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author | Chris Loer <chris.loer@gmail.com> | 2017-11-09 13:24:43 -0800 |
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committer | Chris Loer <chris.loer@mapbox.com> | 2017-11-17 10:05:15 -0800 |
commit | 30de793c2ab2f864af3e524be24f917f6897634a (patch) | |
tree | 395e4aa540f17a27f9a57b544a661e5ed5cc8011 /src/mbgl/shaders/collision_box.cpp | |
parent | 77bfb47fdabbd257272a01bef591d73e8c53c9c7 (diff) | |
download | qtlocation-mapboxgl-30de793c2ab2f864af3e524be24f917f6897634a.tar.gz |
[core] Update shaders/tests from GL JS.
Diffstat (limited to 'src/mbgl/shaders/collision_box.cpp')
-rw-r--r-- | src/mbgl/shaders/collision_box.cpp | 67 |
1 files changed, 20 insertions, 47 deletions
diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp index 07fa94e338..9d11640bf4 100644 --- a/src/mbgl/shaders/collision_box.cpp +++ b/src/mbgl/shaders/collision_box.cpp @@ -10,77 +10,50 @@ const char* collision_box::vertexSource = R"MBGL_SHADER( attribute vec2 a_pos; attribute vec2 a_anchor_pos; attribute vec2 a_extrude; -attribute vec2 a_data; +attribute vec2 a_placed; uniform mat4 u_matrix; -uniform float u_scale; -uniform float u_pitch; -uniform float u_collision_y_stretch; +uniform vec2 u_extrude_scale; uniform float u_camera_to_center_distance; -varying float v_max_zoom; -varying float v_placement_zoom; -varying float v_perspective_zoom_adjust; -varying vec2 v_fade_tex; +varying float v_placed; +varying float v_notUsed; void main() { vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; - highp float collision_perspective_ratio = 1.0 + 0.5 * ((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0); + highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance); - highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch)); - highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch); + gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); + gl_Position.xy += a_extrude * u_extrude_scale * gl_Position.w * collision_perspective_ratio; - gl_Position = u_matrix * vec4(a_pos + a_extrude * collision_perspective_ratio * collision_adjustment / u_scale, 0.0, 1.0); - - v_max_zoom = a_data.x; - v_placement_zoom = a_data.y; - - v_perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0); - v_fade_tex = vec2((v_placement_zoom + v_perspective_zoom_adjust) / 255.0, 0.0); + v_placed = a_placed.x; + v_notUsed = a_placed.y; } )MBGL_SHADER"; const char* collision_box::fragmentSource = R"MBGL_SHADER( -uniform float u_zoom; -// u_maxzoom is derived from the maximum scale considered by the CollisionTile -// Labels with placement zoom greater than this value will not be placed, -// regardless of perspective effects. -uniform float u_maxzoom; -uniform sampler2D u_fadetexture; - -// v_max_zoom is a collision-box-specific value that controls when line-following -// collision boxes are used. -varying float v_max_zoom; -varying float v_placement_zoom; -varying float v_perspective_zoom_adjust; -varying vec2 v_fade_tex; + +varying float v_placed; +varying float v_notUsed; void main() { float alpha = 0.5; - // Green = no collisions, label is showing - gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha; + // Red = collision, hide label + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha; - // Red = collision, label hidden - if (texture2D(u_fadetexture, v_fade_tex).a < 1.0) { - gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha; + // Blue = no collision, label is showing + if (v_placed > 0.5) { + gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha; } - // Faded black = this collision box is not used at this zoom (for curved labels) - if (u_zoom >= v_max_zoom + v_perspective_zoom_adjust) { - gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25; - } - - // Faded blue = the placement scale for this label is beyond the CollisionTile - // max scale, so it's impossible for this label to show without collision detection - // being run again (the label's glyphs haven't even been added to the symbol bucket) - if (v_placement_zoom >= u_maxzoom) { - gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2; + if (v_notUsed > 0.5) { + // This box not used, fade it out + gl_FragColor *= .1; } } - )MBGL_SHADER"; } // namespace shaders |