diff --git a/include/llmr/renderer/shader-line.hpp b/include/llmr/renderer/shader-line.hpp index 99984ea04..848a2f9d7 100644 --- a/include/llmr/renderer/shader-line.hpp +++ b/include/llmr/renderer/shader-line.hpp @@ -37,9 +37,6 @@ private: std::array dasharray = {{}}; int32_t u_dasharray = -1; - - float debug = 0; - int32_t u_debug = -1; }; diff --git a/src/renderer/painter.cpp b/src/renderer/painter.cpp index ca8389c3c..5e8b23237 100644 --- a/src/renderer/painter.cpp +++ b/src/renderer/painter.cpp @@ -383,7 +383,6 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons lineShader->setLineWidth({{ outset, inset }}); lineShader->setRatio(tilePixelRatio); lineShader->setColor(color); - lineShader->setDebug(0); depthMask(false); bucket.drawLines(*lineShader); } diff --git a/src/renderer/shader-line.cpp b/src/renderer/shader-line.cpp index 1db69247e..fc8e3c86f 100644 --- a/src/renderer/shader-line.cpp +++ b/src/renderer/shader-line.cpp @@ -26,7 +26,6 @@ LineShader::LineShader() u_color = glGetUniformLocation(program, "u_color"); u_ratio = glGetUniformLocation(program, "u_ratio"); u_dasharray = glGetUniformLocation(program, "u_dasharray"); - u_debug = glGetUniformLocation(program, "u_debug"); // fprintf(stderr, "LineShader:\n"); // fprintf(stderr, " - u_matrix: %d\n", u_matrix); @@ -35,7 +34,6 @@ LineShader::LineShader() // fprintf(stderr, " - u_color: %d\n", u_color); // fprintf(stderr, " - u_ratio: %d\n", u_ratio); // fprintf(stderr, " - u_dasharray: %d\n", u_dasharray); - // fprintf(stderr, " - u_debug: %d\n", u_debug); } void LineShader::bind(char *offset) { @@ -83,10 +81,3 @@ void LineShader::setDashArray(const std::array& new_dasharray) { dasharray = new_dasharray; } } - -void LineShader::setDebug(float new_debug) { - if (debug != new_debug) { - glUniform1f(u_debug, new_debug); - debug = new_debug; - } -} diff --git a/src/shader/line.fragment.glsl b/src/shader/line.fragment.glsl index edbdc7e84..de08ac76b 100644 --- a/src/shader/line.fragment.glsl +++ b/src/shader/line.fragment.glsl @@ -1,4 +1,3 @@ -uniform float u_debug; uniform vec2 u_linewidth; uniform vec4 u_color; @@ -21,9 +20,5 @@ void main() { // float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y); // alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0)); - if (u_debug > 0.0) { - gl_FragColor = u_color; - } else { - gl_FragColor = u_color * alpha; - } + gl_FragColor = u_color * alpha; } \ No newline at end of file diff --git a/src/shader/line.vertex.glsl b/src/shader/line.vertex.glsl index ffac9eef3..17c927810 100644 --- a/src/shader/line.vertex.glsl +++ b/src/shader/line.vertex.glsl @@ -15,8 +15,6 @@ attribute vec2 a_extrude; uniform mat4 u_matrix; uniform mat4 u_exmatrix; -uniform float u_debug; - // shared uniform float u_ratio; uniform vec2 u_linewidth; @@ -44,10 +42,4 @@ void main() { // tile's zoom level. gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist; // v_linesofar = a_linesofar * u_ratio; - - gl_PointSize = 8.0; - - if (u_debug > 1.5) { - gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0); - } } \ No newline at end of file diff --git a/src/shader/shaders.cpp b/src/shader/shaders.cpp index 638c554cf..44524f30d 100644 --- a/src/shader/shaders.cpp +++ b/src/shader/shaders.cpp @@ -5,8 +5,8 @@ using namespace llmr; const shader_source llmr::shaders[SHADER_COUNT] = { { - "// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\n// attribute float a_linesofar;\n\n// posmatrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\n\nuniform float u_debug;\n\n// shared\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nvarying vec2 v_normal;\n// varying float v_linesofar;\n\nvoid main() {\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n vec4 dist = vec4(u_linewidth.s * a_extrude * scale, 0.0, 0.0);\n\n // Remove the texture normal bit of the position before scaling it with the\n // model/view matrix. Add the extrusion vector *after* the model/view matrix\n // because we're extruding the line in pixel space, regardless of the current\n // tile's zoom level.\n gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist;\n // v_linesofar = a_linesofar * u_ratio;\n\n gl_PointSize = 8.0;\n\n if (u_debug > 1.5) {\n gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0);\n }\n}", - "uniform float u_debug;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nuniform vec2 u_dasharray;\n\nvarying vec2 v_normal;\n// varying float v_linesofar;\n\nvoid main() {\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * u_linewidth.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n\n // Calculate the antialiasing fade factor based on distance to the dash.\n // Only affects alpha when line is dashed\n // float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y);\n // alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0));\n\n if (u_debug > 0.0) {\n gl_FragColor = u_color;\n } else {\n gl_FragColor = u_color * alpha;\n }\n}", + "// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\n// attribute float a_linesofar;\n\n// posmatrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\n\n// shared\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nvarying vec2 v_normal;\n// varying float v_linesofar;\n\nvoid main() {\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n vec4 dist = vec4(u_linewidth.s * a_extrude * scale, 0.0, 0.0);\n\n // Remove the texture normal bit of the position before scaling it with the\n // model/view matrix. Add the extrusion vector *after* the model/view matrix\n // because we're extruding the line in pixel space, regardless of the current\n // tile's zoom level.\n gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist;\n // v_linesofar = a_linesofar * u_ratio;\n}", + "uniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nuniform vec2 u_dasharray;\n\nvarying vec2 v_normal;\n// varying float v_linesofar;\n\nvoid main() {\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * u_linewidth.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n\n // Calculate the antialiasing fade factor based on distance to the dash.\n // Only affects alpha when line is dashed\n // float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y);\n // alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0));\n\n gl_FragColor = u_color * alpha;\n}", }, { "attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform float u_size;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(floor(a_pos / 2.0), 0.0, 1.0);\n v_pos = (gl_Position.xy + 1.0) * u_world;\n gl_PointSize = u_size;\n}\n",