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Simplify and optimize drawFill #3501

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Nov 1, 2016
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123 changes: 45 additions & 78 deletions js/render/draw_fill.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,30 +2,28 @@

const setPattern = require('./set_pattern');

module.exports = draw;
module.exports = drawFill;

function draw(painter, sourceCache, layer, coords) {
function drawFill(painter, sourceCache, layer, coords) {
const gl = painter.gl;
gl.enable(gl.STENCIL_TEST);

const isOpaque = (
const isOpaque =
!layer.paint['fill-pattern'] &&
layer.isPaintValueFeatureConstant('fill-color') &&
layer.isPaintValueFeatureConstant('fill-opacity') &&
layer.paint['fill-color'][3] === 1 &&
layer.paint['fill-opacity'] === 1
);
layer.paint['fill-opacity'] === 1;

// Draw fill
if (painter.isOpaquePass === isOpaque) {
// Once we switch to earcut drawing we can pull most of the WebGL setup
// outside of this coords loop.
painter.setDepthSublayer(1);
for (let i = 0; i < coords.length; i++) {
drawFill(painter, sourceCache, layer, coords[i]);
}
drawFillTiles(painter, sourceCache, layer, coords, drawFillTile);
}

// Draw stroke
if (!painter.isOpaquePass && layer.paint['fill-antialias']) {
painter.lineWidth(2);
painter.depthMask(false);
Expand All @@ -39,97 +37,66 @@ function draw(painter, sourceCache, layer, coords) {
// the current shape, some pixels from the outline stroke overlapped
// the (non-antialiased) fill.
painter.setDepthSublayer(layer.getPaintProperty('fill-outline-color') ? 2 : 0);

for (let j = 0; j < coords.length; j++) {
drawStroke(painter, sourceCache, layer, coords[j]);
}
drawFillTiles(painter, sourceCache, layer, coords, drawStrokeTile);
}
}

function drawFill(painter, sourceCache, layer, coord) {
const tile = sourceCache.getTile(coord);
const bucket = tile.getBucket(layer);
if (!bucket) return;

const buffers = bucket.buffers;
const gl = painter.gl;

const image = layer.paint['fill-pattern'];
const layerData = buffers.layerData[layer.id];

let program;

if (!image) {
const programConfiguration = layerData.programConfiguration;
program = painter.useProgram('fill', programConfiguration);
programConfiguration.setUniforms(gl, program, layer, {zoom: painter.transform.zoom});
function drawFillTiles(painter, sourceCache, layer, coords, drawFn) {
let firstTile = true;
for (const coord of coords) {
const tile = sourceCache.getTile(coord);
const bucket = tile.getBucket(layer);
if (!bucket) continue;

} else {
// Draw texture fill
program = painter.useProgram('fillPattern');
setPattern(image, tile, coord, painter, program, false);
gl.uniform1f(program.u_opacity, layer.paint['fill-opacity']);

gl.activeTexture(gl.TEXTURE0);
painter.spriteAtlas.bind(gl, true);
painter.enableTileClippingMask(coord);
drawFn(painter, sourceCache, layer, tile, coord, bucket.buffers, firstTile);
firstTile = false;
}
}

gl.uniformMatrix4fv(program.u_matrix, false, painter.translatePosMatrix(
coord.posMatrix,
tile,
layer.paint['fill-translate'],
layer.paint['fill-translate-anchor']
));
function drawFillTile(painter, sourceCache, layer, tile, coord, buffers, firstTile) {
const gl = painter.gl;
const layerData = buffers.layerData[layer.id];

painter.enableTileClippingMask(coord);
const program = setFillProgram('fill', layer.paint['fill-pattern'], painter, layerData, layer, tile, coord, firstTile);

for (const segment of buffers.segments) {
segment.vaos[layer.id].bind(gl, program, buffers.layoutVertexBuffer, buffers.elementBuffer, layerData.paintVertexBuffer, segment.vertexOffset);
gl.drawElements(gl.TRIANGLES, segment.primitiveLength * 3, gl.UNSIGNED_SHORT, segment.primitiveOffset * 3 * 2);
}
}

function drawStroke(painter, sourceCache, layer, coord) {
const tile = sourceCache.getTile(coord);
const bucket = tile.getBucket(layer);
if (!bucket) return;

const buffers = bucket.buffers;
const layerData = buffers.layerData[layer.id];
function drawStrokeTile(painter, sourceCache, layer, tile, coord, buffers, firstTile) {
const gl = painter.gl;
const layerData = buffers.layerData[layer.id];
const usePattern = layer.paint['fill-pattern'] && !layer.getPaintProperty('fill-outline-color');

const image = layer.paint['fill-pattern'];
const isOutlineColorDefined = layer.getPaintProperty('fill-outline-color');
let program;
const program = setFillProgram('fillOutline', usePattern, painter, layerData, layer, tile, coord, firstTile);
gl.uniform2f(program.u_world, gl.drawingBufferWidth, gl.drawingBufferHeight);

if (image && !isOutlineColorDefined) {
program = painter.useProgram('fillOutlinePattern');
gl.uniform2f(program.u_world, gl.drawingBufferWidth, gl.drawingBufferHeight);
for (const segment of buffers.segments2) {
segment.vaos[layer.id].bind(gl, program, buffers.layoutVertexBuffer, buffers.elementBuffer2, layerData.paintVertexBuffer, segment.vertexOffset);
gl.drawElements(gl.LINES, segment.primitiveLength * 2, gl.UNSIGNED_SHORT, segment.primitiveOffset * 2 * 2);
}
}

function setFillProgram(programId, usePattern, painter, layerData, layer, tile, coord, firstTile) {
let program;
const prevProgram = painter.currentProgram;
if (!usePattern) {
program = painter.useProgram(programId, layerData.programConfiguration);
if (firstTile || program !== prevProgram) {
layerData.programConfiguration.setUniforms(painter.gl, program, layer, {zoom: painter.transform.zoom});
}
} else {
const programConfiguration = layerData.programConfiguration;
program = painter.useProgram('fillOutline', programConfiguration);
programConfiguration.setUniforms(gl, program, layer, {zoom: painter.transform.zoom});
gl.uniform2f(program.u_world, gl.drawingBufferWidth, gl.drawingBufferHeight);
program = painter.useProgram(`${programId}Pattern`);
painter.gl.uniform1f(program.u_opacity, layer.paint['fill-opacity']);
setPattern(layer.paint['fill-pattern'], tile, coord, painter, program, false);
}

gl.uniform1f(program.u_opacity, layer.paint['fill-opacity']);

gl.uniformMatrix4fv(program.u_matrix, false, painter.translatePosMatrix(
coord.posMatrix,
tile,
painter.gl.uniformMatrix4fv(program.u_matrix, false, painter.translatePosMatrix(
coord.posMatrix, tile,
layer.paint['fill-translate'],
layer.paint['fill-translate-anchor']
));

if (image) {
setPattern(image, tile, coord, painter, program, false);
}

painter.enableTileClippingMask(coord);

for (const segment of buffers.segments2) {
segment.vaos[layer.id].bind(gl, program, buffers.layoutVertexBuffer, buffers.elementBuffer2, layerData.paintVertexBuffer, segment.vertexOffset);
gl.drawElements(gl.LINES, segment.primitiveLength * 2, gl.UNSIGNED_SHORT, segment.primitiveOffset * 2 * 2);
}
return program;
}