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painter.ts
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import {browser} from '../util/browser';
import {mat4} from 'gl-matrix';
import {SourceCache} from '../source/source_cache';
import {EXTENT} from '../data/extent';
import {SegmentVector} from '../data/segment';
import {RasterBoundsArray, PosArray, TriangleIndexArray, LineStripIndexArray} from '../data/array_types.g';
import rasterBoundsAttributes from '../data/raster_bounds_attributes';
import posAttributes from '../data/pos_attributes';
import {type ProgramConfiguration} from '../data/program_configuration';
import {CrossTileSymbolIndex} from '../symbol/cross_tile_symbol_index';
import {shaders} from '../shaders/shaders';
import {Program} from './program';
import {programUniforms} from './program/program_uniforms';
import {Context} from '../gl/context';
import {DepthMode} from '../gl/depth_mode';
import {StencilMode} from '../gl/stencil_mode';
import {ColorMode} from '../gl/color_mode';
import {CullFaceMode} from '../gl/cull_face_mode';
import {Texture} from './texture';
import {Color} from '@maplibre/maplibre-gl-style-spec';
import {drawSymbols} from './draw_symbol';
import {drawCircles} from './draw_circle';
import {drawHeatmap} from './draw_heatmap';
import {drawLine} from './draw_line';
import {drawFill} from './draw_fill';
import {drawFillExtrusion} from './draw_fill_extrusion';
import {drawHillshade} from './draw_hillshade';
import {drawColorRelief} from './draw_color_relief';
import {drawRaster} from './draw_raster';
import {drawBackground} from './draw_background';
import {drawDebug, drawDebugPadding, selectDebugSource} from './draw_debug';
import {drawCustom} from './draw_custom';
import {drawDepth, drawCoords} from './draw_terrain';
import {type OverscaledTileID} from '../source/tile_id';
import {drawSky, drawAtmosphere} from './draw_sky';
import {Mesh} from './mesh';
import {MercatorShaderDefine, MercatorShaderVariantKey} from '../geo/projection/mercator_projection';
import type {IReadonlyTransform} from '../geo/transform_interface';
import type {Style} from '../style/style';
import type {StyleLayer} from '../style/style_layer';
import type {CrossFaded} from '../style/properties';
import type {LineAtlas} from './line_atlas';
import type {ImageManager} from './image_manager';
import type {GlyphManager} from './glyph_manager';
import type {VertexBuffer} from '../gl/vertex_buffer';
import type {IndexBuffer} from '../gl/index_buffer';
import type {DepthRangeType, DepthMaskType, DepthFuncType} from '../gl/types';
import type {ResolvedImage} from '@maplibre/maplibre-gl-style-spec';
import type {RenderToTexture} from './render_to_texture';
import type {ProjectionData} from '../geo/projection/projection_data';
import {coveringTiles} from '../geo/projection/covering_tiles';
import {isSymbolStyleLayer} from '../style/style_layer/symbol_style_layer';
import {isCircleStyleLayer} from '../style/style_layer/circle_style_layer';
import {isHeatmapStyleLayer} from '../style/style_layer/heatmap_style_layer';
import {isLineStyleLayer} from '../style/style_layer/line_style_layer';
import {isFillStyleLayer} from '../style/style_layer/fill_style_layer';
import {isFillExtrusionStyleLayer} from '../style/style_layer/fill_extrusion_style_layer';
import {isHillshadeStyleLayer} from '../style/style_layer/hillshade_style_layer';
import {isColorReliefStyleLayer} from '../style/style_layer/color_relief_style_layer';
import {isRasterStyleLayer} from '../style/style_layer/raster_style_layer';
import {isBackgroundStyleLayer} from '../style/style_layer/background_style_layer';
import {isCustomStyleLayer} from '../style/style_layer/custom_style_layer';
export type RenderPass = 'offscreen' | 'opaque' | 'translucent';
type PainterOptions = {
showOverdrawInspector: boolean;
showTileBoundaries: boolean;
showPadding: boolean;
rotating: boolean;
zooming: boolean;
moving: boolean;
fadeDuration: number;
};
export type RenderOptions = {
isRenderingToTexture: boolean;
isRenderingGlobe: boolean;
};
/**
* @internal
* Initialize a new painter object.
*/
export class Painter {
context: Context;
transform: IReadonlyTransform;
renderToTexture: RenderToTexture;
_tileTextures: {
[_: number]: Array<Texture>;
};
numSublayers: number;
depthEpsilon: number;
emptyProgramConfiguration: ProgramConfiguration;
width: number;
height: number;
pixelRatio: number;
tileExtentBuffer: VertexBuffer;
tileExtentSegments: SegmentVector;
tileExtentMesh: Mesh;
debugBuffer: VertexBuffer;
debugSegments: SegmentVector;
rasterBoundsBuffer: VertexBuffer;
rasterBoundsSegments: SegmentVector;
rasterBoundsBufferPosOnly: VertexBuffer;
rasterBoundsSegmentsPosOnly: SegmentVector;
viewportBuffer: VertexBuffer;
viewportSegments: SegmentVector;
quadTriangleIndexBuffer: IndexBuffer;
tileBorderIndexBuffer: IndexBuffer;
_tileClippingMaskIDs: {[_: string]: number};
stencilClearMode: StencilMode;
style: Style;
options: PainterOptions;
lineAtlas: LineAtlas;
imageManager: ImageManager;
glyphManager: GlyphManager;
depthRangeFor3D: DepthRangeType;
opaquePassCutoff: number;
renderPass: RenderPass;
currentLayer: number;
currentStencilSource: string;
nextStencilID: number;
id: string;
_showOverdrawInspector: boolean;
cache: {[_: string]: Program<any>};
crossTileSymbolIndex: CrossTileSymbolIndex;
symbolFadeChange: number;
debugOverlayTexture: Texture;
debugOverlayCanvas: HTMLCanvasElement;
// this object stores the current camera-matrix and the last render time
// of the terrain-facilitators. e.g. depth & coords framebuffers
// every time the camera-matrix changes the terrain-facilitators will be redrawn.
terrainFacilitator: {dirty: boolean; matrix: mat4; renderTime: number};
constructor(gl: WebGLRenderingContext | WebGL2RenderingContext, transform: IReadonlyTransform) {
this.context = new Context(gl);
this.transform = transform;
this._tileTextures = {};
this.terrainFacilitator = {dirty: true, matrix: mat4.identity(new Float64Array(16) as any), renderTime: 0};
this.setup();
// Within each layer there are multiple distinct z-planes that can be drawn to.
// This is implemented using the WebGL depth buffer.
this.numSublayers = SourceCache.maxUnderzooming + SourceCache.maxOverzooming + 1;
this.depthEpsilon = 1 / Math.pow(2, 16);
this.crossTileSymbolIndex = new CrossTileSymbolIndex();
}
/*
* Update the GL viewport, projection matrix, and transforms to compensate
* for a new width and height value.
*/
resize(width: number, height: number, pixelRatio: number) {
this.width = Math.floor(width * pixelRatio);
this.height = Math.floor(height * pixelRatio);
this.pixelRatio = pixelRatio;
this.context.viewport.set([0, 0, this.width, this.height]);
if (this.style) {
for (const layerId of this.style._order) {
this.style._layers[layerId].resize();
}
}
}
setup() {
const context = this.context;
const tileExtentArray = new PosArray();
tileExtentArray.emplaceBack(0, 0);
tileExtentArray.emplaceBack(EXTENT, 0);
tileExtentArray.emplaceBack(0, EXTENT);
tileExtentArray.emplaceBack(EXTENT, EXTENT);
this.tileExtentBuffer = context.createVertexBuffer(tileExtentArray, posAttributes.members);
this.tileExtentSegments = SegmentVector.simpleSegment(0, 0, 4, 2);
const debugArray = new PosArray();
debugArray.emplaceBack(0, 0);
debugArray.emplaceBack(EXTENT, 0);
debugArray.emplaceBack(0, EXTENT);
debugArray.emplaceBack(EXTENT, EXTENT);
this.debugBuffer = context.createVertexBuffer(debugArray, posAttributes.members);
this.debugSegments = SegmentVector.simpleSegment(0, 0, 4, 5);
const rasterBoundsArray = new RasterBoundsArray();
rasterBoundsArray.emplaceBack(0, 0, 0, 0);
rasterBoundsArray.emplaceBack(EXTENT, 0, EXTENT, 0);
rasterBoundsArray.emplaceBack(0, EXTENT, 0, EXTENT);
rasterBoundsArray.emplaceBack(EXTENT, EXTENT, EXTENT, EXTENT);
this.rasterBoundsBuffer = context.createVertexBuffer(rasterBoundsArray, rasterBoundsAttributes.members);
this.rasterBoundsSegments = SegmentVector.simpleSegment(0, 0, 4, 2);
const rasterBoundsArrayPosOnly = new PosArray();
rasterBoundsArrayPosOnly.emplaceBack(0, 0);
rasterBoundsArrayPosOnly.emplaceBack(EXTENT, 0);
rasterBoundsArrayPosOnly.emplaceBack(0, EXTENT);
rasterBoundsArrayPosOnly.emplaceBack(EXTENT, EXTENT);
this.rasterBoundsBufferPosOnly = context.createVertexBuffer(rasterBoundsArrayPosOnly, posAttributes.members);
this.rasterBoundsSegmentsPosOnly = SegmentVector.simpleSegment(0, 0, 4, 5);
const viewportArray = new PosArray();
viewportArray.emplaceBack(0, 0);
viewportArray.emplaceBack(1, 0);
viewportArray.emplaceBack(0, 1);
viewportArray.emplaceBack(1, 1);
this.viewportBuffer = context.createVertexBuffer(viewportArray, posAttributes.members);
this.viewportSegments = SegmentVector.simpleSegment(0, 0, 4, 2);
const tileLineStripIndices = new LineStripIndexArray();
tileLineStripIndices.emplaceBack(0);
tileLineStripIndices.emplaceBack(1);
tileLineStripIndices.emplaceBack(3);
tileLineStripIndices.emplaceBack(2);
tileLineStripIndices.emplaceBack(0);
this.tileBorderIndexBuffer = context.createIndexBuffer(tileLineStripIndices);
const quadTriangleIndices = new TriangleIndexArray();
quadTriangleIndices.emplaceBack(1, 0, 2);
quadTriangleIndices.emplaceBack(1, 2, 3);
this.quadTriangleIndexBuffer = context.createIndexBuffer(quadTriangleIndices);
const gl = this.context.gl;
this.stencilClearMode = new StencilMode({func: gl.ALWAYS, mask: 0}, 0x0, 0xFF, gl.ZERO, gl.ZERO, gl.ZERO);
this.tileExtentMesh = new Mesh(this.tileExtentBuffer, this.quadTriangleIndexBuffer, this.tileExtentSegments);
}
/*
* Reset the drawing canvas by clearing the stencil buffer so that we can draw
* new tiles at the same location, while retaining previously drawn pixels.
*/
clearStencil() {
const context = this.context;
const gl = context.gl;
this.nextStencilID = 1;
this.currentStencilSource = undefined;
// As a temporary workaround for https://github.com/mapbox/mapbox-gl-js/issues/5490,
// pending an upstream fix, we draw a fullscreen stencil=0 clipping mask here,
// effectively clearing the stencil buffer: once an upstream patch lands, remove
// this function in favor of context.clear({ stencil: 0x0 })
const matrix = mat4.create();
mat4.ortho(matrix, 0, this.width, this.height, 0, 0, 1);
mat4.scale(matrix, matrix, [gl.drawingBufferWidth, gl.drawingBufferHeight, 0]);
const projectionData: ProjectionData = {
mainMatrix: matrix,
tileMercatorCoords: [0, 0, 1, 1],
clippingPlane: [0, 0, 0, 0],
projectionTransition: 0.0,
fallbackMatrix: matrix,
};
// Note: we force a simple mercator projection for the shader, since we want to draw a fullscreen quad.
this.useProgram('clippingMask', null, true).draw(context, gl.TRIANGLES,
DepthMode.disabled, this.stencilClearMode, ColorMode.disabled, CullFaceMode.disabled,
null, null, projectionData,
'$clipping', this.viewportBuffer,
this.quadTriangleIndexBuffer, this.viewportSegments);
}
_renderTileClippingMasks(layer: StyleLayer, tileIDs: Array<OverscaledTileID>, renderToTexture: boolean) {
if (this.currentStencilSource === layer.source || !layer.isTileClipped() || !tileIDs || !tileIDs.length) {
return;
}
this.currentStencilSource = layer.source;
if (this.nextStencilID + tileIDs.length > 256) {
// we'll run out of fresh IDs so we need to clear and start from scratch
this.clearStencil();
}
const context = this.context;
context.setColorMode(ColorMode.disabled);
context.setDepthMode(DepthMode.disabled);
const stencilRefs = {};
// Set stencil ref values for all tiles
for (const tileID of tileIDs) {
stencilRefs[tileID.key] = this.nextStencilID++;
}
// A two-pass approach is needed. See comment in draw_raster.ts for more details.
// However, we use a simpler approach because we don't care about overdraw here.
// First pass - draw tiles with borders and with GL_ALWAYS
this._renderTileMasks(stencilRefs, tileIDs, renderToTexture, true);
// Second pass - draw borderless tiles with GL_ALWAYS
this._renderTileMasks(stencilRefs, tileIDs, renderToTexture, false);
this._tileClippingMaskIDs = stencilRefs;
}
_renderTileMasks(tileStencilRefs: {[_: string]: number}, tileIDs: Array<OverscaledTileID>, renderToTexture: boolean, useBorders: boolean) {
const context = this.context;
const gl = context.gl;
const projection = this.style.projection;
const transform = this.transform;
const program = this.useProgram('clippingMask');
// tiles are usually supplied in ascending order of z, then y, then x
for (const tileID of tileIDs) {
const stencilRef = tileStencilRefs[tileID.key];
const terrainData = this.style.map.terrain && this.style.map.terrain.getTerrainData(tileID);
const mesh = projection.getMeshFromTileID(this.context, tileID.canonical, useBorders, true, 'stencil');
const projectionData = transform.getProjectionData({overscaledTileID: tileID, applyGlobeMatrix: true, applyTerrainMatrix: true});
program.draw(context, gl.TRIANGLES, DepthMode.disabled,
// Tests will always pass, and ref value will be written to stencil buffer.
new StencilMode({func: gl.ALWAYS, mask: 0}, stencilRef, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE),
ColorMode.disabled, renderToTexture ? CullFaceMode.disabled : CullFaceMode.backCCW, null,
terrainData, projectionData, '$clipping', mesh.vertexBuffer,
mesh.indexBuffer, mesh.segments);
}
}
/**
* Fills the depth buffer with the geometry of all supplied tiles.
* Does not change the color buffer or the stencil buffer.
*/
_renderTilesDepthBuffer() {
const context = this.context;
const gl = context.gl;
const projection = this.style.projection;
const transform = this.transform;
const program = this.useProgram('depth');
const depthMode = this.getDepthModeFor3D();
const tileIDs = coveringTiles(transform, {tileSize: transform.tileSize});
// tiles are usually supplied in ascending order of z, then y, then x
for (const tileID of tileIDs) {
const terrainData = this.style.map.terrain && this.style.map.terrain.getTerrainData(tileID);
const mesh = projection.getMeshFromTileID(this.context, tileID.canonical, true, true, 'raster');
const projectionData = transform.getProjectionData({overscaledTileID: tileID, applyGlobeMatrix: true, applyTerrainMatrix: true});
program.draw(context, gl.TRIANGLES, depthMode, StencilMode.disabled,
ColorMode.disabled, CullFaceMode.backCCW, null,
terrainData, projectionData, '$clipping', mesh.vertexBuffer,
mesh.indexBuffer, mesh.segments);
}
}
stencilModeFor3D(): StencilMode {
this.currentStencilSource = undefined;
if (this.nextStencilID + 1 > 256) {
this.clearStencil();
}
const id = this.nextStencilID++;
const gl = this.context.gl;
return new StencilMode({func: gl.NOTEQUAL, mask: 0xFF}, id, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);
}
stencilModeForClipping(tileID: OverscaledTileID): StencilMode {
const gl = this.context.gl;
return new StencilMode({func: gl.EQUAL, mask: 0xFF}, this._tileClippingMaskIDs[tileID.key], 0x00, gl.KEEP, gl.KEEP, gl.REPLACE);
}
/*
* Sort coordinates by Z as drawing tiles is done in Z-descending order.
* All children with the same Z write the same stencil value. Children
* stencil values are greater than parent's. This is used only for raster
* and raster-dem tiles, which are already clipped to tile boundaries, to
* mask area of tile overlapped by children tiles.
* Stencil ref values continue range used in _tileClippingMaskIDs.
*
* Attention: This function changes this.nextStencilID even if the result of it
* is not used, which might cause problems when rendering due to invalid stencil
* values.
* Returns [StencilMode for tile overscaleZ map, sortedCoords].
*/
getStencilConfigForOverlapAndUpdateStencilID(tileIDs: Array<OverscaledTileID>): [{
[_: number]: Readonly<StencilMode>;
}, Array<OverscaledTileID>] {
const gl = this.context.gl;
const coords = tileIDs.sort((a, b) => b.overscaledZ - a.overscaledZ);
const minTileZ = coords[coords.length - 1].overscaledZ;
const stencilValues = coords[0].overscaledZ - minTileZ + 1;
if (stencilValues > 1) {
this.currentStencilSource = undefined;
if (this.nextStencilID + stencilValues > 256) {
this.clearStencil();
}
const zToStencilMode = {};
for (let i = 0; i < stencilValues; i++) {
zToStencilMode[i + minTileZ] = new StencilMode({func: gl.GEQUAL, mask: 0xFF}, i + this.nextStencilID, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);
}
this.nextStencilID += stencilValues;
return [zToStencilMode, coords];
}
return [{[minTileZ]: StencilMode.disabled}, coords];
}
stencilConfigForOverlapTwoPass(tileIDs: Array<OverscaledTileID>): [
{ [_: number]: Readonly<StencilMode> }, // borderless tiles - high priority & high stencil values
{ [_: number]: Readonly<StencilMode> }, // tiles with border - low priority
Array<OverscaledTileID>
] {
const gl = this.context.gl;
const coords = tileIDs.sort((a, b) => b.overscaledZ - a.overscaledZ);
const minTileZ = coords[coords.length - 1].overscaledZ;
const stencilValues = coords[0].overscaledZ - minTileZ + 1;
this.clearStencil();
if (stencilValues > 1) {
const zToStencilModeHigh = {};
const zToStencilModeLow = {};
for (let i = 0; i < stencilValues; i++) {
zToStencilModeHigh[i + minTileZ] = new StencilMode({func: gl.GREATER, mask: 0xFF}, stencilValues + 1 + i, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);
zToStencilModeLow[i + minTileZ] = new StencilMode({func: gl.GREATER, mask: 0xFF}, 1 + i, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);
}
this.nextStencilID = stencilValues * 2 + 1;
return [
zToStencilModeHigh,
zToStencilModeLow,
coords
];
} else {
this.nextStencilID = 3;
return [
{[minTileZ]: new StencilMode({func: gl.GREATER, mask: 0xFF}, 2, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE)},
{[minTileZ]: new StencilMode({func: gl.GREATER, mask: 0xFF}, 1, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE)},
coords
];
}
}
colorModeForRenderPass(): Readonly<ColorMode> {
const gl = this.context.gl;
if (this._showOverdrawInspector) {
const numOverdrawSteps = 8;
const a = 1 / numOverdrawSteps;
return new ColorMode([gl.CONSTANT_COLOR, gl.ONE], new Color(a, a, a, 0), [true, true, true, true]);
} else if (this.renderPass === 'opaque') {
return ColorMode.unblended;
} else {
return ColorMode.alphaBlended;
}
}
getDepthModeForSublayer(n: number, mask: DepthMaskType, func?: DepthFuncType | null): Readonly<DepthMode> {
if (!this.opaquePassEnabledForLayer()) return DepthMode.disabled;
const depth = 1 - ((1 + this.currentLayer) * this.numSublayers + n) * this.depthEpsilon;
return new DepthMode(func || this.context.gl.LEQUAL, mask, [depth, depth]);
}
getDepthModeFor3D(): Readonly<DepthMode> {
return new DepthMode(this.context.gl.LEQUAL, DepthMode.ReadWrite, this.depthRangeFor3D);
}
/*
* The opaque pass and 3D layers both use the depth buffer.
* Layers drawn above 3D layers need to be drawn using the
* painter's algorithm so that they appear above 3D features.
* This returns true for layers that can be drawn using the
* opaque pass.
*/
opaquePassEnabledForLayer() {
return this.currentLayer < this.opaquePassCutoff;
}
render(style: Style, options: PainterOptions) {
this.style = style;
this.options = options;
this.lineAtlas = style.lineAtlas;
this.imageManager = style.imageManager;
this.glyphManager = style.glyphManager;
this.symbolFadeChange = style.placement.symbolFadeChange(browser.now());
this.imageManager.beginFrame();
const layerIds = this.style._order;
const sourceCaches = this.style.sourceCaches;
const coordsAscending: {[_: string]: Array<OverscaledTileID>} = {};
const coordsDescending: {[_: string]: Array<OverscaledTileID>} = {};
const coordsDescendingSymbol: {[_: string]: Array<OverscaledTileID>} = {};
const renderOptions: RenderOptions = {isRenderingToTexture: false, isRenderingGlobe: style.projection?.transitionState > 0};
for (const id in sourceCaches) {
const sourceCache = sourceCaches[id];
if (sourceCache.used) {
sourceCache.prepare(this.context);
}
coordsAscending[id] = sourceCache.getVisibleCoordinates(false);
coordsDescending[id] = coordsAscending[id].slice().reverse();
coordsDescendingSymbol[id] = sourceCache.getVisibleCoordinates(true).reverse();
}
this.opaquePassCutoff = Infinity;
for (let i = 0; i < layerIds.length; i++) {
const layerId = layerIds[i];
if (this.style._layers[layerId].is3D()) {
this.opaquePassCutoff = i;
break;
}
}
this.maybeDrawDepthAndCoords(false);
if (this.renderToTexture) {
this.renderToTexture.prepareForRender(this.style, this.transform.zoom);
// this is disabled, because render-to-texture is rendering all layers from bottom to top.
this.opaquePassCutoff = 0;
}
// Offscreen pass ===============================================
// We first do all rendering that requires rendering to a separate
// framebuffer, and then save those for rendering back to the map
// later: in doing this we avoid doing expensive framebuffer restores.
this.renderPass = 'offscreen';
for (const layerId of layerIds) {
const layer = this.style._layers[layerId];
if (!layer.hasOffscreenPass() || layer.isHidden(this.transform.zoom)) continue;
const coords = coordsDescending[layer.source];
if (layer.type !== 'custom' && !coords.length) continue;
this.renderLayer(this, sourceCaches[layer.source], layer, coords, renderOptions);
}
// Execute offscreen GPU tasks of the projection manager
this.style.projection?.updateGPUdependent({
context: this.context,
useProgram: (name: string) => this.useProgram(name)
});
// Rebind the main framebuffer now that all offscreen layers have been rendered:
this.context.viewport.set([0, 0, this.width, this.height]);
this.context.bindFramebuffer.set(null);
// Clear buffers in preparation for drawing to the main framebuffer
this.context.clear({color: options.showOverdrawInspector ? Color.black : Color.transparent, depth: 1});
this.clearStencil();
// draw sky first to not overwrite symbols
if (this.style.sky) drawSky(this, this.style.sky);
this._showOverdrawInspector = options.showOverdrawInspector;
this.depthRangeFor3D = [0, 1 - ((style._order.length + 2) * this.numSublayers * this.depthEpsilon)];
// Opaque pass ===============================================
// Draw opaque layers top-to-bottom first.
if (!this.renderToTexture) {
this.renderPass = 'opaque';
for (this.currentLayer = layerIds.length - 1; this.currentLayer >= 0; this.currentLayer--) {
const layer = this.style._layers[layerIds[this.currentLayer]];
const sourceCache = sourceCaches[layer.source];
const coords = coordsAscending[layer.source];
this._renderTileClippingMasks(layer, coords, false);
this.renderLayer(this, sourceCache, layer, coords, renderOptions);
}
}
// Translucent pass ===============================================
// Draw all other layers bottom-to-top.
this.renderPass = 'translucent';
let globeDepthRendered = false;
for (this.currentLayer = 0; this.currentLayer < layerIds.length; this.currentLayer++) {
const layer = this.style._layers[layerIds[this.currentLayer]];
const sourceCache = sourceCaches[layer.source];
if (this.renderToTexture && this.renderToTexture.renderLayer(layer, renderOptions)) continue;
if (!this.opaquePassEnabledForLayer() && !globeDepthRendered) {
globeDepthRendered = true;
// Render the globe sphere into the depth buffer - but only if globe is enabled and terrain is disabled.
// There should be no need for explicitly writing tile depths when terrain is enabled.
if (renderOptions.isRenderingGlobe && !this.style.map.terrain) {
this._renderTilesDepthBuffer();
}
}
// For symbol layers in the translucent pass, we add extra tiles to the renderable set
// for cross-tile symbol fading. Symbol layers don't use tile clipping, so no need to render
// separate clipping masks
const coords = (layer.type === 'symbol' ? coordsDescendingSymbol : coordsDescending)[layer.source];
this._renderTileClippingMasks(layer, coordsAscending[layer.source], false);
this.renderLayer(this, sourceCache, layer, coords, renderOptions);
}
// Render atmosphere, only for Globe projection
if (renderOptions.isRenderingGlobe) {
drawAtmosphere(this, this.style.sky, this.style.light);
}
if (this.options.showTileBoundaries) {
const selectedSource = selectDebugSource(this.style, this.transform.zoom);
if (selectedSource) {
drawDebug(this, selectedSource, selectedSource.getVisibleCoordinates());
}
}
if (this.options.showPadding) {
drawDebugPadding(this);
}
// Set defaults for most GL values so that anyone using the state after the render
// encounters more expected values.
this.context.setDefault();
}
/**
* Update the depth and coords framebuffers, if the contents of those frame buffers is out of date.
* If requireExact is false, then the contents of those frame buffers is not updated if it is close
* to accurate (that is, the camera has not moved much since it was updated last).
*/
maybeDrawDepthAndCoords(requireExact: boolean) {
if (!this.style || !this.style.map || !this.style.map.terrain) {
return;
}
const prevMatrix = this.terrainFacilitator.matrix;
const currMatrix = this.transform.modelViewProjectionMatrix;
// Update coords/depth-framebuffer on camera movement, or tile reloading
let doUpdate = this.terrainFacilitator.dirty;
doUpdate ||= requireExact ? !mat4.exactEquals(prevMatrix, currMatrix) : !mat4.equals(prevMatrix, currMatrix);
doUpdate ||= this.style.map.terrain.sourceCache.anyTilesAfterTime(this.terrainFacilitator.renderTime);
if (!doUpdate) {
return;
}
mat4.copy(prevMatrix, currMatrix);
this.terrainFacilitator.renderTime = Date.now();
this.terrainFacilitator.dirty = false;
drawDepth(this, this.style.map.terrain);
drawCoords(this, this.style.map.terrain);
}
renderLayer(painter: Painter, sourceCache: SourceCache, layer: StyleLayer, coords: Array<OverscaledTileID>, renderOptions: RenderOptions) {
if (layer.isHidden(this.transform.zoom)) return;
if (layer.type !== 'background' && layer.type !== 'custom' && !(coords || []).length) return;
this.id = layer.id;
if (isSymbolStyleLayer(layer)) {
drawSymbols(painter, sourceCache, layer, coords, this.style.placement.variableOffsets, renderOptions);
} else if (isCircleStyleLayer(layer)) {
drawCircles(painter, sourceCache, layer, coords, renderOptions);
} else if (isHeatmapStyleLayer(layer)) {
drawHeatmap(painter, sourceCache, layer, coords, renderOptions);
} else if (isLineStyleLayer(layer)) {
drawLine(painter, sourceCache, layer, coords, renderOptions);
} else if (isFillStyleLayer(layer)) {
drawFill(painter, sourceCache, layer, coords, renderOptions);
} else if (isFillExtrusionStyleLayer(layer)) {
drawFillExtrusion(painter, sourceCache, layer, coords, renderOptions);
} else if (isHillshadeStyleLayer(layer)) {
drawHillshade(painter, sourceCache, layer, coords, renderOptions);
} else if (isColorReliefStyleLayer(layer)) {
drawColorRelief(painter, sourceCache, layer, coords, renderOptions);
} else if (isRasterStyleLayer(layer)) {
drawRaster(painter, sourceCache, layer, coords, renderOptions);
} else if (isBackgroundStyleLayer(layer)) {
drawBackground(painter, sourceCache, layer, coords, renderOptions);
} else if (isCustomStyleLayer(layer)) {
drawCustom(painter, sourceCache, layer, renderOptions);
}
}
saveTileTexture(texture: Texture) {
const textures = this._tileTextures[texture.size[0]];
if (!textures) {
this._tileTextures[texture.size[0]] = [texture];
} else {
textures.push(texture);
}
}
getTileTexture(size: number) {
const textures = this._tileTextures[size];
return textures && textures.length > 0 ? textures.pop() : null;
}
/**
* Checks whether a pattern image is needed, and if it is, whether it is not loaded.
*
* @returns true if a needed image is missing and rendering needs to be skipped.
*/
isPatternMissing(image?: CrossFaded<ResolvedImage> | null): boolean {
if (!image) return false;
if (!image.from || !image.to) return true;
const imagePosA = this.imageManager.getPattern(image.from.toString());
const imagePosB = this.imageManager.getPattern(image.to.toString());
return !imagePosA || !imagePosB;
}
/**
* Finds the required shader and its variant (base/terrain/globe, etc.) and binds it, compiling a new shader if required.
* @param name - Name of the desired shader.
* @param programConfiguration - Configuration of shader's inputs.
* @param forceSimpleProjection - Whether to force the use of a shader variant with simple mercator projection vertex shader.
* @param defines - Additional macros to be injected at the beginning of the shader. Expected format is `['#define XYZ']`, etc.
* False by default. Use true when drawing with a simple projection matrix is desired, eg. when drawing a fullscreen quad.
* @returns
*/
useProgram(name: string, programConfiguration?: ProgramConfiguration | null, forceSimpleProjection: boolean = false, defines: Array<string> = []): Program<any> {
this.cache = this.cache || {};
const useTerrain = !!this.style.map.terrain;
const projection = this.style.projection;
const projectionPrelude = forceSimpleProjection ? shaders.projectionMercator : projection.shaderPreludeCode;
const projectionDefine = forceSimpleProjection ? MercatorShaderDefine : projection.shaderDefine;
const projectionKey = `/${forceSimpleProjection ? MercatorShaderVariantKey : projection.shaderVariantName}`;
const configurationKey = (programConfiguration ? programConfiguration.cacheKey : '');
const overdrawKey = (this._showOverdrawInspector ? '/overdraw' : '');
const terrainKey = (useTerrain ? '/terrain' : '');
const definesKey = (defines ? `/${defines.join('/')}` : '');
const key = name + configurationKey + projectionKey + overdrawKey + terrainKey + definesKey;
if (!this.cache[key]) {
this.cache[key] = new Program(
this.context,
shaders[name],
programConfiguration,
programUniforms[name],
this._showOverdrawInspector,
useTerrain,
projectionPrelude,
projectionDefine,
defines
);
}
return this.cache[key];
}
/*
* Reset some GL state to default values to avoid hard-to-debug bugs
* in custom layers.
*/
setCustomLayerDefaults() {
// Prevent custom layers from unintentionally modify the last VAO used.
// All other state is state is restored on it's own, but for VAOs it's
// simpler to unbind so that we don't have to track the state of VAOs.
this.context.unbindVAO();
// The default values for this state is meaningful and often expected.
// Leaving this state dirty could cause a lot of confusion for users.
this.context.cullFace.setDefault();
this.context.activeTexture.setDefault();
this.context.pixelStoreUnpack.setDefault();
this.context.pixelStoreUnpackPremultiplyAlpha.setDefault();
this.context.pixelStoreUnpackFlipY.setDefault();
}
/*
* Set GL state that is shared by all layers.
*/
setBaseState() {
const gl = this.context.gl;
this.context.cullFace.set(false);
this.context.viewport.set([0, 0, this.width, this.height]);
this.context.blendEquation.set(gl.FUNC_ADD);
}
initDebugOverlayCanvas() {
if (this.debugOverlayCanvas == null) {
this.debugOverlayCanvas = document.createElement('canvas');
this.debugOverlayCanvas.width = 512;
this.debugOverlayCanvas.height = 512;
const gl = this.context.gl;
this.debugOverlayTexture = new Texture(this.context, this.debugOverlayCanvas, gl.RGBA);
}
}
destroy() {
if (this.debugOverlayTexture) {
this.debugOverlayTexture.destroy();
}
}
/*
* Return true if drawing buffer size is != from requested size.
* That means that we've reached GL limits somehow.
* Note: drawing buffer size changes only when canvas size changes
*/
overLimit() {
const {drawingBufferWidth, drawingBufferHeight} = this.context.gl;
return this.width !== drawingBufferWidth || this.height !== drawingBufferHeight;
}
}