diff --git a/src/mbgl/renderer/painter_line.cpp b/src/mbgl/renderer/painter_line.cpp index 8b080908b..80f795141 100644 --- a/src/mbgl/renderer/painter_line.cpp +++ b/src/mbgl/renderer/painter_line.cpp @@ -92,10 +92,23 @@ void Painter::renderLine(LineBucket& bucket, util::ptr layer_desc, c float scaleX = patternratio / pos.width / properties.dash_line_width; float scaleY = -pos.height / 2.0; - linesdfShader->u_patternscale = {{ scaleX, scaleY }}; - linesdfShader->u_tex_y = pos.y; + float mix; + if (state.getZoom() > lastIntegerZoom) { + // zooming in + mix = fraction + (1.0f - fraction) * t; + scaleX /= 2.0; + } else { + // zooming out + mix = fraction - fraction * t; + } + + linesdfShader->u_patternscale_a = {{ scaleX, scaleY }}; + linesdfShader->u_tex_y_a = pos.y; + linesdfShader->u_patternscale_b = {{ scaleX * 2.0f, scaleY }}; + linesdfShader->u_tex_y_b = pos.y; linesdfShader->u_image = 0; linesdfShader->u_sdfgamma = lineAtlas.width / (properties.dash_line_width * pos.width * 256.0 * state.getPixelRatio()); + linesdfShader->u_mix = mix; bucket.drawLineSDF(*linesdfShader); diff --git a/src/mbgl/shader/linesdf.fragment.glsl b/src/mbgl/shader/linesdf.fragment.glsl index 90a5eac3e..5d53dbe88 100644 --- a/src/mbgl/shader/linesdf.fragment.glsl +++ b/src/mbgl/shader/linesdf.fragment.glsl @@ -3,9 +3,11 @@ uniform vec4 u_color; uniform float u_blur; uniform sampler2D u_image; uniform float u_sdfgamma; +uniform float u_mix; varying vec2 v_normal; -varying vec2 v_tex; +varying vec2 v_tex_a; +varying vec2 v_tex_b; void main() { // Calculate the distance of the pixel from the line in pixels. @@ -16,7 +18,9 @@ void main() { // (v_linewidth.s) float alpha = clamp(min(dist - (u_linewidth.t - u_blur), u_linewidth.s - dist) / u_blur, 0.0, 1.0); - float sdfdist = texture2D(u_image, v_tex).a; + float sdfdist_a = texture2D(u_image, v_tex_a).a; + float sdfdist_b = texture2D(u_image, v_tex_b).a; + float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix); alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist); gl_FragColor = u_color * alpha; diff --git a/src/mbgl/shader/linesdf.vertex.glsl b/src/mbgl/shader/linesdf.vertex.glsl index 0ab6804ab..7f246ced6 100644 --- a/src/mbgl/shader/linesdf.vertex.glsl +++ b/src/mbgl/shader/linesdf.vertex.glsl @@ -17,11 +17,14 @@ uniform mat4 u_exmatrix; // shared uniform float u_ratio; uniform vec2 u_linewidth; -uniform vec2 u_patternscale; -uniform float u_tex_y; +uniform vec2 u_patternscale_a; +uniform float u_tex_y_a; +uniform vec2 u_patternscale_b; +uniform float u_tex_y_b; varying vec2 v_normal; -varying vec2 v_tex; +varying vec2 v_tex_a; +varying vec2 v_tex_b; void main() { vec2 a_extrude = a_data.xy; @@ -45,5 +48,6 @@ void main() { // tile's zoom level. gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist; - v_tex = vec2(a_linesofar * u_patternscale.x, normal.y * u_patternscale.y + u_tex_y); + v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a); + v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b); } diff --git a/src/mbgl/shader/linesdf_shader.hpp b/src/mbgl/shader/linesdf_shader.hpp index 918ed5cba..16b7f3cb1 100644 --- a/src/mbgl/shader/linesdf_shader.hpp +++ b/src/mbgl/shader/linesdf_shader.hpp @@ -18,10 +18,13 @@ public: Uniform> u_linewidth = {"u_linewidth", *this}; Uniform u_ratio = {"u_ratio", *this}; Uniform u_blur = {"u_blur", *this}; - Uniform> u_patternscale = { "u_patternscale", *this }; - Uniform u_tex_y = {"u_tex_y", *this}; + Uniform> u_patternscale_a = { "u_patternscale_a", *this }; + Uniform u_tex_y_a = {"u_tex_y_a", *this}; + Uniform> u_patternscale_b = { "u_patternscale_b", *this }; + Uniform u_tex_y_b = {"u_tex_y_b", *this}; Uniform u_image = {"u_image", *this}; Uniform u_sdfgamma = {"u_sdfgamma", *this}; + Uniform u_mix = {"u_mix", *this}; private: int32_t a_pos = -1;