[core] Introduce gl::Program template

This commit is contained in:
John Firebaugh
2016-10-28 18:17:33 -07:00
parent 36210fe4e9
commit 66bdbc3b96
90 changed files with 984 additions and 1451 deletions

View File

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#include <mbgl/programs/symbol_program.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
namespace mbgl {
using namespace style;
static_assert(sizeof(SymbolAttributes::Vertex) == 16, "expected SymbolVertex size");
template <class Values, class...Args>
Values makeValues(const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
Args&&... args) {
std::array<float, 2> extrudeScale;
const float scale = values.paintSize / values.sdfScale;
if (values.pitchAlignment == AlignmentType::Map) {
extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * scale);
} else {
extrudeScale = {{
pixelsToGLUnits[0] * scale * state.getAltitude(),
pixelsToGLUnits[1] * scale * state.getAltitude()
}};
}
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(values.paintSize / values.layoutSize) / std::log(2);
return Values {
uniforms::u_matrix::Value{ tile.translatedMatrix(values.translate,
values.translateAnchor,
state) },
uniforms::u_opacity::Value{ values.opacity },
uniforms::u_extrude_scale::Value{ extrudeScale },
uniforms::u_texsize::Value{ std::array<float, 2> {{ float(texsize.width) / 4, float(texsize.height) / 4 }} },
uniforms::u_zoom::Value{ float((state.getZoom() - zoomAdjust) * 10) },
uniforms::u_rotate_with_map::Value{ values.rotationAlignment == AlignmentType::Map },
uniforms::u_texture::Value{ 0 },
uniforms::u_fadetexture::Value{ 1 },
std::forward<Args>(args)...
};
}
SymbolIconProgram::UniformValues
SymbolIconProgram::uniformValues(const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state)
{
return makeValues<SymbolIconProgram::UniformValues>(
values,
texsize,
pixelsToGLUnits,
tile,
state
);
}
static SymbolSDFProgram::UniformValues makeSDFValues(const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
float pixelRatio,
Color color,
float buffer,
float gammaAdjust)
{
// The default gamma value has to be adjust for the current pixelratio so that we're not
// drawing blurry font on retina screens.
const float gammaBase = 0.105 * values.sdfScale / values.paintSize / pixelRatio;
const float gammaScale = values.pitchAlignment == AlignmentType::Map
? 1.0 / std::cos(state.getPitch())
: 1.0;
return makeValues<SymbolSDFProgram::UniformValues>(
values,
texsize,
pixelsToGLUnits,
tile,
state,
uniforms::u_color::Value{ color },
uniforms::u_buffer::Value{ buffer },
uniforms::u_gamma::Value{ (gammaBase + gammaAdjust) * gammaScale },
uniforms::u_pitch::Value{ state.getPitch() },
uniforms::u_bearing::Value{ -1.0f * state.getAngle() },
uniforms::u_aspect_ratio::Value{ (state.getSize().width * 1.0f) / (state.getSize().height * 1.0f) },
uniforms::u_pitch_with_map::Value{ values.pitchAlignment == AlignmentType::Map }
);
}
SymbolSDFProgram::UniformValues
SymbolSDFProgram::haloUniformValues(const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
float pixelRatio)
{
const float scale = values.paintSize / values.sdfScale;
const float sdfPx = 8.0f;
const float blurOffset = 1.19f;
const float haloOffset = 6.0f;
return makeSDFValues(
values,
texsize,
pixelsToGLUnits,
tile,
state,
pixelRatio,
values.haloColor,
(haloOffset - values.haloWidth / scale) / sdfPx,
values.haloBlur * blurOffset / scale / sdfPx
);
}
SymbolSDFProgram::UniformValues
SymbolSDFProgram::foregroundUniformValues(const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const RenderTile& tile,
const TransformState& state,
float pixelRatio)
{
return makeSDFValues(
values,
texsize,
pixelsToGLUnits,
tile,
state,
pixelRatio,
values.color,
(256.0f - 64.0f) / 256.0f,
0
);
}
} // namespace mbgl