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When terrain is on, render last layer correct, fixes #1124 #1189

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merged 3 commits into from
May 12, 2022

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prozessor13
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Fixes the GeoJSON label thing, and i am pretty shure it is the correct fix for this, but we really need unit-tests for this. Anyone willed to help? I think it quite some work:

The Logic is (simplified):

  • that all render-to-texture layers are collected in this._stacks, and rendered at once, because switching framebuffer for every layer is to slow.
  • in this._renderToTexture is a list of layers which should render to texture
  • the RenderToTexture.renderLayer returns true if the the current layer is rendered to texture, else false.

So tests should cover:

  • create test stylesheets (or layer-arrays): one with a symbol-layer at the end, one with a render-to-texture-layer at end, or on the start, or symbol-layers in between of render-to-texture-layers,... there are a lot of different possibilities
  • mock the whole render-logic, prepareTerrain, drawTerrain, painter.renderLayer, ...
  • check the _stacks variable for correctness
  • check the return value
  • ...

@prozessor13 prozessor13 changed the title when terrain is on render last layer correct, fixes #1124 When terrain is on, render last layer correct, fixes #1124 Apr 19, 2022
@HarelM
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HarelM commented Apr 19, 2022

Thanks!
I'll try and find some time to help with writing unit tests for this in the next few days.
This is a classical case where unit test can allow going over all the cases and making sure we are "doing the right thing".
Thanks for looking into it @prozessor13!
@wipfli thanks for testing this!

@wipfli
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wipfli commented Apr 19, 2022

Fixes #1124 indeed. Thanks @prozessor13!

@wipfli
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wipfli commented Apr 21, 2022

Maybe if you can create a first test @HarelM then I can make one of the variations.

@HarelM
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HarelM commented Apr 22, 2022

Yes, unfortunately I won't be near a PC in the next couple of days.

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wipfli commented Apr 29, 2022

If I understand correctly, this pull request solves the last blocking issue of the terrain3d pull request. Can I help with anything here?

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HarelM commented Apr 29, 2022

Writing tests, I've been meaning to get to it but haven't found the time recently.
This bug is a classic example where unit tests can help make sure this bug won't be introduced in the future.

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HarelM commented Apr 30, 2022

I've added a test for this specific case, but I think more tests are needed.
i.e.
stack all layers and draw them when the last layer comes up.
make sure we don't stack anything if it's not the right layers
etc.
There's enough logic in this file to make the test worth the effort.
I think I'm starting to understand the logic, but I'm not sure I fully do.

I've created a test that doesn't call the draw terrain method at all, which is less than ideal, but the bug here is not about making sure the draw terrain is called so it's not needed to test this as part of this bug fix...

@HarelM HarelM merged commit b280511 into terrain3d May 12, 2022
@HarelM HarelM deleted the terrain3d_rtt_fixes branch May 12, 2022 13:51
HarelM added a commit that referenced this pull request May 12, 2022
* A working prototype, which adds 3d-terrain to maplibre-gl. Sadly, during the
development i did no intermediate commits, so in this first commit all the
following functionality is included:

* allow MTK terrainRGB-tiles encoding with parameters:
  [6553.6, 25.6, 0.03, 10000.0]. In our opinion 0.1 for height-steps is to
  rough.
* create a TerrainSourceCache.js class which is similar to SourceCache.js and
  holds all the terrain-tiles used for the 3D-mesh. If a terrainRGB tile is
  used in both, terrain & hillshading, it is loaded twice. This makes the
  whole process much more easy.
* create a 3d-mesh in raster_dem_tile_worker_source.js with the martini
  library.
* rewrite the draw logic to render all layers, except symbols, into a
  framebuffer. This framebuffer a later used as a texture onto the 3d-mesh.
* rewrite symbol rendering to use 3d-coordinates. This is done with an extra
  a_ele shader parameter, because the z-value of the a_pos variable is already
  used for other things.
* add the third dimension into the collision index.
* create a terrain.html test-page.

* render more tiles to avoid wholes on tiled maps at canvas bottom

* Proof of concept! to get mercator-coords from the 3d-mesh on screen.
This is done with an extra framebuffer in which all tile coordinates are
rendered in an encoded rgb value. Dont know why, but this framebuffer looks
very inperformant. As advantage, grabbing coordinates from screen
is very fast. It may help to render the framebuffer only every 100ms instead
of every requestAnimationFrame?
This logic is currently used in
* map.project
* map.unproject.
Other usecases are:
* elevate camera over terrain
* use in mouse-events
* use in queryRenderedFeatures

* fix bug in picking correct coords from coordsFramebuffer

* Add Depthbuffer to RTT Framebuffer

* add z-dimension to circle layers

* switch to regular grid, correct rendering below ZL14, remove visible tile-boundaries

* fix raster-rendering, hacky performance improvement

* add z-dimension to fill-extrusion

* fix regular grid

* hide symbols behind terrain

* calculate elevation of symbol/circle/extrusion only once

* render coords-framebuffer only on camera movement

* improve performacne: render layers to texture only once

* * raise camera to correct zoomlevel-distance over terrain
* add exaggeration setting in TerrainSourceCache
* fix farZ clipping-plane
* set points: any declaration to Array<Object>

* Add an elevation offset of 450m to put the dead sea into positive values

* add yarn.lock file with martini entries

* render tiles only if terrain is loaded

* reuse framebuffer objects during rtt rendering

* reuse regular-mesh in all tiles

* add transform.elevation

* create transform.invProjMatrix before elevation correcture

* * move exaggeration calculation into shaders
* new more performant encoding of the coords-framebuffer

* some minor fixes, add map.addTerrain and map.removeTerrain

* refactor texture rendering

* decrease the number of framebuffers
* decrease the number of framebuffer/texture switches
* more caching and less re-rendering

the old render-pipeline renders layer by layer,
which is ok to render on display framebuffer, but when
rendering into a textures it is more performant to render all
necessary layers at once.

* moved elevation-calculation to GPU

This checkin is only for backup, so do not test!

* changed elevation calculation from CPU to GPU

This change had a big impact in performacne. To calculate the hight in
CPU sometimes about 100ms per tile was needed. When loading a lot of
tiles the framerate was really bad. This works now much better.
NOTE: Currently only the Mesh elevation is moved to GPU, symbols are
still calculated via the CPU.

* refactor render to texture workflow below ZL 14

Until now, below ZL 14 (e.g. our Vector-Tile maxzoom) the tile-size
increased with ZL, so ZL 1-14 had 1024px, ZL 15 2048px, ZL 16 4096px,
and so on. This was very easy to program, but needed also a lot of GPU
performacne and RAM. So now, the TerrainSourceCache holds tiles for each
zoomlevel of the size 1024, and below ZL 14 in each is renderd a
sub-region of ZL 14.

* refactor the coords-framebuffer.

Also the coords-framebuffer use a textures with 1024px in size. To avoid
bluring the texture below ZL 14 an additional small texture is needed
(u_coords_index) which holds in its RGBA values the tile quadrants of
the sub-regions.
NOTE: This is currently a work in progress!

* fix calculate_visibility in overzoomed terrain-tiles

* add very basic logic of loading tiles in respect of their elevation

* correct unprojecting coordinates

* correct calculation of elevation in CPU for different maxzoom settings

* calcuate symbol visibility via a depth-framebuffer, because the coords-framebuffer visibility calculation gets to wired if terrain-tiles & vector-tiles has different maxzoom settings

* fix symbol flickering

* typo

* move symbol/circle/fill_extrusion height calculation to GPU

* bugfix when rerender tiles, closes #24

* * free GPU less aggressive
* add deltaZoom setting to load less detailed terraintiles
* fix bug in _emptyDemTexture
* redraw only necesarry tiles (this still has bugs!)

* bugfix with TerrainSourceCache.deltaZoom

* * bugfix in u_terrain_matrix
* remember texture-coords to know which tile has to rerender
* disable raster fading if 3d is enabled

* add linear interpolation

* remove visible tile-boundaries

* reimplement deltaZoom

* fix marker wobbling & check visibility

* some code cleanup

* ...

* use preloaded terraintiles when zooming in and out

* ...

* bugfix for empty render-to-texture stack

* set LOD tile-loading in case of terrain3d

* avoid double-rendering (because of fading logic) of raster tiles

* calculate_visibility now checks visibility also some pixels above

* ...

* add code-documentation

* remove mtk raster-dem tiles hack

* add more minor fixes and add some comments

* bugfix for collision-index calculation with disabled 3d,
fixes #38

* revert old fill_extrusion_bucket centroid code,
because new logic had bugs

* fixes #36

* Update CHANGELOG.md

* Revert "Update CHANGELOG.md"

This reverts commit 0b81a41.

* attribution fixes (from astridx)

a1272d9

b9b0370

* Update .gitignore

* fix missing new line lint complained about

* first try (not finished) to leave the camera at the same height when dragging map.

* Revert "attribution fixes (from astridx)"

This reverts commit 2031d8e.

* Create a TerrainControl to toggle terrain

* fix tabs and comment

* change exaggeration type to number. add options to control example

* change terrain icon fill color when enabled

remove second "flat/enabled" svg. used color from gps location button.

* revert some merge changes

* Revert package-lock.json for pull request

* some improvements leave the camera in the same height during paning

* set default pitch back to 65, because of too much labels & missing sky

* fix "mismatched image size" errors in some of our stylesheets

* add default values during tinySDF generation

* fire "terrain" events

* let use TerrainControl use terrain-Event

* typo

* may fix farZ clippingplane calculation

* fix TileID-order of transform.coveringTiles result

* call transform.updateElevation on every rendering

* rerender rtt tiles on geojson.setData

* freezeElevation while camera-easing

* make tests running

* speedup symbol-placement in 2D mode

* ...

* add first very poor TerrainSourceCache test

* ...

* show correct tileBoundaries & collisionBoxes in terrain

* load LOD tiles in respect of terrain

* rename getElevationWithExaggeration to getElevation

* calculate tileDistanceToCamera form future-use in tile reduction algorithm

* update terrain-test page to maxPitch = 85

* Fix some lint warnings

* Fix some lint warnings

* lint warning fixes

* Improve typings, fix lint warnings

* Add type to getElevation parameter

* Update collision expected again?

* calculate farZ clipping-plane in respect of  transform.getHorizon

* reduce number of loaded tiles

* fix transform.locationPoint in 3d-mode

* fix not rendered areas in high zoomlevels

* fix typescript errors

* fix mouse zoom & tilt logic in 2D

* if last layer is a rtt layer, do not render it twice, fixes #1036

* correct calculation of queryRenderedFeatures coordinates in 3d-mode. fixes #1075

* Fix build typescript generation

* remove fixme's and create issues for that

* Small code fixes to avoid review comments

* Fix lint

* Fix draw_symbol unit test

* Fix unit test

* Remove console.log

* Fix build

* refacture TerrainSourceCache class

* fix lint errors

* add tests for sourceCache.usedForTerrain partent-tile-logic

* minor fixes

* Added some types and minor changes.

* encapsulate a_centroid shader attributes to #TERRAIN3D preprocessor

* remove terrain-instance from transform class, instead put as argument

* add forgotten return statements

* Add terrain to style spec (#1138)

* Add terrain to style spec

* Fix lint

* Added a test in style to make sure the terrain is created.

* fix lint

* Added validator to terrain object

* update some code-comments

* do not upload fill-extrusion centroid vertextbuffer in 2d

* transform.elevation setter: do not set unmodified state to let map.load event set correct map-location

* fix minor bugs when enable/disable terrain

* fix lint

* add test for recalcuateZoom

* Fixes related to console errors and some typings improvement in terrain branch (#1182)

* Fixes related to console errors and some typings improvement

* Fix lint

* Added -1 for terrain calculation, added a test, fixed public field

* Add typings

* Use MapTiler terrain tiles (#1184)

* Use MapTiler terrain tiles

* Default location Innsbruck, add terrain control

* Remove terrain_control debug page

* remove freezeElevation event when disable terrain3d, fixes #1185

* Fixes #1186 - add typeof guard check

* Terrain3D symbol cutoff at horizon (#1188)

* implement collision-index perspective cutoff logic

* getBounds calculate corners based on visible horizion

* add tests

* Use demotiles.maplibre.org (#1190)

* Fix terrain source button (#1192)

* When terrain is on, render last layer correct, fixes #1124 (#1189)

* when terrain is on render last layer correct, fixes #1124

* Added test to verify the bug

* Fix lint

Co-authored-by: HarelM <[email protected]>

* Fix lint

Co-authored-by: max demmelbauer <[email protected]>
Co-authored-by: Andrew Calcutt <[email protected]>
Co-authored-by: acalcutt <[email protected]>
Co-authored-by: HarelM <[email protected]>
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3 participants