#include #include #include #include #include #include #include #include #include #include #include #include #include using namespace mbgl; template void Painter::renderSDF(SymbolBucket &bucket, const TileID &id, const mat4 &matrix, const BucketProperties& bucketProperties, const StyleProperties& styleProperties, float sdfFontSize, std::array texsize, SDFShader& sdfShader, void (SymbolBucket::*drawSDF)(SDFShader&)) { mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translate_anchor); bool aligned_with_map = (bucketProperties.rotation_alignment == RotationAlignmentType::Map); bool skewed = aligned_with_map; mat4 exMatrix; float s; float gammaScale; if (skewed) { matrix::identity(exMatrix); s = 4096.0f / util::tileSize / id.overscaling / std::pow(2, state.getZoom() - id.z); gammaScale = 1.0f / std::cos(state.getPitch()); } else { exMatrix = extrudeMatrix; s = state.getAltitude(); gammaScale = 1.0f; } matrix::scale(exMatrix, exMatrix, s, s, 1); // If layerStyle.size > bucket.info.fontSize then labels may collide float fontSize = styleProperties.size; float fontScale = fontSize / sdfFontSize; matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); // calculate how much longer the real world distance is at the top of the screen // than at the middle of the screen. float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2))); float x = state.getHeight() / 2.0f * std::tan(state.getPitch()); float extra = (topedgelength + x) / topedgelength - 1; useProgram(sdfShader.program); sdfShader.u_matrix = vtxMatrix; sdfShader.u_exmatrix = exMatrix; sdfShader.u_texsize = texsize; sdfShader.u_skewed = skewed; sdfShader.u_extra = extra; // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / bucketProperties.size) / std::log(2); sdfShader.u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level FadeProperties f = frameHistory.getFadeProperties(data.getAnimationTime(), data.getDefaultFadeDuration()); 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 = (state.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 / data.pixelRatio; 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 && styleProperties.halo_width > 0.0f) { sdfShader.u_gamma = (styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma) * gammaScale; 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; setDepthSublayer(0); (bucket.*drawSDF)(sdfShader); } // Then, we draw the text/icon over the halo if (styleProperties.color[3] > 0.0f) { sdfShader.u_gamma = gamma * gammaScale; 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; setDepthSublayer(1); (bucket.*drawSDF)(sdfShader); } } void Painter::renderSymbol(SymbolBucket &bucket, const StyleLayer &layer_desc, const TileID &id, const mat4 &matrix) { // Abort early. if (pass == RenderPass::Opaque) { return; } const auto& properties = layer_desc.getProperties(); const auto& layout = bucket.layout; config.depthMask = GL_FALSE; if (bucket.hasCollisionBoxData()) { config.stencilTest = true; useProgram(collisionBoxShader->program); collisionBoxShader->u_matrix = matrix; collisionBoxShader->u_scale = std::pow(2, state.getNormalizedZoom() - id.z); collisionBoxShader->u_zoom = state.getNormalizedZoom() * 10; collisionBoxShader->u_maxzoom = (id.z + 1) * 10; lineWidth(1.0f); setDepthSublayer(0); bucket.drawCollisionBoxes(*collisionBoxShader); } // TODO remove the `|| true` when #1673 is implemented const bool drawAcrossEdges = !(layout.text.allow_overlap || layout.icon.allow_overlap || layout.text.ignore_placement || layout.icon.ignore_placement) || true; // Disable the stencil test so that labels aren't clipped to tile boundaries. // // Layers with features that may be drawn overlapping aren't clipped. These // layers are sorted in the y direction, and to draw the correct ordering near // tile edges the icons are included in both tiles and clipped when drawing. config.stencilTest = drawAcrossEdges ? false : true; if (bucket.hasIconData()) { config.depthTest = layout.icon.rotation_alignment == RotationAlignmentType::Map; bool sdf = bucket.sdfIcons; const float angleOffset = layout.icon.rotation_alignment == RotationAlignmentType::Map ? state.getAngle() : 0; const float fontSize = properties.icon.size; const float fontScale = fontSize / 1.0f; spriteAtlas->bind(state.isChanging() || layout.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf || state.getPitch() != 0); if (sdf) { renderSDF(bucket, id, matrix, layout.icon, properties.icon, 1.0f, {{ float(spriteAtlas->getWidth()) / 4.0f, float(spriteAtlas->getHeight()) / 4.0f }}, *sdfIconShader, &SymbolBucket::drawIcons); } else { mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor); bool skewed = layout.icon.rotation_alignment == RotationAlignmentType::Map; mat4 exMatrix; float s; if (skewed) { matrix::identity(exMatrix); s = 4096.0f / util::tileSize / id.overscaling / std::pow(2, state.getZoom() - id.z); } else { exMatrix = extrudeMatrix; s = state.getAltitude(); } matrix::scale(exMatrix, exMatrix, s, s, 1); matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); // calculate how much longer the real world distance is at the top of the screen // than at the middle of the screen. float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2))); float x = state.getHeight() / 2.0f * std::tan(state.getPitch()); float extra = (topedgelength + x) / topedgelength - 1; useProgram(iconShader->program); iconShader->u_matrix = vtxMatrix; iconShader->u_exmatrix = exMatrix; iconShader->u_texsize = {{ float(spriteAtlas->getWidth()) / 4.0f, float(spriteAtlas->getHeight()) / 4.0f }}; iconShader->u_skewed = skewed; iconShader->u_extra = extra; // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / layout.icon.size) / std::log(2); iconShader->u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level iconShader->u_fadedist = 0 * 10; iconShader->u_minfadezoom = state.getNormalizedZoom() * 10; iconShader->u_maxfadezoom = state.getNormalizedZoom() * 10; iconShader->u_fadezoom = state.getNormalizedZoom() * 10; iconShader->u_opacity = properties.icon.opacity; setDepthSublayer(0); bucket.drawIcons(*iconShader); } } if (bucket.hasTextData()) { config.depthTest = layout.text.rotation_alignment == RotationAlignmentType::Map; glyphAtlas->bind(); renderSDF(bucket, id, matrix, layout.text, properties.text, 24.0f, {{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }}, *sdfGlyphShader, &SymbolBucket::drawGlyphs); } }