Files
MapLibreParticleLab/src/mbgl/renderer/painter_line.cpp
2015-04-28 14:32:21 -04:00

131 lines
5.1 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/line_bucket.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_layout.hpp>
#include <mbgl/map/sprite.hpp>
#include <mbgl/map/tile_id.hpp>
#include <mbgl/shader/line_shader.hpp>
#include <mbgl/shader/linesdf_shader.hpp>
#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
using namespace mbgl;
void Painter::renderLine(LineBucket& bucket, const StyleLayer &layer_desc, const TileID& id, const mat4 &matrix) {
// Abort early.
if (pass == RenderPass::Opaque) return;
if (!bucket.hasData()) return;
depthMask(false);
const auto &properties = layer_desc.getProperties<LineProperties>();
const auto &layout = bucket.layout;
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float antialiasing = 1 / state.getPixelRatio();
float blur = properties.blur + antialiasing;
float edgeWidth = properties.width / 2.0;
float inset = -1;
float offset = 0;
float shift = 0;
if (properties.gap_width != 0) {
inset = properties.gap_width / 2.0 + antialiasing * 0.5;
edgeWidth = properties.width;
// shift outer lines half a pixel towards the middle to eliminate the crack
offset = inset - antialiasing / 2.0;
}
float outset = offset + edgeWidth + antialiasing / 2.0 + shift;
Color color = properties.color;
color[0] *= properties.opacity;
color[1] *= properties.opacity;
color[2] *= properties.opacity;
color[3] *= properties.opacity;
float ratio = state.getPixelRatio();
mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor);
depthRange(strata, 1.0f);
if (properties.dash_array.from.size()) {
useProgram(linesdfShader->program);
linesdfShader->u_matrix = vtxMatrix;
linesdfShader->u_exmatrix = extrudeMatrix;
linesdfShader->u_linewidth = {{ outset, inset }};
linesdfShader->u_ratio = ratio;
linesdfShader->u_blur = blur;
linesdfShader->u_color = color;
LinePatternPos posA = lineAtlas.getDashPosition(properties.dash_array.from, layout.cap == CapType::Round);
LinePatternPos posB = lineAtlas.getDashPosition(properties.dash_array.to, layout.cap == CapType::Round);
lineAtlas.bind();
float patternratio = std::pow(2.0, std::floor(std::log2(state.getScale())) - id.z) / 8.0;
float scaleXA = patternratio / posA.width / properties.dash_line_width / properties.dash_array.fromScale;
float scaleYA = -posA.height / 2.0;
float scaleXB = patternratio / posB.width / properties.dash_line_width / properties.dash_array.toScale;
float scaleYB = -posB.height / 2.0;
linesdfShader->u_patternscale_a = {{ scaleXA, scaleYA }};
linesdfShader->u_tex_y_a = posA.y;
linesdfShader->u_patternscale_b = {{ scaleXB, scaleYB }};
linesdfShader->u_tex_y_b = posB.y;
linesdfShader->u_image = 0;
linesdfShader->u_sdfgamma = lineAtlas.width / (properties.dash_line_width * std::min(posA.width, posB.width) * 256.0 * state.getPixelRatio()) / 2;
linesdfShader->u_mix = properties.dash_array.t;
bucket.drawLineSDF(*linesdfShader);
} else if (properties.image.from.size()) {
SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.from, true);
SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.to, true);
float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
useProgram(linepatternShader->program);
linepatternShader->u_matrix = vtxMatrix;
linepatternShader->u_exmatrix = extrudeMatrix;
linepatternShader->u_linewidth = {{ outset, inset }};
linepatternShader->u_ratio = ratio;
linepatternShader->u_blur = blur;
linepatternShader->u_pattern_size_a = {{imagePosA.size[0] * factor * properties.image.fromScale, imagePosA.size[1]}};
linepatternShader->u_pattern_tl_a = imagePosA.tl;
linepatternShader->u_pattern_br_a = imagePosA.br;
linepatternShader->u_pattern_size_b = {{imagePosB.size[0] * factor * properties.image.toScale, imagePosB.size[1]}};
linepatternShader->u_pattern_tl_b = imagePosB.tl;
linepatternShader->u_pattern_br_b = imagePosB.br;
linepatternShader->u_fade = properties.image.t;
linepatternShader->u_opacity = properties.opacity;
MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
spriteAtlas.bind(true);
MBGL_CHECK_ERROR(glDepthRange(strata + strata_epsilon, 1.0f)); // may or may not matter
bucket.drawLinePatterns(*linepatternShader);
} else {
useProgram(lineShader->program);
lineShader->u_matrix = vtxMatrix;
lineShader->u_exmatrix = extrudeMatrix;
lineShader->u_linewidth = {{ outset, inset }};
lineShader->u_ratio = ratio;
lineShader->u_blur = blur;
lineShader->u_color = color;
bucket.drawLines(*lineShader);
}
}