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author | Anand Thakker <anandthakker@users.noreply.github.com> | 2017-02-28 19:54:24 -0800 |
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committer | GitHub <noreply@github.com> | 2017-02-28 19:54:24 -0800 |
commit | f901e776b3e63aaaa6bc0cc4476624bf84127fe6 (patch) | |
tree | 3e311971d57109c64e5ace45c111fb5909e7fb7b /src/mbgl/shaders | |
parent | c3ed1f51ca677c8c2045320fe13ec881cbd94772 (diff) | |
download | qtlocation-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')
-rw-r--r-- | src/mbgl/shaders/symbol_icon.cpp | 13 | ||||
-rw-r--r-- | src/mbgl/shaders/symbol_sdf.cpp | 63 |
2 files changed, 67 insertions, 9 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 diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp index 7554597893..e087242bf8 100644 --- a/src/mbgl/shaders/symbol_sdf.cpp +++ b/src/mbgl/shaders/symbol_sdf.cpp @@ -68,6 +68,26 @@ attribute vec2 a_offset; attribute vec2 a_texture_pos; attribute vec4 a_data; +uniform lowp float a_fill_color_t; +attribute lowp vec4 a_fill_color_min; +attribute lowp vec4 a_fill_color_max; +varying lowp vec4 fill_color; +uniform lowp float a_halo_color_t; +attribute lowp vec4 a_halo_color_min; +attribute lowp vec4 a_halo_color_max; +varying lowp vec4 halo_color; +uniform lowp float a_opacity_t; +attribute lowp float a_opacity_min; +attribute lowp float a_opacity_max; +varying lowp float opacity; +uniform lowp float a_halo_width_t; +attribute lowp float a_halo_width_min; +attribute lowp float a_halo_width_max; +varying lowp float halo_width; +uniform lowp float a_halo_blur_t; +attribute lowp float a_halo_blur_min; +attribute lowp float a_halo_blur_max; +varying lowp float halo_blur; // matrix is for the vertex position. uniform mat4 u_matrix; @@ -87,6 +107,12 @@ varying vec2 v_fade_tex; varying float v_gamma_scale; void main() { + fill_color = mix(a_fill_color_min, a_fill_color_max, a_fill_color_t); + halo_color = mix(a_halo_color_min, a_halo_color_max, a_halo_color_t); + opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t); + halo_width = mix(a_halo_width_min, a_halo_width_max, a_halo_width_t); + halo_blur = mix(a_halo_blur_min, a_halo_blur_max, a_halo_blur_t); + vec2 a_tex = a_texture_pos.xy; mediump float a_labelminzoom = a_data[0]; mediump vec2 a_zoom = a_data.pq; @@ -163,24 +189,47 @@ precision mediump float; #endif #endif +#define SDF_PX 8.0 +#define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO + +uniform bool u_is_halo; +varying lowp vec4 fill_color; +varying lowp vec4 halo_color; +varying lowp float opacity; +varying lowp float halo_width; +varying lowp float halo_blur; + uniform sampler2D u_texture; uniform sampler2D u_fadetexture; -uniform lowp vec4 u_color; -uniform lowp float u_opacity; -uniform lowp float u_buffer; -uniform highp float u_gamma; +uniform lowp float u_font_scale; +uniform highp float u_gamma_scale; varying vec2 v_tex; varying vec2 v_fade_tex; varying float v_gamma_scale; void main() { + + + + + + + lowp vec4 color = fill_color; + lowp float gamma = EDGE_GAMMA / u_gamma_scale; + lowp float buff = (256.0 - 64.0) / 256.0; + if (u_is_halo) { + color = halo_color; + gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / u_gamma_scale; + buff = (6.0 - halo_width / u_font_scale) / SDF_PX; + } + lowp float dist = texture2D(u_texture, v_tex).a; lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a; - highp float gamma = u_gamma * v_gamma_scale; - highp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha; + highp float gamma_scaled = gamma * v_gamma_scale; + highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist) * fade_alpha; - gl_FragColor = u_color * (alpha * u_opacity); + gl_FragColor = color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); |