Files
MapLibreParticleLab/src/mbgl/programs/symbol_program.hpp
2017-05-15 09:45:55 -07:00

485 lines
18 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/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_VECTOR(float, 2, u_texsize);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_rotate_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_pitch_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_texture);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_fadetexture);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_aspect_ratio);
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(float, u_layout_size);
} // namespace uniforms
struct SymbolLayoutAttributes : gl::Attributes<
attributes::a_pos_offset,
attributes::a_data<uint16_t, 4>>
{
static Vertex vertex(Point<float> a,
Point<float> o,
uint16_t tx,
uint16_t ty,
float minzoom,
float maxzoom,
float labelminzoom,
uint8_t labelangle) {
return Vertex {
// combining pos and offset to reduce number of vertex attributes passed to shader (8 max for some devices)
{{
static_cast<int16_t>(a.x),
static_cast<int16_t>(a.y),
static_cast<int16_t>(::round(o.x * 64)), // use 1/64 pixels for placement
static_cast<int16_t>(::round(o.y * 64))
}},
{{
static_cast<uint16_t>(tx / 4),
static_cast<uint16_t>(ty / 4),
mbgl::attributes::packUint8Pair(
static_cast<uint8_t>(labelminzoom * 10), // 1/10 zoom levels: z16 == 160
static_cast<uint8_t>(labelangle)
),
mbgl::attributes::packUint8Pair(
static_cast<uint8_t>(minzoom * 10),
static_cast<uint8_t>(::fmin(maxzoom, 25) * 10)
)
}}
};
}
};
class SymbolSizeAttributes : public gl::Attributes<attributes::a_size> {
public:
using Attribute = attributes::a_size::Type;
};
// 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:
using Uniforms = gl::Uniforms<
uniforms::u_is_size_zoom_constant,
uniforms::u_is_size_feature_constant,
uniforms::u_size_t,
uniforms::u_size,
uniforms::u_layout_size>;
using UniformValues = Uniforms::Values;
static std::unique_ptr<SymbolSizeBinder> create(const float tileZoom,
const style::DataDrivenPropertyValue<float>& sizeProperty,
const float defaultValue);
virtual SymbolSizeAttributes::Bindings attributeBindings(const PossiblyEvaluatedPropertyValue<float> currentValue) const = 0;
virtual void populateVertexVector(const GeometryTileFeature& feature) = 0;
virtual UniformValues uniformValues(float currentZoom) const = 0;
virtual void upload(gl::Context&) = 0;
};
// Return the smallest range of stops that covers the interval [lowerZoom, upperZoom]
template <class Stops>
Range<float> getCoveringStops(Stops s, float lowerZoom, float upperZoom) {
assert(!s.stops.empty());
auto minIt = s.stops.lower_bound(lowerZoom);
auto maxIt = s.stops.lower_bound(upperZoom);
// lower_bound yields first element >= lowerZoom, but we want the *last*
// element <= lowerZoom, so if we found a stop > lowerZoom, back up by one.
if (minIt != s.stops.begin() && minIt->first > lowerZoom) {
minIt--;
}
return Range<float> {
minIt == s.stops.end() ? s.stops.rbegin()->first : minIt->first,
maxIt == s.stops.end() ? s.stops.rbegin()->first : maxIt->first
};
}
class ConstantSymbolSizeBinder : public SymbolSizeBinder {
public:
using PropertyValue = variant<float, style::CameraFunction<float>>;
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::CameraFunction<float>& function_, const float /*defaultValue*/)
: layoutSize(function_.evaluate(tileZoom + 1)) {
function_.stops.match(
[&] (const style::ExponentialStops<float>& stops) {
coveringRanges = std::make_tuple(
getCoveringStops(stops, tileZoom, tileZoom + 1),
Range<float> { function_.evaluate(tileZoom), function_.evaluate(tileZoom + 1) }
);
functionInterpolationBase = stops.base;
},
[&] (const style::IntervalStops<float>&) {
function = function_;
}
);
}
SymbolSizeAttributes::Bindings attributeBindings(const PossiblyEvaluatedPropertyValue<float>) const override {
return SymbolSizeAttributes::Bindings { SymbolSizeAttributes::Attribute::ConstantBinding {{{0, 0, 0}}} };
}
void upload(gl::Context&) override {}
void populateVertexVector(const GeometryTileFeature&) override {};
UniformValues uniformValues(float currentZoom) const override {
float size = layoutSize;
bool isZoomConstant = !(coveringRanges || function);
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(
util::interpolationFactor(*functionInterpolationBase, zoomLevels, currentZoom),
0.0f, 1.0f
);
size = sizeLevels.min + t * (sizeLevels.max - sizeLevels.min);
} else if (function) {
size = function->evaluate(currentZoom);
}
return UniformValues {
uniforms::u_is_size_zoom_constant::Value{ isZoomConstant },
uniforms::u_is_size_feature_constant::Value{ true },
uniforms::u_size_t::Value{ 0.0f }, // unused
uniforms::u_size::Value{ size },
uniforms::u_layout_size::Value{ layoutSize }
};
}
float layoutSize;
// used for exponential functions
optional<std::tuple<Range<float>, Range<float>>> coveringRanges;
optional<float> functionInterpolationBase;
// used for interval functions
optional<style::CameraFunction<float>> function;
};
class SourceFunctionSymbolSizeBinder : public SymbolSizeBinder {
public:
using Vertex = gl::detail::Vertex<gl::Attribute<uint16_t, 1>>;
using VertexVector = gl::VertexVector<Vertex>;
using VertexBuffer = gl::VertexBuffer<Vertex>;
SourceFunctionSymbolSizeBinder(const float /*tileZoom*/, const style::SourceFunction<float>& function_, const float defaultValue_)
: function(function_),
defaultValue(defaultValue_) {
}
SymbolSizeAttributes::Bindings attributeBindings(const PossiblyEvaluatedPropertyValue<float> currentValue) const override {
if (currentValue.isConstant()) {
return SymbolSizeAttributes::Bindings { SymbolSizeAttributes::Attribute::ConstantBinding {{{0, 0, 0}}} };
}
return SymbolSizeAttributes::Bindings { SymbolSizeAttributes::Attribute::variableBinding(*buffer, 0, 1) };
}
void populateVertexVector(const GeometryTileFeature& feature) override {
const auto sizeVertex = Vertex {
{{
static_cast<uint16_t>(function.evaluate(feature, defaultValue) * 10)
}}
};
vertices.emplace_back(sizeVertex);
vertices.emplace_back(sizeVertex);
vertices.emplace_back(sizeVertex);
vertices.emplace_back(sizeVertex);
};
UniformValues uniformValues(float) const override {
return UniformValues {
uniforms::u_is_size_zoom_constant::Value{ true },
uniforms::u_is_size_feature_constant::Value{ false },
uniforms::u_size_t::Value{ 0.0f }, // unused
uniforms::u_size::Value{ 0.0f }, // unused
uniforms::u_layout_size::Value{ 0.0f } // unused
};
}
void upload(gl::Context& context) override {
buffer = VertexBuffer { context.createVertexBuffer(std::move(vertices)) };
}
const style::SourceFunction<float>& function;
const float defaultValue;
VertexVector vertices;
optional<VertexBuffer> buffer;
};
class CompositeFunctionSymbolSizeBinder: public SymbolSizeBinder {
public:
using Vertex = SymbolSizeAttributes::Vertex;
using VertexVector = gl::VertexVector<Vertex>;
using VertexBuffer = gl::VertexBuffer<Vertex>;
CompositeFunctionSymbolSizeBinder(const float tileZoom, const style::CompositeFunction<float>& function_, const float defaultValue_)
: function(function_),
defaultValue(defaultValue_),
layoutZoom(tileZoom + 1),
coveringZoomStops(function.stops.match(
[&] (const auto& stops) {
return getCoveringStops(stops, tileZoom, tileZoom + 1); }))
{}
SymbolSizeAttributes::Bindings attributeBindings(const PossiblyEvaluatedPropertyValue<float> currentValue) const override {
if (currentValue.isConstant()) {
return SymbolSizeAttributes::Bindings { SymbolSizeAttributes::Attribute::ConstantBinding {{{0, 0, 0}}} };
}
return SymbolSizeAttributes::Bindings { SymbolSizeAttributes::Attribute::variableBinding(*buffer, 0) };
}
void populateVertexVector(const GeometryTileFeature& feature) override {
const auto sizeVertex = Vertex {
{{
static_cast<uint16_t>(function.evaluate(coveringZoomStops.min, feature, defaultValue) * 10),
static_cast<uint16_t>(function.evaluate(coveringZoomStops.max, feature, defaultValue) * 10),
static_cast<uint16_t>(function.evaluate(layoutZoom, feature, defaultValue) * 10)
}}
};
vertices.emplace_back(sizeVertex);
vertices.emplace_back(sizeVertex);
vertices.emplace_back(sizeVertex);
vertices.emplace_back(sizeVertex);
};
UniformValues uniformValues(float currentZoom) const override {
float sizeInterpolationT = util::clamp(
util::interpolationFactor(1.0f, coveringZoomStops, currentZoom),
0.0f, 1.0f
);
return UniformValues {
uniforms::u_is_size_zoom_constant::Value{ false },
uniforms::u_is_size_feature_constant::Value{ false },
uniforms::u_size_t::Value{ sizeInterpolationT },
uniforms::u_size::Value{ 0.0f }, // unused
uniforms::u_layout_size::Value{ 0.0f } // unused
};
}
void upload(gl::Context& context) override {
buffer = VertexBuffer { context.createVertexBuffer(std::move(vertices)) };
}
const style::CompositeFunction<float>& function;
const float defaultValue;
float layoutZoom;
Range<float> coveringZoomStops;
VertexVector vertices;
optional<VertexBuffer> buffer;
};
template <class Shaders,
class Primitive,
class LayoutAttrs,
class Uniforms,
class PaintProperties>
class SymbolProgram {
public:
using LayoutAttributes = LayoutAttrs;
using LayoutVertex = typename LayoutAttributes::Vertex;
using LayoutAndSizeAttributes = gl::ConcatenateAttributes<LayoutAttributes, SymbolSizeAttributes>;
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, gl::ConcatenateUniforms<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)) {
}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
UniformValues&& uniformValues,
const gl::VertexBuffer<LayoutVertex>& layoutVertexBuffer,
const SymbolSizeBinder& symbolSizeBinder,
const PossiblyEvaluatedPropertyValue<float>& currentSizeValue,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const gl::SegmentVector<Attributes>& segments,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom) {
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
uniformValues
.concat(symbolSizeBinder.uniformValues(currentZoom))
.concat(paintPropertyBinders.uniformValues(currentZoom)),
LayoutAttributes::allVariableBindings(layoutVertexBuffer)
.concat(symbolSizeBinder.attributeBindings(currentSizeValue))
.concat(paintPropertyBinders.attributeBindings(currentProperties)),
indexBuffer,
segments
);
}
};
class SymbolIconProgram : public SymbolProgram<
shaders::symbol_icon,
gl::Triangle,
SymbolLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_zoom,
uniforms::u_rotate_with_map,
uniforms::u_texture,
uniforms::u_fadetexture,
uniforms::u_is_text>,
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 RenderTile&,
const TransformState&);
};
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_extrude_scale,
uniforms::u_texsize,
uniforms::u_zoom,
uniforms::u_rotate_with_map,
uniforms::u_texture,
uniforms::u_fadetexture,
uniforms::u_is_text,
uniforms::u_gamma_scale,
uniforms::u_pitch,
uniforms::u_bearing,
uniforms::u_aspect_ratio,
uniforms::u_pitch_with_map,
uniforms::u_is_halo>,
PaintProperties>
{
public:
using BaseProgram = SymbolProgram<shaders::symbol_sdf,
gl::Triangle,
SymbolLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_extrude_scale,
uniforms::u_texsize,
uniforms::u_zoom,
uniforms::u_rotate_with_map,
uniforms::u_texture,
uniforms::u_fadetexture,
uniforms::u_is_text,
uniforms::u_gamma_scale,
uniforms::u_pitch,
uniforms::u_bearing,
uniforms::u_aspect_ratio,
uniforms::u_pitch_with_map,
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 RenderTile&,
const TransformState&,
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