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Globe final PR #3963

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6132078
Globe - basic infrastructure, raster layer adaptation for globe (#3783)
kubapelc Mar 15, 2024
c1886e8
Globe - fill layer (#3882)
kubapelc Apr 8, 2024
b9675ca
Merge branch 'main' into globe
HarelM Apr 10, 2024
1754899
Fix build due to bad merge.
HarelM Apr 10, 2024
db7eb72
Merge branch 'main' into globe
HarelM Apr 10, 2024
cceaebc
Globe - line layer (#3961)
kubapelc Apr 10, 2024
1d1b34e
Merge branch 'main' into globe
HarelM Apr 10, 2024
b5d7bba
Merge branch 'main' into globe
HarelM Apr 11, 2024
bf4a5b5
Globe - fill extrusion layer (#3968)
kubapelc Apr 11, 2024
66b2262
Kubapelc/globe pr hillshade (#3979)
kubapelc Apr 12, 2024
3e9f933
Merge branch 'main' into globe
HarelM Apr 12, 2024
016d5cf
Merge branch 'main' into globe
HarelM Apr 17, 2024
9fc1183
Merge branch 'main' into globe
HarelM Apr 18, 2024
1ccdb02
Globe - circle and heatmap layers (#4015)
kubapelc Apr 20, 2024
c613b60
Merge branch 'main' into globe
HarelM May 15, 2024
d2d8f75
Improve readibility of build test and fix it.
HarelM May 15, 2024
759606a
Globe - symbols & symbol bugfixes (#4067)
kubapelc May 20, 2024
9636080
Merge branch 'main' into globe
HarelM May 20, 2024
a304459
Globe - example images (#4140)
kubapelc May 20, 2024
ee6ef0d
Globe - clipping fix (#4146)
kubapelc May 21, 2024
518041f
Merge branch 'main' into globe
HarelM May 21, 2024
bd9ac45
Merge branch 'main' into globe
HarelM Jun 4, 2024
c7c789a
Fix bad merge
HarelM Jun 4, 2024
b503911
Fix lint
HarelM Jun 4, 2024
cb2a046
Fix location of old vertex count
HarelM Jun 4, 2024
a25074d
replace expected file for terrain changes
HarelM Jun 4, 2024
dbf6173
Merge branch 'main' into globe
HarelM Jun 17, 2024
881efb6
Fix rename in main merge branch
HarelM Jun 17, 2024
aa2b288
Fix build test
HarelM Jun 17, 2024
ba95d93
Merge branch 'main' into globe
HarelM Jun 17, 2024
c343c43
Move projection to style class (#4267)
HarelM Jun 18, 2024
3c5e958
Add an Atmosphere layer for Globe (#3888) (#4020)
Pheonor Jun 20, 2024
bcd4cfd
Merge branch 'main' into globe
HarelM Jun 28, 2024
91a3043
missing fix from merge
HarelM Jun 28, 2024
ec7eb68
Fix lint
HarelM Jun 28, 2024
376b213
Terrain fix (#4343)
kubapelc Jun 28, 2024
09aaf3e
Fix missing image for globe example
HarelM Jun 28, 2024
66d4402
Update atmosphere (#4345)
Pheonor Jun 29, 2024
4b35099
Merge branch 'main' into globe
HarelM Jul 1, 2024
7f23795
Merge branch 'main' into globe
HarelM Jul 4, 2024
9e72755
Globe - transform+projection changes (#4341)
kubapelc Jul 12, 2024
90d8727
Merge branch 'main' into globe
HarelM Jul 27, 2024
b83bee8
Fix painter test
HarelM Jul 27, 2024
5fea74a
Merge branch 'main' into globe
HarelM Jul 27, 2024
d5709cd
Merge branch 'main' into globe
HarelM Aug 1, 2024
6973a03
Fix lint
HarelM Aug 1, 2024
3e67533
Merge branch 'main' into globe
HarelM Aug 1, 2024
f4d7926
Update test/build/min.test.ts
HarelM Aug 1, 2024
d3e6374
Merge branch 'main' into globe
HarelM Aug 4, 2024
c181cb4
Update changelog
HarelM Aug 4, 2024
cc24dd8
Merge branch 'main' into globe
HarelM Aug 6, 2024
2f81dd7
Globe - camera controls (#4408)
kubapelc Aug 7, 2024
06c19e0
Merge branch 'main' into globe
HarelM Aug 12, 2024
7f3220f
Globe: bugfixes: raster layer & projection change (#4546)
kubapelc Aug 13, 2024
8c45af4
Merge branch 'main' into globe
HarelM Aug 22, 2024
359da6c
Merge branch 'main' into globe
kubapelc Aug 26, 2024
0ffbbba
Adapt new heatmap code for globe, update build size
kubapelc Aug 26, 2024
b2a98b7
Fix render tests
kubapelc Aug 26, 2024
ed1437e
Merge branch 'main' into globe
HarelM Aug 26, 2024
b859df9
Globe - custom layers API and examples, globe dev guide (#4577)
kubapelc Aug 27, 2024
decd85c
Merge branch 'main' into globe
HarelM Aug 29, 2024
86b9fc3
Globe - Covering tiles (#4615)
kubapelc Sep 3, 2024
38cf5a8
Merge branch 'main' into globe
HarelM Sep 4, 2024
798b7e8
Merge branch 'main' into globe
HarelM Sep 4, 2024
f3b7d32
Merge branch 'main' into globe
HarelM Sep 11, 2024
5a6d815
fix typo
HarelM Sep 11, 2024
97dcd88
Merge branch 'main' into globe
HarelM Sep 12, 2024
471c996
Remove sky disabling in examples as this is no longer needed.
HarelM Sep 12, 2024
99d58a8
Merge branch 'main' into globe
HarelM Sep 12, 2024
555ce7b
Fix spelling
HarelM Sep 12, 2024
aba2735
Fix spelling - unencode
HarelM Sep 23, 2024
ebd791f
Fix more spelling
HarelM Sep 23, 2024
3a1be48
Merge branch 'main' into globe
HarelM Sep 23, 2024
d0981a0
Fix lint
HarelM Sep 23, 2024
3b19b75
Merge branch 'main' into globe
HarelM Sep 29, 2024
9e105c3
Update CHANGELOG.md
HarelM Sep 29, 2024
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3 changes: 3 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,9 @@
## main

### ✨ Features and improvements
- Support globe mode ([#3963](https://github.com/maplibre/maplibre-gl-js/issues/3963))
- Merge atmosphere an sky implementation ([#3888](https://github.com/maplibre/maplibre-gl-js/issues/3888))
- Add option to display a realistic atmosphere when using a Globe projection ([#3888](https://github.com/maplibre/maplibre-gl-js/issues/3888))
- _...Add new stuff here..._

### 🐞 Bug fixes
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2 changes: 1 addition & 1 deletion build/generate-doc-images.ts
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ async function createImage(exampleName) {
try {
await page.waitForFunction('map.loaded()');
// Wait for 5 seconds on 3d model examples, since this takes longer to load.
const waitTime = exampleName.includes('3d-model') ? 5000 : 1500;
const waitTime = (exampleName.includes('3d-model') || exampleName.includes('globe')) ? 5000 : 1500;
console.log(`waiting for ${waitTime} ms`);
await new Promise(resolve => setTimeout(resolve, waitTime));
} catch (err) {
Expand Down
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195 changes: 195 additions & 0 deletions developer-guides/globe.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,195 @@
# Globe projection

This guide describes the inner workings of globe projection.
Globe draws the same vector polygons and lines as mercator projection,
ensuring a clear, unstretched image at all view angles and support for dynamic layers and geometry.

The actual projection is done in three steps:

- compute angular spherical coordinates from source web mercator tile data
- convert spherical coordinates to a 3D vector - a point on the surface of a unit sphere
- project the 3D vector using a common perspective projection matrix

So the globe is a unit sphere from the point of view of projection.
This also simplifies a lot of math, and is used extensively in the globe transform class.

Geometry is projected to the sphere in the vertex shader.

## Zoom behavior

To stay consistent with web mercator maps, globe is automatically enlarged when map center is nearing the poles.
This keeps the map center visually similar to a mercator map with the same x,y and zoom.
However, when panning the globe or performing camera animations,
we do not want the planet to get larger or smaller when changing latitudes.
Map movement thus compensates for the planet size change by also
changing zoom level along with latitude changes.

This behavior is completely automatic and transparent to the user.
The only case when the user needs to be aware of this is when
programmatically triggering animations such as `flyTo` and `easeTo`
and using them to both change the map center's latitude and *at the same time*
changing the map's zoom to an amount based on the map's starting zoom.
The example [globe-zoom-planet-size-function](https://maplibre.org/maplibre-gl-js/docs/examples/globe-zoom-planet-size-function/) demonstrates how to
compensate for planet size changes in this case.
All other camera animations (that either specify target zoom
that is not based on current zoom or do not specify zoom at all) will work as expected.

## Shaders

Most vertex shaders use the `projectTile` function, which
accepts a 2D vector of coordinates inside the currently drawn tile,
in range 0..EXTENT (8192), and returns its final projection that can
be directly passed to `gl_Position`.
When drawing a tile, proper uniforms must be set to convert from
these tile-local coordinates to web mercator.

The implementation of `projectTile` is automatically injected into the shader source code.
Different implementations can be injected, depending on the currently active projection.
Thanks to this many shaders use the exact same code for both mercator and globe,
although there are shaders that use `#ifdef GLOBE` for globe-specific code.

## Subdivision

If we were to draw mercator tiles with globe shaders directly, we would end up with a deformed sphere.
This is due to how polygons and lines are triangulated in MapLibre - the earcut algorithm
creates as few triangles as possible, which can sometimes result in huge triangles, for example in the oceans.
This behavior is desirable in mercator maps, but if we were to project the vertices of such large triangles to globe directly,
we would not get curved horizons, lines, etc.
For this reason, before a tile is finished loading, its geometry (both polygons and lines) is further subdivided.

The figure below demonstrates how globe would look without subdivision.
Note the deformed oceans, and the USA-Canada border that is not properly curved.

![](assets/no_subdivision.png)

It is critical that subdivision is as fast as possible, otherwise it would significantly slow down tile loading.
Currently the fastest approach seems to be taking the output geometry from `earcut` and subdividing that further.

When modifying subdivision, beware that it is very prone to subtle errors, resulting in single-pixel seams.
Subdivision should also split the geometry in consistent places,
so that polygons and lines match up correctly when projected.

We use subdivision that results in a square grid, visible in the figure below.

![](assets/wireframe.png)

Subdivision is configured in the Projection object.
Subdivision granularity is defined by the base tile granularity and minimal allowed granularity.
The tile for zoom level 0 will have base granularity, tile for zoom 1 will have half that, etc.,
but never less than minimal granularity.

The maximal subdivision granularity of 128 for fill layers is enough to get nicely curved horizons,
while also not generating too much new geometry and not overflowing the 16 bit vertex indices used throughout MapLibre.

Raster tiles in particular need a relative high base granularity, as otherwise they would exhibit
visible warping and deformations when changing zoom levels.

## Floating point precision & transitioning to mercator

Shaders work with 32 bit floating point numbers (64 bit are possible on some platforms, but very slow).
The 23 bits of mantissa and 1 sign bit can represent at most around 16 million values,
but the circumference of the earth is roughly 40 000 km, which works out to
about one float32 value per 2.5 meters, which is insufficient for a map.
Thus if we were to use globe projection at all zoom levels, we would unsurprisingly encounter precision issues.

![](assets/floats.png)

To combat this, globe projection automatically switches to mercator projection around zoom level 12.
This transition is smooth, animated and can only be noticed if you look very closely,
because globe and mercator projections converge at high zoom levels, and around level 12
they are already very close.

The transition animation is implemented in the shader's projection function,
and is controlled by a "globeness" parameter passed from the transform.

## GPU "atan" error correction

When implementing globe, we noticed that globe projection did not match mercator projection
after the automatic transition described in previous section.
This mismatch was very visible at certain latitudes, the globe map was shifted north/south by hundreds of meters,
but at other latitudes the shift was much smaller. This behavior was also inconsistent - one would
expect the shift to gradually increase or decrease with distance from equator, but that was not the case.

Eventually, we tracked this down to an issue in the projection shader, specifically the `atan` function.
On some GPU vendors, the function is inaccurate in a way that matches the observed projection shifts.

To combat this, every second we draw a 1x1 pixel framebuffer and store the `atan` value
for the current latitude, asynchronously download the pixel's value, compare it with `Math.atan`
reference, and shift the globe projection matrix to compensate.
This approach works, because the error is continuous and doesn't change too quickly with latitude.

This approach also has the advantage that it works regardless of the actual error of the `atan`,
so MapLibre should work fine even if it runs on some new GPU in the future with different
`atan` inaccuracies.

## Clipping

When drawing a planet, we need to somehow clip the geometry that is on its backfacing side.
Since MapLibre uses the Z-buffer for optimizing transparency drawing, filling it with custom
values, we cannot use it for this purpose.

Instead, we compute a plane that intersects the horizons, and for each vertex
we compute the distance from this plane and store it in `gl_Position.z`.
This forces the GPU's clipping hardware to clip geometry beyond the planet's horizon.
This does not affect MapLibre's custom Z values, since they are set later using
`glDepthRange`.

However this approach does not work on some phones due to what is likely a driver bug,
which applies `glDepthRange` and clipping in the wrong order.
So additionally, face culling is used for fill and raster layers
(earcut does not result in consistent winding order, this is ensured during subdivision)
and line layers (which have inconsistent winding order) discard beyond-horizon
pixels in the fragment shader.

## Raster tiles

Drawing raster tiles under globe is somewhat more complex than under mercator,
since under globe they are much more prone to having slight seams between tiles.
Tile are drawn as subdivided meshes instead of simple quads, and the curvature
near the edges can cause seams, especially in cases when two tiles of different
zoom levels are next to each other.

To make sure that there are both no seams and that every pixel is covered by
valid tile texture (as opposed to a stretched border of a neighboring tile),
we first draw all tiles *without* border, marking all drawn pixels in stencil.
Then, we draw all tiles *with* borders, but set stencil to discard all pixels
that were drawn in the first pass.

This ensures that no pixel is drawn twice, and that the stretched borders
are only drawn in regions between tiles.

## Symbols

Symbol rendering also had to be adapted for globe, as well as collision detection and placement.
MapLibre computed well-fitting bounding boxes even for curved symbols under globe projection
by computing the AABB from a projection of the symbol's box' corners and box edge midpoints.
This is an approximation, but works well in practice.

## Transformations and unproject

Most projection and unproject functions from the transform interface are adapted for globe,
with some caveats.
The `setLocationAtPoint`function may sometimes not find a valid solution
for the given parameters.
Globe transform currently does not support constraining the map's center.

## Controls

Globe uses slightly different controls than mercator map.
Panning, zooming, etc. is aware of the sphere and should work intuitively,
as well as camera animations such as `flyTo` and `easeTo`.

Specifically, when zooming, the location under the cursor stays under the cursor,
just like it does on a mercator map.
However this behavior has some limitations on the globe.
In some scenarios, such as zooming to the edge of the planet,
this way of zooming would result in rapid and unpleasant map panning.
Thus this behavior is slowly faded out at low zooms and replaced with an approximation.

There are also other edge cases, such as when looking at the planet's poles
and trying to zoom in to a location that is on the other hemisphere ("behind the pole").
MapLibre does not support moving the camera across poles, so instead we need to rotate around.
In this case, an approximation instead of exact zooming is used as well.

Globe controls also use panning inertia, just like mercator.
Special care was taken to keep the movement speed of inertia consistent.
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2 changes: 2 additions & 0 deletions src/data/bucket.ts
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ import type {ImagePosition} from '../render/image_atlas';
import type {CanonicalTileID} from '../source/tile_id';
import type {VectorTileFeature, VectorTileLayer} from '@mapbox/vector-tile';
import Point from '@mapbox/point-geometry';
import type {SubdivisionGranularitySetting} from '../render/subdivision_granularity_settings';

export type BucketParameters<Layer extends TypedStyleLayer> = {
index: number;
Expand All @@ -26,6 +27,7 @@ export type PopulateParameters = {
patternDependencies: {};
glyphDependencies: {};
availableImages: Array<string>;
subdivisionGranularity: SubdivisionGranularitySetting;
};

export type IndexedFeature = {
Expand Down
98 changes: 69 additions & 29 deletions src/data/bucket/circle_bucket.ts
Original file line number Diff line number Diff line change
Expand Up @@ -27,11 +27,16 @@ import type Point from '@mapbox/point-geometry';
import type {FeatureStates} from '../../source/source_state';
import type {ImagePosition} from '../../render/image_atlas';
import type {VectorTileLayer} from '@mapbox/vector-tile';
import {CircleGranularity} from '../../render/subdivision_granularity_settings';

const VERTEX_MIN_VALUE = -32768; // -(2^15)

// Extrude is in range 0..7, which will be mapped to -1..1 in the shader.
function addCircleVertex(layoutVertexArray, x, y, extrudeX, extrudeY) {
// We pack circle position and extrude into range 0..65535, but vertices are stored as *signed* 16-bit integers, so we need to offset the number by 2^15.
layoutVertexArray.emplaceBack(
(x * 2) + ((extrudeX + 1) / 2),
(y * 2) + ((extrudeY + 1) / 2));
VERTEX_MIN_VALUE + (x * 8) + extrudeX,
VERTEX_MIN_VALUE + (y * 8) + extrudeY);
}

/**
Expand Down Expand Up @@ -82,12 +87,21 @@ export class CircleBucket<Layer extends CircleStyleLayer | HeatmapStyleLayer> im
let circleSortKey = null;
let sortFeaturesByKey = false;

// Heatmap circles are usually large (and map-pitch-aligned), tessellate them to allow curvature along the globe.
let subdivide = styleLayer.type === 'heatmap';

// Heatmap layers are handled in this bucket and have no evaluated properties, so we check our access
if (styleLayer.type === 'circle') {
circleSortKey = (styleLayer as CircleStyleLayer).layout.get('circle-sort-key');
const circleStyle = (styleLayer as CircleStyleLayer);
circleSortKey = circleStyle.layout.get('circle-sort-key');
sortFeaturesByKey = !circleSortKey.isConstant();

// Circles that are "printed" onto the map surface should be tessellated to follow the globe's curvature.
subdivide = subdivide || circleStyle.paint.get('circle-pitch-alignment') === 'map';
}

const granularity = subdivide ? options.subdivisionGranularity.circle : 1;

for (const {feature, id, index, sourceLayerIndex} of features) {
const needGeometry = this.layers[0]._featureFilter.needGeometry;
const evaluationFeature = toEvaluationFeature(feature, needGeometry);
Expand Down Expand Up @@ -121,7 +135,7 @@ export class CircleBucket<Layer extends CircleStyleLayer | HeatmapStyleLayer> im
const {geometry, index, sourceLayerIndex} = bucketFeature;
const feature = features[index].feature;

this.addFeature(bucketFeature, geometry, index, canonical);
this.addFeature(bucketFeature, geometry, index, canonical, granularity);
options.featureIndex.insert(feature, geometry, index, sourceLayerIndex, this.index);
}
}
Expand Down Expand Up @@ -156,37 +170,63 @@ export class CircleBucket<Layer extends CircleStyleLayer | HeatmapStyleLayer> im
this.segments.destroy();
}

addFeature(feature: BucketFeature, geometry: Array<Array<Point>>, index: number, canonical: CanonicalTileID) {
addFeature(feature: BucketFeature, geometry: Array<Array<Point>>, index: number, canonical: CanonicalTileID, granularity: CircleGranularity = 1) {
// Since we store the circle's center in each vertex, we only have 3 bits for actual vertex position in each axis.
// Thus the valid range of positions is 0..7.
// This gives us 4 possible granularity settings that are symmetrical.

// This array stores vertex positions that should by used by the tessellated quad.
let extrudes: Array<number>;

switch (granularity) {
case 1:
extrudes = [0, 7];
break;
case 3:
extrudes = [0, 2, 5, 7];
break;
case 5:
extrudes = [0, 1, 3, 4, 6, 7];
break;
case 7:
extrudes = [0, 1, 2, 3, 4, 5, 6, 7];
break;
default:
throw new Error(`Invalid circle bucket granularity: ${granularity}; valid values are 1, 3, 5, 7.`);
}

const verticesPerAxis = extrudes.length;

for (const ring of geometry) {
for (const point of ring) {
const x = point.x;
const y = point.y;
const vx = point.x;
const vy = point.y;

// Do not include points that are outside the tile boundaries.
if (x < 0 || x >= EXTENT || y < 0 || y >= EXTENT) continue;

// this geometry will be of the Point type, and we'll derive
// two triangles from it.
//
// ┌─────────┐
// │ 3 2 │
// │ │
// │ 0 1 │
// └─────────┘

const segment = this.segments.prepareSegment(4, this.layoutVertexArray, this.indexArray, feature.sortKey);
const index = segment.vertexLength;
if (vx < 0 || vx >= EXTENT || vy < 0 || vy >= EXTENT) {
continue;
}

addCircleVertex(this.layoutVertexArray, x, y, -1, -1);
addCircleVertex(this.layoutVertexArray, x, y, 1, -1);
addCircleVertex(this.layoutVertexArray, x, y, 1, 1);
addCircleVertex(this.layoutVertexArray, x, y, -1, 1);

this.indexArray.emplaceBack(index, index + 1, index + 2);
this.indexArray.emplaceBack(index, index + 3, index + 2);
const segment = this.segments.prepareSegment(verticesPerAxis * verticesPerAxis, this.layoutVertexArray, this.indexArray, feature.sortKey);
const index = segment.vertexLength;

segment.vertexLength += 4;
segment.primitiveLength += 2;
for (let y = 0; y < verticesPerAxis; y++) {
for (let x = 0; x < verticesPerAxis; x++) {
addCircleVertex(this.layoutVertexArray, vx, vy, extrudes[x], extrudes[y]);
}
}

for (let y = 0; y < verticesPerAxis - 1; y++) {
for (let x = 0; x < verticesPerAxis - 1; x++) {
const lowerIndex = index + y * verticesPerAxis + x;
const upperIndex = index + (y + 1) * verticesPerAxis + x;
this.indexArray.emplaceBack(lowerIndex, upperIndex + 1, lowerIndex + 1);
this.indexArray.emplaceBack(lowerIndex, upperIndex, upperIndex + 1);
}
}

segment.vertexLength += verticesPerAxis * verticesPerAxis;
segment.primitiveLength += (verticesPerAxis - 1) * (verticesPerAxis - 1) * 2;
}
}

Expand Down
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