SDF icon support (fixes #404)

This commit is contained in:
John Firebaugh
2014-09-05 14:43:52 -07:00
parent 2033eb9494
commit eb4f53cbed
10 changed files with 265 additions and 173 deletions

View File

@@ -7,7 +7,110 @@
#include <mbgl/util/math.hpp>
#include <cmath>
namespace mbgl {
using namespace mbgl;
template <typename BucketProperties, typename StyleProperties>
void Painter::renderSDF(SymbolBucket &bucket,
const Tile::ID &id,
const mat4 &matrix,
const BucketProperties& bucketProperties,
const StyleProperties& styleProperties,
float sdfFontSize,
std::array<float, 2> texsize,
SDFShader& sdfShader,
void (SymbolBucket::*drawSDF)(SDFShader&))
{
mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translate_anchor);
mat4 exMatrix;
matrix::copy(exMatrix, projMatrix);
const float angleOffset =
bucketProperties.rotation_alignment == RotationAlignmentType::Map
? map.getState().getAngle()
: 0;
if (angleOffset) {
matrix::rotate_z(exMatrix, exMatrix, angleOffset);
}
// If layerStyle.size > bucket.info.fontSize then labels may collide
float fontSize = std::fmin(styleProperties.size, bucketProperties.max_size);
float fontScale = fontSize / sdfFontSize;
matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
useProgram(sdfShader.program);
sdfShader.u_matrix = vtxMatrix;
sdfShader.u_exmatrix = exMatrix;
sdfShader.u_texsize = texsize;
// Convert the -pi..pi to an int8 range.
float angle = std::round(map.getState().getAngle() / M_PI * 128);
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / bucketProperties.max_size) / std::log(2);
sdfShader.u_angle = (int32_t)(angle + 256) % 256;
sdfShader.u_flip = (bucket.properties.placement == PlacementType::Line ? 1 : 0);
sdfShader.u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
FadeProperties f = frameHistory.getFadeProperties(300_milliseconds);
sdfShader.u_fadedist = f.fadedist * 10;
sdfShader.u_minfadezoom = std::floor(f.minfadezoom * 10);
sdfShader.u_maxfadezoom = std::floor(f.maxfadezoom * 10);
sdfShader.u_fadezoom = (map.getState().getNormalizedZoom() + f.bump) * 10;
// 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 gamma = 0.105 * sdfFontSize / fontSize / map.getState().getPixelRatio();
const float sdfPx = 8.0f;
const float blurOffset = 1.19f;
const float haloOffset = 6.0f;
// We're drawing in the translucent pass which is bottom-to-top, so we need
// to draw the halo first.
if (styleProperties.halo_color[3] > 0.0f) {
sdfShader.u_gamma = styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma;
if (styleProperties.opacity < 1.0f) {
Color color = styleProperties.halo_color;
color[0] *= styleProperties.opacity;
color[1] *= styleProperties.opacity;
color[2] *= styleProperties.opacity;
color[3] *= styleProperties.opacity;
sdfShader.u_color = color;
} else {
sdfShader.u_color = styleProperties.halo_color;
}
sdfShader.u_buffer = (haloOffset - styleProperties.halo_width / fontScale) / sdfPx;
depthRange(strata, 1.0f);
(bucket.*drawSDF)(sdfShader);
}
// Then, we draw the text/icon over the halo
if (styleProperties.color[3] > 0.0f) {
sdfShader.u_gamma = gamma;
if (styleProperties.opacity < 1.0f) {
Color color = styleProperties.color;
color[0] *= styleProperties.opacity;
color[1] *= styleProperties.opacity;
color[2] *= styleProperties.opacity;
color[3] *= styleProperties.opacity;
sdfShader.u_color = color;
} else {
sdfShader.u_color = styleProperties.color;
}
sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f;
depthRange(strata + strata_epsilon, 1.0f);
(bucket.*drawSDF)(sdfShader);
}
}
void Painter::renderSymbol(SymbolBucket &bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID &id, const mat4 &matrix) {
// Abort early.
@@ -20,173 +123,87 @@ void Painter::renderSymbol(SymbolBucket &bucket, std::shared_ptr<StyleLayer> lay
glDisable(GL_STENCIL_TEST);
if (bucket.hasTextData()) {
mat4 vtxMatrix = translatedMatrix(matrix, properties.text.translate, id, properties.text.translate_anchor);
mat4 exMatrix;
matrix::copy(exMatrix, projMatrix);
const float angleOffset =
bucket.properties.text.rotation_alignment == RotationAlignmentType::Map
? map.getState().getAngle()
: 0;
if (angleOffset) {
matrix::rotate_z(exMatrix, exMatrix, angleOffset);
}
// If layerStyle.size > bucket.info.fontSize then labels may collide
float fontSize = std::fmin(properties.text.size, bucket.properties.text.max_size);
matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
useProgram(sdfShader->program);
sdfShader->u_matrix = vtxMatrix;
sdfShader->u_exmatrix = exMatrix;
GlyphAtlas &glyphAtlas = *map.getGlyphAtlas();
glyphAtlas.bind();
sdfShader->u_texsize = {{
static_cast<float>(glyphAtlas.width),
static_cast<float>(glyphAtlas.height)
}};
// Convert the -pi..pi to an int8 range.
float angle = std::round((map.getState().getAngle()) / M_PI * 128);
// adjust min/max zooms for variable font sies
float zoomAdjust = log(fontSize / bucket.properties.text.max_size) / log(2);
sdfShader->u_angle = (int32_t)(angle + 256) % 256;
sdfShader->u_flip = (bucket.properties.placement == PlacementType::Line ? 1 : 0);
sdfShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
FadeProperties f = frameHistory.getFadeProperties(300_milliseconds);
sdfShader->u_fadedist = f.fadedist * 10;
sdfShader->u_minfadezoom = std::floor(f.minfadezoom * 10);
sdfShader->u_maxfadezoom = std::floor(f.maxfadezoom * 10);
sdfShader->u_fadezoom = (map.getState().getNormalizedZoom() + f.bump) * 10;
// This defines the gamma around the SDF cutoff value.
const float sdfGamma = 1.0f / 10.0f;
// Our signed distance fields are scaled so that 1 pixel is scaled to 32 pixels.
// Our cutoff between positive and negative values is hard coded to 64 (== 2 pixels).
// This means that our 6/8 of the value range lies outside the glyph outline.
const float sdfOffset = (256.0f - 64.0f) / 32.0f;
// Currently, all of our fonts are rendered with a font size of 24px.
const float sdfFontSize = 24.0f;
// 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 gamma = sdfGamma * sdfFontSize / fontSize / map.getState().getPixelRatio();
// We're drawing in the translucent pass which is bottom-to-top, so we need
// to draw the halo first.
if (properties.text.halo_color[3] > 0.0f) {
const float haloWidth = util::clamp(
(sdfOffset - properties.text.halo_width / (fontSize / sdfFontSize)) / 8.0f, 0.0f,
1.0f);
if (properties.text.halo_blur != 0.0f) {
// We are converting the halo_blur value to current screen pixels.
// Then we're dividing it by two because the gamma value is added/subtracted into
// both
// directions in the shader, but the halo_blur describes the entire width of the
// blur.
// Note that this does *not* have to be adjusted for retina screens, because we want
// the
// same blur width when we explicitly specify one.
sdfShader->u_gamma = (properties.text.halo_blur / (fontSize / sdfFontSize)) / 8.0f / 2.0f;
} else {
sdfShader->u_gamma = sdfGamma;
}
if (properties.text.opacity < 1.0f) {
Color color = properties.text.halo_color;
color[0] *= properties.text.opacity;
color[1] *= properties.text.opacity;
color[2] *= properties.text.opacity;
color[3] *= properties.text.opacity;
sdfShader->u_color = color;
} else {
sdfShader->u_color = properties.text.halo_color;
}
sdfShader->u_buffer = haloWidth;
depthRange(strata, 1.0f);
bucket.drawGlyphs(*sdfShader);
}
if (properties.text.color[3] > 0.0f) {
// Then, we draw the text over the halo
sdfShader->u_gamma = gamma;
if (properties.text.opacity < 1.0f) {
Color color = properties.text.color;
color[0] *= properties.text.opacity;
color[1] *= properties.text.opacity;
color[2] *= properties.text.opacity;
color[3] *= properties.text.opacity;
sdfShader->u_color = color;
} else {
sdfShader->u_color = properties.text.color;
}
sdfShader->u_buffer = (256.0f - 64.0f) / 256.0f;
depthRange(strata + strata_epsilon, 1.0f);
bucket.drawGlyphs(*sdfShader);
}
renderSDF(bucket,
id,
matrix,
bucket.properties.text,
properties.text,
24.0f,
{{ float(glyphAtlas.width) / 4, float(glyphAtlas.height) / 4 }},
*sdfGlyphShader,
&SymbolBucket::drawGlyphs);
}
if (bucket.hasIconData()) {
mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor);
mat4 exMatrix;
matrix::copy(exMatrix, projMatrix);
bool sdf = bucket.sdfIcons;
const float angleOffset =
bucket.properties.icon.rotation_alignment == RotationAlignmentType::Map
? map.getState().getAngle()
: 0;
if (angleOffset) {
matrix::rotate_z(exMatrix, exMatrix, angleOffset);
}
// If layerStyle.size > bucket.info.fontSize then labels may collide
const float fontSize = properties.icon.size != 0 ? properties.icon.size : bucket.properties.icon.max_size;
const float fontScale = fontSize / 1.0f;
matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
useProgram(iconShader->program);
iconShader->u_matrix = vtxMatrix;
iconShader->u_exmatrix = exMatrix;
SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
spriteAtlas.bind(map.getState().isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1);
iconShader->u_texsize = {{
static_cast<float>(spriteAtlas.getWidth()),
static_cast<float>(spriteAtlas.getHeight())
spriteAtlas.bind(map.getState().isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf);
std::array<float, 2> texsize = {{
float(spriteAtlas.getWidth()),
float(spriteAtlas.getHeight())
}};
// Convert the -pi..pi to an int8 range.
const float angle = std::round((map.getState().getAngle()) / M_PI * 128);
if (sdf) {
renderSDF(bucket,
id,
matrix,
bucket.properties.icon,
properties.icon,
1.0f,
texsize,
*sdfIconShader,
&SymbolBucket::drawIcons);
} else {
mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor);
// adjust min/max zooms for variable font sies
float zoomAdjust = log(fontSize / bucket.properties.icon.max_size) / log(2);
mat4 exMatrix;
matrix::copy(exMatrix, projMatrix);
iconShader->u_angle = (int32_t)(angle + 256) % 256;
iconShader->u_flip = bucket.properties.placement == PlacementType::Line ? 1 : 0;
iconShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
if (angleOffset) {
matrix::rotate_z(exMatrix, exMatrix, angleOffset);
}
iconShader->u_fadedist = 0 * 10;
iconShader->u_minfadezoom = map.getState().getNormalizedZoom() * 10;
iconShader->u_maxfadezoom = map.getState().getNormalizedZoom() * 10;
iconShader->u_fadezoom = map.getState().getNormalizedZoom() * 10;
iconShader->u_opacity = properties.icon.opacity;
matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
depthRange(strata, 1.0f);
bucket.drawIcons(*iconShader);
useProgram(iconShader->program);
iconShader->u_matrix = vtxMatrix;
iconShader->u_exmatrix = exMatrix;
iconShader->u_texsize = texsize;
// Convert the -pi..pi to an int8 range.
const float angle = std::round(map.getState().getAngle() / M_PI * 128);
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / bucket.properties.icon.max_size) / std::log(2);
iconShader->u_angle = (int32_t)(angle + 256) % 256;
iconShader->u_flip = bucket.properties.placement == PlacementType::Line ? 1 : 0;
iconShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
iconShader->u_fadedist = 0 * 10;
iconShader->u_minfadezoom = map.getState().getNormalizedZoom() * 10;
iconShader->u_maxfadezoom = map.getState().getNormalizedZoom() * 10;
iconShader->u_fadezoom = map.getState().getNormalizedZoom() * 10;
iconShader->u_opacity = properties.icon.opacity;
depthRange(strata, 1.0f);
bucket.drawIcons(*iconShader);
}
}
glEnable(GL_STENCIL_TEST);
}
}