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Adds support for arbitrary raster dem max zoom levels #6055

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6 changes: 4 additions & 2 deletions src/render/draw_hillshade.js
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ function drawHillshade(painter: Painter, sourceCache: SourceCache, layer: Hillsh
if (painter.renderPass !== 'offscreen' && painter.renderPass !== 'translucent') return;

const context = painter.context;
const sourceMaxZoom = sourceCache.getSource().maxzoom;

context.setDepthMode(painter.depthModeForSublayer(0, DepthMode.ReadOnly));
context.setStencilMode(StencilMode.disabled);
Expand All @@ -25,7 +26,7 @@ function drawHillshade(painter: Painter, sourceCache: SourceCache, layer: Hillsh
for (const tileID of tileIDs) {
const tile = sourceCache.getTile(tileID);
if (tile.needsHillshadePrepare && painter.renderPass === 'offscreen') {
prepareHillshade(painter, tile);
prepareHillshade(painter, tile, sourceMaxZoom);
continue;
} else if (painter.renderPass === 'translucent') {
renderHillshade(painter, tile, layer);
Expand Down Expand Up @@ -95,7 +96,7 @@ function renderHillshade(painter, tile, layer) {

// 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) {
function prepareHillshade(painter, tile, sourceMaxZoom) {
const context = painter.context;
const gl = context.gl;
// decode rgba levels by using integer overflow to convert each Uint32Array element -> 4 Uint8Array elements.
Expand Down Expand Up @@ -154,6 +155,7 @@ function prepareHillshade(painter, tile) {
gl.uniform1f(program.uniforms.u_zoom, tile.tileID.overscaledZ);
gl.uniform2fv(program.uniforms.u_dimension, [tileSize * 2, tileSize * 2]);
gl.uniform1i(program.uniforms.u_image, 1);
gl.uniform1f(program.uniforms.u_maxzoom, sourceMaxZoom);

const buffer = painter.rasterBoundsBuffer;
const vao = painter.rasterBoundsVAO;
Expand Down
9 changes: 5 additions & 4 deletions src/shaders/hillshade_prepare.fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@ uniform sampler2D u_image;
varying vec2 v_pos;
uniform vec2 u_dimension;
uniform float u_zoom;
uniform float u_maxzoom;

float getElevation(vec2 coord, float bias) {
// Convert encoded elevation value to meters
Expand Down Expand Up @@ -48,16 +49,16 @@ void main() {
// which can be reduced to: pow(2, 19.25619978527 - u_zoom)
// we want to vertically exaggerate the hillshading though, because otherwise
// it is barely noticeable at low zooms. to do this, we multiply this by some
// scale factor pow(2, (u_zoom - 14) * a) where a is an arbitrary value and 14 is the
// maxzoom of the tile source. here we use a=0.3 which works out to the
// expression below. see nickidlugash's awesome breakdown for more info
// scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
// Here we use a=0.3 which works out to the expression below. see
// nickidlugash's awesome breakdown for more info
// https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
float exaggeration = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;

vec2 deriv = vec2(
(c + f + f + i) - (a + d + d + g),
(g + h + h + i) - (a + b + b + c)
) / pow(2.0, (u_zoom - 14.0) * exaggeration + 19.2562 - u_zoom);
) / pow(2.0, (u_zoom - u_maxzoom) * exaggeration + 19.2562 - u_zoom);

gl_FragColor = clamp(vec4(
deriv.x / 2.0 + 0.5,
Expand Down
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