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MapLibreParticleLab/src/mbgl/renderer/painter_symbol.cpp

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9.8 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/symbol_bucket.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_properties.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/shader/box_shader.hpp>
#include <mbgl/map/tile_id.hpp>
#include <mbgl/map/map_data.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);
bool aligned_with_map = (bucketProperties.rotation_alignment == RotationAlignmentType::Map);
bool skewed = aligned_with_map;
mat4 exMatrix;
float s;
float gammaScale;
if (skewed) {
matrix::identity(exMatrix);
s = 4096.0f / util::tileSize / id.overscaling / std::pow(2, state.getZoom() - id.z);
gammaScale = 1.0f / std::cos(state.getPitch());
} else {
exMatrix = extrudeMatrix;
s = state.getAltitude();
gammaScale = 1.0f;
}
matrix::scale(exMatrix, exMatrix, s, s, 1);
// 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);
// calculate how much longer the real world distance is at the top of the screen
// than at the middle of the screen.
float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2)));
float x = state.getHeight() / 2.0f * std::tan(state.getPitch());
float extra = (topedgelength + x) / topedgelength - 1;
useProgram(sdfShader.program);
sdfShader.u_matrix = vtxMatrix;
sdfShader.u_exmatrix = exMatrix;
sdfShader.u_texsize = texsize;
sdfShader.u_skewed = skewed;
sdfShader.u_extra = extra;
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / bucketProperties.size) / std::log(2);
sdfShader.u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level
FadeProperties f = frameHistory.getFadeProperties(data.getAnimationTime(), data.getDefaultFadeDuration());
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 / data.pixelRatio;
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 && styleProperties.halo_width > 0.0f) {
sdfShader.u_gamma = (styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma) * gammaScale;
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;
setDepthSublayer(0);
(bucket.*drawSDF)(sdfShader);
}
// Then, we draw the text/icon over the halo
if (styleProperties.color[3] > 0.0f) {
sdfShader.u_gamma = gamma * gammaScale;
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;
setDepthSublayer(1);
(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<SymbolPaintProperties>();
const auto& layout = bucket.layout;
config.depthMask = GL_FALSE;
if (bucket.hasCollisionBoxData()) {
config.stencilTest = true;
useProgram(collisionBoxShader->program);
collisionBoxShader->u_matrix = matrix;
collisionBoxShader->u_scale = std::pow(2, state.getNormalizedZoom() - id.z);
collisionBoxShader->u_zoom = state.getNormalizedZoom() * 10;
collisionBoxShader->u_maxzoom = (id.z + 1) * 10;
lineWidth(1.0f);
setDepthSublayer(0);
bucket.drawCollisionBoxes(*collisionBoxShader);
}
// TODO remove the `|| true` when #1673 is implemented
const bool drawAcrossEdges = !(layout.text.allow_overlap || layout.icon.allow_overlap ||
layout.text.ignore_placement || layout.icon.ignore_placement) || true;
// Disable the stencil test so that labels aren't clipped to tile boundaries.
//
// Layers with features that may be drawn overlapping aren't clipped. These
// layers are sorted in the y direction, and to draw the correct ordering near
// tile edges the icons are included in both tiles and clipped when drawing.
config.stencilTest = drawAcrossEdges ? false : true;
if (bucket.hasIconData()) {
config.depthTest = layout.icon.rotation_alignment == RotationAlignmentType::Map;
bool sdf = bucket.sdfIcons;
const float angleOffset =
layout.icon.rotation_alignment == RotationAlignmentType::Map
? state.getAngle()
: 0;
const float fontSize = properties.icon.size;
const float fontScale = fontSize / 1.0f;
spriteAtlas->bind(state.isChanging() || layout.placement == PlacementType::Line
|| angleOffset != 0 || fontScale != 1 || sdf || state.getPitch() != 0);
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);
bool skewed = layout.icon.rotation_alignment == RotationAlignmentType::Map;
mat4 exMatrix;
float s;
if (skewed) {
matrix::identity(exMatrix);
s = 4096.0f / util::tileSize / id.overscaling / std::pow(2, state.getZoom() - id.z);
} else {
exMatrix = extrudeMatrix;
s = state.getAltitude();
}
matrix::scale(exMatrix, exMatrix, s, s, 1);
matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f);
// calculate how much longer the real world distance is at the top of the screen
// than at the middle of the screen.
float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2)));
float x = state.getHeight() / 2.0f * std::tan(state.getPitch());
float extra = (topedgelength + x) / topedgelength - 1;
useProgram(iconShader->program);
iconShader->u_matrix = vtxMatrix;
iconShader->u_exmatrix = exMatrix;
iconShader->u_texsize = {{ float(spriteAtlas->getWidth()) / 4.0f, float(spriteAtlas->getHeight()) / 4.0f }};
iconShader->u_skewed = skewed;
iconShader->u_extra = extra;
// adjust min/max zooms for variable font sies
float zoomAdjust = std::log(fontSize / layout.icon.size) / std::log(2);
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;
setDepthSublayer(0);
bucket.drawIcons(*iconShader);
}
}
if (bucket.hasTextData()) {
config.depthTest = layout.text.rotation_alignment == RotationAlignmentType::Map;
glyphAtlas->bind();
renderSDF(bucket,
id,
matrix,
layout.text,
properties.text,
24.0f,
{{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }},
*sdfGlyphShader,
&SymbolBucket::drawGlyphs);
}
}