-
-
Notifications
You must be signed in to change notification settings - Fork 734
/
terrain.ts
468 lines (445 loc) · 21.5 KB
/
terrain.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
import {Tile} from '../source/tile';
import {mat4, vec2} from 'gl-matrix';
import {OverscaledTileID} from '../source/tile_id';
import {RGBAImage} from '../util/image';
import {warnOnce} from '../util/util';
import {Pos3dArray, TriangleIndexArray} from '../data/array_types.g';
import pos3dAttributes from '../data/pos3d_attributes';
import {SegmentVector} from '../data/segment';
import {Painter} from './painter';
import {Texture} from '../render/texture';
import type {Framebuffer} from '../gl/framebuffer';
import Point from '@mapbox/point-geometry';
import {MercatorCoordinate} from '../geo/mercator_coordinate';
import {TerrainSourceCache} from '../source/terrain_source_cache';
import {SourceCache} from '../source/source_cache';
import {EXTENT} from '../data/extent';
import type {TerrainSpecification} from '@maplibre/maplibre-gl-style-spec';
import {LngLat, earthRadius} from '../geo/lng_lat';
import {Mesh} from './mesh';
import {isInBoundsForZoomLngLat} from '../util/world_bounds';
/**
* @internal
* A terrain GPU related object
*/
export type TerrainData = {
'u_depth': number;
'u_terrain': number;
'u_terrain_dim': number;
'u_terrain_matrix': mat4;
'u_terrain_unpack': number[];
'u_terrain_exaggeration': number;
texture: WebGLTexture;
depthTexture: WebGLTexture;
tile: Tile;
}
/**
* @internal
* This is the main class which handles most of the 3D Terrain logic. It has the following topics:
*
* 1. loads raster-dem tiles via the internal sourceCache this.sourceCache
* 2. creates a depth-framebuffer, which is used to calculate the visibility of coordinates
* 3. creates a coords-framebuffer, which is used the get to tile-coordinate for a screen-pixel
* 4. stores all render-to-texture tiles in the this.sourceCache._tiles
* 5. calculates the elevation for a specific tile-coordinate
* 6. creates a terrain-mesh
*
* A note about the GPU resource-usage:
*
* Framebuffers:
*
* - one for the depth & coords framebuffer with the size of the map-div.
* - one for rendering a tile to texture with the size of tileSize (= 512x512).
*
* Textures:
*
* - one texture for an empty raster-dem tile with size 1x1
* - one texture for an empty depth-buffer, when terrain is disabled with size 1x1
* - one texture for an each loaded raster-dem with size of the source.tileSize
* - one texture for the coords-framebuffer with the size of the map-div.
* - one texture for the depth-framebuffer with the size of the map-div.
* - one texture for the encoded tile-coords with the size 2*tileSize (=1024x1024)
* - finally for each render-to-texture tile (= this._tiles) a set of textures
* for each render stack (The stack-concept is documented in painter.ts).
*
* Normally there exists 1-3 Textures per tile, depending on the stylesheet.
* Each Textures has the size 2*tileSize (= 1024x1024). Also there exists a
* cache of the last 150 newest rendered tiles.
*
*/
export class Terrain {
/**
* The style this terrain corresponds to
*/
painter: Painter;
/**
* the sourcecache this terrain is based on
*/
sourceCache: TerrainSourceCache;
/**
* the TerrainSpecification object passed to this instance
*/
options: TerrainSpecification;
/**
* define the meshSize per tile.
*/
meshSize: number;
/**
* multiplicator for the elevation. Used to make terrain more "extreme".
*/
exaggeration: number;
/**
* to not see pixels in the render-to-texture tiles it is good to render them bigger
* this number is the multiplicator (must be a power of 2) for the current tileSize.
* So to get good results with not too much memory footprint a value of 2 should be fine.
*/
qualityFactor: number;
/**
* holds the framebuffer object in size of the screen to render the coords & depth into a texture.
*/
_fbo: Framebuffer;
_fboCoordsTexture: Texture;
_fboDepthTexture: Texture;
_emptyDepthTexture: Texture;
/**
* GL Objects for the terrain-mesh
* The mesh is a regular mesh, which has the advantage that it can be reused for all tiles.
*/
_mesh: Mesh;
/**
* coords index contains a list of tileID.keys. This index is used to identify
* the tile via the alpha-cannel in the coords-texture.
* As the alpha-channel has 1 Byte a max of 255 tiles can rendered without an error.
*/
coordsIndex: Array<string>;
/**
* tile-coords encoded in the rgb channel, _coordsIndex is in the alpha-channel.
*/
_coordsTexture: Texture;
/**
* accuracy of the coords. 2 * tileSize should be enough.
*/
_coordsTextureSize: number;
/**
* variables for an empty dem texture, which is used while the raster-dem tile is loading.
*/
_emptyDemUnpack: number[];
_emptyDemTexture: Texture;
_emptyDemMatrix: mat4;
/**
* as of overzooming of raster-dem tiles in high zoomlevels, this cache contains
* matrices to transform from vector-tile coords to raster-dem-tile coords.
*/
_demMatrixCache: {[_: string]: { matrix: mat4; coord: OverscaledTileID }};
constructor(painter: Painter, sourceCache: SourceCache, options: TerrainSpecification) {
this.painter = painter;
this.sourceCache = new TerrainSourceCache(sourceCache);
this.options = options;
this.exaggeration = typeof options.exaggeration === 'number' ? options.exaggeration : 1.0;
this.qualityFactor = 2;
this.meshSize = 128;
this._demMatrixCache = {};
this.coordsIndex = [];
this._coordsTextureSize = 1024;
}
/**
* get the elevation-value from original dem-data for a given tile-coordinate
* @param tileID - the tile to get elevation for
* @param x - between 0 .. EXTENT
* @param y - between 0 .. EXTENT
* @param extent - optional, default 8192
* @returns the elevation
*/
getDEMElevation(tileID: OverscaledTileID, x: number, y: number, extent: number = EXTENT): number {
if (!(x >= 0 && x < extent && y >= 0 && y < extent)) return 0;
const terrain = this.getTerrainData(tileID);
const dem = terrain.tile?.dem;
if (!dem)
return 0;
const pos = vec2.transformMat4([] as any, [x / extent * EXTENT, y / extent * EXTENT], terrain.u_terrain_matrix);
const coord = [pos[0] * dem.dim, pos[1] * dem.dim];
// bilinear interpolation
const cx = Math.floor(coord[0]),
cy = Math.floor(coord[1]),
tx = coord[0] - cx,
ty = coord[1] - cy;
return (
dem.get(cx, cy) * (1 - tx) * (1 - ty) +
dem.get(cx + 1, cy) * (tx) * (1 - ty) +
dem.get(cx, cy + 1) * (1 - tx) * (ty) +
dem.get(cx + 1, cy + 1) * (tx) * (ty)
);
}
/**
* Get the elevation for given {@link LngLat} in respect of exaggeration.
* @param lnglat - the location
* @param zoom - the zoom
* @returns the elevation
*/
getElevationForLngLatZoom(lnglat: LngLat, zoom: number) {
if (!isInBoundsForZoomLngLat(zoom, lnglat.wrap())) return 0;
const {tileID, mercatorX, mercatorY} = this._getOverscaledTileIDFromLngLatZoom(lnglat, zoom);
return this.getElevation(tileID, mercatorX % EXTENT, mercatorY % EXTENT, EXTENT);
}
/**
* Get the elevation for given coordinate in respect of exaggeration.
* @param tileID - the tile id
* @param x - between 0 .. EXTENT
* @param y - between 0 .. EXTENT
* @param extent - optional, default 8192
* @returns the elevation
*/
getElevation(tileID: OverscaledTileID, x: number, y: number, extent: number = EXTENT): number {
return this.getDEMElevation(tileID, x, y, extent) * this.exaggeration;
}
/**
* returns a Terrain Object for a tile. Unless the tile corresponds to data (e.g. tile is loading), return a flat dem object
* @param tileID - the tile to get the terrain for
* @returns the terrain data to use in the program
*/
getTerrainData(tileID: OverscaledTileID): TerrainData {
// create empty DEM Objects, which will used while raster-dem tiles are loading.
// creates an empty depth-buffer texture which is needed, during the initialization process of the 3d mesh..
if (!this._emptyDemTexture) {
const context = this.painter.context;
const image = new RGBAImage({width: 1, height: 1}, new Uint8Array(1 * 4));
this._emptyDepthTexture = new Texture(context, image, context.gl.RGBA, {premultiply: false});
this._emptyDemUnpack = [0, 0, 0, 0];
this._emptyDemTexture = new Texture(context, new RGBAImage({width: 1, height: 1}), context.gl.RGBA, {premultiply: false});
this._emptyDemTexture.bind(context.gl.NEAREST, context.gl.CLAMP_TO_EDGE);
this._emptyDemMatrix = mat4.identity([] as any);
}
// find covering dem tile and prepare demTexture
const sourceTile = this.sourceCache.getSourceTile(tileID, true);
if (sourceTile && sourceTile.dem && (!sourceTile.demTexture || sourceTile.needsTerrainPrepare)) {
const context = this.painter.context;
sourceTile.demTexture = this.painter.getTileTexture(sourceTile.dem.stride);
if (sourceTile.demTexture) sourceTile.demTexture.update(sourceTile.dem.getPixels(), {premultiply: false});
else sourceTile.demTexture = new Texture(context, sourceTile.dem.getPixels(), context.gl.RGBA, {premultiply: false});
sourceTile.demTexture.bind(context.gl.NEAREST, context.gl.CLAMP_TO_EDGE);
sourceTile.needsTerrainPrepare = false;
}
// create matrix for lookup in dem data
const matrixKey = sourceTile && (sourceTile + sourceTile.tileID.key) + tileID.key;
if (matrixKey && !this._demMatrixCache[matrixKey]) {
const maxzoom = this.sourceCache.sourceCache._source.maxzoom;
let dz = tileID.canonical.z - sourceTile.tileID.canonical.z;
if (tileID.overscaledZ > tileID.canonical.z) {
if (tileID.canonical.z >= maxzoom) dz = tileID.canonical.z - maxzoom;
else warnOnce('cannot calculate elevation if elevation maxzoom > source.maxzoom');
}
const dx = tileID.canonical.x - (tileID.canonical.x >> dz << dz);
const dy = tileID.canonical.y - (tileID.canonical.y >> dz << dz);
const demMatrix = mat4.fromScaling(new Float64Array(16) as any, [1 / (EXTENT << dz), 1 / (EXTENT << dz), 0]);
mat4.translate(demMatrix, demMatrix, [dx * EXTENT, dy * EXTENT, 0]);
this._demMatrixCache[tileID.key] = {matrix: demMatrix, coord: tileID};
}
// return uniform values & textures
return {
'u_depth': 2,
'u_terrain': 3,
'u_terrain_dim': sourceTile && sourceTile.dem && sourceTile.dem.dim || 1,
'u_terrain_matrix': matrixKey ? this._demMatrixCache[tileID.key].matrix : this._emptyDemMatrix,
'u_terrain_unpack': sourceTile && sourceTile.dem && sourceTile.dem.getUnpackVector() || this._emptyDemUnpack,
'u_terrain_exaggeration': this.exaggeration,
texture: (sourceTile && sourceTile.demTexture || this._emptyDemTexture).texture,
depthTexture: (this._fboDepthTexture || this._emptyDepthTexture).texture,
tile: sourceTile
};
}
/**
* get a framebuffer as big as the map-div, which will be used to render depth & coords into a texture
* @param texture - the texture
* @returns the frame buffer
*/
getFramebuffer(texture: string): Framebuffer {
const painter = this.painter;
const width = painter.width / devicePixelRatio;
const height = painter.height / devicePixelRatio;
if (this._fbo && (this._fbo.width !== width || this._fbo.height !== height)) {
this._fbo.destroy();
this._fboCoordsTexture.destroy();
this._fboDepthTexture.destroy();
delete this._fbo;
delete this._fboDepthTexture;
delete this._fboCoordsTexture;
}
if (!this._fboCoordsTexture) {
this._fboCoordsTexture = new Texture(painter.context, {width, height, data: null}, painter.context.gl.RGBA, {premultiply: false});
this._fboCoordsTexture.bind(painter.context.gl.NEAREST, painter.context.gl.CLAMP_TO_EDGE);
}
if (!this._fboDepthTexture) {
this._fboDepthTexture = new Texture(painter.context, {width, height, data: null}, painter.context.gl.RGBA, {premultiply: false});
this._fboDepthTexture.bind(painter.context.gl.NEAREST, painter.context.gl.CLAMP_TO_EDGE);
}
if (!this._fbo) {
this._fbo = painter.context.createFramebuffer(width, height, true, false);
this._fbo.depthAttachment.set(painter.context.createRenderbuffer(painter.context.gl.DEPTH_COMPONENT16, width, height));
}
this._fbo.colorAttachment.set(texture === 'coords' ? this._fboCoordsTexture.texture : this._fboDepthTexture.texture);
return this._fbo;
}
/**
* create coords texture, needed to grab coordinates from canvas
* encode coords coordinate into 4 bytes:
* - 8 lower bits for x
* - 8 lower bits for y
* - 4 higher bits for x
* - 4 higher bits for y
* - 8 bits for coordsIndex (1 .. 255) (= number of terraintile), is later setted in draw_terrain uniform value
* @returns the texture
*/
getCoordsTexture(): Texture {
const context = this.painter.context;
if (this._coordsTexture) return this._coordsTexture;
const data = new Uint8Array(this._coordsTextureSize * this._coordsTextureSize * 4);
for (let y = 0, i = 0; y < this._coordsTextureSize; y++) for (let x = 0; x < this._coordsTextureSize; x++, i += 4) {
data[i + 0] = x & 255;
data[i + 1] = y & 255;
data[i + 2] = ((x >> 8) << 4) | (y >> 8);
data[i + 3] = 0;
}
const image = new RGBAImage({width: this._coordsTextureSize, height: this._coordsTextureSize}, new Uint8Array(data.buffer));
const texture = new Texture(context, image, context.gl.RGBA, {premultiply: false});
texture.bind(context.gl.NEAREST, context.gl.CLAMP_TO_EDGE);
this._coordsTexture = texture;
return texture;
}
/**
* Reads a pixel from the coords-framebuffer and translate this to mercator, or null, if the pixel doesn't lie on the terrain's surface (but the sky instead).
* @param p - Screen-Coordinate
* @returns Mercator coordinate for a screen pixel, or null, if the pixel is not covered by terrain (is in the sky).
*/
pointCoordinate(p: Point): MercatorCoordinate {
// First, ensure the coords framebuffer is up to date.
this.painter.maybeDrawDepthAndCoords(true);
const rgba = new Uint8Array(4);
const context = this.painter.context, gl = context.gl;
const px = Math.round(p.x * this.painter.pixelRatio / devicePixelRatio);
const py = Math.round(p.y * this.painter.pixelRatio / devicePixelRatio);
const fbHeight = Math.round(this.painter.height / devicePixelRatio);
// grab coordinate pixel from coordinates framebuffer
context.bindFramebuffer.set(this.getFramebuffer('coords').framebuffer);
gl.readPixels(px, fbHeight - py - 1, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, rgba);
context.bindFramebuffer.set(null);
// decode coordinates (encoding see getCoordsTexture)
const x = rgba[0] + ((rgba[2] >> 4) << 8);
const y = rgba[1] + ((rgba[2] & 15) << 8);
const tileID = this.coordsIndex[255 - rgba[3]];
const tile = tileID && this.sourceCache.getTileByID(tileID);
if (!tile) {
return null;
}
const coordsSize = this._coordsTextureSize;
const worldSize = (1 << tile.tileID.canonical.z) * coordsSize;
return new MercatorCoordinate(
(tile.tileID.canonical.x * coordsSize + x) / worldSize + tile.tileID.wrap,
(tile.tileID.canonical.y * coordsSize + y) / worldSize,
this.getElevation(tile.tileID, x, y, coordsSize)
);
}
/**
* Reads the depth value from the depth-framebuffer at a given screen pixel
* @param p - Screen coordinate
* @returns depth value in clip space (between 0 and 1)
*/
depthAtPoint(p: Point): number {
const rgba = new Uint8Array(4);
const context = this.painter.context, gl = context.gl;
context.bindFramebuffer.set(this.getFramebuffer('depth').framebuffer);
gl.readPixels(p.x, this.painter.height / devicePixelRatio - p.y - 1, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, rgba);
context.bindFramebuffer.set(null);
// decode coordinates (encoding see terran_depth.fragment.glsl)
const depthValue = (rgba[0] / (256 * 256 * 256) + rgba[1] / (256 * 256) + rgba[2] / 256 + rgba[3]) / 256;
return depthValue;
}
/**
* create a regular mesh which will be used by all terrain-tiles
* @returns the created regular mesh
*/
getTerrainMesh(): Mesh {
if (this._mesh) return this._mesh;
const context = this.painter.context;
const vertexArray = new Pos3dArray();
const indexArray = new TriangleIndexArray();
const meshSize = this.meshSize;
const delta = EXTENT / meshSize;
const meshSize2 = meshSize * meshSize;
for (let y = 0; y <= meshSize; y++) for (let x = 0; x <= meshSize; x++)
vertexArray.emplaceBack(x * delta, y * delta, 0);
for (let y = 0; y < meshSize2; y += meshSize + 1) for (let x = 0; x < meshSize; x++) {
indexArray.emplaceBack(x + y, meshSize + x + y + 1, meshSize + x + y + 2);
indexArray.emplaceBack(x + y, meshSize + x + y + 2, x + y + 1);
}
// add an extra frame around the mesh to avoid stitching on tile boundaries with different zoomlevels
// first code-block is for top-bottom frame and second for left-right frame
const offsetTop = vertexArray.length, offsetBottom = offsetTop + (meshSize + 1) * 2;
for (const y of [0, 1]) for (let x = 0; x <= meshSize; x++) for (const z of [0, 1])
vertexArray.emplaceBack(x * delta, y * EXTENT, z);
for (let x = 0; x < meshSize * 2; x += 2) {
indexArray.emplaceBack(offsetBottom + x, offsetBottom + x + 1, offsetBottom + x + 3);
indexArray.emplaceBack(offsetBottom + x, offsetBottom + x + 3, offsetBottom + x + 2);
indexArray.emplaceBack(offsetTop + x, offsetTop + x + 3, offsetTop + x + 1);
indexArray.emplaceBack(offsetTop + x, offsetTop + x + 2, offsetTop + x + 3);
}
const offsetLeft = vertexArray.length, offsetRight = offsetLeft + (meshSize + 1) * 2;
for (const x of [0, 1]) for (let y = 0; y <= meshSize; y++) for (const z of [0, 1])
vertexArray.emplaceBack(x * EXTENT, y * delta, z);
for (let y = 0; y < meshSize * 2; y += 2) {
indexArray.emplaceBack(offsetLeft + y, offsetLeft + y + 1, offsetLeft + y + 3);
indexArray.emplaceBack(offsetLeft + y, offsetLeft + y + 3, offsetLeft + y + 2);
indexArray.emplaceBack(offsetRight + y, offsetRight + y + 3, offsetRight + y + 1);
indexArray.emplaceBack(offsetRight + y, offsetRight + y + 2, offsetRight + y + 3);
}
this._mesh = new Mesh(
context.createVertexBuffer(vertexArray, pos3dAttributes.members),
context.createIndexBuffer(indexArray),
SegmentVector.simpleSegment(0, 0, vertexArray.length, indexArray.length)
);
return this._mesh;
}
/**
* Calculates a height of the frame around the terrain-mesh to avoid stitching between
* tile boundaries in different zoomlevels.
* @param zoom - current zoomlevel
* @returns the elevation delta in meters
*/
getMeshFrameDelta(zoom: number): number {
// divide by 5 is evaluated by trial & error to get a frame in the right height
return 2 * Math.PI * earthRadius / Math.pow(2, zoom) / 5;
}
getMinTileElevationForLngLatZoom(lnglat: LngLat, zoom: number) {
const {tileID} = this._getOverscaledTileIDFromLngLatZoom(lnglat, zoom);
return this.getMinMaxElevation(tileID).minElevation ?? 0;
}
/**
* Get the minimum and maximum elevation contained in a tile. This includes any
* exaggeration included in the terrain.
*
* @param tileID - ID of the tile to be used as a source for the min/max elevation
* @returns the minimum and maximum elevation found in the tile, including the terrain's
* exaggeration
*/
getMinMaxElevation(tileID: OverscaledTileID): {minElevation: number | null; maxElevation: number | null} {
const tile = this.getTerrainData(tileID).tile;
const minMax = {minElevation: null, maxElevation: null};
if (tile && tile.dem) {
minMax.minElevation = tile.dem.min * this.exaggeration;
minMax.maxElevation = tile.dem.max * this.exaggeration;
}
return minMax;
}
_getOverscaledTileIDFromLngLatZoom(lnglat: LngLat, zoom: number): { tileID: OverscaledTileID; mercatorX: number; mercatorY: number} {
const mercatorCoordinate = MercatorCoordinate.fromLngLat(lnglat.wrap());
const worldSize = (1 << zoom) * EXTENT;
const mercatorX = mercatorCoordinate.x * worldSize;
const mercatorY = mercatorCoordinate.y * worldSize;
const tileX = Math.floor(mercatorX / EXTENT), tileY = Math.floor(mercatorY / EXTENT);
const tileID = new OverscaledTileID(zoom, 0, zoom, tileX, tileY);
return {
tileID,
mercatorX,
mercatorY
};
}
}