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#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/buckets/debug_bucket.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/math.hpp>
namespace mbgl {
using namespace style;
mat4 RenderTile::translateVtxMatrix(const mat4& tileMatrix,
const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state,
const bool inViewportPixelUnits) const {
if (translation[0] == 0 && translation[1] == 0) {
return tileMatrix;
}
mat4 vtxMatrix;
const float angle = inViewportPixelUnits ?
(anchor == TranslateAnchorType::Map ? state.getAngle() : 0) :
(anchor == TranslateAnchorType::Viewport ? -state.getAngle() : 0);
Point<float> translate = util::rotate(Point<float>{ translation[0], translation[1] }, angle);
if (inViewportPixelUnits) {
matrix::translate(vtxMatrix, tileMatrix, translate.x, translate.y, 0);
} else {
matrix::translate(vtxMatrix, tileMatrix,
id.pixelsToTileUnits(translate.x, state.getZoom()),
id.pixelsToTileUnits(translate.y, state.getZoom()),
0);
}
return vtxMatrix;
}
mat4 RenderTile::translatedMatrix(const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state) const {
return translateVtxMatrix(matrix, translation, anchor, state, false);
}
mat4 RenderTile::translatedClipMatrix(const std::array<float, 2>& translation,
TranslateAnchorType anchor,
const TransformState& state) const {
return translateVtxMatrix(nearClippedMatrix, translation, anchor, state, false);
}
void RenderTile::startRender(PaintParameters& parameters) {
tile.upload(parameters.context);
// Calculate two matrices for this tile: matrix is the standard tile matrix; nearClippedMatrix
// clips the near plane to 100 to save depth buffer precision
parameters.state.matrixFor(matrix, id);
parameters.state.matrixFor(nearClippedMatrix, id);
matrix::multiply(matrix, parameters.projMatrix, matrix);
matrix::multiply(nearClippedMatrix, parameters.nearClippedProjMatrix, nearClippedMatrix);
}
void RenderTile::finishRender(PaintParameters& parameters) {
if (!used || parameters.debugOptions == MapDebugOptions::NoDebug)
return;
static const style::Properties<>::PossiblyEvaluated properties {};
static const DebugProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
auto draw = [&] (Color color, const auto& vertexBuffer, const auto& indexBuffer, const auto& segments, auto drawMode) {
parameters.programs.debug.draw(
parameters.context,
drawMode,
gl::DepthMode::disabled(),
parameters.stencilModeForClipping(clip),
gl::ColorMode::unblended(),
DebugProgram::UniformValues {
uniforms::u_matrix::Value{ matrix },
uniforms::u_color::Value{ color }
},
vertexBuffer,
indexBuffer,
segments,
paintAttibuteData,
properties,
parameters.state.getZoom(),
"debug"
);
};
if (parameters.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) {
if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
tile.debugBucket->complete != tile.isComplete() ||
!(tile.debugBucket->modified == tile.modified) ||
!(tile.debugBucket->expires == tile.expires) ||
tile.debugBucket->debugMode != parameters.debugOptions) {
tile.debugBucket = std::make_unique<DebugBucket>(
tile.id, tile.isRenderable(), tile.isComplete(), tile.modified,
tile.expires, parameters.debugOptions, parameters.context);
}
draw(Color::white(),
*tile.debugBucket->vertexBuffer,
*tile.debugBucket->indexBuffer,
tile.debugBucket->segments,
gl::Lines { 4.0f * parameters.pixelRatio });
draw(Color::black(),
*tile.debugBucket->vertexBuffer,
*tile.debugBucket->indexBuffer,
tile.debugBucket->segments,
gl::Lines { 2.0f * parameters.pixelRatio });
}
if (parameters.debugOptions & MapDebugOptions::TileBorders) {
draw(Color::red(),
parameters.staticData.tileVertexBuffer,
parameters.staticData.tileBorderIndexBuffer,
parameters.staticData.tileBorderSegments,
gl::LineStrip { 4.0f * parameters.pixelRatio });
}
}
} // namespace mbgl
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