134 lines
4.5 KiB
C++
134 lines
4.5 KiB
C++
#include <mbgl/shader/line_uniforms.hpp>
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#include <mbgl/style/layers/line_layer_properties.hpp>
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#include <mbgl/renderer/render_tile.hpp>
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#include <mbgl/map/transform_state.hpp>
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#include <mbgl/util/mat2.hpp>
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#include <mbgl/sprite/sprite_atlas.hpp>
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#include <mbgl/geometry/line_atlas.hpp>
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namespace mbgl {
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template <class Values, class...Args>
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Values makeValues(const style::LinePaintProperties& properties,
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float pixelRatio,
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const RenderTile& tile,
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const TransformState& state,
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Args&&... args) {
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float antialiasing = 1.0 / pixelRatio;
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mat2 antialiasingMatrix;
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matrix::identity(antialiasingMatrix);
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matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch()));
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matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle());
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// calculate how much longer the real world distance is at the top of the screen
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// than at the middle of the screen.
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float topedgelength = std::sqrt(std::pow(state.getSize().height, 2.0f) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2.0f)));
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float x = state.getSize().height / 2.0f * std::tan(state.getPitch());
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return Values {
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tile.translatedMatrix(properties.lineTranslate.value,
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properties.lineTranslateAnchor.value,
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state),
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properties.lineOpacity.value,
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properties.lineWidth.value / 2,
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properties.lineGapWidth.value / 2,
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properties.lineBlur.value + antialiasing,
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-properties.lineOffset.value,
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antialiasing / 2,
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antialiasingMatrix,
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1.0f / tile.id.pixelsToTileUnits(1.0, state.getZoom()),
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(topedgelength + x) / topedgelength - 1.0f,
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std::forward<Args>(args)...
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};
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}
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LineColorUniforms::Values
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LineColorUniforms::values(const style::LinePaintProperties& properties,
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float pixelRatio,
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const RenderTile& tile,
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const TransformState& state) {
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return makeValues<LineColorUniforms::Values>(
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properties,
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pixelRatio,
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tile,
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state,
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properties.lineColor.value
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);
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}
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LineSDFUniforms::Values
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LineSDFUniforms::values(const style::LinePaintProperties& properties,
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float pixelRatio,
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const RenderTile& tile,
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const TransformState& state,
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const LinePatternPos& posA,
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const LinePatternPos& posB,
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float dashLineWidth,
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float atlasWidth) {
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const float widthA = posA.width * properties.lineDasharray.value.fromScale * dashLineWidth;
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const float widthB = posB.width * properties.lineDasharray.value.toScale * dashLineWidth;
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std::array<float, 2> scaleA {{
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1.0f / tile.id.pixelsToTileUnits(widthA, state.getIntegerZoom()),
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-posA.height / 2.0f
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}};
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std::array<float, 2> scaleB {{
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1.0f / tile.id.pixelsToTileUnits(widthB, state.getIntegerZoom()),
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-posB.height / 2.0f
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}};
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return makeValues<LineSDFUniforms::Values>(
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properties,
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pixelRatio,
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tile,
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state,
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properties.lineColor.value,
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scaleA,
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scaleB,
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posA.y,
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posB.y,
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properties.lineDasharray.value.t,
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atlasWidth / (std::min(widthA, widthB) * 256.0f * pixelRatio) / 2.0f,
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0
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);
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}
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LinePatternUniforms::Values
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LinePatternUniforms::values(const style::LinePaintProperties& properties,
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float pixelRatio,
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const RenderTile& tile,
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const TransformState& state,
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const SpriteAtlasPosition& posA,
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const SpriteAtlasPosition& posB) {
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std::array<float, 2> sizeA {{
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tile.id.pixelsToTileUnits(posA.size[0] * properties.linePattern.value.fromScale, state.getIntegerZoom()),
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posA.size[1]
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}};
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std::array<float, 2> sizeB {{
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tile.id.pixelsToTileUnits(posB.size[0] * properties.linePattern.value.toScale, state.getIntegerZoom()),
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posB.size[1]
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}};
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return makeValues<LinePatternUniforms::Values>(
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properties,
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pixelRatio,
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tile,
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state,
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posA.tl,
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posA.br,
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posB.tl,
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posB.br,
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sizeA,
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sizeB,
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properties.linePattern.value.t,
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0
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);
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}
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} // namespace mbgl
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