ngx-open-map-wrapper/node_modules/maplibre-gl/src/render/draw_raster.ts
2025-10-27 09:20:22 -04:00

223 lines
9.5 KiB
TypeScript

import {clamp} from '../util/util';
import {ImageSource} from '../source/image_source';
import {now} from '../util/time_control';
import {StencilMode} from '../gl/stencil_mode';
import {DepthMode} from '../gl/depth_mode';
import {CullFaceMode} from '../gl/cull_face_mode';
import {rasterUniformValues} from './program/raster_program';
import {EXTENT} from '../data/extent';
import {FadingDirections} from '../source/tile';
import Point from '@mapbox/point-geometry';
import type {Painter, RenderOptions} from './painter';
import type {SourceCache} from '../source/source_cache';
import type {RasterStyleLayer} from '../style/style_layer/raster_style_layer';
import type {OverscaledTileID} from '../source/tile_id';
import type {Tile} from '../source/tile';
type FadeProperties = {
parentTile: Tile;
parentScaleBy: number;
parentTopLeft: [number, number];
fadeValues: FadeValues;
};
type FadeValues = {
tileOpacity: number;
parentTileOpacity?: number;
fadeMix: {opacity: number; mix: number};
};
const cornerCoords = [
new Point(0, 0),
new Point(EXTENT, 0),
new Point(EXTENT, EXTENT),
new Point(0, EXTENT),
];
export function drawRaster(painter: Painter, sourceCache: SourceCache, layer: RasterStyleLayer, tileIDs: Array<OverscaledTileID>, renderOptions: RenderOptions) {
if (painter.renderPass !== 'translucent') return;
if (layer.paint.get('raster-opacity') === 0) return;
if (!tileIDs.length) return;
const {isRenderingToTexture} = renderOptions;
const source = sourceCache.getSource();
const projection = painter.style.projection;
const useSubdivision = projection.useSubdivision;
// When rendering globe (or any other subdivided projection), two passes are needed.
// Subdivided tiles with different granularities might have tiny gaps between them.
// To combat this, tile meshes for globe have a slight border region.
// However tiles borders will overlap, and a part of a tile often
// gets hidden by its neighbour's border, which displays an ugly stretched texture.
// To both hide the border stretch and avoid tiny gaps, tiles are first drawn without borders (with gaps),
// and then any missing pixels (gaps, not marked in stencil) get overdrawn with tile borders.
// This approach also avoids pixel shader overdraw, as any pixel is drawn at most once.
// Stencil mask and two-pass is not used for ImageSource sources regardless of projection.
if (source instanceof ImageSource) {
// Image source - no stencil is used
drawTiles(painter, sourceCache, layer, tileIDs, null, false, false, source.tileCoords, source.flippedWindingOrder, isRenderingToTexture);
} else if (useSubdivision) {
// Two-pass rendering
const [stencilBorderless, stencilBorders, coords] = painter.stencilConfigForOverlapTwoPass(tileIDs);
drawTiles(painter, sourceCache, layer, coords, stencilBorderless, false, true, cornerCoords, false, isRenderingToTexture); // draw without borders
drawTiles(painter, sourceCache, layer, coords, stencilBorders, true, true, cornerCoords, false, isRenderingToTexture); // draw with borders
} else {
// Simple rendering
const [stencil, coords] = painter.getStencilConfigForOverlapAndUpdateStencilID(tileIDs);
drawTiles(painter, sourceCache, layer, coords, stencil, false, true, cornerCoords, false, isRenderingToTexture);
}
}
function drawTiles(
painter: Painter,
sourceCache: SourceCache,
layer: RasterStyleLayer,
coords: Array<OverscaledTileID>,
stencilModes: {[_: number]: Readonly<StencilMode>} | null,
useBorder: boolean,
allowPoles: boolean,
corners: Array<Point>,
flipCullfaceMode: boolean = false,
isRenderingToTexture: boolean = false) {
const minTileZ = coords[coords.length - 1].overscaledZ;
const context = painter.context;
const gl = context.gl;
const program = painter.useProgram('raster');
const transform = painter.transform;
const projection = painter.style.projection;
const colorMode = painter.colorModeForRenderPass();
const align = !painter.options.moving;
const rasterOpacity = layer.paint.get('raster-opacity');
const rasterResampling = layer.paint.get('raster-resampling');
const fadeDuration = layer.paint.get('raster-fade-duration');
const isTerrain = !!painter.style.map.terrain;
// Draw all tiles
for (const coord of coords) {
// Set the lower zoom level to sublayer 0, and higher zoom levels to higher sublayers
// Use gl.LESS to prevent double drawing in areas where tiles overlap.
const depthMode = painter.getDepthModeForSublayer(coord.overscaledZ - minTileZ,
rasterOpacity === 1 ? DepthMode.ReadWrite : DepthMode.ReadOnly, gl.LESS);
const tile = sourceCache.getTile(coord);
const textureFilter = rasterResampling === 'nearest' ? gl.NEAREST : gl.LINEAR;
// create and bind first texture
context.activeTexture.set(gl.TEXTURE0);
tile.texture.bind(textureFilter, gl.CLAMP_TO_EDGE, gl.LINEAR_MIPMAP_NEAREST);
// create second texture - use either the current tile or fade tile to bind second texture below
context.activeTexture.set(gl.TEXTURE1);
const {parentTile, parentScaleBy, parentTopLeft, fadeValues} = getFadeProperties(tile, sourceCache, fadeDuration, isTerrain);
tile.fadeOpacity = fadeValues.tileOpacity;
if (parentTile) {
parentTile.fadeOpacity = fadeValues.parentTileOpacity;
parentTile.texture.bind(textureFilter, gl.CLAMP_TO_EDGE, gl.LINEAR_MIPMAP_NEAREST);
} else {
tile.texture.bind(textureFilter, gl.CLAMP_TO_EDGE, gl.LINEAR_MIPMAP_NEAREST);
}
// Enable anisotropic filtering only when the pitch is greater than 20 degrees
// to preserve image sharpness on flat or slightly tilted maps.
if (tile.texture.useMipmap && context.extTextureFilterAnisotropic && painter.transform.pitch > 20) {
gl.texParameterf(gl.TEXTURE_2D, context.extTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,
context.extTextureFilterAnisotropicMax);
}
const terrainData = painter.style.map.terrain && painter.style.map.terrain.getTerrainData(coord);
const projectionData = transform.getProjectionData({overscaledTileID: coord, aligned: align, applyGlobeMatrix: !isRenderingToTexture, applyTerrainMatrix: true});
const uniformValues = rasterUniformValues(parentTopLeft, parentScaleBy, fadeValues.fadeMix, layer, corners);
const mesh = projection.getMeshFromTileID(context, coord.canonical, useBorder, allowPoles, 'raster');
const stencilMode = stencilModes ? stencilModes[coord.overscaledZ] : StencilMode.disabled;
program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, flipCullfaceMode ? CullFaceMode.frontCCW : CullFaceMode.backCCW,
uniformValues, terrainData, projectionData, layer.id, mesh.vertexBuffer,
mesh.indexBuffer, mesh.segments);
}
}
/**
* Get fade properties for current tile - either cross-fading or self-fading properties.
*/
function getFadeProperties(tile: Tile, sourceCache: SourceCache, fadeDuration: number, isTerrain: boolean): FadeProperties {
const defaults: FadeProperties = {
parentTile: null,
parentScaleBy: 1,
parentTopLeft: [0, 0],
fadeValues: {tileOpacity: 1, parentTileOpacity: 1, fadeMix: {opacity: 1, mix: 0}}
};
if (fadeDuration === 0 || isTerrain) return defaults;
// cross-fade with parent first if available
if (tile.fadingParentID) {
const parentTile = sourceCache._getLoadedTile(tile.fadingParentID);
if (!parentTile) return defaults;
const parentScaleBy = Math.pow(2, parentTile.tileID.overscaledZ - tile.tileID.overscaledZ);
const parentTopLeft: [number, number] = [
(tile.tileID.canonical.x * parentScaleBy) % 1,
(tile.tileID.canonical.y * parentScaleBy) % 1
];
const fadeValues = getCrossFadeValues(tile, parentTile, fadeDuration);
return {parentTile, parentScaleBy, parentTopLeft, fadeValues};
}
// self-fade for edge tiles
if (tile.selfFading) {
const fadeValues = getSelfFadeValues(tile, fadeDuration);
return {parentTile: null, parentScaleBy: 1, parentTopLeft: [0, 0], fadeValues};
}
return defaults;
}
/**
* Cross-fade values for a base tile with a parent tile (for zooming in/out)
*/
function getCrossFadeValues(tile: Tile, parentTile: Tile, fadeDuration: number): FadeValues {
const currentTime = now();
const timeSinceTile = (currentTime - tile.timeAdded) / fadeDuration;
const timeSinceParent = (currentTime - parentTile.timeAdded) / fadeDuration;
// get fading opacity based on current fade direction
const doFadeIn = (tile.fadingDirection === FadingDirections.Incoming);
const opacity1 = clamp(timeSinceTile, 0, 1);
const opacity2 = clamp(1 - timeSinceParent, 0, 1);
const tileOpacity = doFadeIn ? opacity1 : opacity2;
const parentTileOpacity = doFadeIn ? opacity2 : opacity1;
const fadeMix = {
opacity: 1,
mix: 1 - tileOpacity
};
return {tileOpacity, parentTileOpacity, fadeMix};
}
/**
* Simple fade-in values for tile without a parent (i.e. edge tiles)
*/
function getSelfFadeValues(tile: Tile, fadeDuration: number): FadeValues {
const currentTime = now();
const timeSinceTile = (currentTime - tile.timeAdded) / fadeDuration;
const tileOpacity = clamp(timeSinceTile, 0, 1);
const fadeMix = {
opacity: tileOpacity,
mix: 0
};
return {tileOpacity, fadeMix};
}