// @flow import Texture from './texture'; import StencilMode from '../gl/stencil_mode'; import DepthMode from '../gl/depth_mode'; import CullFaceMode from '../gl/cull_face_mode'; import { hillshadeUniformValues, hillshadeUniformPrepareValues } from './program/hillshade_program'; import type Painter from './painter'; import type SourceCache from '../source/source_cache'; import type HillshadeStyleLayer from '../style/style_layer/hillshade_style_layer'; import type {OverscaledTileID} from '../source/tile_id'; export default drawHillshade; function drawHillshade(painter: Painter, sourceCache: SourceCache, layer: HillshadeStyleLayer, tileIDs: Array) { if (painter.renderPass !== 'offscreen' && painter.renderPass !== 'translucent') return; const context = painter.context; const depthMode = painter.depthModeForSublayer(0, DepthMode.ReadOnly); const colorMode = painter.colorModeForRenderPass(); const [stencilModes, coords] = painter.renderPass === 'translucent' ? painter.stencilConfigForOverlap(tileIDs) : [{}, tileIDs]; for (const coord of coords) { const tile = sourceCache.getTile(coord); if (tile.needsHillshadePrepare && painter.renderPass === 'offscreen') { prepareHillshade(painter, tile, layer, depthMode, StencilMode.disabled, colorMode); } else if (painter.renderPass === 'translucent') { renderHillshade(painter, tile, layer, depthMode, stencilModes[coord.overscaledZ], colorMode); } } context.viewport.set([0, 0, painter.width, painter.height]); } function renderHillshade(painter, tile, layer, depthMode, stencilMode, colorMode) { const context = painter.context; const gl = context.gl; const fbo = tile.fbo; if (!fbo) return; const program = painter.useProgram('hillshade'); context.activeTexture.set(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get()); const uniformValues = hillshadeUniformValues(painter, tile, layer); program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, uniformValues, layer.id, painter.rasterBoundsBuffer, painter.quadTriangleIndexBuffer, painter.rasterBoundsSegments); } // hillshade rendering is done in two steps. the prepare step first calculates the slope of the terrain in the x and y // directions for each pixel, and saves those values to a framebuffer texture in the r and g channels. function prepareHillshade(painter, tile, layer, depthMode, stencilMode, colorMode) { const context = painter.context; const gl = context.gl; const dem = tile.dem; if (dem && dem.data) { const tileSize = dem.dim; const textureStride = dem.stride; const pixelData = dem.getPixels(); context.activeTexture.set(gl.TEXTURE1); context.pixelStoreUnpackPremultiplyAlpha.set(false); tile.demTexture = tile.demTexture || painter.getTileTexture(textureStride); if (tile.demTexture) { const demTexture = tile.demTexture; demTexture.update(pixelData, {premultiply: false}); demTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE); } else { tile.demTexture = new Texture(context, pixelData, gl.RGBA, {premultiply: false}); tile.demTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE); } context.activeTexture.set(gl.TEXTURE0); let fbo = tile.fbo; if (!fbo) { const renderTexture = new Texture(context, {width: tileSize, height: tileSize, data: null}, gl.RGBA); renderTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE); fbo = tile.fbo = context.createFramebuffer(tileSize, tileSize, true); fbo.colorAttachment.set(renderTexture.texture); } context.bindFramebuffer.set(fbo.framebuffer); context.viewport.set([0, 0, tileSize, tileSize]); painter.useProgram('hillshadePrepare').draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, hillshadeUniformPrepareValues(tile.tileID, dem), layer.id, painter.rasterBoundsBuffer, painter.quadTriangleIndexBuffer, painter.rasterBoundsSegments); tile.needsHillshadePrepare = false; } }