const;
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
gl::Context& context;
TransformState state;
algorithm::ClipIDGenerator clipIDGenerator;
mat4 projMatrix;
mat4 nearClippedProjMatrix;
std::array<float, 2> pixelsToGLUnits;
const mat4 identityMatrix = []{
mat4 identity;
matrix::identity(identity);
return identity;
}();
FrameData frame;
int indent = 0;
RenderPass pass = RenderPass::Opaque;
int numSublayers = 3;
uint32_t currentLayer;
float depthRangeSize;
const float depthEpsilon = 1.0f / (1 << 16);
ImageManager* imageManager = nullptr;
LineAtlas* lineAtlas = nullptr;
optional<OffscreenTexture> extrusionTexture;
EvaluatedLight evaluatedLight;
FrameHistory frameHistory;
std::unique_ptr<Programs> programs;
#ifndef NDEBUG
std::unique_ptr<Programs> overdrawPrograms;
#endif
gl::VertexBuffer<FillLayoutVertex> tileVertexBuffer;
gl::VertexBuffer<RasterLayoutVertex> rasterVertexBuffer;
gl::VertexBuffer<ExtrusionTextureLayoutVertex> extrusionTextureVertexBuffer;
gl::IndexBuffer<gl::Triangles> quadTriangleIndexBuffer;
gl::IndexBuffer<gl::LineStrip> tileBorderIndexBuffer;
SegmentVector<FillAttributes> tileTriangleSegments;
SegmentVector<DebugAttributes> tileBorderSegments;
SegmentVector<RasterAttributes> rasterSegments;
SegmentVector<ExtrusionTextureAttributes> extrusionTextureSegments;
};
} // namespace mbgl
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