Files
MapLibreParticleLab/src/mbgl/programs/symbol_program.cpp
2017-11-17 10:05:15 -08:00

154 lines
6.3 KiB
C++

#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>
#include <mbgl/layout/symbol_projection.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/enum.hpp>
#include <mbgl/math/clamp.hpp>
namespace mbgl {
using namespace style;
static_assert(sizeof(SymbolLayoutVertex) == 16, "expected SymbolLayoutVertex size");
std::unique_ptr<SymbolSizeBinder> SymbolSizeBinder::create(const float tileZoom,
const style::DataDrivenPropertyValue<float>& sizeProperty,
const float defaultValue) {
return sizeProperty.match(
[&] (const style::CompositeFunction<float>& function) -> std::unique_ptr<SymbolSizeBinder> {
return std::make_unique<CompositeFunctionSymbolSizeBinder>(tileZoom, function, defaultValue);
},
[&] (const style::SourceFunction<float>& function) {
return std::make_unique<SourceFunctionSymbolSizeBinder>(tileZoom, function, defaultValue);
},
[&] (const auto& value) -> std::unique_ptr<SymbolSizeBinder> {
return std::make_unique<ConstantSymbolSizeBinder>(tileZoom, value, defaultValue);
}
);
}
template <class Values, class...Args>
Values makeValues(const bool isText,
const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const bool alongLine,
const RenderTile& tile,
const TransformState& state,
const float symbolFadeChange,
Args&&... args) {
std::array<float, 2> extrudeScale;
if (values.pitchAlignment == AlignmentType::Map) {
extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()));
} else {
extrudeScale = {{
pixelsToGLUnits[0] * state.getCameraToCenterDistance(),
pixelsToGLUnits[1] * state.getCameraToCenterDistance()
}};
}
const float pixelsToTileUnits = tile.id.pixelsToTileUnits(1.0, state.getZoom());
const bool pitchWithMap = values.pitchAlignment == style::AlignmentType::Map;
const bool rotateWithMap = values.rotationAlignment == style::AlignmentType::Map;
// Line label rotation happens in `updateLineLabels`
// Pitched point labels are automatically rotated by the labelPlaneMatrix projection
// Unpitched point labels need to have their rotation applied after projection
const bool rotateInShader = rotateWithMap && !pitchWithMap && !alongLine;
mat4 labelPlaneMatrix;
if (alongLine) {
// For labels that follow lines the first part of the projection is handled on the cpu.
// Pass an identity matrix because no transformation needs to be done in the vertex shader.
matrix::identity(labelPlaneMatrix);
} else {
labelPlaneMatrix = getLabelPlaneMatrix(tile.matrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits);
}
mat4 glCoordMatrix = getGlCoordMatrix(tile.matrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits);
return Values {
uniforms::u_matrix::Value{ tile.translatedMatrix(values.translate,
values.translateAnchor,
state) },
uniforms::u_label_plane_matrix::Value{labelPlaneMatrix},
uniforms::u_gl_coord_matrix::Value{ tile.translateVtxMatrix(glCoordMatrix,
values.translate,
values.translateAnchor,
state,
true) },
uniforms::u_extrude_scale::Value{ extrudeScale },
uniforms::u_texsize::Value{ texsize },
uniforms::u_texture::Value{ 0 },
uniforms::u_fade_change::Value{ symbolFadeChange },
uniforms::u_is_text::Value{ isText },
uniforms::u_camera_to_center_distance::Value{ state.getCameraToCenterDistance() },
uniforms::u_pitch::Value{ state.getPitch() },
uniforms::u_pitch_with_map::Value{ pitchWithMap },
uniforms::u_max_camera_distance::Value{ values.maxCameraDistance },
uniforms::u_rotate_symbol::Value{ rotateInShader },
uniforms::u_aspect_ratio::Value{ state.getSize().aspectRatio() },
std::forward<Args>(args)...
};
}
SymbolIconProgram::UniformValues
SymbolIconProgram::uniformValues(const bool isText,
const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const bool alongLine,
const RenderTile& tile,
const TransformState& state,
const float symbolFadeChange)
{
return makeValues<SymbolIconProgram::UniformValues>(
isText,
values,
texsize,
pixelsToGLUnits,
alongLine,
tile,
state,
symbolFadeChange
);
}
template <class PaintProperties>
typename SymbolSDFProgram<PaintProperties>::UniformValues SymbolSDFProgram<PaintProperties>::uniformValues(
const bool isText,
const style::SymbolPropertyValues& values,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const bool alongLine,
const RenderTile& tile,
const TransformState& state,
const float symbolFadeChange,
const SymbolSDFPart part)
{
const float gammaScale = (values.pitchAlignment == AlignmentType::Map
? std::cos(state.getPitch()) * state.getCameraToCenterDistance()
: 1.0);
return makeValues<SymbolSDFProgram<PaintProperties>::UniformValues>(
isText,
values,
texsize,
pixelsToGLUnits,
alongLine,
tile,
state,
symbolFadeChange,
uniforms::u_gamma_scale::Value{ gammaScale },
uniforms::u_is_halo::Value{ part == SymbolSDFPart::Halo }
);
}
template class SymbolSDFProgram<style::IconPaintProperties>;
template class SymbolSDFProgram<style::TextPaintProperties>;
} // namespace mbgl