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

209 lines
7.8 KiB
C++

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