209 lines
7.8 KiB
C++
209 lines
7.8 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/renderer/symbol_bucket.hpp>
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#include <mbgl/style/style_layer.hpp>
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#include <mbgl/style/style_layout.hpp>
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#include <mbgl/geometry/glyph_atlas.hpp>
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#include <mbgl/geometry/sprite_atlas.hpp>
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#include <mbgl/shader/sdf_shader.hpp>
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#include <mbgl/shader/icon_shader.hpp>
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#include <mbgl/util/math.hpp>
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#include <cmath>
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using namespace mbgl;
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template <typename BucketProperties, typename StyleProperties>
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void Painter::renderSDF(SymbolBucket &bucket,
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const TileID &id,
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const mat4 &matrix,
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const BucketProperties& bucketProperties,
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const StyleProperties& styleProperties,
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float sdfFontSize,
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std::array<float, 2> texsize,
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SDFShader& sdfShader,
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void (SymbolBucket::*drawSDF)(SDFShader&))
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{
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mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translate_anchor);
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mat4 exMatrix;
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matrix::copy(exMatrix, projMatrix);
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bool aligned_with_map = (bucketProperties.rotation_alignment == RotationAlignmentType::Map);
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const float angleOffset = aligned_with_map ? state.getAngle() : 0;
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if (angleOffset) {
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matrix::rotate_z(exMatrix, exMatrix, angleOffset);
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}
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// If layerStyle.size > bucket.info.fontSize then labels may collide
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float fontSize = styleProperties.size;
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float fontScale = fontSize / sdfFontSize;
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matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
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useProgram(sdfShader.program);
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sdfShader.u_matrix = vtxMatrix;
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sdfShader.u_exmatrix = exMatrix;
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sdfShader.u_texsize = texsize;
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// Convert the -pi..pi to an int8 range.
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float angle = std::round(state.getAngle() / M_PI * 128);
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// adjust min/max zooms for variable font sies
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float zoomAdjust = std::log(fontSize / bucketProperties.max_size) / std::log(2);
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sdfShader.u_flip = (aligned_with_map && bucketProperties.keep_upright) ? 1 : 0;
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sdfShader.u_angle = (int32_t)(angle + 256) % 256;
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sdfShader.u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
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FadeProperties f = frameHistory.getFadeProperties(std::chrono::milliseconds(300));
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sdfShader.u_fadedist = f.fadedist * 10;
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sdfShader.u_minfadezoom = std::floor(f.minfadezoom * 10);
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sdfShader.u_maxfadezoom = std::floor(f.maxfadezoom * 10);
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sdfShader.u_fadezoom = (state.getNormalizedZoom() + f.bump) * 10;
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// The default gamma value has to be adjust for the current pixelratio so that we're not
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// drawing blurry font on retina screens.
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const float gamma = 0.105 * sdfFontSize / fontSize / state.getPixelRatio();
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const float sdfPx = 8.0f;
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const float blurOffset = 1.19f;
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const float haloOffset = 6.0f;
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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 (styleProperties.halo_color[3] > 0.0f) {
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sdfShader.u_gamma = styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma;
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if (styleProperties.opacity < 1.0f) {
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Color color = styleProperties.halo_color;
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color[0] *= styleProperties.opacity;
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color[1] *= styleProperties.opacity;
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color[2] *= styleProperties.opacity;
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color[3] *= styleProperties.opacity;
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sdfShader.u_color = color;
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} else {
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sdfShader.u_color = styleProperties.halo_color;
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}
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sdfShader.u_buffer = (haloOffset - styleProperties.halo_width / fontScale) / sdfPx;
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depthRange(strata, 1.0f);
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(bucket.*drawSDF)(sdfShader);
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}
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// Then, we draw the text/icon over the halo
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if (styleProperties.color[3] > 0.0f) {
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sdfShader.u_gamma = gamma;
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if (styleProperties.opacity < 1.0f) {
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Color color = styleProperties.color;
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color[0] *= styleProperties.opacity;
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color[1] *= styleProperties.opacity;
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color[2] *= styleProperties.opacity;
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color[3] *= styleProperties.opacity;
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sdfShader.u_color = color;
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} else {
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sdfShader.u_color = styleProperties.color;
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}
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sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f;
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depthRange(strata + strata_epsilon, 1.0f);
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(bucket.*drawSDF)(sdfShader);
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}
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}
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void Painter::renderSymbol(SymbolBucket &bucket, const StyleLayer &layer_desc, const TileID &id, const mat4 &matrix) {
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// Abort early.
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if (pass == RenderPass::Opaque) {
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return;
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}
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const auto &properties = layer_desc.getProperties<SymbolProperties>();
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const auto &layout = bucket.layout;
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MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST));
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depthMask(false);
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if (bucket.hasIconData()) {
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bool sdf = bucket.sdfIcons;
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const float angleOffset =
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layout.icon.rotation_alignment == RotationAlignmentType::Map
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? state.getAngle()
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: 0;
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// If layerStyle.size > bucket.info.fontSize then labels may collide
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const float fontSize = properties.icon.size != 0 ? properties.icon.size : layout.icon.max_size;
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const float fontScale = fontSize / 1.0f;
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spriteAtlas.bind(state.isChanging() || layout.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf);
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if (sdf) {
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renderSDF(bucket,
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id,
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matrix,
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layout.icon,
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properties.icon,
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1.0f,
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{{ float(spriteAtlas.getWidth()) / 4.0f, float(spriteAtlas.getHeight()) / 4.0f }},
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*sdfIconShader,
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&SymbolBucket::drawIcons);
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} else {
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mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor);
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mat4 exMatrix;
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matrix::copy(exMatrix, projMatrix);
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if (angleOffset) {
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matrix::rotate_z(exMatrix, exMatrix, angleOffset);
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}
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matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
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useProgram(iconShader->program);
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iconShader->u_matrix = vtxMatrix;
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iconShader->u_exmatrix = exMatrix;
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iconShader->u_texsize = {{ float(spriteAtlas.getWidth()) / 4.0f, float(spriteAtlas.getHeight()) / 4.0f }};
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// Convert the -pi..pi to an int8 range.
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const float angle = std::round(state.getAngle() / M_PI * 128);
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// adjust min/max zooms for variable font sies
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float zoomAdjust = std::log(fontSize / layout.icon.max_size) / std::log(2);
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iconShader->u_angle = (int32_t)(angle + 256) % 256;
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bool flip = (layout.icon.rotation_alignment == RotationAlignmentType::Map)
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&& layout.icon.keep_upright;
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iconShader->u_flip = flip ? 1 : 0;
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iconShader->u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
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iconShader->u_fadedist = 0 * 10;
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iconShader->u_minfadezoom = state.getNormalizedZoom() * 10;
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iconShader->u_maxfadezoom = state.getNormalizedZoom() * 10;
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iconShader->u_fadezoom = state.getNormalizedZoom() * 10;
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iconShader->u_opacity = properties.icon.opacity;
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depthRange(strata, 1.0f);
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bucket.drawIcons(*iconShader);
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}
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}
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if (bucket.hasTextData()) {
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glyphAtlas.bind();
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renderSDF(bucket,
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id,
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matrix,
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layout.text,
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properties.text,
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24.0f,
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{{ float(glyphAtlas.width) / 4, float(glyphAtlas.height) / 4 }},
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*sdfGlyphShader,
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&SymbolBucket::drawGlyphs);
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}
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MBGL_CHECK_ERROR(glEnable(GL_STENCIL_TEST));
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}
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