maplibre-gl
Version:
BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
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text/typescript
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 {
fillExtrusionUniformValues,
fillExtrusionPatternUniformValues,
} from './program/fill_extrusion_program';
import type {Painter, RenderOptions} from './painter';
import type {SourceCache} from '../source/source_cache';
import type {FillExtrusionStyleLayer} from '../style/style_layer/fill_extrusion_style_layer';
import type {FillExtrusionBucket} from '../data/bucket/fill_extrusion_bucket';
import type {OverscaledTileID} from '../source/tile_id';
import {updatePatternPositionsInProgram} from './update_pattern_positions_in_program';
import {translatePosition} from '../util/util';
export function drawFillExtrusion(painter: Painter, source: SourceCache, layer: FillExtrusionStyleLayer, coords: Array<OverscaledTileID>, renderOptions: RenderOptions) {
const opacity = layer.paint.get('fill-extrusion-opacity');
if (opacity === 0) {
return;
}
const {isRenderingToTexture} = renderOptions;
if (painter.renderPass === 'translucent') {
const depthMode = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);
if (opacity === 1 && !layer.paint.get('fill-extrusion-pattern').constantOr(1 as any)) {
const colorMode = painter.colorModeForRenderPass();
drawExtrusionTiles(painter, source, layer, coords, depthMode, StencilMode.disabled, colorMode, isRenderingToTexture);
} else {
// Draw transparent buildings in two passes so that only the closest surface is drawn.
// First draw all the extrusions into only the depth buffer. No colors are drawn.
drawExtrusionTiles(painter, source, layer, coords, depthMode,
StencilMode.disabled,
ColorMode.disabled, isRenderingToTexture);
// Then draw all the extrusions a second type, only coloring fragments if they have the
// same depth value as the closest fragment in the previous pass. Use the stencil buffer
// to prevent the second draw in cases where we have coincident polygons.
drawExtrusionTiles(painter, source, layer, coords, depthMode,
painter.stencilModeFor3D(),
painter.colorModeForRenderPass(), isRenderingToTexture);
}
}
}
function drawExtrusionTiles(
painter: Painter,
source: SourceCache,
layer: FillExtrusionStyleLayer,
coords: OverscaledTileID[],
depthMode: DepthMode,
stencilMode: Readonly<StencilMode>,
colorMode: Readonly<ColorMode>,
isRenderingToTexture: boolean) {
const context = painter.context;
const gl = context.gl;
const fillPropertyName = 'fill-extrusion-pattern';
const patternProperty = layer.paint.get(fillPropertyName);
const image = patternProperty.constantOr(1 as any);
const crossfade = layer.getCrossfadeParameters();
const opacity = layer.paint.get('fill-extrusion-opacity');
const constantPattern = patternProperty.constantOr(null);
const transform = painter.transform;
for (const coord of coords) {
const tile = source.getTile(coord);
const bucket: FillExtrusionBucket = (tile.getBucket(layer) as any);
if (!bucket) continue;
const terrainData = painter.style.map.terrain && painter.style.map.terrain.getTerrainData(coord);
const programConfiguration = bucket.programConfigurations.get(layer.id);
const program = painter.useProgram(image ? 'fillExtrusionPattern' : 'fillExtrusion', programConfiguration);
if (image) {
painter.context.activeTexture.set(gl.TEXTURE0);
tile.imageAtlasTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);
programConfiguration.updatePaintBuffers(crossfade);
}
const projectionData = transform.getProjectionData({overscaledTileID: coord, applyGlobeMatrix: !isRenderingToTexture, applyTerrainMatrix: true});
updatePatternPositionsInProgram(programConfiguration, fillPropertyName, constantPattern, tile, layer);
const translate = translatePosition(
transform,
tile,
layer.paint.get('fill-extrusion-translate'),
layer.paint.get('fill-extrusion-translate-anchor')
);
const shouldUseVerticalGradient = layer.paint.get('fill-extrusion-vertical-gradient');
const uniformValues = image ?
fillExtrusionPatternUniformValues(painter, shouldUseVerticalGradient, opacity, translate, coord, crossfade, tile) :
fillExtrusionUniformValues(painter, shouldUseVerticalGradient, opacity, translate);
program.draw(context, context.gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.backCCW,
uniformValues, terrainData, projectionData, layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,
bucket.segments, layer.paint, painter.transform.zoom,
programConfiguration, painter.style.map.terrain && bucket.centroidVertexBuffer);
}
}