[core] Update sdf shader code

Ported the following patch:
- [convert mat4 exMatrix to a vec2 extrudeScale](a8d549b7a4)
This commit is contained in:
Bruno de Oliveira Abinader
2016-06-01 10:50:45 +03:00
parent 5e7736ce87
commit 59f9a9f93c
5 changed files with 28 additions and 37 deletions

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@@ -19,7 +19,7 @@
"devDependencies": {
"aws-sdk": "^2.3.5",
"express": "^4.11.1",
"mapbox-gl-shaders": "mapbox/mapbox-gl-shaders#49022d5b92c067b8659f5700a04f376d75f2950e",
"mapbox-gl-shaders": "mapbox/mapbox-gl-shaders#36278b864e60e1dba937a6863064c03d69526854",
"mapbox-gl-test-suite": "mapbox/mapbox-gl-test-suite#b3441d9a285ffbe9b876677acb13d7df07e5b975",
"node-gyp": "^3.3.1",
"request": "^2.72.0",

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@@ -97,9 +97,7 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
// Update the default matrices to the current viewport dimensions.
state.getProjMatrix(projMatrix);
// The extrusion matrix.
matrix::ortho(extrudeMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, -1);
// The extrusion scale.
const float flippedY = state.getViewportMode() == ViewportMode::FlippedY;
extrudeScale = {{ 2.0f / state.getWidth() * state.getAltitude(),
(flippedY ? 2.0f : -2.0f) / state.getHeight() * state.getAltitude() }};

View File

@@ -156,7 +156,6 @@ private:
mat4 projMatrix;
mat4 nativeMatrix;
mat4 extrudeMatrix;
std::array<float, 2> extrudeScale;

View File

@@ -36,34 +36,28 @@ void Painter::renderSDF(SymbolBucket &bucket,
{
mat4 vtxMatrix = translatedMatrix(matrix, translate, tileID, translateAnchor);
bool skewed = rotationAlignment == RotationAlignmentType::Map;
mat4 exMatrix;
float s;
float gammaScale;
if (skewed) {
matrix::identity(exMatrix);
s = tileID.pixelsToTileUnits(1, state.getZoom());
gammaScale = 1.0f / std::cos(state.getPitch());
} else {
exMatrix = extrudeMatrix;
s = state.getAltitude();
gammaScale = 1.0f;
matrix::rotate_z(exMatrix, exMatrix, state.getNorthOrientationAngle());
}
const bool flippedY = !skewed && state.getViewportMode() == ViewportMode::FlippedY;
matrix::scale(exMatrix, exMatrix, s, flippedY ? -s : s, 1);
// If layerStyle.size > bucket.info.fontSize then labels may collide
float fontSize = paintSize;
float fontScale = fontSize / sdfFontSize;
matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
float scale = fontScale;
std::array<float, 2> exScale = extrudeScale;
bool alignedWithMap = rotationAlignment == RotationAlignmentType::Map;
float gammaScale = 1.0f;
if (alignedWithMap) {
scale *= tileID.pixelsToTileUnits(1, state.getZoom());
exScale.fill(scale);
gammaScale /= std::cos(state.getPitch());
} else {
exScale = {{ exScale[0] * scale, exScale[1] * scale }};
}
config.program = sdfShader.getID();
sdfShader.u_matrix = vtxMatrix;
sdfShader.u_exmatrix = exMatrix;
sdfShader.u_extrude_scale = exScale;
sdfShader.u_texsize = texsize;
sdfShader.u_skewed = skewed;
sdfShader.u_skewed = alignedWithMap;
sdfShader.u_texture = 0;
// adjust min/max zooms for variable font sies

View File

@@ -9,17 +9,17 @@ class SDFShader : public Shader {
public:
SDFShader(gl::GLObjectStore&);
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};
Uniform<std::array<GLfloat, 4>> u_color = {"u_color", *this};
Uniform<GLfloat> u_opacity = {"u_opacity", *this};
Uniform<std::array<GLfloat, 2>> u_texsize = {"u_texsize", *this};
Uniform<GLfloat> u_buffer = {"u_buffer", *this};
Uniform<GLfloat> u_gamma = {"u_gamma", *this};
Uniform<GLfloat> u_zoom = {"u_zoom", *this};
Uniform<GLint> u_skewed = {"u_skewed", *this};
Uniform<GLint> u_texture = {"u_texture", *this};
Uniform<GLint> u_fadetexture = {"u_fadetexture", *this};
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<GLfloat, 2>> u_extrude_scale = {"u_extrude_scale", *this};
Uniform<std::array<GLfloat, 4>> u_color = {"u_color", *this};
Uniform<GLfloat> u_opacity = {"u_opacity", *this};
Uniform<std::array<GLfloat, 2>> u_texsize = {"u_texsize", *this};
Uniform<GLfloat> u_buffer = {"u_buffer", *this};
Uniform<GLfloat> u_gamma = {"u_gamma", *this};
Uniform<GLfloat> u_zoom = {"u_zoom", *this};
Uniform<GLint> u_skewed = {"u_skewed", *this};
Uniform<GLint> u_texture = {"u_texture", *this};
Uniform<GLint> u_fadetexture = {"u_fadetexture", *this};
protected:
GLint a_offset = -1;