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mapbox-gl

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// @flow import Point from '@mapbox/point-geometry'; import SourceCache from '../source/source_cache.js'; import {OverscaledTileID} from '../source/tile_id.js'; import Tile from '../source/tile.js'; import rasterBoundsAttributes from '../data/raster_bounds_attributes.js'; import {RasterBoundsArray, TriangleIndexArray, LineIndexArray} from '../data/array_types.js'; import SegmentVector from '../data/segment.js'; import Texture from '../render/texture.js'; import Program from '../render/program.js'; import {Uniform1i, Uniform1f, Uniform2f, Uniform4f, UniformMatrix4f} from '../render/uniform_binding.js'; import {prepareDEMTexture} from '../render/draw_hillshade.js'; import EXTENT from '../data/extent.js'; import {clamp, warnOnce} from '../util/util.js'; import assert from 'assert'; import {vec3, mat4, vec4} from 'gl-matrix'; import getWorkerPool from '../util/global_worker_pool.js'; import Dispatcher from '../util/dispatcher.js'; import GeoJSONSource from '../source/geojson_source.js'; import ImageSource from '../source/image_source.js'; import RasterDEMTileSource from '../source/raster_dem_tile_source.js'; import RasterTileSource from '../source/raster_tile_source.js'; import Color from '../style-spec/util/color.js'; import StencilMode from '../gl/stencil_mode.js'; import {DepthStencilAttachment} from '../gl/value.js'; import {drawTerrainRaster, drawTerrainDepth} from './draw_terrain_raster.js'; import type RasterStyleLayer from '../style/style_layer/raster_style_layer.js'; import {Elevation} from './elevation.js'; import Framebuffer from '../gl/framebuffer.js'; import ColorMode from '../gl/color_mode.js'; import DepthMode from '../gl/depth_mode.js'; import CullFaceMode from '../gl/cull_face_mode.js'; import {clippingMaskUniformValues} from '../render/program/clipping_mask_program.js'; import MercatorCoordinate, {mercatorZfromAltitude} from '../geo/mercator_coordinate.js'; import browser from '../util/browser.js'; import DEMData from '../data/dem_data.js'; import rasterFade from '../render/raster_fade.js'; import {create as createSource} from '../source/source.js'; import type Map from '../ui/map.js'; import type Painter from '../render/painter.js'; import type Style from '../style/style.js'; import type StyleLayer from '../style/style_layer.js'; import type VertexBuffer from '../gl/vertex_buffer.js'; import type IndexBuffer from '../gl/index_buffer.js'; import type Context from '../gl/context.js'; import type {UniformLocations, UniformValues} from '../render/uniform_binding.js'; import type Transform from '../geo/transform.js'; import type {DEMEncoding} from '../data/dem_data.js'; export const GRID_DIM = 128; const FBO_POOL_SIZE = 5; const RENDER_CACHE_MAX_SIZE = 50; type RenderBatch = { start: number; end: number; } /** * Proxy source cache gets ideal screen tile cover coordinates. All the other * source caches's coordinates get mapped to subrects of proxy coordinates (or * vice versa, subrects of larger tiles from all source caches get mapped to * full proxy tile). This happens on every draw call in Terrain.updateTileBinding. * Approach is used here for terrain : all the visible source tiles of all the * source caches get rendered to proxy source cache textures and then draped over * terrain. It is in future reusable for handling overscalling as buckets could be * constructed only for proxy tile content, not for full overscalled vector tile. */ class ProxySourceCache extends SourceCache { renderCache: Array<FBO>; renderCachePool: Array<number>; proxyCachedFBO: {[string | number]: {[string | number]: number}}; constructor(map: Map) { const source = createSource('proxy', { type: 'geojson', maxzoom: map.transform.maxZoom }, new Dispatcher(getWorkerPool(), null), map.style); super('proxy', source, false); source.setEventedParent(this); // This source is not to be added as a map source: we use it's tile management. // For that, initialize internal structures used for tile cover update. this.map = ((this.getSource(): any): GeoJSONSource).map = map; this.used = this._sourceLoaded = true; this.renderCache = []; this.renderCachePool = []; this.proxyCachedFBO = {}; } // Override for transient nature of cover here: don't cache and retain. /* eslint-disable no-unused-vars */ update(transform: Transform, tileSize?: number, updateForTerrain?: boolean) { if (transform.freezeTileCoverage) { return; } this.transform = transform; const idealTileIDs = transform.coveringTiles({ tileSize: this._source.tileSize, minzoom: this._source.minzoom, maxzoom: this._source.maxzoom, roundZoom: this._source.roundZoom, reparseOverscaled: this._source.reparseOverscaled }); const incoming: {[string]: string} = idealTileIDs.reduce((acc, tileID) => { acc[tileID.key] = ''; if (!this._tiles[tileID.key]) { const tile = new Tile(tileID, this._source.tileSize * tileID.overscaleFactor(), transform.tileZoom); tile.state = 'loaded'; this._tiles[tileID.key] = tile; } return acc; }, {}); for (const id in this._tiles) { if (!(id in incoming)) { this.freeFBO(id); this._tiles[id].state = 'unloaded'; delete this._tiles[id]; } } } freeFBO(id: string) { const fbos = this.proxyCachedFBO[id]; if (fbos !== undefined) { const fboIds = ((Object.values(fbos): any): Array<number>); this.renderCachePool.push(...fboIds); delete this.proxyCachedFBO[id]; } } deallocRenderCache() { this.renderCache.forEach(fbo => fbo.fb.destroy()); this.renderCache = []; this.renderCachePool = []; this.proxyCachedFBO = {}; } } /** * Canonical, wrap and overscaledZ contain information of original source cache tile. * This tile gets ortho-rendered to proxy tile (defined by proxyTileKey). * posMatrix holds orthographic, scaling and translation information that is used * for rendering original tile content to a proxy tile. Proxy tile covers whole * or sub-rectangle of the original tile. */ class ProxiedTileID extends OverscaledTileID { proxyTileKey: number; constructor(tileID: OverscaledTileID, proxyTileKey: number, projMatrix: Float32Array) { super(tileID.overscaledZ, tileID.wrap, tileID.canonical.z, tileID.canonical.x, tileID.canonical.y); this.proxyTileKey = proxyTileKey; this.projMatrix = projMatrix; } } type OverlapStencilType = false | 'Clip' | 'Mask'; type FBO = {fb: Framebuffer, tex: Texture, dirty: boolean}; export class Terrain extends Elevation { terrainTileForTile: {[number | string]: Tile}; prevTerrainTileForTile: {[number | string]: Tile}; painter: Painter; sourceCache: SourceCache; gridBuffer: VertexBuffer; gridIndexBuffer: IndexBuffer; gridSegments: SegmentVector; gridNoSkirtSegments: SegmentVector; wireframeSegments: SegmentVector; wireframeIndexBuffer: IndexBuffer; proxiedCoords: {[string]: Array<ProxiedTileID>}; proxyCoords: Array<OverscaledTileID>; proxyToSource: {[number]: {[string]: Array<ProxiedTileID>}}; proxySourceCache: ProxySourceCache; renderingToTexture: boolean; _style: Style; orthoMatrix: mat4; enabled: boolean; _visibleDemTiles: Array<Tile>; _sourceTilesOverlap: {[string]: boolean}; _overlapStencilMode: StencilMode; _overlapStencilType: OverlapStencilType; _stencilRef: number; _exaggeration: number; _depthFBO: Framebuffer; _depthTexture: Texture; _previousZoom: number; _updateTimestamp: number; _useVertexMorphing: boolean; pool: Array<FBO>; currentFBO: FBO; renderedToTile: boolean; _drapedRenderBatches: Array<RenderBatch>; _sharedDepthStencil: WebGLRenderbuffer; _findCoveringTileCache: {[string]: {[number]: ?number}}; _tilesDirty: {[string]: {[number]: boolean}}; _invalidateRenderCache: boolean; _emptyDEMTexture: ?Texture; _initializing: ?boolean; _emptyDEMTextureDirty: ?boolean; constructor(painter: Painter, style: Style) { super(); this.painter = painter; this.terrainTileForTile = {}; this.prevTerrainTileForTile = {}; // Terrain rendering grid is 129x129 cell grid, made by 130x130 points. // 130 vertices map to 128 DEM data + 1px padding on both sides. // DEM texture is padded (1, 1, 1, 1) and padding pixels are backfilled // by neighboring tile edges. This way we achieve tile stitching as // edge vertices from neighboring tiles evaluate to the same 3D point. const [triangleGridArray, triangleGridIndices, skirtIndicesOffset] = createGrid(GRID_DIM + 1); const context = painter.context; this.gridBuffer = context.createVertexBuffer(triangleGridArray, rasterBoundsAttributes.members); this.gridIndexBuffer = context.createIndexBuffer(triangleGridIndices); this.gridSegments = SegmentVector.simpleSegment(0, 0, triangleGridArray.length, triangleGridIndices.length); this.gridNoSkirtSegments = SegmentVector.simpleSegment(0, 0, triangleGridArray.length, skirtIndicesOffset); this.proxyCoords = []; this.proxiedCoords = {}; this._visibleDemTiles = []; this._drapedRenderBatches = []; this._sourceTilesOverlap = {}; this.proxySourceCache = new ProxySourceCache(style.map); this.orthoMatrix = mat4.create(); mat4.ortho(this.orthoMatrix, 0, EXTENT, 0, EXTENT, 0, 1); const gl = context.gl; this._overlapStencilMode = new StencilMode({func: gl.GEQUAL, mask: 0xFF}, 0, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE); this._previousZoom = painter.transform.zoom; this.pool = []; this._findCoveringTileCache = {}; this._tilesDirty = {}; this.style = style; this._useVertexMorphing = true; this._exaggeration = 1; } set style(style: Style) { style.on('data', this._onStyleDataEvent.bind(this)); style.on('neworder', this._checkRenderCacheEfficiency.bind(this)); this._style = style; this._checkRenderCacheEfficiency(); } /* * Validate terrain and update source cache used for elevation. * Explicitly pass transform to update elevation (Transform.updateElevation) * before using transform for source cache update. * cameraChanging is true when camera is zooming, panning or orbiting. */ update(style: Style, transform: Transform, cameraChanging: boolean) { if (style && style.terrain) { if (this._style !== style) { this.style = style; } this.enabled = true; const terrainProps = style.terrain.properties; this.sourceCache = ((style._getSourceCache(terrainProps.get('source')): any): SourceCache); this._exaggeration = terrainProps.get('exaggeration'); const updateSourceCache = () => { if (this.sourceCache.used) { warnOnce(`Raster DEM source '${this.sourceCache.id}' is used both for terrain and as layer source.\n` + 'This leads to lower resolution of hillshade. For full hillshade resolution but higher memory consumption, define another raster DEM source.'); } // Lower tile zoom is sufficient for terrain, given the size of terrain grid. const demScale = this.sourceCache.getSource().tileSize / GRID_DIM; const proxyTileSize = this.proxySourceCache.getSource().tileSize; // Dem tile needs to be parent or at least of the same zoom level as proxy tile. // Tile cover roundZoom behavior is set to the same as for proxy (false) in SourceCache.update(). this.sourceCache.update(transform, demScale * proxyTileSize, true); // As a result of update, we get new set of tiles: reset lookup cache. this._findCoveringTileCache[this.sourceCache.id] = {}; }; if (!this.sourceCache.usedForTerrain) { // Init cache entry. this._findCoveringTileCache[this.sourceCache.id] = {}; // When toggling terrain on/off load available terrain tiles from cache // before reading elevation at center. this.sourceCache.usedForTerrain = true; updateSourceCache(); this._initializing = true; } updateSourceCache(); // Camera, when changing, gets constrained over terrain. Issue constrainCameraOverTerrain = true // here to cover potential under terrain situation on data or style change. transform.updateElevation(!cameraChanging); // Reset tile lookup cache and update draped tiles coordinates. this._findCoveringTileCache[this.proxySourceCache.id] = {}; this.proxySourceCache.update(transform); this._emptyDEMTextureDirty = true; } else { this._disable(); } } _checkRenderCacheEfficiency() { const renderCacheInfo = this.renderCacheEfficiency(this._style); if (this._style.map._optimizeForTerrain) { assert(renderCacheInfo.efficiency === 100); } else if (renderCacheInfo.efficiency !== 100) { warnOnce(`Terrain render cache efficiency is not optimal (${renderCacheInfo.efficiency}%) and performance may be affected negatively, consider placing all background, fill and line layers before layer with id '${renderCacheInfo.firstUndrapedLayer}' or create a map using optimizeForTerrain: true option.`); } } _onStyleDataEvent(event: any) { if (event.coord && event.dataType === 'source') { this._clearRenderCacheForTile(event.sourceCacheId, event.coord); } else if (event.dataType === 'style') { this._invalidateRenderCache = true; } } // Terrain _disable() { if (!this.enabled) return; this.enabled = false; this._sharedDepthStencil = undefined; this.proxySourceCache.deallocRenderCache(); if (this._style) { for (const id in this._style._sourceCaches) { this._style._sourceCaches[id].usedForTerrain = false; } } } destroy() { this._disable(); if (this._emptyDEMTexture) this._emptyDEMTexture.destroy(); this.pool.forEach(fbo => fbo.fb.destroy()); this.pool = []; if (this._depthFBO) { this._depthFBO.destroy(); delete this._depthFBO; delete this._depthTexture; } } // Implements Elevation::_source. _source(): ?SourceCache { return this.enabled ? this.sourceCache : null; } // Implements Elevation::exaggeration. exaggeration(): number { return this._exaggeration; } get visibleDemTiles(): Array<Tile> { return this._visibleDemTiles; } get drapeBufferSize(): [number, number] { const extent = this.proxySourceCache.getSource().tileSize * 2; // *2 is to avoid upscaling bitmap on zoom. return [extent, extent]; } set useVertexMorphing(enable: boolean) { this._useVertexMorphing = enable; } // For every renderable coordinate in every source cache, assign one proxy // tile (see _setupProxiedCoordsForOrtho). Mapping of source tile to proxy // tile is modeled by ProxiedTileID. In general case, source and proxy tile // are of different zoom: ProxiedTileID.projMatrix models ortho, scale and // translate from source to proxy. This matrix is used when rendering source // tile to proxy tile's texture. // One proxy tile can have multiple source tiles, or pieces of source tiles, // that get rendered to it. // For each proxy tile we assign one terrain tile (_assignTerrainTiles). The // terrain tile provides elevation data when rendering (draping) proxy tile // texture over terrain grid. updateTileBinding(sourcesCoords: {[string]: Array<OverscaledTileID>}) { if (!this.enabled) return; this.prevTerrainTileForTile = this.terrainTileForTile; const psc = this.proxySourceCache; const tr = this.painter.transform; if (this._initializing) { // Don't activate terrain until center tile gets loaded. this._initializing = tr._centerAltitude === 0 && this.getAtPointOrZero(MercatorCoordinate.fromLngLat(tr.center), -1) === -1; this._emptyDEMTextureDirty = !this._initializing; } const coords = this.proxyCoords = psc.getIds().map((id) => { const tileID = psc.getTileByID(id).tileID; tileID.projMatrix = tr.calculateProjMatrix(tileID.toUnwrapped()); return tileID; }); sortByDistanceToCamera(coords, this.painter); this._previousZoom = tr.zoom; const previousProxyToSource = this.proxyToSource || {}; this.proxyToSource = {}; coords.forEach((tileID) => { this.proxyToSource[tileID.key] = {}; }); this.terrainTileForTile = {}; const sourceCaches = this._style._sourceCaches; for (const id in sourceCaches) { const sourceCache = sourceCaches[id]; if (!sourceCache.used) continue; if (sourceCache !== this.sourceCache) this._findCoveringTileCache[sourceCache.id] = {}; this._setupProxiedCoordsForOrtho(sourceCache, sourcesCoords[id], previousProxyToSource); if (sourceCache.usedForTerrain) continue; const coordinates = sourcesCoords[id]; if (sourceCache.getSource().reparseOverscaled) { // Do this for layers that are not rasterized to proxy tile. this._assignTerrainTiles(coordinates); } } // Background has no source. Using proxy coords with 1-1 ortho (this.proxiedCoords[psc.id]) // when rendering background to proxy tiles. this.proxiedCoords[psc.id] = coords.map(tileID => new ProxiedTileID(tileID, tileID.key, this.orthoMatrix)); this._assignTerrainTiles(coords); this._prepareDEMTextures(); this._setupDrapedRenderBatches(); this._initFBOPool(); this._setupRenderCache(previousProxyToSource); this.renderingToTexture = false; this._updateTimestamp = browser.now(); // Gather all dem tiles that are assigned to proxy tiles const visibleKeys = {}; this._visibleDemTiles = []; for (const id of this.proxyCoords) { const demTile = this.terrainTileForTile[id.key]; if (!demTile) continue; const key = demTile.tileID.key; if (key in visibleKeys) continue; this._visibleDemTiles.push(demTile); visibleKeys[key] = key; } } _assignTerrainTiles(coords: Array<OverscaledTileID>) { if (this._initializing) return; coords.forEach((tileID) => { if (this.terrainTileForTile[tileID.key]) return; const demTile = this._findTileCoveringTileID(tileID, this.sourceCache); if (demTile) this.terrainTileForTile[tileID.key] = demTile; }); } _prepareDEMTextures() { const context = this.painter.context; const gl = context.gl; for (const key in this.terrainTileForTile) { const tile = this.terrainTileForTile[key]; const dem = tile.dem; if (dem && (!tile.demTexture || tile.needsDEMTextureUpload)) { context.activeTexture.set(gl.TEXTURE1); prepareDEMTexture(this.painter, tile, dem); } } } _prepareDemTileUniforms(proxyTile: Tile, demTile: ?Tile, uniforms: UniformValues<TerrainUniformsType>, uniformSuffix: ?string): boolean { if (!demTile || demTile.demTexture == null) return false; assert(demTile.dem); const proxyId = proxyTile.tileID.canonical; const demId = demTile.tileID.canonical; const demScaleBy = Math.pow(2, demId.z - proxyId.z); const suffix = uniformSuffix || ""; uniforms[`u_dem_tl${suffix}`] = [proxyId.x * demScaleBy % 1, proxyId.y * demScaleBy % 1]; uniforms[`u_dem_scale${suffix}`] = demScaleBy; return true; } get emptyDEMTexture(): Texture { return !this._emptyDEMTextureDirty && this._emptyDEMTexture ? this._emptyDEMTexture : this._updateEmptyDEMTexture(); } _getLoadedAreaMinimum(): number { let nonzero = 0; const min = this._visibleDemTiles.reduce((acc, tile) => { if (!tile.dem) return acc; const m = tile.dem.tree.minimums[0]; acc += m; if (m > 0) nonzero++; return acc; }, 0); return nonzero ? min / nonzero : 0; } _updateEmptyDEMTexture(): Texture { const context = this.painter.context; const gl = context.gl; context.activeTexture.set(gl.TEXTURE2); const min = this._getLoadedAreaMinimum(); const image = { width: 1, height: 1, data: new Uint8Array(DEMData.pack(min, ((this.sourceCache.getSource(): any): RasterDEMTileSource).encoding)) }; this._emptyDEMTextureDirty = false; let texture = this._emptyDEMTexture; if (!texture) { texture = this._emptyDEMTexture = new Texture(context, image, gl.RGBA, {premultiply: false}); } else { texture.update(image, {premultiply: false}); } return texture; } // useDepthForOcclusion: Pre-rendered depth to texture (this._depthTexture) is // used to hide (actually moves all object's vertices out of viewport). // useMeterToDem: u_meter_to_dem uniform is not used for all terrain programs, // optimization to avoid unnecessary computation and upload. setupElevationDraw(tile: Tile, program: Program<*>, options?: { useDepthForOcclusion?: boolean, useMeterToDem?: boolean, labelPlaneMatrixInv?: ?Float32Array, morphing?: { srcDemTile: Tile, dstDemTile: Tile, phase: number } }) { const context = this.painter.context; const gl = context.gl; const uniforms = defaultTerrainUniforms(((this.sourceCache.getSource(): any): RasterDEMTileSource).encoding); uniforms['u_dem_size'] = this.sourceCache.getSource().tileSize; uniforms['u_exaggeration'] = this.exaggeration(); let demTile = null; let prevDemTile = null; let morphingPhase = 1.0; if (options && options.morphing && this._useVertexMorphing) { const srcTile = options.morphing.srcDemTile; const dstTile = options.morphing.dstDemTile; morphingPhase = options.morphing.phase; if (srcTile && dstTile) { if (this._prepareDemTileUniforms(tile, srcTile, uniforms, "_prev")) prevDemTile = srcTile; if (this._prepareDemTileUniforms(tile, dstTile, uniforms)) demTile = dstTile; } } if (prevDemTile && demTile) { // Both DEM textures are expected to be correctly set if geomorphing is enabled context.activeTexture.set(gl.TEXTURE2); (demTile.demTexture: any).bind(gl.NEAREST, gl.CLAMP_TO_EDGE, gl.NEAREST); context.activeTexture.set(gl.TEXTURE4); (prevDemTile.demTexture: any).bind(gl.NEAREST, gl.CLAMP_TO_EDGE, gl.NEAREST); uniforms["u_dem_lerp"] = morphingPhase; } else { demTile = this.terrainTileForTile[tile.tileID.key]; context.activeTexture.set(gl.TEXTURE2); const demTexture = this._prepareDemTileUniforms(tile, demTile, uniforms) ? (demTile.demTexture: any) : this.emptyDEMTexture; demTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE, gl.NEAREST); } if (options && options.useDepthForOcclusion) { context.activeTexture.set(gl.TEXTURE3); this._depthTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE, gl.NEAREST); uniforms['u_depth_size_inv'] = [1 / this._depthFBO.width, 1 / this._depthFBO.height]; } if (options && options.useMeterToDem && demTile) { const meterToDEM = (1 << demTile.tileID.canonical.z) * mercatorZfromAltitude(1, this.painter.transform.center.lat) * this.sourceCache.getSource().tileSize; uniforms['u_meter_to_dem'] = meterToDEM; } if (options && options.labelPlaneMatrixInv) { uniforms['u_label_plane_matrix_inv'] = options.labelPlaneMatrixInv; } program.setTerrainUniformValues(context, uniforms); } // For each proxy tile, render all layers until the non-draped layer (and // render the tile to the screen) before advancing to the next proxy tile. // Returns the last drawn index that is used as a start // layer for interleaved draped rendering. // Apart to layer-by-layer rendering used in 2D, here we have proxy-tile-by-proxy-tile // rendering. renderBatch(startLayerIndex: number): number { if (this._drapedRenderBatches.length === 0) { return startLayerIndex + 1; } this.renderingToTexture = true; const painter = this.painter; const context = this.painter.context; const psc = this.proxySourceCache; const proxies = this.proxiedCoords[psc.id]; const setupRenderToScreen = () => { context.bindFramebuffer.set(null); context.viewport.set([0, 0, painter.width, painter.height]); this.renderingToTexture = false; }; // Consume batch of sequential drape layers and move next const drapedLayerBatch = this._drapedRenderBatches.shift(); assert(drapedLayerBatch.start === startLayerIndex); let drawAsRasterCoords = []; const layerIds = painter.style.order; let poolIndex = 0; for (let i = 0; i < proxies.length; i++) { const proxy = proxies[i]; // bind framebuffer and assign texture to the tile (texture used in drawTerrainRaster). const tile = psc.getTileByID(proxy.proxyTileKey); const renderCacheIndex = psc.proxyCachedFBO[proxy.key] ? psc.proxyCachedFBO[proxy.key][startLayerIndex] : undefined; let fbo; if (renderCacheIndex !== undefined) { fbo = this.currentFBO = psc.renderCache[renderCacheIndex]; } else { fbo = this.currentFBO = this.pool[poolIndex++]; } tile.texture = fbo.tex; if (renderCacheIndex !== undefined && !fbo.dirty) { // Use cached render from previous pass, no need to render again. drawAsRasterCoords.push(tile.tileID); continue; } context.bindFramebuffer.set(fbo.fb.framebuffer); this.renderedToTile = false; // reset flag. if (fbo.dirty) { // Clear on start. context.clear({color: Color.transparent}); fbo.dirty = false; } let currentStencilSource; // There is no need to setup stencil for the same source for consecutive layers. for (let j = drapedLayerBatch.start; j <= drapedLayerBatch.end; ++j) { const layer = painter.style._layers[layerIds[j]]; const hidden = layer.isHidden(painter.transform.zoom); assert(this._style.isLayerDraped(layer) || hidden); if (hidden) continue; const sourceCache = painter.style._getLayerSourceCache(layer); const proxiedCoords = sourceCache ? this.proxyToSource[proxy.key][sourceCache.id] : [proxy]; if (!proxiedCoords) continue; // when tile is not loaded yet for the source cache. const coords = ((proxiedCoords: any): Array<OverscaledTileID>); context.viewport.set([0, 0, fbo.fb.width, fbo.fb.height]); if (currentStencilSource !== (sourceCache ? sourceCache.id : null)) { this._setupStencil(proxiedCoords, layer, sourceCache); currentStencilSource = sourceCache ? sourceCache.id : null; } painter.renderLayer(painter, sourceCache, layer, coords); } fbo.dirty = this.renderedToTile; if (this.renderedToTile) drawAsRasterCoords.push(tile.tileID); if (poolIndex === FBO_POOL_SIZE) { poolIndex = 0; if (drawAsRasterCoords.length > 0) { setupRenderToScreen(); drawTerrainRaster(painter, this, psc, drawAsRasterCoords, this._updateTimestamp); this.renderingToTexture = true; drawAsRasterCoords = []; } } } setupRenderToScreen(); if (drawAsRasterCoords.length > 0) { drawTerrainRaster(painter, this, psc, drawAsRasterCoords, this._updateTimestamp); } return drapedLayerBatch.end + 1; } postRender() { // Make sure we consumed all the draped terrain batches at this point assert(this._drapedRenderBatches.length === 0); } renderCacheEfficiency(style: Style): Object { const layerCount = style.order.length; if (layerCount === 0) { return {efficiency: 100.0}; } let uncacheableLayerCount = 0; let drapedLayerCount = 0; let reachedUndrapedLayer = false; let firstUndrapedLayer; for (let i = 0; i < layerCount; ++i) { const layer = style._layers[style.order[i]]; if (!this._style.isLayerDraped(layer)) { if (!reachedUndrapedLayer) { reachedUndrapedLayer = true; firstUndrapedLayer = layer.id; } } else { if (reachedUndrapedLayer) { ++uncacheableLayerCount; } ++drapedLayerCount; } } if (drapedLayerCount === 0) { return {efficiency: 100.0}; } return {efficiency: (1.0 - uncacheableLayerCount / drapedLayerCount) * 100.0, firstUndrapedLayer}; } getMinElevationBelowMSL(): number { let min = 0.0; // The maximum DEM error in meters to be conservative (SRTM). const maxDEMError = 30.0; this._visibleDemTiles.filter(tile => tile.dem).forEach(tile => { const minMaxTree = (tile.dem: any).tree; min = Math.min(min, minMaxTree.minimums[0]); }); return min === 0.0 ? min : (min - maxDEMError) * this._exaggeration; } // Performs raycast against visible DEM tiles on the screen and returns the distance travelled along the ray. // x & y components of the position are expected to be in normalized mercator coordinates [0, 1] and z in meters. raycast(pos: vec3, dir: vec3, exaggeration: number): ?number { if (!this._visibleDemTiles) return null; // Perform initial raycasts against root nodes of the available dem tiles // and use this information to sort them from closest to furthest. const preparedTiles = this._visibleDemTiles.filter(tile => tile.dem).map(tile => { const id = tile.tileID; const tiles = Math.pow(2.0, id.overscaledZ); const {x, y} = id.canonical; // Compute tile boundaries in mercator coordinates const minx = x / tiles; const maxx = (x + 1) / tiles; const miny = y / tiles; const maxy = (y + 1) / tiles; const tree = (tile.dem: any).tree; return { minx, miny, maxx, maxy, t: tree.raycastRoot(minx, miny, maxx, maxy, pos, dir, exaggeration), tile }; }); preparedTiles.sort((a, b) => { const at = a.t !== null ? a.t : Number.MAX_VALUE; const bt = b.t !== null ? b.t : Number.MAX_VALUE; return at - bt; }); for (const obj of preparedTiles) { if (obj.t == null) return null; // Perform more accurate raycast against the dem tree. First intersection is the closest on // as all tiles are sorted from closest to furthest const tree = (obj.tile.dem: any).tree; const t = tree.raycast(obj.minx, obj.miny, obj.maxx, obj.maxy, pos, dir, exaggeration); if (t != null) return t; } return null; } _createFBO(): FBO { const painter = this.painter; const context = painter.context; const gl = context.gl; const bufferSize = this.drapeBufferSize; context.activeTexture.set(gl.TEXTURE0); const tex = new Texture(context, {width: bufferSize[0], height: bufferSize[1], data: null}, gl.RGBA); tex.bind(gl.LINEAR, gl.CLAMP_TO_EDGE); const fb = context.createFramebuffer(bufferSize[0], bufferSize[1], false); fb.colorAttachment.set(tex.texture); fb.depthAttachment = new DepthStencilAttachment(context, fb.framebuffer); if (this._sharedDepthStencil === undefined) { this._sharedDepthStencil = context.createRenderbuffer(context.gl.DEPTH_STENCIL, bufferSize[0], bufferSize[1]); this._stencilRef = 0; fb.depthAttachment.set(this._sharedDepthStencil); context.clear({stencil: 0}); } else { fb.depthAttachment.set(this._sharedDepthStencil); } if (context.extTextureFilterAnisotropic && !context.extTextureFilterAnisotropicForceOff) { gl.texParameterf(gl.TEXTURE_2D, context.extTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, context.extTextureFilterAnisotropicMax); } return {fb, tex, dirty: false}; } _initFBOPool() { while (this.pool.length < Math.min(FBO_POOL_SIZE, this.proxyCoords.length)) { this.pool.push(this._createFBO()); } } _shouldDisableRenderCache(): boolean { // Disable render caches on dynamic events due to fading or transitioning. if (this._style.light && this._style.light.hasTransition()) { return true; } for (const id in this._style._sourceCaches) { if (this._style._sourceCaches[id].hasTransition()) { return true; } } const fadingOrTransitioning = id => { const layer = this._style._layers[id]; const isHidden = layer.isHidden(this.painter.transform.zoom); const crossFade = layer.getCrossfadeParameters(); const isFading = !!crossFade && crossFade.t !== 1; const isTransitioning = layer.hasTransition(); return layer.type !== 'custom' && !isHidden && (isFading || isTransitioning); }; return this._style.order.some(fadingOrTransitioning); } _clearRasterFadeFromRenderCache() { let hasRasterSource = false; for (const id in this._style._sourceCaches) { if (this._style._sourceCaches[id]._source instanceof RasterTileSource) { hasRasterSource = true; break; } } if (!hasRasterSource) { return; } // Check if any raster tile is in a fading state for (let i = 0; i < this._style.order.length; ++i) { const layer = this._style._layers[this._style.order[i]]; const isHidden = layer.isHidden(this.painter.transform.zoom); const sourceCache = this._style._getLayerSourceCache(layer); if (layer.type !== 'raster' || isHidden || !sourceCache) { continue; } const rasterLayer = ((layer: any): RasterStyleLayer); const fadeDuration = rasterLayer.paint.get('raster-fade-duration'); for (const proxy of this.proxyCoords) { const proxiedCoords = this.proxyToSource[proxy.key][sourceCache.id]; const coords = ((proxiedCoords: any): Array<OverscaledTileID>); if (!coords) { continue; } for (const coord of coords) { const tile = sourceCache.getTile(coord); const parent = sourceCache.findLoadedParent(coord, 0); const fade = rasterFade(tile, parent, sourceCache, this.painter.transform, fadeDuration); const isFading = fade.opacity !== 1 || fade.mix !== 0; if (isFading) { this._clearRenderCacheForTile(sourceCache.id, coord); } } } } } _setupDrapedRenderBatches() { const layerIds = this._style.order; const layerCount = layerIds.length; if (layerCount === 0) { return; } const batches = []; let currentLayer = 0; let layer = this._style._layers[layerIds[currentLayer]]; while (!this._style.isLayerDraped(layer) && layer.isHidden(this.painter.transform.zoom) && ++currentLayer < layerCount) { layer = this._style._layers[layerIds[currentLayer]]; } let batchStart; for (; currentLayer < layerCount; ++currentLayer) { const layer = this._style._layers[layerIds[currentLayer]]; if (layer.isHidden(this.painter.transform.zoom)) { continue; } if (!this._style.isLayerDraped(layer)) { if (batchStart !== undefined) { batches.push({start: batchStart, end: currentLayer - 1}); batchStart = undefined; } continue; } if (batchStart === undefined) { batchStart = currentLayer; } } if (batchStart !== undefined) { batches.push({start: batchStart, end: currentLayer - 1}); } if (this._style.map._optimizeForTerrain) { // Draped first approach should result in a single or no batch assert(batches.length === 1 || batches.length === 0); } this._drapedRenderBatches = batches; } _setupRenderCache(previousProxyToSource: {[number]: {[string]: Array<ProxiedTileID>}}) { const psc = this.proxySourceCache; if (this._shouldDisableRenderCache() || this._invalidateRenderCache) { this._invalidateRenderCache = false; if (psc.renderCache.length > psc.renderCachePool.length) { const used = ((Object.values(psc.proxyCachedFBO): any): Array<{[string | number]: number}>); psc.proxyCachedFBO = {}; for (let i = 0; i < used.length; ++i) { const fbos = ((Object.values(used[i]): any): Array<number>); psc.renderCachePool.push(...fbos); } assert(psc.renderCache.length === psc.renderCachePool.length); } return; } this._clearRasterFadeFromRenderCache(); const coords = this.proxyCoords; const dirty = this._tilesDirty; for (let i = coords.length - 1; i >= 0; i--) { const proxy = coords[i]; const tile = psc.getTileByID(proxy.key); if (psc.proxyCachedFBO[proxy.key] !== undefined) { assert(tile.texture); const prev = previousProxyToSource[proxy.key]; assert(prev); // Reuse previous render from cache if there was no change of // content that was used to render proxy tile. const current = this.proxyToSource[proxy.key]; let equal = 0; for (const source in current) { const tiles = current[source]; const prevTiles = prev[source]; if (!prevTiles || prevTiles.length !== tiles.length || tiles.some((t, index) => (t !== prevTiles[index] || (dirty[source] && dirty[source].hasOwnProperty(t.key))))) { equal = -1; break; } ++equal; } // dirty === false: doesn't need to be rendered to, just use cached render. for (const proxyFBO in psc.proxyCachedFBO[proxy.key]) { psc.renderCache[psc.proxyCachedFBO[proxy.key][proxyFBO]].dirty = equal < 0 || equal !== Object.values(prev).length; } } else { for (let j = 0; j < this._drapedRenderBatches.length; ++j) { const batch = this._drapedRenderBatches[j]; // Assign renderCache FBO if there are available FBOs in pool. let index = psc.renderCachePool.pop(); if (index === undefined && psc.renderCache.length < RENDER_CACHE_MAX_SIZE) { index = psc.renderCache.length; psc.renderCache.push(this._createFBO()); // assert(psc.renderCache.length <= coords.length); } if (index !== undefined) { if (psc.proxyCachedFBO[proxy.key] === undefined) psc.proxyCachedFBO[proxy.key] = {}; psc.proxyCachedFBO[proxy.key][batch.start] = index; psc.renderCache[index].dirty = true; // needs to be rendered to. } } } } this._tilesDirty = {}; } _setupStencil(proxiedCoords: Array<ProxiedTileID>, layer: StyleLayer, sourceCache?: SourceCache) { if (!sourceCache || !this._sourceTilesOverlap[sourceCache.id]) { if (this._overlapStencilType) this._overlapStencilType = false; return; } const context = this.painter.context; const gl = context.gl; // If needed, setup stencilling. Don't bother to remove when there is no // more need: in such case, if there is no overlap, stencilling is disabled. if (proxiedCoords.length <= 1) { this._overlapStencilType = false; return; } const fbo = this.currentFBO; const fb = fbo.fb; let stencilRange; if (layer.isTileClipped()) { stencilRange = proxiedCoords.length; this._overlapStencilMode.test = {func: gl.EQUAL, mask: 0xFF}; this._overlapStencilType = 'Clip'; } else if (proxiedCoords[0].overscaledZ > proxiedCoords[proxiedCoords.length - 1].overscaledZ) { stencilRange = 1; this._overlapStencilMode.test = {func: gl.GREATER, mask: 0xFF}; this._overlapStencilType = 'Mask'; } else { this._overlapStencilType = false; return; } if (this._stencilRef + stencilRange > 255) { context.clear({stencil: 0}); this._stencilRef = 0; } this._stencilRef += stencilRange; this._overlapStencilMode.ref = this._stencilRef; if (layer.isTileClipped()) { this._renderTileClippingMasks(proxiedCoords, this._overlapStencilMode.ref); } } stencilModeForRTTOverlap(id: OverscaledTileID) { if (!this.renderingToTexture || !this._overlapStencilType) { return StencilMode.disabled; } // All source tiles contributing to the same proxy are processed in sequence, in zoom descending order. // For raster / hillshade overlap masking, ref is based on zoom dif. // For vector layer clipping, every tile gets dedicated stencil ref. if (this._overlapStencilType === 'Clip') { // In immediate 2D mode, we render rects to mark clipping area and handle behavior on tile borders. // Here, there is no need for now for this: // 1. overlap is handled by proxy render to texture tiles (there is no overlap there) // 2. here we handle only brief zoom out semi-transparent color intensity flickering // and that is avoided fine by stenciling primitives as part of drawing (instead of additional tile quad step). this._overlapStencilMode.ref = this.painter._tileClippingMaskIDs[id.key]; } // else this._overlapStencilMode.ref is set to a single value used per proxy tile, in _setupStencil. return this._overlapStencilMode; } _renderTileClippingMasks(proxiedCoords: Array<ProxiedTileID>, ref: number) { const painter = this.painter; const context = this.painter.context; const gl = context.gl; painter._tileClippingMaskIDs = {}; context.setColorMode(ColorMode.disabled); context.setDepthMode(DepthMode.disabled); const program = painter.useProgram('clippingMask'); for (const tileID of proxiedCoords) { const id = painter._tileClippingMaskIDs[tileID.key] = --ref; 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}, id, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE), ColorMode.disabled, CullFaceMode.disabled, clippingMaskUniformValues(tileID.projMatrix), '$clipping', painter.tileExtentBuffer, painter.quadTriangleIndexBuffer, painter.tileExtentSegments); } } // Casts a ray from a point on screen and returns the intersection point with the terrain. // The returned point contains the mercator coordinates in its first 3 components, and elevation // in meter in its 4th coordinate. pointCoordinate(screenPoint: Point): ?vec4 { const transform = this.painter.transform; if (screenPoint.x < 0 || screenPoint.x > transform.width || screenPoint.y < 0 || screenPoint.y > transform.height) { return null; } const far = [screenPoint.x, screenPoint.y, 1, 1]; vec4.transformMat4(far, far, transform.pixelMatrixInverse); vec4.scale(far, far, 1.0 / far[3]); // x & y in pixel coordinates, z is altitude in meters far[0] /= transform.worldSize; far[1] /= transform.worldSize; const camera = transform._camera.position; const mercatorZScale = mercatorZfromAltitude(1, transform.center.lat); const p = [camera[0], camera[1], camera[2] / mercatorZScale, 0.0]; const dir = vec3.subtract([], far.slice(0, 3), p); vec3.normalize(dir, dir); const exaggeration = this._exaggeration; const distanceAlongRay = this.raycast(p, dir, exaggeration); if (distanceAlongRay === null || !distanceAlongRay) return null; vec3.scaleAndAdd(p, p, dir, distanceAlongRay); p[3] = p[2]; p[2] *= mercatorZScale; return p; } drawDepth() { const painter = this.painter; const context = painter.context; const psc = this.proxySourceCache; const width = Math.ceil(painter.width), height = Math.ceil(painter.height); if (this._depthFBO && (this._depthFBO.width !== width || this._depthFBO.height !== height)) { this._depthFBO.destroy(); delete this._depthFBO; delete this._depthTexture; } if (!this._depthFBO) { const gl = context.gl; const fbo = context.createFramebuffer(width, height, true); context.activeTexture.set(gl.TEXTURE0); const texture = new Texture(context, {width, height, data: null}, gl.RGBA); texture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE); fbo.colorAttachment.set(texture.texture); const renderbuffer = context.createRenderbuffer(context.gl.DEPTH_COMPONENT16, width, height); fbo.depthAttachment.set(renderbuffer); this._depthFBO = fbo; this._depthTexture = texture; } context.bindFramebuffer.set(this._depthFBO.framebuffer); context.viewport.set([0, 0, width, height]); drawTerrainDepth(painter, this, psc, this.proxyCoords); } _setupProxiedCoordsForOrtho(sourceCache: SourceCache, sourceCoords: Array<OverscaledTileID>, previousProxyToSource: {[number]: {[string]: Array<ProxiedTileID>}}) { if (sourceCache.getSource() instanceof ImageSource) { return this._setupProxiedCoordsForImageSource(sourceCache, sourceCoords, previousProxyToSource); } this._findCoveringTileCache[sourceCache.id] = this._findCoveringTileCache[sourceCache.id] || {}; const coords = this.proxiedCoords[sourceCache.id] = []; const proxys = this.proxyCoords; for (let i = 0; i < proxys.length; i++) { const proxyTileID = proxys[i]; const proxied = this._findTileCoveringTileID(proxyTileID, sourceCache); if (proxied) { assert(proxied.hasData()); const id = this._createProxiedId(proxyTileID,