Files
MapLibreParticleLab/src/renderer/painter_text.cpp
Konstantin Käfer 51f523ec14 Merge branch 'master' into outdoors-style
Conflicts:
	bin/style.js
	include/llmr/map/transform.hpp
	src/renderer/painter.cpp
	src/text/placement.cpp
2014-05-14 17:42:10 +02:00

115 lines
4.6 KiB
C++

#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/text_bucket.hpp>
#include <llmr/map/map.hpp>
using namespace llmr;
void Painter::renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
// Abort early.
if (pass == Opaque) return;
if (!bucket.hasData()) return;
auto text_properties = map.getStyle().computed.texts;
auto text_properties_it = text_properties.find(layer_name);
if (text_properties_it == text_properties.end()) return;
const TextProperties& properties = text_properties_it->second;
if (!properties.enabled) return;
mat4 exMatrix;
matrix::copy(exMatrix, projMatrix);
if (bucket.geom_desc.path == TextPathType::Curve) {
matrix::rotate_z(exMatrix, exMatrix, map.getState().getAngle());
}
const float rotate = properties.rotate;
if (rotate != 0.0f) {
matrix::rotate_z(exMatrix, exMatrix, rotate);
}
// If layerStyle.size > bucket.info.fontSize then labels may collide
float fontSize = std::fmin(properties.size, bucket.geom_desc.font_size);
matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
useProgram(textShader->program);
textShader->setMatrix(vtxMatrix);
textShader->setExtrudeMatrix(exMatrix);
map.getGlyphAtlas().bind();
textShader->setTextureSize({{static_cast<float>(map.getGlyphAtlas().width),
static_cast<float>(map.getGlyphAtlas().height)}});
// Convert the -pi..pi to an int8 range.
float angle = std::round((map.getState().getAngle() + rotate) / M_PI * 128);
// adjust min/max zooms for variable font sies
float zoomAdjust = log(fontSize / bucket.geom_desc.font_size) / log(2);
textShader->setAngle((int32_t)(angle + 256) % 256);
textShader->setFlip(bucket.geom_desc.path == TextPathType::Curve ? 1 : 0);
textShader->setZoom((map.getState().getNormalizedZoom() - zoomAdjust) * 10); // current zoom level
// Label fading
const time duration = 300_milliseconds;
const time currentTime = util::now();
std::deque<FrameSnapshot> &history = frameHistory.history;
// Remove frames until only one is outside the duration, or until there are only three
while (history.size() > 3 && history[1].timestamp + duration < currentTime) {
history.pop_front();
}
if (history[1].timestamp + duration < currentTime) {
history[0].z = history[1].z;
}
size_t frameLen = history.size();
assert("there should never be less than three frames in the history" && frameLen >= 3);
// Find the range of zoom levels we want to fade between
float startingZ = history.front().z;
const FrameSnapshot lastFrame = history.back();
float endingZ = lastFrame.z;
float lowZ = std::fmin(startingZ, endingZ);
float highZ = std::fmax(startingZ, endingZ);
// Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one duration
float zoomDiff = endingZ - history[1].z,
timeDiff = lastFrame.timestamp - history[1].timestamp;
if (timeDiff > duration) timeDiff = 1;
float fadedist = zoomDiff / (timeDiff / duration);
if (isnan(fadedist)) fprintf(stderr, "fadedist should never be NaN\n");
// At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
// bump is how much farther it would have been if it had continued zooming at the same rate
float bump = (currentTime - lastFrame.timestamp) / duration * fadedist;
textShader->setFadeDist(fadedist * 10);
textShader->setMinFadeZoom(std::floor(lowZ * 10));
textShader->setMaxFadeZoom(std::floor(highZ * 10));
textShader->setFadeZoom((map.getState().getZoom() + bump) * 10);
// We're drawing in the translucent pass which is bottom-to-top, so we need
// to draw the halo first.
if (properties.halo[3] > 0.0f) {
textShader->setGamma(properties.haloBlur * 2.4f / fontSize / map.getState().getPixelRatio());
textShader->setColor(properties.halo);
textShader->setBuffer(properties.haloRadius);
glDepthRange(strata, 1.0f);
bucket.drawGlyphs(*textShader);
}
if (properties.color[3] > 0.0f) {
// Then, we draw the text over the halo
textShader->setGamma(2.4f / fontSize / map.getState().getPixelRatio());
textShader->setColor(properties.color);
textShader->setBuffer((256.0f - 64.0f) / 256.0f);
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawGlyphs(*textShader);
}
}