Пример #1
0
void Painter::render(const Style& style, const std::set<util::ptr<StyleSource>>& sources,
                     TransformState state_, std::chrono::steady_clock::time_point time) {
    state = state_;

    clear();
    resize();
    changeMatrix();

    // Update all clipping IDs.
    ClipIDGenerator generator;
    for (const auto& source : sources) {
        generator.update(source->source->getLoadedTiles());
        source->source->updateMatrices(projMatrix, state);
    }

    drawClippingMasks(sources);

    frameHistory.record(time, state.getNormalizedZoom());

    // Actually render the layers
    if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }
    if (style.layers) {
        renderLayers(*style.layers);
    }
    if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }

    // Finalize the rendering, e.g. by calling debug render calls per tile.
    // This guarantees that we have at least one function per tile called.
    // When only rendering layers via the stylesheet, it's possible that we don't
    // ever visit a tile during rendering.
    for (const auto& source : sources) {
        source->source->finishRender(*this);
    }
}
Пример #2
0
void Map::updateRenderState() {
    // Update all clipping IDs.
    ClipIDGenerator generator;
    for (const std::shared_ptr<StyleSource> &source : getActiveSources()) {
        generator.update(source->source->getLoadedTiles());
        source->source->updateMatrices(painter.projMatrix, state);
    }
}
Пример #3
0
void Painter::render(const Style& style, TransformState state_, const FrameData& frame_) {
    state = state_;
    frame = frame_;

    glyphAtlas = style.glyphAtlas.get();
    spriteAtlas = style.spriteAtlas.get();
    lineAtlas = style.lineAtlas.get();

    std::set<Source*> sources;
    for (const auto& source : style.sources) {
        if (source->enabled) {
            sources.insert(source.get());
        }
    }

    resize();
    changeMatrix();

    // - UPLOAD PASS -------------------------------------------------------------------------------
    // Uploads all required buffers and images before we do any actual rendering.
    {
        MBGL_DEBUG_GROUP("upload");

        tileStencilBuffer.upload();
        tileBorderBuffer.upload();
        spriteAtlas->upload();
        lineAtlas->upload();
        glyphAtlas->upload();

        for (const auto& item : order) {
            if (item.bucket && item.bucket->needsUpload()) {
                item.bucket->upload();
            }
        }
    }

    // - CLIPPING MASKS ----------------------------------------------------------------------------
    // Draws the clipping masks to the stencil buffer.
    {
        MBGL_DEBUG_GROUP("clip");

        // Update all clipping IDs.
        ClipIDGenerator generator;
        for (const auto& source : sources) {
            generator.update(source->getLoadedTiles());
            source->updateMatrices(projMatrix, state);
        }

        clear();

        drawClippingMasks(sources);
    }

    frameHistory.record(data.getAnimationTime(), state.getNormalizedZoom());

    // Actually render the layers
    if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }

    // TODO: Correctly compute the number of layers recursively beforehand.
    depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;

    // - OPAQUE PASS -------------------------------------------------------------------------------
    // Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
    renderPass(RenderPass::Opaque,
               order.rbegin(), order.rend(),
               0, 1);

    // - TRANSLUCENT PASS --------------------------------------------------------------------------
    // Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
    renderPass(RenderPass::Translucent,
               order.begin(), order.end(),
               static_cast<GLsizei>(order.size()) - 1, -1);

    if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }

    // - DEBUG PASS --------------------------------------------------------------------------------
    // Renders debug overlays.
    {
        MBGL_DEBUG_GROUP("debug");

        // Finalize the rendering, e.g. by calling debug render calls per tile.
        // This guarantees that we have at least one function per tile called.
        // When only rendering layers via the stylesheet, it's possible that we don't
        // ever visit a tile during rendering.
        for (const auto& source : sources) {
            source->finishRender(*this);
        }
    }

    // TODO: Find a better way to unbind VAOs after we're done with them without introducing
    // unnecessary bind(0)/bind(N) sequences.
    {
        MBGL_DEBUG_GROUP("cleanup");

        MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
        MBGL_CHECK_ERROR(VertexArrayObject::Unbind());
    }

    if (data.contextMode == GLContextMode::Shared) {
        config.setDirty();
    }
}
Пример #4
0
void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& annotationSpriteAtlas) {
    frame = frame_;

    glyphAtlas = style.glyphAtlas.get();
    spriteAtlas = style.spriteAtlas.get();
    lineAtlas = style.lineAtlas.get();

    RenderData renderData = style.getRenderData();
    const std::vector<RenderItem>& order = renderData.order;
    const std::set<Source*>& sources = renderData.sources;
    const Color& background = renderData.backgroundColor;

    // Update the default matrices to the current viewport dimensions.
    state.getProjMatrix(projMatrix);

    // The extrusion matrix.
    matrix::ortho(extrudeMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, -1);

    // The native matrix is a 1:1 matrix that paints the coordinates at the
    // same screen position as the vertex specifies.
    matrix::identity(nativeMatrix);
    matrix::multiply(nativeMatrix, projMatrix, nativeMatrix);

    // - UPLOAD PASS -------------------------------------------------------------------------------
    // Uploads all required buffers and images before we do any actual rendering.
    {
        MBGL_DEBUG_GROUP("upload");

        tileStencilBuffer.upload(glObjectStore);
        tileBorderBuffer.upload(glObjectStore);
        spriteAtlas->upload(glObjectStore);
        lineAtlas->upload(glObjectStore);
        glyphAtlas->upload(glObjectStore);
        annotationSpriteAtlas.upload(glObjectStore);

        for (const auto& item : order) {
            if (item.bucket && item.bucket->needsUpload()) {
                item.bucket->upload(glObjectStore);
            }
        }
    }

    // - CLEAR -------------------------------------------------------------------------------------
    // Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
    // tiles whatsoever.
    {
        MBGL_DEBUG_GROUP("clear");
        config.stencilFunc.reset();
        config.stencilTest = GL_TRUE;
        config.stencilMask = 0xFF;
        config.depthTest = GL_FALSE;
        config.depthMask = GL_TRUE;
        config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
        config.clearColor = { background[0], background[1], background[2], background[3] };
        config.clearStencil = 0;
        config.clearDepth = 1;
        MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
    }

    // - CLIPPING MASKS ----------------------------------------------------------------------------
    // Draws the clipping masks to the stencil buffer.
    {
        MBGL_DEBUG_GROUP("clip");

        // Update all clipping IDs.
        ClipIDGenerator generator;
        for (const auto& source : sources) {
            generator.update(source->getLoadedTiles());
            source->updateMatrices(projMatrix, state);
        }

        drawClippingMasks(generator.getStencils());
    }

    frameHistory.record(data.getAnimationTime(), state.getZoom());

    // Actually render the layers
    if (debug::renderTree) { Log::Info(Event::Render, "{"); indent++; }

    // TODO: Correctly compute the number of layers recursively beforehand.
    depthRangeSize = 1 - (order.size() + 2) * numSublayers * depthEpsilon;

    // - OPAQUE PASS -------------------------------------------------------------------------------
    // Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
    renderPass(RenderPass::Opaque,
               order.rbegin(), order.rend(),
               0, 1);

    // - TRANSLUCENT PASS --------------------------------------------------------------------------
    // Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
    renderPass(RenderPass::Translucent,
               order.begin(), order.end(),
               static_cast<GLsizei>(order.size()) - 1, -1);

    if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }

    // - DEBUG PASS --------------------------------------------------------------------------------
    // Renders debug overlays.
    {
        MBGL_DEBUG_GROUP("debug");

        // Finalize the rendering, e.g. by calling debug render calls per tile.
        // This guarantees that we have at least one function per tile called.
        // When only rendering layers via the stylesheet, it's possible that we don't
        // ever visit a tile during rendering.
        for (const auto& source : sources) {
            source->finishRender(*this);
        }
    }

    // TODO: Find a better way to unbind VAOs after we're done with them without introducing
    // unnecessary bind(0)/bind(N) sequences.
    {
        MBGL_DEBUG_GROUP("cleanup");

        MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0));
        MBGL_CHECK_ERROR(VertexArrayObject::Unbind());
    }

    if (data.contextMode == GLContextMode::Shared) {
        config.setDirty();
    }
}
Пример #5
0
 void updateClipIDs(ClipIDGenerator& generator) {
     generator.update(tiles);
 }