Merge branch 'no-crossfade'

Conflicts:
	src/mbgl/renderer/painter_line.cpp
This commit is contained in:
Ansis Brammanis
2015-01-26 12:19:40 -08:00
7 changed files with 90 additions and 14 deletions

View File

@@ -232,7 +232,7 @@ void Painter::render(const Style& style, const std::set<util::ptr<StyleSource>>&
drawClippingMasks(sources);
frameHistory.record(time, state.getNormalizedZoom());
recordZoom(time, state.getNormalizedZoom());
// Actually render the layers
if (debug::renderTree) { std::cout << "{" << std::endl; indent++; }
@@ -460,3 +460,26 @@ mat4 Painter::translatedMatrix(const mat4& matrix, const std::array<float, 2> &t
return vtxMatrix;
}
}
void Painter::recordZoom(const timestamp time, const float zoom) {
frameHistory.record(time, zoom);
if (lastZoom < 0) {
// first frame ever
lastIntegerZoom = std::floor(zoom);
lastZoom = zoom;
}
// check whether an integer zoom level was passed since the last frame
// and if yes, record it with the time. Used for transitioning patterns.
if (std::floor(lastZoom) < std::floor(zoom)) {
lastIntegerZoom = std::floor(zoom);
lastIntegerZoomTime = time;
} else if (std::floor(lastZoom) > std::floor(zoom)) {
lastIntegerZoom = std::floor(zoom) + 1;
lastIntegerZoomTime = time;
}
lastZoom = zoom;
}

View File

@@ -139,6 +139,7 @@ private:
mat4 translatedMatrix(const mat4& matrix, const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchorType anchor);
void prepareTile(const Tile& tile);
void recordZoom(const timestamp time, const float zoom);
template <typename BucketProperties, typename StyleProperties>
void renderSDF(SymbolBucket &bucket,
@@ -191,6 +192,10 @@ private:
RenderPass pass = RenderPass::Opaque;
const float strata_epsilon = 1.0f / (1 << 16);
int lastIntegerZoom;
timestamp lastIntegerZoomTime = 0;
float lastZoom = -1;
public:
FrameHistory frameHistory;

View File

@@ -60,8 +60,20 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c
// Image fill.
if (pass == RenderPass::Translucent) {
const SpriteAtlasPosition pos = spriteAtlas.getPosition(properties.image, true);
const float mix = std::fmod(float(state.getZoom()), 1.0f);
const float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
float mix;
float duration = 300 * 1_millisecond;
const float fraction = std::fmod(float(state.getZoom()), 1.0f);
float t = std::min((util::now() - lastIntegerZoomTime) / duration, 1.0f);
if (state.getZoom() > lastIntegerZoom) {
// zooming in
mix = fraction + (1.0f - fraction) * t;
factor *= 2.0;
} else {
// zooming out
mix = fraction - fraction * t;
}
mat3 patternMatrix;
matrix::identity(patternMatrix);

View File

@@ -70,6 +70,10 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
bucket.drawPoints(*linejoinShader);
}
float duration = 300 * 1_millisecond;
const float fraction = std::fmod(float(state.getZoom()), 1.0f);
float t = std::min((util::now() - lastIntegerZoomTime) / duration, 1.0f);
if (properties.dash_array.size()) {
useProgram(linesdfShader->program);
@@ -88,10 +92,23 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> 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()) / 2;
linesdfShader->u_mix = mix;
bucket.drawLineSDF(*linesdfShader);
@@ -99,7 +116,15 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
SpriteAtlasPosition imagePos = spriteAtlas.getPosition(properties.image, true);
float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
float fade = std::fmod(state.getZoom(), 1.0);
float fade;
if (state.getZoom() > lastIntegerZoom) {
// zooming in
fade = fraction + (1.0f - fraction) * t;
factor *= 2.0;
} else {
// zooming out
fade = fraction - fraction * t;
}
useProgram(linepatternShader->program);

View File

@@ -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;

View File

@@ -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);
}

View File

@@ -18,10 +18,13 @@ public:
Uniform<std::array<float, 2>> u_linewidth = {"u_linewidth", *this};
Uniform<float> u_ratio = {"u_ratio", *this};
Uniform<float> u_blur = {"u_blur", *this};
Uniform<std::array<float, 2>> u_patternscale = { "u_patternscale", *this };
Uniform<float> u_tex_y = {"u_tex_y", *this};
Uniform<std::array<float, 2>> u_patternscale_a = { "u_patternscale_a", *this };
Uniform<float> u_tex_y_a = {"u_tex_y_a", *this};
Uniform<std::array<float, 2>> u_patternscale_b = { "u_patternscale_b", *this };
Uniform<float> u_tex_y_b = {"u_tex_y_b", *this};
Uniform<int32_t> u_image = {"u_image", *this};
Uniform<float> u_sdfgamma = {"u_sdfgamma", *this};
Uniform<float> u_mix = {"u_mix", *this};
private:
int32_t a_pos = -1;