Files
MapLibreParticleLab/src/mbgl/renderer/painter_symbol.cpp
2016-05-25 21:37:22 -07:00

294 lines
11 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/symbol_bucket.hpp>
#include <mbgl/layer/symbol_layer.hpp>
#include <mbgl/geometry/glyph_atlas.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/shader/sdf_shader.hpp>
#include <mbgl/shader/icon_shader.hpp>
#include <mbgl/shader/collision_box_shader.hpp>
#include <mbgl/util/math.hpp>
#include <cmath>
using namespace mbgl;
void Painter::renderSDF(SymbolBucket &bucket,
const UnwrappedTileID &tileID,
const mat4 &matrix,
float sdfFontSize,
std::array<float, 2> texsize,
SDFShader& sdfShader,
void (SymbolBucket::*drawSDF)(SDFShader&, gl::GLObjectStore&),
// Layout
RotationAlignmentType rotationAlignment,
float layoutSize,
// Paint
float opacity,
Color color,
Color haloColor,
float haloWidth,
float haloBlur,
std::array<float, 2> translate,
TranslateAnchorType translateAnchor,
float paintSize)
{
mat4 vtxMatrix = translatedMatrix(matrix, translate, tileID, translateAnchor);
bool skewed = rotationAlignment == RotationAlignmentType::Map;
mat4 exMatrix;
float s;
float gammaScale;
if (skewed) {
matrix::identity(exMatrix);
s = tileID.pixelsToTileUnits(1, state.getZoom());
gammaScale = 1.0f / std::cos(state.getPitch());
} else {
exMatrix = extrudeMatrix;
s = state.getAltitude();
gammaScale = 1.0f;
matrix::rotate_z(exMatrix, exMatrix, state.getNorthOrientationAngle());
}
const bool flippedY = !skewed && state.getViewportMode() == ViewportMode::FlippedY;
matrix::scale(exMatrix, exMatrix, s, flippedY ? -s : s, 1);
// If layerStyle.size > bucket.info.fontSize then labels may collide
float fontSize = paintSize;
float fontScale = fontSize / sdfFontSize;
matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
config.program = sdfShader.getID();
sdfShader.u_matrix = vtxMatrix;
sdfShader.u_exmatrix = exMatrix;
sdfShader.u_texsize = texsize;
sdfShader.u_skewed = skewed;
sdfShader.u_texture = 0;
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / layoutSize) / std::log(2);
sdfShader.u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level
config.activeTexture = GL_TEXTURE1;
frameHistory.bind(glObjectStore);
sdfShader.u_fadetexture = 1;
// 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 / frame.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 (haloColor[3] > 0.0f && haloWidth > 0.0f) {
sdfShader.u_gamma = (haloBlur * blurOffset / fontScale / sdfPx + gamma) * gammaScale;
if (opacity < 1.0f) {
haloColor[0] *= opacity;
haloColor[1] *= opacity;
haloColor[2] *= opacity;
haloColor[3] *= opacity;
}
sdfShader.u_color = haloColor;
sdfShader.u_buffer = (haloOffset - haloWidth / fontScale) / sdfPx;
setDepthSublayer(0);
(bucket.*drawSDF)(sdfShader, glObjectStore);
}
// Then, we draw the text/icon over the halo
if (color[3] > 0.0f) {
sdfShader.u_gamma = gamma * gammaScale;
if (opacity < 1.0f) {
color[0] *= opacity;
color[1] *= opacity;
color[2] *= opacity;
color[3] *= opacity;
}
sdfShader.u_color = color;
sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f;
setDepthSublayer(1);
(bucket.*drawSDF)(sdfShader, glObjectStore);
}
}
void Painter::renderSymbol(SymbolBucket& bucket,
const SymbolLayer& layer,
const UnwrappedTileID& tileID,
const mat4& matrix) {
// Abort early.
if (pass == RenderPass::Opaque) {
return;
}
const auto& paint = layer.paint;
const auto& layout = bucket.layout;
config.depthMask = GL_FALSE;
// TODO remove the `true ||` when #1673 is implemented
const bool drawAcrossEdges = (frame.mapMode == MapMode::Continuous) && (true || !(layout.textAllowOverlap || layout.iconAllowOverlap ||
layout.textIgnorePlacement || layout.iconIgnorePlacement));
// 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.
if (drawAcrossEdges) {
config.stencilTest = GL_FALSE;
} else {
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
}
if (bucket.hasIconData()) {
if (layout.iconRotationAlignment == RotationAlignmentType::Map) {
config.depthFunc.reset();
config.depthTest = GL_TRUE;
} else {
config.depthTest = GL_FALSE;
}
bool sdf = bucket.sdfIcons;
const float angleOffset =
layout.iconRotationAlignment == RotationAlignmentType::Map
? state.getAngle()
: 0;
const float fontSize = layer.iconSize;
const float fontScale = fontSize / 1.0f;
SpriteAtlas* activeSpriteAtlas = layer.spriteAtlas;
const bool iconScaled = fontScale != 1 || frame.pixelRatio != activeSpriteAtlas->getPixelRatio() || bucket.iconsNeedLinear;
const bool iconTransformed = layout.iconRotationAlignment == RotationAlignmentType::Map || angleOffset != 0 || state.getPitch() != 0;
config.activeTexture = GL_TEXTURE0;
activeSpriteAtlas->bind(sdf || state.isChanging() || iconScaled || iconTransformed, glObjectStore);
if (sdf) {
renderSDF(bucket,
tileID,
matrix,
1.0f,
{{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }},
*sdfIconShader,
&SymbolBucket::drawIcons,
layout.iconRotationAlignment,
layout.iconSize,
paint.iconOpacity,
paint.iconColor,
paint.iconHaloColor,
paint.iconHaloWidth,
paint.iconHaloBlur,
paint.iconTranslate,
paint.iconTranslateAnchor,
layer.iconSize);
} else {
mat4 vtxMatrix =
translatedMatrix(matrix, paint.iconTranslate, tileID, paint.iconTranslateAnchor);
bool skewed = layout.iconRotationAlignment == RotationAlignmentType::Map;
mat4 exMatrix;
float s;
if (skewed) {
matrix::identity(exMatrix);
s = tileID.pixelsToTileUnits(1, state.getZoom());
} else {
exMatrix = extrudeMatrix;
matrix::rotate_z(exMatrix, exMatrix, state.getNorthOrientationAngle());
s = state.getAltitude();
}
const bool flippedY = !skewed && state.getViewportMode() == ViewportMode::FlippedY;
matrix::scale(exMatrix, exMatrix, s, flippedY ? -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;
config.program = iconShader->getID();
iconShader->u_matrix = vtxMatrix;
iconShader->u_exmatrix = exMatrix;
iconShader->u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }};
iconShader->u_skewed = skewed;
iconShader->u_extra = extra;
iconShader->u_texture = 0;
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / layout.iconSize) / std::log(2);
iconShader->u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level
iconShader->u_opacity = paint.iconOpacity;
config.activeTexture = GL_TEXTURE1;
frameHistory.bind(glObjectStore);
iconShader->u_fadetexture = 1;
setDepthSublayer(0);
bucket.drawIcons(*iconShader, glObjectStore);
}
}
if (bucket.hasTextData()) {
if (layout.textRotationAlignment == RotationAlignmentType::Map) {
config.depthFunc.reset();
config.depthTest = GL_TRUE;
} else {
config.depthTest = GL_FALSE;
}
config.activeTexture = GL_TEXTURE0;
glyphAtlas->bind(glObjectStore);
renderSDF(bucket,
tileID,
matrix,
24.0f,
{{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }},
*sdfGlyphShader,
&SymbolBucket::drawGlyphs,
layout.textRotationAlignment,
layout.textSize,
paint.textOpacity,
paint.textColor,
paint.textHaloColor,
paint.textHaloWidth,
paint.textHaloBlur,
paint.textTranslate,
paint.textTranslateAnchor,
layer.textSize);
}
if (bucket.hasCollisionBoxData()) {
config.stencilOp.reset();
config.stencilTest = GL_TRUE;
config.program = collisionBoxShader->getID();
collisionBoxShader->u_matrix = matrix;
// TODO: This was the overscaled z instead of the canonical z.
collisionBoxShader->u_scale = std::pow(2, state.getZoom() - tileID.canonical.z);
collisionBoxShader->u_zoom = state.getZoom() * 10;
collisionBoxShader->u_maxzoom = (tileID.canonical.z + 1) * 10;
config.lineWidth = 1.0f;
setDepthSublayer(0);
bucket.drawCollisionBoxes(*collisionBoxShader, glObjectStore);
}
config.activeTexture = GL_TEXTURE0;
}