import {StencilMode} from '../gl/stencil_mode'; import {DepthMode} from '../gl/depth_mode'; import {CullFaceMode} from '../gl/cull_face_mode'; import {Program} from './program'; import {circleUniformValues} from './program/circle_program'; import {SegmentVector} from '../data/segment'; import {OverscaledTileID} from '../source/tile_id'; import type {Painter} from './painter'; import type {SourceCache} from '../source/source_cache'; import type {CircleStyleLayer} from '../style/style_layer/circle_style_layer'; import type {CircleBucket} from '../data/bucket/circle_bucket'; import type {ProgramConfiguration} from '../data/program_configuration'; import type {VertexBuffer} from '../gl/vertex_buffer'; import type {IndexBuffer} from '../gl/index_buffer'; import type {UniformValues} from './uniform_binding'; import type {CircleUniformsType} from './program/circle_program'; import type {TerrainData} from '../render/terrain'; type TileRenderState = { programConfiguration: ProgramConfiguration; program: Program; layoutVertexBuffer: VertexBuffer; indexBuffer: IndexBuffer; uniformValues: UniformValues; terrainData: TerrainData; }; type SegmentsTileRenderState = { segments: SegmentVector; sortKey: number; state: TileRenderState; }; export function drawCircles(painter: Painter, sourceCache: SourceCache, layer: CircleStyleLayer, coords: Array) { if (painter.renderPass !== 'translucent') return; const opacity = layer.paint.get('circle-opacity'); const strokeWidth = layer.paint.get('circle-stroke-width'); const strokeOpacity = layer.paint.get('circle-stroke-opacity'); const sortFeaturesByKey = !layer.layout.get('circle-sort-key').isConstant(); if (opacity.constantOr(1) === 0 && (strokeWidth.constantOr(1) === 0 || strokeOpacity.constantOr(1) === 0)) { return; } const context = painter.context; const gl = context.gl; const depthMode = painter.depthModeForSublayer(0, DepthMode.ReadOnly); // Turn off stencil testing to allow circles to be drawn across boundaries, // so that large circles are not clipped to tiles const stencilMode = StencilMode.disabled; const colorMode = painter.colorModeForRenderPass(); const segmentsRenderStates: Array = []; for (let i = 0; i < coords.length; i++) { const coord = coords[i]; const tile = sourceCache.getTile(coord); const bucket: CircleBucket = (tile.getBucket(layer) as any); if (!bucket) continue; const programConfiguration = bucket.programConfigurations.get(layer.id); const program = painter.useProgram('circle', programConfiguration); const layoutVertexBuffer = bucket.layoutVertexBuffer; const indexBuffer = bucket.indexBuffer; const terrainData = painter.style.map.terrain && painter.style.map.terrain.getTerrainData(coord); const uniformValues = circleUniformValues(painter, coord, tile, layer); const state: TileRenderState = { programConfiguration, program, layoutVertexBuffer, indexBuffer, uniformValues, terrainData }; if (sortFeaturesByKey) { const oldSegments = bucket.segments.get(); for (const segment of oldSegments) { segmentsRenderStates.push({ segments: new SegmentVector([segment]), sortKey: (segment.sortKey as any as number), state }); } } else { segmentsRenderStates.push({ segments: bucket.segments, sortKey: 0, state }); } } if (sortFeaturesByKey) { segmentsRenderStates.sort((a, b) => a.sortKey - b.sortKey); } for (const segmentsState of segmentsRenderStates) { const {programConfiguration, program, layoutVertexBuffer, indexBuffer, uniformValues, terrainData} = segmentsState.state; const segments = segmentsState.segments; program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, uniformValues, terrainData, layer.id, layoutVertexBuffer, indexBuffer, segments, layer.paint, painter.transform.zoom, programConfiguration); } }