UNPKG

mapbox-gl

Version:
438 lines (354 loc) 15.2 kB
'use strict'; const browser = require('../util/browser'); const mat4 = require('@mapbox/gl-matrix').mat4; const FrameHistory = require('./frame_history'); const SourceCache = require('../source/source_cache'); const EXTENT = require('../data/extent'); const pixelsToTileUnits = require('../source/pixels_to_tile_units'); const util = require('../util/util'); const Buffer = require('../data/buffer'); const VertexArrayObject = require('./vertex_array_object'); const RasterBoundsArray = require('../data/raster_bounds_array'); const PosArray = require('../data/pos_array'); const ProgramConfiguration = require('../data/program_configuration'); const shaders = require('./shaders'); const assert = require('assert'); const draw = { symbol: require('./draw_symbol'), circle: require('./draw_circle'), line: require('./draw_line'), fill: require('./draw_fill'), 'fill-extrusion': require('./draw_fill_extrusion'), raster: require('./draw_raster'), background: require('./draw_background'), debug: require('./draw_debug') }; /** * Initialize a new painter object. * * @param {Canvas} gl an experimental-webgl drawing context * @private */ class Painter { constructor(gl, transform) { this.gl = gl; this.transform = transform; this.reusableTextures = { tiles: {}, viewport: null }; 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); this.basicFillProgramConfiguration = ProgramConfiguration.createStatic(['color', 'opacity']); this.emptyProgramConfiguration = new ProgramConfiguration(); } /* * Update the GL viewport, projection matrix, and transforms to compensate * for a new width and height value. */ resize(width, height) { const gl = this.gl; this.width = width * browser.devicePixelRatio; this.height = height * browser.devicePixelRatio; gl.viewport(0, 0, this.width, this.height); } setup() { const 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); const tileExtentArray = new PosArray(); tileExtentArray.emplaceBack(0, 0); tileExtentArray.emplaceBack(EXTENT, 0); tileExtentArray.emplaceBack(0, EXTENT); tileExtentArray.emplaceBack(EXTENT, EXTENT); this.tileExtentBuffer = Buffer.fromStructArray(tileExtentArray, Buffer.BufferType.VERTEX); this.tileExtentVAO = new VertexArrayObject(); this.tileExtentPatternVAO = new VertexArrayObject(); const 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 = Buffer.fromStructArray(debugArray, Buffer.BufferType.VERTEX); this.debugVAO = new VertexArrayObject(); const 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 = Buffer.fromStructArray(rasterBoundsArray, Buffer.BufferType.VERTEX); this.rasterBoundsVAO = new VertexArrayObject(); this.extTextureFilterAnisotropic = ( gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') ); if (this.extTextureFilterAnisotropic) { this.extTextureFilterAnisotropicMax = gl.getParameter(this.extTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT); } } /* * Reset the color buffers of the drawing canvas. */ clearColor() { const 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. */ clearStencil() { const gl = this.gl; gl.clearStencil(0x0); gl.stencilMask(0xFF); gl.clear(gl.STENCIL_BUFFER_BIT); } clearDepth() { const gl = this.gl; gl.clearDepth(1); this.depthMask(true); gl.clear(gl.DEPTH_BUFFER_BIT); } _renderTileClippingMasks(coords) { const 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); let idNext = 1; this._tileClippingMaskIDs = {}; for (const coord of coords) { const id = this._tileClippingMaskIDs[coord.id] = (idNext++) << 3; gl.stencilFunc(gl.ALWAYS, id, 0xF8); const program = this.useProgram('fill', this.basicFillProgramConfiguration); 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); } enableTileClippingMask(coord) { const gl = this.gl; gl.stencilFunc(gl.EQUAL, this._tileClippingMaskIDs[coord.id], 0xF8); } // Overridden by headless tests. prepareBuffers() {} bindDefaultFramebuffer() { const gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, null); } render(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(Date.now(), this.transform.zoom, style.getTransition().duration); this.prepareBuffers(); this.clearColor(); this.clearDepth(); this.showOverdrawInspector(options.showOverdrawInspector); this.depthRange = (style._order.length + 2) * this.numSublayers * this.depthEpsilon; this.isOpaquePass = true; this.renderPass(); this.isOpaquePass = false; this.renderPass(); if (this.options.showTileBoundaries) { const sourceCache = this.style.sourceCaches[Object.keys(this.style.sourceCaches)[0]]; if (sourceCache) { draw.debug(this, sourceCache, sourceCache.getVisibleCoordinates()); } } } renderPass() { const layerIds = this.style._order; let sourceCache, coords; this.currentLayer = this.isOpaquePass ? layerIds.length - 1 : 0; if (this.isOpaquePass) { if (!this._showOverdrawInspector) { this.gl.disable(this.gl.BLEND); } } else { this.gl.enable(this.gl.BLEND); } for (let i = 0; i < layerIds.length; i++) { const layer = this.style._layers[layerIds[this.currentLayer]]; if (layer.source !== (sourceCache && sourceCache.id)) { sourceCache = this.style.sourceCaches[layer.source]; coords = []; if (sourceCache) { if (sourceCache.prepare) sourceCache.prepare(); this.clearStencil(); coords = sourceCache.getVisibleCoordinates(); if (sourceCache.getSource().isTileClipped) { this._renderTileClippingMasks(coords); } } if (!this.isOpaquePass) { coords.reverse(); } } this.renderLayer(this, sourceCache, layer, coords); this.currentLayer += this.isOpaquePass ? -1 : 1; } } depthMask(mask) { if (mask !== this._depthMask) { this._depthMask = mask; this.gl.depthMask(mask); } } renderLayer(painter, sourceCache, layer, coords) { if (layer.isHidden(this.transform.zoom)) return; if (layer.type !== 'background' && !coords.length) return; this.id = layer.id; draw[layer.type](painter, sourceCache, layer, coords); } setDepthSublayer(n) { const farDepth = 1 - ((1 + this.currentLayer) * this.numSublayers + n) * this.depthEpsilon; const nearDepth = farDepth - 1 + this.depthRange; this.gl.depthRange(nearDepth, farDepth); } translatePosMatrix(matrix, tile, translate, anchor) { if (!translate[0] && !translate[1]) return matrix; if (anchor === 'viewport') { const sinA = Math.sin(-this.transform.angle); const cosA = Math.cos(-this.transform.angle); translate = [ translate[0] * cosA - translate[1] * sinA, translate[0] * sinA + translate[1] * cosA ]; } const translation = [ pixelsToTileUnits(tile, translate[0], this.transform.zoom), pixelsToTileUnits(tile, translate[1], this.transform.zoom), 0 ]; const translatedMatrix = new Float32Array(16); mat4.translate(translatedMatrix, matrix, translation); return translatedMatrix; } saveTileTexture(texture) { const textures = this.reusableTextures.tiles[texture.size]; if (!textures) { this.reusableTextures.tiles[texture.size] = [texture]; } else { textures.push(texture); } } saveViewportTexture(texture) { this.reusableTextures.viewport = texture; } getTileTexture(size) { const textures = this.reusableTextures.tiles[size]; return textures && textures.length > 0 ? textures.pop() : null; } getViewportTexture(width, height) { const texture = this.reusableTextures.viewport; if (!texture) return; if (texture.width === width && texture.height === height) { return texture; } else { this.gl.deleteTexture(texture); this.reusableTextures.viewport = null; return; } } lineWidth(width) { this.gl.lineWidth(util.clamp(width, this.lineWidthRange[0], this.lineWidthRange[1])); } showOverdrawInspector(enabled) { if (!enabled && !this._showOverdrawInspector) return; this._showOverdrawInspector = enabled; const gl = this.gl; if (enabled) { gl.blendFunc(gl.CONSTANT_COLOR, gl.ONE); const numOverdrawSteps = 8; const 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); } } createProgram(name, configuration) { const gl = this.gl; const program = gl.createProgram(); const definition = shaders[name]; let definesSource = `#define MAPBOX_GL_JS\n#define DEVICE_PIXEL_RATIO ${browser.devicePixelRatio.toFixed(1)}\n`; if (this._showOverdrawInspector) { definesSource += '#define OVERDRAW_INSPECTOR;\n'; } const fragmentSource = configuration.applyPragmas(definesSource + shaders.prelude.fragmentSource + definition.fragmentSource, 'fragment'); const vertexSource = configuration.applyPragmas(definesSource + shaders.prelude.vertexSource + definition.vertexSource, 'vertex'); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentSource); gl.compileShader(fragmentShader); assert(gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS), gl.getShaderInfoLog(fragmentShader)); gl.attachShader(program, fragmentShader); const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexSource); gl.compileShader(vertexShader); assert(gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS), gl.getShaderInfoLog(vertexShader)); gl.attachShader(program, vertexShader); gl.linkProgram(program); assert(gl.getProgramParameter(program, gl.LINK_STATUS), gl.getProgramInfoLog(program)); const numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); const result = {program, numAttributes}; for (let i = 0; i < numAttributes; i++) { const attribute = gl.getActiveAttrib(program, i); result[attribute.name] = gl.getAttribLocation(program, attribute.name); } const numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (let i = 0; i < numUniforms; i++) { const uniform = gl.getActiveUniform(program, i); result[uniform.name] = gl.getUniformLocation(program, uniform.name); } return result; } _createProgramCached(name, programConfiguration) { this.cache = this.cache || {}; const key = `${name}${programConfiguration.cacheKey || ''}${this._showOverdrawInspector ? '/overdraw' : ''}`; if (!this.cache[key]) { this.cache[key] = this.createProgram(name, programConfiguration); } return this.cache[key]; } useProgram(name, programConfiguration) { const gl = this.gl; const nextProgram = this._createProgramCached(name, programConfiguration || this.emptyProgramConfiguration); if (this.currentProgram !== nextProgram) { gl.useProgram(nextProgram.program); this.currentProgram = nextProgram; } return nextProgram; } } module.exports = Painter;