mapbox-gl
Version:
A WebGL interactive maps library
374 lines (305 loc) • 12.1 kB
JavaScript
'use strict';
var browser = require('../util/browser');
var mat4 = require('gl-matrix').mat4;
var FrameHistory = require('./frame_history');
var SourceCache = require('../source/source_cache');
var EXTENT = require('../data/bucket').EXTENT;
var pixelsToTileUnits = require('../source/pixels_to_tile_units');
var util = require('../util/util');
var StructArrayType = require('../util/struct_array');
var Buffer = require('../data/buffer');
var VertexArrayObject = require('./vertex_array_object');
var RasterBoundsArray = require('./draw_raster').RasterBoundsArray;
var createUniformPragmas = require('./create_uniform_pragmas');
module.exports = Painter;
/**
* Initialize a new painter object.
*
* @param {Canvas} gl an experimental-webgl drawing context
* @private
*/
function Painter(gl, transform) {
this.gl = gl;
this.transform = transform;
this.reusableTextures = {};
this.preFbos = {};
this.frameHistory = new FrameHistory();
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.lineWidthRange = gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE);
}
util.extend(Painter.prototype, require('./painter/use_program'));
/*
* Update the GL viewport, projection matrix, and transforms to compensate
* for a new width and height value.
*/
Painter.prototype.resize = function(width, height) {
var gl = this.gl;
this.width = width * browser.devicePixelRatio;
this.height = height * browser.devicePixelRatio;
gl.viewport(0, 0, this.width, this.height);
};
Painter.prototype.setup = function() {
var gl = this.gl;
gl.verbose = true;
// We are blending the new pixels *behind* the existing pixels. That way we can
// draw front-to-back and use then stencil buffer to cull opaque pixels early.
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.STENCIL_TEST);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
this._depthMask = false;
gl.depthMask(false);
var PosArray = this.PosArray = new StructArrayType({
members: [{ name: 'a_pos', type: 'Int16', components: 2 }]
});
var tileExtentArray = new PosArray();
tileExtentArray.emplaceBack(0, 0);
tileExtentArray.emplaceBack(EXTENT, 0);
tileExtentArray.emplaceBack(0, EXTENT);
tileExtentArray.emplaceBack(EXTENT, EXTENT);
this.tileExtentBuffer = new Buffer(tileExtentArray.serialize(), PosArray.serialize(), Buffer.BufferType.VERTEX);
this.tileExtentVAO = new VertexArrayObject();
this.tileExtentPatternVAO = new VertexArrayObject();
var debugArray = new PosArray();
debugArray.emplaceBack(0, 0);
debugArray.emplaceBack(EXTENT, 0);
debugArray.emplaceBack(EXTENT, EXTENT);
debugArray.emplaceBack(0, EXTENT);
debugArray.emplaceBack(0, 0);
this.debugBuffer = new Buffer(debugArray.serialize(), PosArray.serialize(), Buffer.BufferType.VERTEX);
this.debugVAO = new VertexArrayObject();
var rasterBoundsArray = new RasterBoundsArray();
rasterBoundsArray.emplaceBack(0, 0, 0, 0);
rasterBoundsArray.emplaceBack(EXTENT, 0, 32767, 0);
rasterBoundsArray.emplaceBack(0, EXTENT, 0, 32767);
rasterBoundsArray.emplaceBack(EXTENT, EXTENT, 32767, 32767);
this.rasterBoundsBuffer = new Buffer(rasterBoundsArray.serialize(), RasterBoundsArray.serialize(), Buffer.BufferType.VERTEX);
this.rasterBoundsVAO = new VertexArrayObject();
};
/*
* Reset the color buffers of the drawing canvas.
*/
Painter.prototype.clearColor = function() {
var gl = this.gl;
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
/*
* 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.
*/
Painter.prototype.clearStencil = function() {
var gl = this.gl;
gl.clearStencil(0x0);
gl.stencilMask(0xFF);
gl.clear(gl.STENCIL_BUFFER_BIT);
};
Painter.prototype.clearDepth = function() {
var gl = this.gl;
gl.clearDepth(1);
this.depthMask(true);
gl.clear(gl.DEPTH_BUFFER_BIT);
};
Painter.prototype._renderTileClippingMasks = function(coords) {
var gl = this.gl;
gl.colorMask(false, false, false, false);
this.depthMask(false);
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.STENCIL_TEST);
// Only write clipping IDs to the last 5 bits. The first three are used for drawing fills.
gl.stencilMask(0xF8);
// Tests will always pass, and ref value will be written to stencil buffer.
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
var idNext = 1;
this._tileClippingMaskIDs = {};
for (var i = 0; i < coords.length; i++) {
var coord = coords[i];
var id = this._tileClippingMaskIDs[coord.id] = (idNext++) << 3;
gl.stencilFunc(gl.ALWAYS, id, 0xF8);
var pragmas = createUniformPragmas([
{name: 'u_color', components: 4},
{name: 'u_opacity', components: 1}
]);
var program = this.useProgram('fill', [], pragmas, pragmas);
gl.uniformMatrix4fv(program.u_matrix, false, coord.posMatrix);
// Draw the clipping mask
this.tileExtentVAO.bind(gl, program, this.tileExtentBuffer);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, this.tileExtentBuffer.length);
}
gl.stencilMask(0x00);
gl.colorMask(true, true, true, true);
this.depthMask(true);
gl.enable(gl.DEPTH_TEST);
};
Painter.prototype.enableTileClippingMask = function(coord) {
var gl = this.gl;
gl.stencilFunc(gl.EQUAL, this._tileClippingMaskIDs[coord.id], 0xF8);
};
// Overridden by headless tests.
Painter.prototype.prepareBuffers = function() {};
Painter.prototype.bindDefaultFramebuffer = function() {
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};
var draw = {
symbol: require('./draw_symbol'),
circle: require('./draw_circle'),
line: require('./draw_line'),
fill: require('./draw_fill'),
extrusion: require('./draw_extrusion'),
raster: require('./draw_raster'),
background: require('./draw_background'),
debug: require('./draw_debug')
};
Painter.prototype.render = function(style, options) {
this.style = style;
this.options = options;
this.lineAtlas = style.lineAtlas;
this.spriteAtlas = style.spriteAtlas;
this.spriteAtlas.setSprite(style.sprite);
this.glyphSource = style.glyphSource;
this.frameHistory.record(this.transform.zoom);
this.prepareBuffers();
this.clearColor();
this.clearDepth();
this.showOverdrawInspector(options.showOverdrawInspector);
this.depthRange = (style._order.length + 2) * this.numSublayers * this.depthEpsilon;
this.renderPass({isOpaquePass: true});
this.renderPass({isOpaquePass: false});
};
Painter.prototype.renderPass = function(options) {
var groups = this.style._groups;
var isOpaquePass = options.isOpaquePass;
this.currentLayer = isOpaquePass ? this.style._order.length : -1;
for (var i = 0; i < groups.length; i++) {
var group = groups[isOpaquePass ? groups.length - 1 - i : i];
var sourceCache = this.style.sourceCaches[group.source];
var j;
var coords = [];
if (sourceCache) {
coords = sourceCache.getVisibleCoordinates();
for (j = 0; j < coords.length; j++) {
coords[j].posMatrix = this.transform.calculatePosMatrix(coords[j], sourceCache.getSource().maxzoom);
}
this.clearStencil();
if (sourceCache.prepare) sourceCache.prepare();
if (sourceCache.getSource().isTileClipped) {
this._renderTileClippingMasks(coords);
}
}
if (isOpaquePass) {
if (!this._showOverdrawInspector) {
this.gl.disable(this.gl.BLEND);
}
this.isOpaquePass = true;
} else {
this.gl.enable(this.gl.BLEND);
this.isOpaquePass = false;
coords.reverse();
}
for (j = 0; j < group.length; j++) {
var layer = group[isOpaquePass ? group.length - 1 - j : j];
this.currentLayer += isOpaquePass ? -1 : 1;
this.renderLayer(this, sourceCache, layer, coords);
}
if (sourceCache) {
draw.debug(this, sourceCache, coords);
}
}
};
Painter.prototype.depthMask = function(mask) {
if (mask !== this._depthMask) {
this._depthMask = mask;
this.gl.depthMask(mask);
}
};
Painter.prototype.renderLayer = function(painter, sourceCache, layer, coords) {
if (layer.isHidden(this.transform.zoom)) return;
if (layer.type !== 'background' && !coords.length) return;
this.id = layer.id;
var type = layer.type;
if (type === 'fill' &&
(!layer.isPaintValueFeatureConstant('fill-extrude-height') ||
!layer.isPaintValueZoomConstant('fill-extrude-height') ||
layer.getPaintValue('fill-extrude-height') !== 0)) {
type = 'extrusion';
}
draw[type](painter, sourceCache, layer, coords);
};
Painter.prototype.setDepthSublayer = function(n) {
var farDepth = 1 - ((1 + this.currentLayer) * this.numSublayers + n) * this.depthEpsilon;
var nearDepth = farDepth - 1 + this.depthRange;
this.gl.depthRange(nearDepth, farDepth);
};
Painter.prototype.translatePosMatrix = function(matrix, tile, translate, anchor) {
if (!translate[0] && !translate[1]) return matrix;
if (anchor === 'viewport') {
var sinA = Math.sin(-this.transform.angle);
var cosA = Math.cos(-this.transform.angle);
translate = [
translate[0] * cosA - translate[1] * sinA,
translate[0] * sinA + translate[1] * cosA
];
}
var translation = [
pixelsToTileUnits(tile, translate[0], this.transform.zoom),
pixelsToTileUnits(tile, translate[1], this.transform.zoom),
0
];
var translatedMatrix = new Float32Array(16);
mat4.translate(translatedMatrix, matrix, translation);
return translatedMatrix;
};
Painter.prototype.saveTileTexture = function(texture) {
var textures = this.reusableTextures[texture.size];
if (!textures) {
this.reusableTextures[texture.size] = [texture];
} else {
textures.push(texture);
}
};
Painter.prototype.saveViewportTexture = function(texture) {
if (!this.reusableTextures.viewport) this.reusableTextures.viewport = {};
this.reusableTextures.viewport.texture = texture;
};
Painter.prototype.getTileTexture = function(width, height) {
var widthTextures = this.reusableTextures[width];
if (widthTextures) {
var textures = widthTextures[height || width];
return textures && textures.length > 0 ? textures.pop() : null;
}
};
Painter.prototype.getViewportTexture = function(width, height) {
if (!this.reusableTextures.viewport) return;
var texture = this.reusableTextures.viewport.texture;
if (texture.width === width && texture.height === height) {
return texture;
} else {
this.gl.deleteTexture(texture);
this.reusableTextures.viewport.texture = null;
return;
}
};
Painter.prototype.lineWidth = function(width) {
this.gl.lineWidth(util.clamp(width, this.lineWidthRange[0], this.lineWidthRange[1]));
};
Painter.prototype.showOverdrawInspector = function(enabled) {
if (!enabled && !this._showOverdrawInspector) return;
this._showOverdrawInspector = enabled;
var gl = this.gl;
if (enabled) {
gl.blendFunc(gl.CONSTANT_COLOR, gl.ONE);
var numOverdrawSteps = 8;
var a = 1 / numOverdrawSteps;
gl.blendColor(a, a, a, 0);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
} else {
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
};