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authorAnand Thakker <anandthakker@users.noreply.github.com>2017-02-28 19:54:24 -0800
committerGitHub <noreply@github.com>2017-02-28 19:54:24 -0800
commitf901e776b3e63aaaa6bc0cc4476624bf84127fe6 (patch)
tree3e311971d57109c64e5ace45c111fb5909e7fb7b /src/mbgl/shaders/symbol_icon.cpp
parentc3ed1f51ca677c8c2045320fe13ec881cbd94772 (diff)
downloadqtlocation-mapboxgl-f901e776b3e63aaaa6bc0cc4476624bf84127fe6.tar.gz
[core] Implement data-driven styling for {text,icon}-{color,opacity,halo-color,halo-blur,halo-width} (#7939)
* Add symbol dds attributes and adapt style code generation * Update to mapbox-gl-js/master * Refactor SymbolFeature as a subclass of GeometryTileFeature Prepares for enabling DDS on symbol paint properties by allowing the SymbolFeatures, which we keep around after constructing SymbolLayout, to be used in evaluating data-driven paint properties later in the layout process. * Draft approach for splitting icon/text paint properties The `Program` types are set up to bind GL attributes to each of the data-driven paint properties specified in the `PaintProperties` type provided. Since `SymbolPaintProperties` specifies both `Text*` and `Icon*` properties, the symbolIcon, symbolIconSDF, and symbolGlyph programs each attempt to bind roughly double the number of attributes that they actually need. This change addresses this by: - Adding the more specific `IconPaintProperties` and `TextPaintProperties` types, which are subsets of the full `SymbolPaintProperties`. - The symbol layer continues to use its `SymbolPaintProperties paint` member to track layer property state, but it provides helpers that construct objects of each the specific `{Icon,Text}PaintProperties::Evaluated` type, for use by the painter. - The three symbol programs instantiate `Program<>` using the appropriate `{Icon,Text}PaintProperties` type. * check in generated style code * Populate paint buffers for symbol DDS properties * Address first round of review comments * Refactor VectorTile{Layer,Feature} to explicitly share data * Update submodule
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp13
1 files changed, 11 insertions, 2 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index eca9342d54..e6728e15de 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -66,6 +66,10 @@ attribute vec2 a_offset;
attribute vec2 a_texture_pos;
attribute vec4 a_data;
+uniform lowp float a_opacity_t;
+attribute lowp float a_opacity_min;
+attribute lowp float a_opacity_max;
+varying lowp float opacity;
// matrix is for the vertex position.
uniform mat4 u_matrix;
@@ -80,6 +84,8 @@ varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+
vec2 a_tex = a_texture_pos.xy;
mediump float a_labelminzoom = a_data[0];
mediump vec2 a_zoom = a_data.pq;
@@ -122,13 +128,16 @@ precision mediump float;
#endif
uniform sampler2D u_texture;
uniform sampler2D u_fadetexture;
-uniform lowp float u_opacity;
+
+varying lowp float opacity;
varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
- lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * u_opacity;
+
+
+ lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
#ifdef OVERDRAW_INSPECTOR