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maplibre-gl

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BSD licensed community fork of mapbox-gl, a WebGL interactive maps library

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import {browser} from '../util/browser'; import {mat4} from 'gl-matrix'; import {SourceCache} from '../source/source_cache'; import {EXTENT} from '../data/extent'; import {SegmentVector} from '../data/segment'; import {RasterBoundsArray, PosArray, TriangleIndexArray, LineStripIndexArray} from '../data/array_types.g'; import rasterBoundsAttributes from '../data/raster_bounds_attributes'; import posAttributes from '../data/pos_attributes'; import {type ProgramConfiguration} from '../data/program_configuration'; import {CrossTileSymbolIndex} from '../symbol/cross_tile_symbol_index'; import {shaders} from '../shaders/shaders'; import {Program} from './program'; import {programUniforms} from './program/program_uniforms'; import {Context} from '../gl/context'; 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 {Texture} from './texture'; import {Color} from '@maplibre/maplibre-gl-style-spec'; import {drawSymbols} from './draw_symbol'; import {drawCircles} from './draw_circle'; import {drawHeatmap} from './draw_heatmap'; import {drawLine} from './draw_line'; import {drawFill} from './draw_fill'; import {drawFillExtrusion} from './draw_fill_extrusion'; import {drawHillshade} from './draw_hillshade'; import {drawColorRelief} from './draw_color_relief'; import {drawRaster} from './draw_raster'; import {drawBackground} from './draw_background'; import {drawDebug, drawDebugPadding, selectDebugSource} from './draw_debug'; import {drawCustom} from './draw_custom'; import {drawDepth, drawCoords} from './draw_terrain'; import {type OverscaledTileID} from '../source/tile_id'; import {drawSky, drawAtmosphere} from './draw_sky'; import {Mesh} from './mesh'; import {MercatorShaderDefine, MercatorShaderVariantKey} from '../geo/projection/mercator_projection'; import type {IReadonlyTransform} from '../geo/transform_interface'; import type {Style} from '../style/style'; import type {StyleLayer} from '../style/style_layer'; import type {CrossFaded} from '../style/properties'; import type {LineAtlas} from './line_atlas'; import type {ImageManager} from './image_manager'; import type {GlyphManager} from './glyph_manager'; import type {VertexBuffer} from '../gl/vertex_buffer'; import type {IndexBuffer} from '../gl/index_buffer'; import type {DepthRangeType, DepthMaskType, DepthFuncType} from '../gl/types'; import type {ResolvedImage} from '@maplibre/maplibre-gl-style-spec'; import type {RenderToTexture} from './render_to_texture'; import type {ProjectionData} from '../geo/projection/projection_data'; import {coveringTiles} from '../geo/projection/covering_tiles'; import {isSymbolStyleLayer} from '../style/style_layer/symbol_style_layer'; import {isCircleStyleLayer} from '../style/style_layer/circle_style_layer'; import {isHeatmapStyleLayer} from '../style/style_layer/heatmap_style_layer'; import {isLineStyleLayer} from '../style/style_layer/line_style_layer'; import {isFillStyleLayer} from '../style/style_layer/fill_style_layer'; import {isFillExtrusionStyleLayer} from '../style/style_layer/fill_extrusion_style_layer'; import {isHillshadeStyleLayer} from '../style/style_layer/hillshade_style_layer'; import {isColorReliefStyleLayer} from '../style/style_layer/color_relief_style_layer'; import {isRasterStyleLayer} from '../style/style_layer/raster_style_layer'; import {isBackgroundStyleLayer} from '../style/style_layer/background_style_layer'; import {isCustomStyleLayer} from '../style/style_layer/custom_style_layer'; export type RenderPass = 'offscreen' | 'opaque' | 'translucent'; type PainterOptions = { showOverdrawInspector: boolean; showTileBoundaries: boolean; showPadding: boolean; rotating: boolean; zooming: boolean; moving: boolean; fadeDuration: number; }; export type RenderOptions = { isRenderingToTexture: boolean; isRenderingGlobe: boolean; }; /** * @internal * Initialize a new painter object. */ export class Painter { context: Context; transform: IReadonlyTransform; renderToTexture: RenderToTexture; _tileTextures: { [_: number]: Array<Texture>; }; numSublayers: number; depthEpsilon: number; emptyProgramConfiguration: ProgramConfiguration; width: number; height: number; pixelRatio: number; tileExtentBuffer: VertexBuffer; tileExtentSegments: SegmentVector; tileExtentMesh: Mesh; debugBuffer: VertexBuffer; debugSegments: SegmentVector; rasterBoundsBuffer: VertexBuffer; rasterBoundsSegments: SegmentVector; rasterBoundsBufferPosOnly: VertexBuffer; rasterBoundsSegmentsPosOnly: SegmentVector; viewportBuffer: VertexBuffer; viewportSegments: SegmentVector; quadTriangleIndexBuffer: IndexBuffer; tileBorderIndexBuffer: IndexBuffer; _tileClippingMaskIDs: {[_: string]: number}; stencilClearMode: StencilMode; style: Style; options: PainterOptions; lineAtlas: LineAtlas; imageManager: ImageManager; glyphManager: GlyphManager; depthRangeFor3D: DepthRangeType; opaquePassCutoff: number; renderPass: RenderPass; currentLayer: number; currentStencilSource: string; nextStencilID: number; id: string; _showOverdrawInspector: boolean; cache: {[_: string]: Program<any>}; crossTileSymbolIndex: CrossTileSymbolIndex; symbolFadeChange: number; debugOverlayTexture: Texture; debugOverlayCanvas: HTMLCanvasElement; // this object stores the current camera-matrix and the last render time // of the terrain-facilitators. e.g. depth & coords framebuffers // every time the camera-matrix changes the terrain-facilitators will be redrawn. terrainFacilitator: {dirty: boolean; matrix: mat4; renderTime: number}; constructor(gl: WebGLRenderingContext | WebGL2RenderingContext, transform: IReadonlyTransform) { this.context = new Context(gl); this.transform = transform; this._tileTextures = {}; this.terrainFacilitator = {dirty: true, matrix: mat4.identity(new Float64Array(16) as any), renderTime: 0}; 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.crossTileSymbolIndex = new CrossTileSymbolIndex(); } /* * Update the GL viewport, projection matrix, and transforms to compensate * for a new width and height value. */ resize(width: number, height: number, pixelRatio: number) { this.width = Math.floor(width * pixelRatio); this.height = Math.floor(height * pixelRatio); this.pixelRatio = pixelRatio; this.context.viewport.set([0, 0, this.width, this.height]); if (this.style) { for (const layerId of this.style._order) { this.style._layers[layerId].resize(); } } } setup() { const context = this.context; const tileExtentArray = new PosArray(); tileExtentArray.emplaceBack(0, 0); tileExtentArray.emplaceBack(EXTENT, 0); tileExtentArray.emplaceBack(0, EXTENT); tileExtentArray.emplaceBack(EXTENT, EXTENT); this.tileExtentBuffer = context.createVertexBuffer(tileExtentArray, posAttributes.members); this.tileExtentSegments = SegmentVector.simpleSegment(0, 0, 4, 2); const debugArray = new PosArray(); debugArray.emplaceBack(0, 0); debugArray.emplaceBack(EXTENT, 0); debugArray.emplaceBack(0, EXTENT); debugArray.emplaceBack(EXTENT, EXTENT); this.debugBuffer = context.createVertexBuffer(debugArray, posAttributes.members); this.debugSegments = SegmentVector.simpleSegment(0, 0, 4, 5); const rasterBoundsArray = new RasterBoundsArray(); rasterBoundsArray.emplaceBack(0, 0, 0, 0); rasterBoundsArray.emplaceBack(EXTENT, 0, EXTENT, 0); rasterBoundsArray.emplaceBack(0, EXTENT, 0, EXTENT); rasterBoundsArray.emplaceBack(EXTENT, EXTENT, EXTENT, EXTENT); this.rasterBoundsBuffer = context.createVertexBuffer(rasterBoundsArray, rasterBoundsAttributes.members); this.rasterBoundsSegments = SegmentVector.simpleSegment(0, 0, 4, 2); const rasterBoundsArrayPosOnly = new PosArray(); rasterBoundsArrayPosOnly.emplaceBack(0, 0); rasterBoundsArrayPosOnly.emplaceBack(EXTENT, 0); rasterBoundsArrayPosOnly.emplaceBack(0, EXTENT); rasterBoundsArrayPosOnly.emplaceBack(EXTENT, EXTENT); this.rasterBoundsBufferPosOnly = context.createVertexBuffer(rasterBoundsArrayPosOnly, posAttributes.members); this.rasterBoundsSegmentsPosOnly = SegmentVector.simpleSegment(0, 0, 4, 5); const viewportArray = new PosArray(); viewportArray.emplaceBack(0, 0); viewportArray.emplaceBack(1, 0); viewportArray.emplaceBack(0, 1); viewportArray.emplaceBack(1, 1); this.viewportBuffer = context.createVertexBuffer(viewportArray, posAttributes.members); this.viewportSegments = SegmentVector.simpleSegment(0, 0, 4, 2); const tileLineStripIndices = new LineStripIndexArray(); tileLineStripIndices.emplaceBack(0); tileLineStripIndices.emplaceBack(1); tileLineStripIndices.emplaceBack(3); tileLineStripIndices.emplaceBack(2); tileLineStripIndices.emplaceBack(0); this.tileBorderIndexBuffer = context.createIndexBuffer(tileLineStripIndices); const quadTriangleIndices = new TriangleIndexArray(); quadTriangleIndices.emplaceBack(1, 0, 2); quadTriangleIndices.emplaceBack(1, 2, 3); this.quadTriangleIndexBuffer = context.createIndexBuffer(quadTriangleIndices); const gl = this.context.gl; this.stencilClearMode = new StencilMode({func: gl.ALWAYS, mask: 0}, 0x0, 0xFF, gl.ZERO, gl.ZERO, gl.ZERO); this.tileExtentMesh = new Mesh(this.tileExtentBuffer, this.quadTriangleIndexBuffer, this.tileExtentSegments); } /* * 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 context = this.context; const gl = context.gl; this.nextStencilID = 1; this.currentStencilSource = undefined; // As a temporary workaround for https://github.com/mapbox/mapbox-gl-js/issues/5490, // pending an upstream fix, we draw a fullscreen stencil=0 clipping mask here, // effectively clearing the stencil buffer: once an upstream patch lands, remove // this function in favor of context.clear({ stencil: 0x0 }) const matrix = mat4.create(); mat4.ortho(matrix, 0, this.width, this.height, 0, 0, 1); mat4.scale(matrix, matrix, [gl.drawingBufferWidth, gl.drawingBufferHeight, 0]); const projectionData: ProjectionData = { mainMatrix: matrix, tileMercatorCoords: [0, 0, 1, 1], clippingPlane: [0, 0, 0, 0], projectionTransition: 0.0, fallbackMatrix: matrix, }; // Note: we force a simple mercator projection for the shader, since we want to draw a fullscreen quad. this.useProgram('clippingMask', null, true).draw(context, gl.TRIANGLES, DepthMode.disabled, this.stencilClearMode, ColorMode.disabled, CullFaceMode.disabled, null, null, projectionData, '$clipping', this.viewportBuffer, this.quadTriangleIndexBuffer, this.viewportSegments); } _renderTileClippingMasks(layer: StyleLayer, tileIDs: Array<OverscaledTileID>, renderToTexture: boolean) { if (this.currentStencilSource === layer.source || !layer.isTileClipped() || !tileIDs || !tileIDs.length) { return; } this.currentStencilSource = layer.source; if (this.nextStencilID + tileIDs.length > 256) { // we'll run out of fresh IDs so we need to clear and start from scratch this.clearStencil(); } const context = this.context; context.setColorMode(ColorMode.disabled); context.setDepthMode(DepthMode.disabled); const stencilRefs = {}; // Set stencil ref values for all tiles for (const tileID of tileIDs) { stencilRefs[tileID.key] = this.nextStencilID++; } // A two-pass approach is needed. See comment in draw_raster.ts for more details. // However, we use a simpler approach because we don't care about overdraw here. // First pass - draw tiles with borders and with GL_ALWAYS this._renderTileMasks(stencilRefs, tileIDs, renderToTexture, true); // Second pass - draw borderless tiles with GL_ALWAYS this._renderTileMasks(stencilRefs, tileIDs, renderToTexture, false); this._tileClippingMaskIDs = stencilRefs; } _renderTileMasks(tileStencilRefs: {[_: string]: number}, tileIDs: Array<OverscaledTileID>, renderToTexture: boolean, useBorders: boolean) { const context = this.context; const gl = context.gl; const projection = this.style.projection; const transform = this.transform; const program = this.useProgram('clippingMask'); // tiles are usually supplied in ascending order of z, then y, then x for (const tileID of tileIDs) { const stencilRef = tileStencilRefs[tileID.key]; const terrainData = this.style.map.terrain && this.style.map.terrain.getTerrainData(tileID); const mesh = projection.getMeshFromTileID(this.context, tileID.canonical, useBorders, true, 'stencil'); const projectionData = transform.getProjectionData({overscaledTileID: tileID, applyGlobeMatrix: !renderToTexture, applyTerrainMatrix: true}); 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}, stencilRef, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE), ColorMode.disabled, renderToTexture ? CullFaceMode.disabled : CullFaceMode.backCCW, null, terrainData, projectionData, '$clipping', mesh.vertexBuffer, mesh.indexBuffer, mesh.segments); } } /** * Fills the depth buffer with the geometry of all supplied tiles. * Does not change the color buffer or the stencil buffer. */ _renderTilesDepthBuffer() { const context = this.context; const gl = context.gl; const projection = this.style.projection; const transform = this.transform; const program = this.useProgram('depth'); const depthMode = this.getDepthModeFor3D(); const tileIDs = coveringTiles(transform, {tileSize: transform.tileSize}); // tiles are usually supplied in ascending order of z, then y, then x for (const tileID of tileIDs) { const terrainData = this.style.map.terrain && this.style.map.terrain.getTerrainData(tileID); const mesh = projection.getMeshFromTileID(this.context, tileID.canonical, true, true, 'raster'); const projectionData = transform.getProjectionData({overscaledTileID: tileID, applyGlobeMatrix: true, applyTerrainMatrix: true}); program.draw(context, gl.TRIANGLES, depthMode, StencilMode.disabled, ColorMode.disabled, CullFaceMode.backCCW, null, terrainData, projectionData, '$clipping', mesh.vertexBuffer, mesh.indexBuffer, mesh.segments); } } stencilModeFor3D(): StencilMode { this.currentStencilSource = undefined; if (this.nextStencilID + 1 > 256) { this.clearStencil(); } const id = this.nextStencilID++; const gl = this.context.gl; return new StencilMode({func: gl.NOTEQUAL, mask: 0xFF}, id, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE); } stencilModeForClipping(tileID: OverscaledTileID): StencilMode { const gl = this.context.gl; return new StencilMode({func: gl.EQUAL, mask: 0xFF}, this._tileClippingMaskIDs[tileID.key], 0x00, gl.KEEP, gl.KEEP, gl.REPLACE); } /* * Sort coordinates by Z as drawing tiles is done in Z-descending order. * All children with the same Z write the same stencil value. Children * stencil values are greater than parent's. This is used only for raster * and raster-dem tiles, which are already clipped to tile boundaries, to * mask area of tile overlapped by children tiles. * Stencil ref values continue range used in _tileClippingMaskIDs. * * Attention: This function changes this.nextStencilID even if the result of it * is not used, which might cause problems when rendering due to invalid stencil * values. * Returns [StencilMode for tile overscaleZ map, sortedCoords]. */ getStencilConfigForOverlapAndUpdateStencilID(tileIDs: Array<OverscaledTileID>): [{ [_: number]: Readonly<StencilMode>; }, Array<OverscaledTileID>] { const gl = this.context.gl; const coords = tileIDs.sort((a, b) => b.overscaledZ - a.overscaledZ); const minTileZ = coords[coords.length - 1].overscaledZ; const stencilValues = coords[0].overscaledZ - minTileZ + 1; if (stencilValues > 1) { this.currentStencilSource = undefined; if (this.nextStencilID + stencilValues > 256) { this.clearStencil(); } const zToStencilMode = {}; for (let i = 0; i < stencilValues; i++) { zToStencilMode[i + minTileZ] = new StencilMode({func: gl.GEQUAL, mask: 0xFF}, i + this.nextStencilID, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE); } this.nextStencilID += stencilValues; return [zToStencilMode, coords]; } return [{[minTileZ]: StencilMode.disabled}, coords]; } stencilConfigForOverlapTwoPass(tileIDs: Array<OverscaledTileID>): [ { [_: number]: Readonly<StencilMode> }, // borderless tiles - high priority & high stencil values { [_: number]: Readonly<StencilMode> }, // tiles with border - low priority Array<OverscaledTileID> ] { const gl = this.context.gl; const coords = tileIDs.sort((a, b) => b.overscaledZ - a.overscaledZ); const minTileZ = coords[coords.length - 1].overscaledZ; const stencilValues = coords[0].overscaledZ - minTileZ + 1; this.clearStencil(); if (stencilValues > 1) { const zToStencilModeHigh = {}; const zToStencilModeLow = {}; for (let i = 0; i < stencilValues; i++) { zToStencilModeHigh[i + minTileZ] = new StencilMode({func: gl.GREATER, mask: 0xFF}, stencilValues + 1 + i, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE); zToStencilModeLow[i + minTileZ] = new StencilMode({func: gl.GREATER, mask: 0xFF}, 1 + i, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE); } this.nextStencilID = stencilValues * 2 + 1; return [ zToStencilModeHigh, zToStencilModeLow, coords ]; } else { this.nextStencilID = 3; return [ {[minTileZ]: new StencilMode({func: gl.GREATER, mask: 0xFF}, 2, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE)}, {[minTileZ]: new StencilMode({func: gl.GREATER, mask: 0xFF}, 1, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE)}, coords ]; } } colorModeForRenderPass(): Readonly<ColorMode> { const gl = this.context.gl; if (this._showOverdrawInspector) { const numOverdrawSteps = 8; const a = 1 / numOverdrawSteps; return new ColorMode([gl.CONSTANT_COLOR, gl.ONE], new Color(a, a, a, 0), [true, true, true, true]); } else if (this.renderPass === 'opaque') { return ColorMode.unblended; } else { return ColorMode.alphaBlended; } } getDepthModeForSublayer(n: number, mask: DepthMaskType, func?: DepthFuncType | null): Readonly<DepthMode> { if (!this.opaquePassEnabledForLayer()) return DepthMode.disabled; const depth = 1 - ((1 + this.currentLayer) * this.numSublayers + n) * this.depthEpsilon; return new DepthMode(func || this.context.gl.LEQUAL, mask, [depth, depth]); } getDepthModeFor3D(): Readonly<DepthMode> { return new DepthMode(this.context.gl.LEQUAL, DepthMode.ReadWrite, this.depthRangeFor3D); } /* * The opaque pass and 3D layers both use the depth buffer. * Layers drawn above 3D layers need to be drawn using the * painter's algorithm so that they appear above 3D features. * This returns true for layers that can be drawn using the * opaque pass. */ opaquePassEnabledForLayer() { return this.currentLayer < this.opaquePassCutoff; } render(style: Style, options: PainterOptions) { this.style = style; this.options = options; this.lineAtlas = style.lineAtlas; this.imageManager = style.imageManager; this.glyphManager = style.glyphManager; this.symbolFadeChange = style.placement.symbolFadeChange(browser.now()); this.imageManager.beginFrame(); const layerIds = this.style._order; const sourceCaches = this.style.sourceCaches; const coordsAscending: {[_: string]: Array<OverscaledTileID>} = {}; const coordsDescending: {[_: string]: Array<OverscaledTileID>} = {}; const coordsDescendingSymbol: {[_: string]: Array<OverscaledTileID>} = {}; const renderOptions: RenderOptions = {isRenderingToTexture: false, isRenderingGlobe: style.projection?.transitionState > 0}; for (const id in sourceCaches) { const sourceCache = sourceCaches[id]; if (sourceCache.used) { sourceCache.prepare(this.context); } coordsAscending[id] = sourceCache.getVisibleCoordinates(false); coordsDescending[id] = coordsAscending[id].slice().reverse(); coordsDescendingSymbol[id] = sourceCache.getVisibleCoordinates(true).reverse(); } this.opaquePassCutoff = Infinity; for (let i = 0; i < layerIds.length; i++) { const layerId = layerIds[i]; if (this.style._layers[layerId].is3D()) { this.opaquePassCutoff = i; break; } } this.maybeDrawDepthAndCoords(false); if (this.renderToTexture) { this.renderToTexture.prepareForRender(this.style, this.transform.zoom); // this is disabled, because render-to-texture is rendering all layers from bottom to top. this.opaquePassCutoff = 0; } // Offscreen pass =============================================== // We first do all rendering that requires rendering to a separate // framebuffer, and then save those for rendering back to the map // later: in doing this we avoid doing expensive framebuffer restores. this.renderPass = 'offscreen'; for (const layerId of layerIds) { const layer = this.style._layers[layerId]; if (!layer.hasOffscreenPass() || layer.isHidden(this.transform.zoom)) continue; const coords = coordsDescending[layer.source]; if (layer.type !== 'custom' && !coords.length) continue; this.renderLayer(this, sourceCaches[layer.source], layer, coords, renderOptions); } // Execute offscreen GPU tasks of the projection manager this.style.projection?.updateGPUdependent({ context: this.context, useProgram: (name: string) => this.useProgram(name) }); // Rebind the main framebuffer now that all offscreen layers have been rendered: this.context.viewport.set([0, 0, this.width, this.height]); this.context.bindFramebuffer.set(null); // Clear buffers in preparation for drawing to the main framebuffer this.context.clear({color: options.showOverdrawInspector ? Color.black : Color.transparent, depth: 1}); this.clearStencil(); // draw sky first to not overwrite symbols if (this.style.sky) drawSky(this, this.style.sky); this._showOverdrawInspector = options.showOverdrawInspector; this.depthRangeFor3D = [0, 1 - ((style._order.length + 2) * this.numSublayers * this.depthEpsilon)]; // Opaque pass =============================================== // Draw opaque layers top-to-bottom first. if (!this.renderToTexture) { this.renderPass = 'opaque'; for (this.currentLayer = layerIds.length - 1; this.currentLayer >= 0; this.currentLayer--) { const layer = this.style._layers[layerIds[this.currentLayer]]; const sourceCache = sourceCaches[layer.source]; const coords = coordsAscending[layer.source]; this._renderTileClippingMasks(layer, coords, false); this.renderLayer(this, sourceCache, layer, coords, renderOptions); } } // Translucent pass =============================================== // Draw all other layers bottom-to-top. this.renderPass = 'translucent'; let globeDepthRendered = false; for (this.currentLayer = 0; this.currentLayer < layerIds.length; this.currentLayer++) { const layer = this.style._layers[layerIds[this.currentLayer]]; const sourceCache = sourceCaches[layer.source]; if (this.renderToTexture && this.renderToTexture.renderLayer(layer, renderOptions)) continue; if (!this.opaquePassEnabledForLayer() && !globeDepthRendered) { globeDepthRendered = true; // Render the globe sphere into the depth buffer - but only if globe is enabled and terrain is disabled. // There should be no need for explicitly writing tile depths when terrain is enabled. if (renderOptions.isRenderingGlobe && !this.style.map.terrain) { this._renderTilesDepthBuffer(); } } // For symbol layers in the translucent pass, we add extra tiles to the renderable set // for cross-tile symbol fading. Symbol layers don't use tile clipping, so no need to render // separate clipping masks const coords = (layer.type === 'symbol' ? coordsDescendingSymbol : coordsDescending)[layer.source]; this._renderTileClippingMasks(layer, coordsAscending[layer.source], !!this.renderToTexture); this.renderLayer(this, sourceCache, layer, coords, renderOptions); } // Render atmosphere, only for Globe projection if (renderOptions.isRenderingGlobe) { drawAtmosphere(this, this.style.sky, this.style.light); } if (this.options.showTileBoundaries) { const selectedSource = selectDebugSource(this.style, this.transform.zoom); if (selectedSource) { drawDebug(this, selectedSource, selectedSource.getVisibleCoordinates()); } } if (this.options.showPadding) { drawDebugPadding(this); } // Set defaults for most GL values so that anyone using the state after the render // encounters more expected values. this.context.setDefault(); } /** * Update the depth and coords framebuffers, if the contents of those frame buffers is out of date. * If requireExact is false, then the contents of those frame buffers is not updated if it is close * to accurate (that is, the camera has not moved much since it was updated last). */ maybeDrawDepthAndCoords(requireExact: boolean) { if (!this.style || !this.style.map || !this.style.map.terrain) { return; } const prevMatrix = this.terrainFacilitator.matrix; const currMatrix = this.transform.modelViewProjectionMatrix; // Update coords/depth-framebuffer on camera movement, or tile reloading let doUpdate = this.terrainFacilitator.dirty; doUpdate ||= requireExact ? !mat4.exactEquals(prevMatrix, currMatrix) : !mat4.equals(prevMatrix, currMatrix); doUpdate ||= this.style.map.terrain.sourceCache.anyTilesAfterTime(this.terrainFacilitator.renderTime); if (!doUpdate) { return; } mat4.copy(prevMatrix, currMatrix); this.terrainFacilitator.renderTime = Date.now(); this.terrainFacilitator.dirty = false; drawDepth(this, this.style.map.terrain); drawCoords(this, this.style.map.terrain); } renderLayer(painter: Painter, sourceCache: SourceCache, layer: StyleLayer, coords: Array<OverscaledTileID>, renderOptions: RenderOptions) { if (layer.isHidden(this.transform.zoom)) return; if (layer.type !== 'background' && layer.type !== 'custom' && !(coords || []).length) return; this.id = layer.id; if (isSymbolStyleLayer(layer)) { drawSymbols(painter, sourceCache, layer, coords, this.style.placement.variableOffsets, renderOptions); } else if (isCircleStyleLayer(layer)) { drawCircles(painter, sourceCache, layer, coords, renderOptions); } else if (isHeatmapStyleLayer(layer)) { drawHeatmap(painter, sourceCache, layer, coords, renderOptions); } else if (isLineStyleLayer(layer)) { drawLine(painter, sourceCache, layer, coords, renderOptions); } else if (isFillStyleLayer(layer)) { drawFill(painter, sourceCache, layer, coords, renderOptions); } else if (isFillExtrusionStyleLayer(layer)) { drawFillExtrusion(painter, sourceCache, layer, coords, renderOptions); } else if (isHillshadeStyleLayer(layer)) { drawHillshade(painter, sourceCache, layer, coords, renderOptions); } else if (isColorReliefStyleLayer(layer)) { drawColorRelief(painter, sourceCache, layer, coords, renderOptions); } else if (isRasterStyleLayer(layer)) { drawRaster(painter, sourceCache, layer, coords, renderOptions); } else if (isBackgroundStyleLayer(layer)) { drawBackground(painter, sourceCache, layer, coords, renderOptions); } else if (isCustomStyleLayer(layer)) { drawCustom(painter, sourceCache, layer, renderOptions); } } saveTileTexture(texture: Texture) { const textures = this._tileTextures[texture.size[0]]; if (!textures) { this._tileTextures[texture.size[0]] = [texture]; } else { textures.push(texture); } } getTileTexture(size: number) { const textures = this._tileTextures[size]; return textures && textures.length > 0 ? textures.pop() : null; } /** * Checks whether a pattern image is needed, and if it is, whether it is not loaded. * * @returns true if a needed image is missing and rendering needs to be skipped. */ isPatternMissing(image?: CrossFaded<ResolvedImage> | null): boolean { if (!image) return false; if (!image.from || !image.to) return true; const imagePosA = this.imageManager.getPattern(image.from.toString()); const imagePosB = this.imageManager.getPattern(image.to.toString()); return !imagePosA || !imagePosB; } /** * Finds the required shader and its variant (base/terrain/globe, etc.) and binds it, compiling a new shader if required. * @param name - Name of the desired shader. * @param programConfiguration - Configuration of shader's inputs. * @param forceSimpleProjection - Whether to force the use of a shader variant with simple mercator projection vertex shader. * @param defines - Additional macros to be injected at the beginning of the shader. Expected format is `['#define XYZ']`, etc. * False by default. Use true when drawing with a simple projection matrix is desired, eg. when drawing a fullscreen quad. * @returns */ useProgram(name: string, programConfiguration?: ProgramConfiguration | null, forceSimpleProjection: boolean = false, defines: Array<string> = []): Program<any> { this.cache = this.cache || {}; const useTerrain = !!this.style.map.terrain; const projection = this.style.projection; const projectionPrelude = forceSimpleProjection ? shaders.projectionMercator : projection.shaderPreludeCode; const projectionDefine = forceSimpleProjection ? MercatorShaderDefine : projection.shaderDefine; const projectionKey = `/${forceSimpleProjection ? MercatorShaderVariantKey : projection.shaderVariantName}`; const configurationKey = (programConfiguration ? programConfiguration.cacheKey : ''); const overdrawKey = (this._showOverdrawInspector ? '/overdraw' : ''); const terrainKey = (useTerrain ? '/terrain' : ''); const definesKey = (defines ? `/${defines.join('/')}` : ''); const key = name + configurationKey + projectionKey + overdrawKey + terrainKey + definesKey; if (!this.cache[key]) { this.cache[key] = new Program( this.context, shaders[name], programConfiguration, programUniforms[name], this._showOverdrawInspector, useTerrain, projectionPrelude, projectionDefine, defines ); } return this.cache[key]; } /* * Reset some GL state to default values to avoid hard-to-debug bugs * in custom layers. */ setCustomLayerDefaults() { // Prevent custom layers from unintentionally modify the last VAO used. // All other state is state is restored on it's own, but for VAOs it's // simpler to unbind so that we don't have to track the state of VAOs. this.context.unbindVAO(); // The default values for this state is meaningful and often expected. // Leaving this state dirty could cause a lot of confusion for users. this.context.cullFace.setDefault(); this.context.activeTexture.setDefault(); this.context.pixelStoreUnpack.setDefault(); this.context.pixelStoreUnpackPremultiplyAlpha.setDefault(); this.context.pixelStoreUnpackFlipY.setDefault(); } /* * Set GL state that is shared by all layers. */ setBaseState() { const gl = this.context.gl; this.context.cullFace.set(false); this.context.viewport.set([0, 0, this.width, this.height]); this.context.blendEquation.set(gl.FUNC_ADD); } initDebugOverlayCanvas() { if (this.debugOverlayCanvas == null) { this.debugOverlayCanvas = document.createElement('canvas'); this.debugOverlayCanvas.width = 512; this.debugOverlayCanvas.height = 512; const gl = this.context.gl; this.debugOverlayTexture = new Texture(this.context, this.debugOverlayCanvas, gl.RGBA); } } destroy() { if (this.debugOverlayTexture) { this.debugOverlayTexture.destroy(); } } /* * Return true if drawing buffer size is != from requested size. * That means that we've reached GL limits somehow. * Note: drawing buffer size changes only when canvas size changes */ overLimit() { const {drawingBufferWidth, drawingBufferHeight} = this.context.gl; return this.width !== drawingBufferWidth || this.height !== drawingBufferHeight; } }