132 lines
5.3 KiB
C++
132 lines
5.3 KiB
C++
#include <llmr/renderer/painter.hpp>
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#include <llmr/renderer/text_bucket.hpp>
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#include <llmr/style/style_layer.hpp>
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#include <llmr/map/map.hpp>
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#include <cmath>
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using namespace llmr;
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void Painter::renderText(TextBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id) {
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// Abort early.
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if (pass == Opaque) return;
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if (!bucket.hasData()) return;
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const TextProperties &properties = layer_desc->getProperties<TextProperties>();
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mat4 exMatrix;
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matrix::copy(exMatrix, projMatrix);
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if (bucket.properties.path == TextPathType::Curve) {
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matrix::rotate_z(exMatrix, exMatrix, map.getState().getAngle());
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}
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// If layerStyle.size > bucket.info.fontSize then labels may collide
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float fontSize = std::fmin(properties.size, bucket.properties.max_size);
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matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
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// TODO: figure out whether we actually need to account for this while painting; we might already have
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// done this during label placement.
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// const mat4 &vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
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useProgram(textShader->program);
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textShader->setMatrix(matrix);
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textShader->setExtrudeMatrix(exMatrix);
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GlyphAtlas &glyphAtlas = *map.getGlyphAtlas();
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glyphAtlas.bind();
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textShader->setTextureSize({{static_cast<float>(glyphAtlas.width),
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static_cast<float>(glyphAtlas.height)}});
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// Convert the -pi..pi to an int8 range.
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float angle = std::round((map.getState().getAngle()) / M_PI * 128);
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// adjust min/max zooms for variable font sies
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float zoomAdjust = log(fontSize / bucket.properties.max_size) / log(2);
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textShader->setAngle((int32_t)(angle + 256) % 256);
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textShader->setFlip(bucket.properties.path == TextPathType::Curve ? 1 : 0);
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textShader->setZoom((map.getState().getNormalizedZoom() - zoomAdjust) * 10); // current zoom level
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// Label fading
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const timestamp duration = 300_milliseconds;
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const timestamp currentTime = util::now();
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std::deque<FrameSnapshot> &history = frameHistory.history;
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// Remove frames until only one is outside the duration, or until there are only three
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while (history.size() > 3 && history[1].t + duration < currentTime) {
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history.pop_front();
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}
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if (history[1].t + duration < currentTime) {
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history[0].z = history[1].z;
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}
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assert("there should never be less than three frames in the history" && (history.size() >= 3));
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// Find the range of zoom levels we want to fade between
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float startingZ = history.front().z;
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const FrameSnapshot lastFrame = history.back();
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float endingZ = lastFrame.z;
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float lowZ = std::fmin(startingZ, endingZ);
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float highZ = std::fmax(startingZ, endingZ);
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// Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one duration
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float zoomDiff = endingZ - history[1].z,
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timeDiff = lastFrame.t - history[1].t;
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float fadedist = zoomDiff / (timeDiff / duration);
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#if defined(DEBUG)
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if (std::isnan(fadedist)) fprintf(stderr, "fadedist should never be NaN\n");
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#endif
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// At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
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// bump is how much farther it would have been if it had continued zooming at the same rate
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float bump = (currentTime - lastFrame.t) / duration * fadedist;
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textShader->setFadeDist(fadedist * 10);
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textShader->setMinFadeZoom(std::floor(lowZ * 10));
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textShader->setMaxFadeZoom(std::floor(highZ * 10));
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textShader->setFadeZoom((map.getState().getNormalizedZoom() + bump) * 10);
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// We're drawing in the translucent pass which is bottom-to-top, so we need
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// to draw the halo first.
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if (properties.halo_color[3] > 0.0f) {
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// TODO: Get rid of the 2.4 magic value. It is currently 24 / 10, with 24 being the font size
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// of the SDF glyphs.
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textShader->setGamma(properties.halo_blur * 2.4f / fontSize / map.getState().getPixelRatio());
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if (properties.opacity < 1.0f) {
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Color color = properties.halo_color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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textShader->setColor(color);
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} else {
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textShader->setColor(properties.halo_color);
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}
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textShader->setBuffer(properties.halo_width);
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glDepthRange(strata, 1.0f);
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bucket.drawGlyphs(*textShader);
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}
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if (properties.color[3] > 0.0f) {
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// Then, we draw the text over the halo
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// TODO: Get rid of the 2.4 magic value. It is currently 24 / 10, with 24 being the font size
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// of the SDF glyphs.
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textShader->setGamma(2.4f / fontSize / map.getState().getPixelRatio());
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if (properties.opacity < 1.0f) {
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Color color = properties.color;
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color[0] *= properties.opacity;
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color[1] *= properties.opacity;
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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textShader->setColor(color);
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} else {
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textShader->setColor(properties.color);
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}
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textShader->setBuffer((256.0f - 64.0f) / 256.0f);
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawGlyphs(*textShader);
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}
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}
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