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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 {type Painter} from '../render/painter.ts'; import type {RenderOptions} from '../render/render_options.ts'; import {type Tile} from '../tile/tile.ts'; import {Color} from '@maplibre/maplibre-gl-style-spec'; import {type OverscaledTileID} from '../tile/tile_id.ts'; import {drawTerrain} from './draw/draw_terrain.ts'; import {type Style} from '../style/style.ts'; import {type Terrain} from '../render/terrain.ts'; import {type Texture} from './texture.ts'; import type {StyleLayer} from '../style/style_layer.ts'; import {ImageSource} from '../source/image_source.ts'; import {RTT_DIFFERENCES, RTTFingerprint, type RTTDifference} from './rtt_fingerprint.ts'; /** * lookup table which layers should rendered to texture */ const LAYERS_TO_TEXTURES: { [keyof in StyleLayer['type']]?: boolean } = { background: true, fill: true, line: true, raster: true, hillshade: true, 'color-relief': true }; /** * @internal * Renders RTT-eligible layers into per-tile cached textures, then drapes * them onto the terrain mesh. Slots live on each Tile so their lifetime * tracks the tile itself; the underlying FBO+texture handles are recycled * via the painter's RTT pool. */ export class RenderToTexture { painter: Painter; terrain: Terrain; /** RTT texture dimension in pixels (tile size × terrain quality factor). */ rttSize: number; /** * coordsAscending contains a list of all tiles which should be rendered for one render-to-texture tile * e.g. render 4 raster-tiles with size 256px to the 512px render-to-texture tile */ _coordsAscending: {[_: string]: {[_:string]: OverscaledTileID[]}}; /** * This frame's fingerprint for each render-to-texture tile, keyed by source id * then tile key. A tile whose stored fingerprint differs has stale textures. */ _rttFingerprints: Record<string, Record<string, RTTFingerprint>>; /** * store for render-stacks * a render stack is a set of layers which should be rendered into one texture * every stylesheet can have multiple stacks. A new stack is created if layers which should * not rendered to texture sit between layers which should rendered to texture. e.g. hillshading or symbols */ _stacks: string[][]; /** * remember the previous processed layer to check if a new stack is needed */ _prevType: string; /** * a list of tiles that can potentially rendered */ _renderableTiles: Tile[]; /** * a list of tiles that should be rendered to screen in the next render-call */ _rttTiles: Tile[]; /** * a list of all layer-ids which should be rendered */ _renderableLayerIds: string[]; /** * the zoom of the previous prepareForRender call */ _lastPrepareZoom: number; /** * whether the render loop needs a follow-up frame to refresh cached textures that were kept this frame: * textures rendered at another zoom, and stale textures beyond the per-frame budget. */ needsFollowUpFrame: boolean = false; constructor(painter: Painter, terrain: Terrain) { this.painter = painter; this.terrain = terrain; this.rttSize = terrain.tileManager.tileSize * terrain.qualityFactor; } getTexture(tile: Tile): Texture { return tile.getRTT(this._stacks.length - 1).texture; } /** * Collects the frame's tiles, layers and source fingerprints and releases the textures that need * re-rendering. Textures that differ only by zoom are kept while the zoom is changing or the map is moving * and re-rendered one tile per frame once it has stopped, nearest to the camera first; textures with other * source tiles under them are re-rendered one per frame too, `needsFollowUpFrame` bringing in the rest. * Textures whose visible layer set changed (a layer entered or left its zoom range) are kept while the zoom * is changing and then all re-rendered in the same frame, since a tile-by-tile change would show; a source * data change re-renders immediately. */ prepareForRender(style: Style, zoom: number): void { const zoomChanged = zoom !== this._lastPrepareZoom; this._lastPrepareZoom = zoom; this._stacks = []; this._prevType = null; this._rttTiles = []; this._renderableTiles = this.terrain.tileManager.getRenderableTiles(); this._renderableLayerIds = style._order.filter(id => !style._layers[id].isHidden(zoom)); const visibleLayerIds = this._renderableLayerIds.join(); const rttSourceIds = new Set<string>(); for (const layerId of this._renderableLayerIds) { const layer = style._layers[layerId]; const source = layer.source; if (source && LAYERS_TO_TEXTURES[layer.type]) rttSourceIds.add(source); } this._coordsAscending = {}; this._rttFingerprints = {}; for (const sourceId of rttSourceIds) { const tileManager = style.tileManagers[sourceId]; if (!tileManager) continue; this._coordsAscending[sourceId] = {}; const coordsAscending = this._coordsAscending[sourceId]; const source = tileManager.getSource(); const terrainTileRanges = source instanceof ImageSource ? source.terrainTileRanges : null; for (const tileID of tileManager.getVisibleCoordinates()) { const keys = this.terrain.tileManager.getTerrainCoords(tileID, terrainTileRanges); for (const key in keys) { coordsAscending[key] ||= []; coordsAscending[key].push(keys[key]); } } this._rttFingerprints[sourceId] = {}; const fingerprints = this._rttFingerprints[sourceId]; const revision = tileManager.getState().revision; for (const key in coordsAscending) fingerprints[key] = new RTTFingerprint(coordsAscending[key], revision, zoom, visibleLayerIds); } // check tiles to render this.needsFollowUpFrame = false; const moving = zoomChanged || this.painter.options.moving; let staleTileReleased = false; for (const tile of this._renderableTiles) { const difference = this._textureDifference(tile); if (difference === 'none') continue; if ((difference === 'zoom' && moving) || (difference === 'visibleLayers' && zoomChanged)) { this.needsFollowUpFrame = true; } else if (difference === 'zoom' || difference === 'sourceTiles') { if (staleTileReleased) this.needsFollowUpFrame = true; else tile.releaseRTT(this.painter); staleTileReleased = true; } else { tile.releaseRTT(this.painter); } } } /** * The most severe difference, over the sources rendered to texture, between the tile's cached textures * and what this frame would render into them. */ _textureDifference(tile: Tile): RTTDifference { let worst: RTTDifference = 'none'; for (const source in this._rttFingerprints) { const frameFingerprint = this._rttFingerprints[source][tile.tileID.key]; if (!frameFingerprint) continue; const difference = frameFingerprint.difference(tile.rttFingerprint[source]); if (RTT_DIFFERENCES.indexOf(difference) > RTT_DIFFERENCES.indexOf(worst)) worst = difference; } return worst; } /** * due that switching textures is relatively slow, the render * layer-by-layer context is not practicable. To bypass this problem * this lines of code stack all layers and later render all at once. * Because of the stylesheet possibility to mixing render-to-texture layers * and 'live'-layers (f.e. symbols) it is necessary to create more stacks. For example * a symbol-layer is in between of fill-layers. * @param layer - the layer to render * @param renderOptions - flags describing how to render the layer * @returns if true layer is rendered to texture, otherwise false */ renderLayer(layer: StyleLayer, renderOptions: RenderOptions): boolean { if (layer.isHidden(this.painter.transform.zoom)) return false; const options: RenderOptions = {...renderOptions, isRenderingToTexture: true}; const type = layer.type; const painter = this.painter; const isLastLayer = this._renderableLayerIds[this._renderableLayerIds.length - 1] === layer.id; // remember background, fill, line & raster layer to render into a stack if (LAYERS_TO_TEXTURES[type]) { // create a new stack if previous layer was not rendered to texture (f.e. symbols) if (!this._prevType || !LAYERS_TO_TEXTURES[this._prevType]) this._stacks.push([]); // push current render-to-texture layer to render-stack this._prevType = type; this._stacks[this._stacks.length - 1].push(layer.id); // rendering is done later, all in once if (!isLastLayer) return true; } // in case a stack is finished render all collected stack-layers into a texture if (LAYERS_TO_TEXTURES[this._prevType] || (LAYERS_TO_TEXTURES[type] && isLastLayer)) { this._prevType = type; const stack = this._stacks.length - 1, layers = this._stacks[stack] || []; for (const tile of this._renderableTiles) { this._rttTiles.push(tile); // Cache hit: this tile already has a RTT object for this stack from a previous frame. if (tile.getRTT(stack)) continue; const obj = tile.acquireRTT(painter, stack, this.rttSize); painter.bindRTT(obj); painter.context.clear({color: Color.transparent, stencil: 0}); painter.currentStencilSource = undefined; for (const layerId of layers) { const layer = painter.style._layers[layerId]; const coords = layer.source ? this._coordsAscending[layer.source][tile.tileID.key] : [tile.tileID]; painter.context.viewport.set([0, 0, this.rttSize, this.rttSize]); painter.renderTileClippingMasks(layer, coords, true); painter.renderLayer(painter, painter.style.tileManagers[layer.source], layer, coords, options); if (layer.source) tile.rttFingerprint[layer.source] = this._rttFingerprints[layer.source][tile.tileID.key]; } obj.texture.generateMipmap(); } drawTerrain(this.painter, this.terrain, this._rttTiles, options); this._rttTiles = []; return LAYERS_TO_TEXTURES[type]; } return false; } }