Files
MapLibreParticleLab/src/mbgl/programs/symbol_program.hpp
Bruno de Oliveira Abinader 05a7b78aa8 [core] Add face culling mode parameter to Program::draw
Add a parameter to Program::draw to control whether face culling should
be enabled. This will be used in a follow up commit to enable face
culling for fill extrusion layers.
2018-09-13 08:42:36 +03:00

452 lines
17 KiB
C++

#pragma once
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/program.hpp>
#include <mbgl/math/clamp.hpp>
#include <mbgl/util/interpolate.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/segment.hpp>
#include <mbgl/shaders/symbol_icon.hpp>
#include <mbgl/shaders/symbol_sdf.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
#include <mbgl/renderer/layers/render_symbol_layer.hpp>
#include <cmath>
#include <array>
namespace mbgl {
namespace style {
class SymbolPropertyValues;
} // namespace style
class RenderTile;
class TransformState;
namespace uniforms {
MBGL_DEFINE_UNIFORM_MATRIX(double, 4, u_gl_coord_matrix);
MBGL_DEFINE_UNIFORM_MATRIX(double, 4, u_label_plane_matrix);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_texture);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_is_halo);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_gamma_scale);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_is_text);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_is_size_zoom_constant);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_is_size_feature_constant);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_size_t);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_size);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_rotate_symbol);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_aspect_ratio);
} // namespace uniforms
struct SymbolLayoutAttributes : gl::Attributes<
attributes::a_pos_offset,
attributes::a_data<uint16_t, 4>>
{
static Vertex vertex(Point<float> labelAnchor,
Point<float> o,
float glyphOffsetY,
uint16_t tx,
uint16_t ty,
const Range<float>& sizeData) {
return Vertex {
// combining pos and offset to reduce number of vertex attributes passed to shader (8 max for some devices)
{{
static_cast<int16_t>(labelAnchor.x),
static_cast<int16_t>(labelAnchor.y),
static_cast<int16_t>(::round(o.x * 32)), // use 1/32 pixels for placement
static_cast<int16_t>(::round((o.y + glyphOffsetY) * 32))
}},
{{
tx,
ty,
static_cast<uint16_t>(sizeData.min * 256),
static_cast<uint16_t>(sizeData.max * 256)
}}
};
}
};
struct SymbolDynamicLayoutAttributes : gl::Attributes<attributes::a_projected_pos> {
static Vertex vertex(Point<float> anchorPoint, float labelAngle) {
return Vertex {
{{
anchorPoint.x,
anchorPoint.y,
labelAngle
}}
};
}
};
struct SymbolOpacityAttributes : gl::Attributes<attributes::a_fade_opacity> {
static Vertex vertex(bool placed, float opacity) {
return Vertex {
{{ static_cast<uint8_t>((static_cast<uint8_t>(opacity * 127) << 1) | static_cast<uint8_t>(placed)) }}
};
}
};
struct ZoomEvaluatedSize {
bool isZoomConstant;
bool isFeatureConstant;
float sizeT;
float size;
float layoutSize;
};
// Mimic the PaintPropertyBinder technique specifically for the {text,icon}-size layout properties
// in order to provide a 'custom' scheme for encoding the necessary attribute data. As with
// PaintPropertyBinder, SymbolSizeBinder is an abstract class whose implementations handle the
// particular attribute & uniform logic needed by each possible type of the {Text,Icon}Size properties.
class SymbolSizeBinder {
public:
virtual ~SymbolSizeBinder() = default;
using Uniforms = gl::Uniforms<
uniforms::u_is_size_zoom_constant,
uniforms::u_is_size_feature_constant,
uniforms::u_size_t,
uniforms::u_size>;
using UniformValues = Uniforms::Values;
static std::unique_ptr<SymbolSizeBinder> create(const float tileZoom,
const style::PropertyValue<float>& sizeProperty,
const float defaultValue);
virtual Range<float> getVertexSizeData(const GeometryTileFeature& feature) = 0;
virtual ZoomEvaluatedSize evaluateForZoom(float currentZoom) const = 0;
UniformValues uniformValues(float currentZoom) const {
const ZoomEvaluatedSize u = evaluateForZoom(currentZoom);
return UniformValues {
uniforms::u_is_size_zoom_constant::Value( u.isZoomConstant ),
uniforms::u_is_size_feature_constant::Value( u.isFeatureConstant),
uniforms::u_size_t::Value( u.sizeT ),
uniforms::u_size::Value( u.size )
};
}
};
class ConstantSymbolSizeBinder final : public SymbolSizeBinder {
public:
ConstantSymbolSizeBinder(const float /*tileZoom*/, const float& size, const float /*defaultValue*/)
: layoutSize(size) {}
ConstantSymbolSizeBinder(const float /*tileZoom*/, const style::Undefined&, const float defaultValue)
: layoutSize(defaultValue) {}
ConstantSymbolSizeBinder(const float tileZoom, const style::PropertyExpression<float>& expression_, const float /*defaultValue*/)
: layoutSize(expression_.evaluate(tileZoom + 1)),
expression(expression_) {
const Range<float> zoomLevels = expression_.getCoveringStops(tileZoom, tileZoom + 1);
coveringRanges = std::make_tuple(
zoomLevels,
Range<float> { expression_.evaluate(zoomLevels.min), expression_.evaluate(zoomLevels.max) }
);
}
Range<float> getVertexSizeData(const GeometryTileFeature&) override { return { 0.0f, 0.0f }; };
ZoomEvaluatedSize evaluateForZoom(float currentZoom) const override {
float size = layoutSize;
bool isZoomConstant = !(coveringRanges || expression);
if (coveringRanges) {
// Even though we could get the exact value of the camera function
// at z = currentZoom, we intentionally do not: instead, we interpolate
// between the camera function values at a pair of zoom stops covering
// [tileZoom, tileZoom + 1] in order to be consistent with this
// restriction on composite functions.
const Range<float>& zoomLevels = std::get<0>(*coveringRanges);
const Range<float>& sizeLevels = std::get<1>(*coveringRanges);
float t = util::clamp(
expression->interpolationFactor(zoomLevels, currentZoom),
0.0f, 1.0f
);
size = sizeLevels.min + t * (sizeLevels.max - sizeLevels.min);
} else if (expression) {
size = expression->evaluate(currentZoom);
}
const float unused = 0.0f;
return { isZoomConstant, true, unused, size, layoutSize };
}
float layoutSize;
optional<std::tuple<Range<float>, Range<float>>> coveringRanges;
optional<style::PropertyExpression<float>> expression;
};
class SourceFunctionSymbolSizeBinder final : public SymbolSizeBinder {
public:
using Vertex = gl::detail::Vertex<gl::AttributeType<uint16_t, 1>>;
using VertexVector = gl::VertexVector<Vertex>;
using VertexBuffer = gl::VertexBuffer<Vertex>;
SourceFunctionSymbolSizeBinder(const float /*tileZoom*/, style::PropertyExpression<float> expression_, const float defaultValue_)
: expression(std::move(expression_)),
defaultValue(defaultValue_) {
}
Range<float> getVertexSizeData(const GeometryTileFeature& feature) override {
const float size = expression.evaluate(feature, defaultValue);
return { size, size };
};
ZoomEvaluatedSize evaluateForZoom(float) const override {
const float unused = 0.0f;
return { true, false, unused, unused, unused };
}
style::PropertyExpression<float> expression;
const float defaultValue;
};
class CompositeFunctionSymbolSizeBinder final : public SymbolSizeBinder {
public:
CompositeFunctionSymbolSizeBinder(const float tileZoom, style::PropertyExpression<float> expression_, const float defaultValue_)
: expression(std::move(expression_)),
defaultValue(defaultValue_),
layoutZoom(tileZoom + 1),
coveringZoomStops(expression.getCoveringStops(tileZoom, tileZoom + 1))
{}
Range<float> getVertexSizeData(const GeometryTileFeature& feature) override {
return {
expression.evaluate(coveringZoomStops.min, feature, defaultValue),
expression.evaluate(coveringZoomStops.max, feature, defaultValue)
};
};
ZoomEvaluatedSize evaluateForZoom(float currentZoom) const override {
float sizeInterpolationT = util::clamp(
expression.interpolationFactor(coveringZoomStops, currentZoom),
0.0f, 1.0f
);
const float unused = 0.0f;
return { false, false, sizeInterpolationT, unused, unused };
}
style::PropertyExpression<float> expression;
const float defaultValue;
float layoutZoom;
Range<float> coveringZoomStops;
};
template <class Shaders,
class Primitive,
class LayoutAttrs,
class Uniforms,
class PaintProps>
class SymbolProgram {
public:
using LayoutAttributes = LayoutAttrs;
using LayoutVertex = typename LayoutAttributes::Vertex;
using LayoutAndSizeAttributes = gl::ConcatenateAttributes<LayoutAttributes, SymbolDynamicLayoutAttributes, SymbolOpacityAttributes>;
using PaintProperties = PaintProps;
using PaintPropertyBinders = typename PaintProperties::Binders;
using PaintAttributes = typename PaintPropertyBinders::Attributes;
using Attributes = gl::ConcatenateAttributes<LayoutAndSizeAttributes, PaintAttributes>;
using UniformValues = typename Uniforms::Values;
using SizeUniforms = typename SymbolSizeBinder::Uniforms;
using PaintUniforms = typename PaintPropertyBinders::Uniforms;
using AllUniforms = gl::ConcatenateUniforms<Uniforms, SizeUniforms, PaintUniforms>;
using ProgramType = gl::Program<Primitive, Attributes, AllUniforms>;
ProgramType program;
SymbolProgram(gl::Context& context, const ProgramParameters& programParameters)
: program(ProgramType::createProgram(
context,
programParameters,
Shaders::name,
Shaders::vertexSource,
Shaders::fragmentSource)) {
}
static typename AllUniforms::Values computeAllUniformValues(
const UniformValues& uniformValues,
const SymbolSizeBinder& symbolSizeBinder,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom) {
return uniformValues.concat(symbolSizeBinder.uniformValues(currentZoom))
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
}
static typename Attributes::Bindings computeAllAttributeBindings(
const gl::VertexBuffer<LayoutVertex>& layoutVertexBuffer,
const gl::VertexBuffer<SymbolDynamicLayoutAttributes::Vertex>& dynamicLayoutVertexBuffer,
const gl::VertexBuffer<SymbolOpacityAttributes::Vertex>& opacityVertexBuffer,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties) {
assert(layoutVertexBuffer.vertexCount == dynamicLayoutVertexBuffer.vertexCount &&
layoutVertexBuffer.vertexCount == opacityVertexBuffer.vertexCount);
return LayoutAttributes::bindings(layoutVertexBuffer)
.concat(SymbolDynamicLayoutAttributes::bindings(dynamicLayoutVertexBuffer))
.concat(SymbolOpacityAttributes::bindings(opacityVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
}
static uint32_t activeBindingCount(const typename Attributes::Bindings& allAttributeBindings) {
return Attributes::activeBindingCount(allAttributeBindings);
}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
gl::CullFaceMode cullFaceMode,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const typename AllUniforms::Values& allUniformValues,
const typename Attributes::Bindings& allAttributeBindings,
const std::string& layerID) {
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
std::move(cullFaceMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
}
}
};
class SymbolIconProgram : public SymbolProgram<
shaders::symbol_icon,
gl::Triangle,
SymbolLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_label_plane_matrix,
uniforms::u_gl_coord_matrix,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_texture,
uniforms::u_fade_change,
uniforms::u_is_text,
uniforms::u_camera_to_center_distance,
uniforms::u_pitch,
uniforms::u_pitch_with_map,
uniforms::u_rotate_symbol,
uniforms::u_aspect_ratio>,
style::IconPaintProperties>
{
public:
using SymbolProgram::SymbolProgram;
static UniformValues uniformValues(const bool isText,
const style::SymbolPropertyValues&,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const bool alongLine,
const RenderTile&,
const TransformState&,
const float symbolFadeChange);
};
enum class SymbolSDFPart {
Fill = 1,
Halo = 0
};
template <class PaintProperties>
class SymbolSDFProgram : public SymbolProgram<
shaders::symbol_sdf,
gl::Triangle,
SymbolLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_label_plane_matrix,
uniforms::u_gl_coord_matrix,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_texture,
uniforms::u_fade_change,
uniforms::u_is_text,
uniforms::u_camera_to_center_distance,
uniforms::u_pitch,
uniforms::u_pitch_with_map,
uniforms::u_rotate_symbol,
uniforms::u_aspect_ratio,
uniforms::u_gamma_scale,
uniforms::u_is_halo>,
PaintProperties>
{
public:
using BaseProgram = SymbolProgram<shaders::symbol_sdf,
gl::Triangle,
SymbolLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_label_plane_matrix,
uniforms::u_gl_coord_matrix,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_texture,
uniforms::u_fade_change,
uniforms::u_is_text,
uniforms::u_camera_to_center_distance,
uniforms::u_pitch,
uniforms::u_pitch_with_map,
uniforms::u_rotate_symbol,
uniforms::u_aspect_ratio,
uniforms::u_gamma_scale,
uniforms::u_is_halo>,
PaintProperties>;
using UniformValues = typename BaseProgram::UniformValues;
using BaseProgram::BaseProgram;
static UniformValues uniformValues(const bool isText,
const style::SymbolPropertyValues&,
const Size& texsize,
const std::array<float, 2>& pixelsToGLUnits,
const bool alongLine,
const RenderTile&,
const TransformState&,
const float SymbolFadeChange,
const SymbolSDFPart);
};
using SymbolSDFIconProgram = SymbolSDFProgram<style::IconPaintProperties>;
using SymbolSDFTextProgram = SymbolSDFProgram<style::TextPaintProperties>;
using SymbolLayoutVertex = SymbolLayoutAttributes::Vertex;
using SymbolIconAttributes = SymbolIconProgram::Attributes;
using SymbolTextAttributes = SymbolSDFTextProgram::Attributes;
} // namespace mbgl