[core] Update circle shader code

Ported the following patches:
 - [convert mat4 exMatrix to a vec2 extrudeScale](a8d549b7a4)
 - [Enabled data-driven styling for circle-radius](4356e41fa6)
 - [Reduce shader boilerplate, refactor "Bucket"](7d3da8f191)
This commit is contained in:
Bruno de Oliveira Abinader
2016-05-31 15:48:30 +03:00
parent b94a125ff2
commit 62b4dd554a
5 changed files with 16 additions and 10 deletions

View File

@@ -19,7 +19,7 @@
"devDependencies": {
"aws-sdk": "^2.3.5",
"express": "^4.11.1",
"mapbox-gl-shaders": "mapbox/mapbox-gl-shaders#4a567b438be303fbbf13e5ddf49d72d8debd811d",
"mapbox-gl-shaders": "mapbox/mapbox-gl-shaders#13aad76282c1b6c4d38fd46f373325dfec69ab01",
"mapbox-gl-test-suite": "mapbox/mapbox-gl-test-suite#b3441d9a285ffbe9b876677acb13d7df07e5b975",
"node-gyp": "^3.3.1",
"request": "^2.72.0",

View File

@@ -100,6 +100,8 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
// The extrusion matrix.
matrix::ortho(extrudeMatrix, 0, state.getWidth(), state.getHeight(), 0, 0, -1);
extrudeScale = {{ (2.0f / state.getWidth()) * state.getAltitude(), -2.0f / state.getHeight() * state.getAltitude() }};
// The native matrix is a 1:1 matrix that paints the coordinates at the
// same screen position as the vertex specifies.
matrix::identity(nativeMatrix);

View File

@@ -158,6 +158,8 @@ private:
mat4 nativeMatrix;
mat4 extrudeMatrix;
std::array<float, 2> extrudeScale;
// used to composite images and flips the geometry upside down
const mat4 flipMatrix = []{
mat4 flip;

View File

@@ -33,11 +33,12 @@ void Painter::renderCircle(CircleBucket& bucket,
config.program = circleShader->getID();
circleShader->u_matrix = vtxMatrix;
circleShader->u_exmatrix = extrudeMatrix;
circleShader->u_extrude_scale = extrudeScale;
circleShader->u_devicepixelratio = frame.pixelRatio;
circleShader->u_color = properties.circleColor;
circleShader->u_opacity = properties.circleOpacity;
circleShader->u_radius = properties.circleRadius;
circleShader->u_blur = std::max<float>(properties.circleBlur, antialiasing);
circleShader->u_size = properties.circleRadius;
circleShader->u_opacity = properties.circleOpacity;
bucket.drawCircles(*circleShader, glObjectStore);
}

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@@ -11,12 +11,13 @@ public:
void bind(GLbyte *offset) final;
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<GLfloat> u_size = {"u_size", *this};
Uniform<GLfloat> u_blur = {"u_blur", *this};
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<GLfloat, 2>> u_extrude_scale = {"u_extrude_scale", *this};
Uniform<GLfloat> u_devicepixelratio = {"u_devicepixelratio", *this};
Uniform<std::array<GLfloat, 4>> u_color = {"u_color", *this};
Uniform<GLfloat> u_radius = {"u_radius", *this};
Uniform<GLfloat> u_blur = {"u_blur", *this};
Uniform<GLfloat> u_opacity = {"u_opacity", *this};
};
} // namespace mbgl