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mapbox-gl

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// @flow import Texture from './texture.js'; import StencilMode from '../gl/stencil_mode.js'; import DepthMode from '../gl/depth_mode.js'; import CullFaceMode from '../gl/cull_face_mode.js'; import { hillshadeUniformValues, hillshadeUniformPrepareValues } from './program/hillshade_program.js'; import type Painter from './painter.js'; import type SourceCache from '../source/source_cache.js'; import type Tile from '../source/tile.js'; import type HillshadeStyleLayer from '../style/style_layer/hillshade_style_layer.js'; import type {OverscaledTileID} from '../source/tile_id.js'; import assert from 'assert'; import DEMData from '../data/dem_data.js'; export default drawHillshade; function drawHillshade(painter: Painter, sourceCache: SourceCache, layer: HillshadeStyleLayer, tileIDs: Array<OverscaledTileID>) { if (painter.renderPass !== 'offscreen' && painter.renderPass !== 'translucent') return; const context = painter.context; const depthMode = painter.depthModeForSublayer(0, DepthMode.ReadOnly); const colorMode = painter.colorModeForRenderPass(); // When rendering to texture, coordinates are already sorted: primary by // proxy id and secondary sort is by Z. const renderingToTexture = painter.terrain && painter.terrain.renderingToTexture; const [stencilModes, coords] = painter.renderPass === 'translucent' && !renderingToTexture ? painter.stencilConfigForOverlap(tileIDs) : [{}, tileIDs]; for (const coord of coords) { const tile = sourceCache.getTile(coord); if (tile.needsHillshadePrepare && painter.renderPass === 'offscreen') { prepareHillshade(painter, tile, layer, depthMode, StencilMode.disabled, colorMode); } else if (painter.renderPass === 'translucent') { const stencilMode = renderingToTexture && painter.terrain ? painter.terrain.stencilModeForRTTOverlap(coord) : stencilModes[coord.overscaledZ]; renderHillshade(painter, coord, tile, layer, depthMode, stencilMode, colorMode); } } context.viewport.set([0, 0, painter.width, painter.height]); } function renderHillshade(painter, coord, tile, layer, depthMode, stencilMode, colorMode) { const context = painter.context; const gl = context.gl; const fbo = tile.fbo; if (!fbo) return; painter.prepareDrawTile(coord); const program = painter.useProgram('hillshade'); context.activeTexture.set(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get()); const uniformValues = hillshadeUniformValues(painter, tile, layer, painter.terrain ? coord.projMatrix : null); painter.prepareDrawProgram(context, program, coord.toUnwrapped()); program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, uniformValues, layer.id, painter.rasterBoundsBuffer, painter.quadTriangleIndexBuffer, painter.rasterBoundsSegments); } export function prepareDEMTexture(painter: Painter, tile: Tile, dem: DEMData) { if (!tile.needsDEMTextureUpload) return; const context = painter.context; const gl = context.gl; context.pixelStoreUnpackPremultiplyAlpha.set(false); const textureStride = dem.stride; tile.demTexture = tile.demTexture || painter.getTileTexture(textureStride); const pixelData = dem.getPixels(); if (tile.demTexture) { tile.demTexture.update(pixelData, {premultiply: false}); } else { tile.demTexture = new Texture(context, pixelData, gl.RGBA, {premultiply: false}); } tile.needsDEMTextureUpload = false; } // hillshade rendering is done in two steps. the prepare step first calculates the slope of the terrain in the x and y // directions for each pixel, and saves those values to a framebuffer texture in the r and g channels. function prepareHillshade(painter, tile, layer, depthMode, stencilMode, colorMode) { const context = painter.context; const gl = context.gl; if (!tile.dem) return; const dem: DEMData = tile.dem; context.activeTexture.set(gl.TEXTURE1); prepareDEMTexture(painter, tile, dem); assert(tile.demTexture); if (!tile.demTexture) return; // Silence flow. tile.demTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE); const tileSize = dem.dim; context.activeTexture.set(gl.TEXTURE0); let fbo = tile.fbo; if (!fbo) { const renderTexture = new Texture(context, {width: tileSize, height: tileSize, data: null}, gl.RGBA); renderTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE); fbo = tile.fbo = context.createFramebuffer(tileSize, tileSize, true); fbo.colorAttachment.set(renderTexture.texture); } context.bindFramebuffer.set(fbo.framebuffer); context.viewport.set([0, 0, tileSize, tileSize]); painter.useProgram('hillshadePrepare').draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, hillshadeUniformPrepareValues(tile.tileID, dem), layer.id, painter.rasterBoundsBuffer, painter.quadTriangleIndexBuffer, painter.rasterBoundsSegments); tile.needsHillshadePrepare = false; }