diff options
author | Lauren Budorick <lauren@mapbox.com> | 2017-12-20 15:17:11 -0500 |
---|---|---|
committer | GitHub <noreply@github.com> | 2017-12-20 15:17:11 -0500 |
commit | 920057c9d6285fc30f4155a505e2bf15143e3842 (patch) | |
tree | 37c9e1c357f818799be29d56f3c5cdafa8a58797 /src/mbgl/shaders | |
parent | d744b5033b994e2301621f68565cef622e3ba40f (diff) | |
download | qtlocation-mapboxgl-920057c9d6285fc30f4155a505e2bf15143e3842.tar.gz |
[core] Better align fill-extrusion vertex layout
Diffstat (limited to 'src/mbgl/shaders')
-rw-r--r-- | src/mbgl/shaders/debug.cpp | 7 | ||||
-rw-r--r-- | src/mbgl/shaders/fill_extrusion.cpp | 12 | ||||
-rw-r--r-- | src/mbgl/shaders/fill_extrusion_pattern.cpp | 16 |
3 files changed, 16 insertions, 19 deletions
diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp index d18f3be5d1..9012cfa755 100644 --- a/src/mbgl/shaders/debug.cpp +++ b/src/mbgl/shaders/debug.cpp @@ -12,12 +12,7 @@ attribute vec2 a_pos; uniform mat4 u_matrix; void main() { - // We are using Int16 for texture position coordinates to give us enough precision for - // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer - // as an arbitrarily high number to preserve adequate precision when rendering. - // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates, - // so math for modifying either is consistent. - gl_Position = u_matrix * vec4(a_pos, step(8192.0, a_pos.x), 1); + gl_Position = u_matrix * vec4(a_pos, 0, 1); } )MBGL_SHADER"; diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp index 817f73391c..5bb2b9cd07 100644 --- a/src/mbgl/shaders/fill_extrusion.cpp +++ b/src/mbgl/shaders/fill_extrusion.cpp @@ -13,8 +13,7 @@ uniform lowp vec3 u_lightpos; uniform lowp float u_lightintensity; attribute vec2 a_pos; -attribute vec3 a_normal; -attribute float a_edgedistance; +attribute vec4 a_normal_ed; varying vec4 v_color; @@ -70,11 +69,12 @@ void main() { #endif + vec3 normal = a_normal_ed.xyz; + base = max(0.0, base); height = max(0.0, height); - float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert - float t = mod(a_normal.x, 2.0); + float t = mod(normal.x, 2.0); gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); @@ -88,7 +88,7 @@ void main() { color += ambientlight; // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray - float directional = clamp(dot(a_normal / 16384.0, u_lightpos), 0.0, 1.0); + float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0); // Adjust directional so that // the range of values for highlight/shading is narrower @@ -97,7 +97,7 @@ void main() { directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); // Add gradient along z axis of side surfaces - if (a_normal.y != 0.0) { + if (normal.y != 0.0) { directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0); } diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp index d3e5eef1bf..466d0e04fe 100644 --- a/src/mbgl/shaders/fill_extrusion_pattern.cpp +++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp @@ -22,8 +22,7 @@ uniform lowp vec3 u_lightpos; uniform lowp float u_lightintensity; attribute vec2 a_pos; -attribute vec3 a_normal; -attribute float a_edgedistance; +attribute vec4 a_normal_ed; varying vec2 v_pos_a; varying vec2 v_pos_b; @@ -65,26 +64,29 @@ void main() { #endif + vec3 normal = a_normal_ed.xyz; + float edgedistance = a_normal_ed.w; + base = max(0.0, base); height = max(0.0, height); - float t = mod(a_normal.x, 2.0); + float t = mod(normal.x, 2.0); float z = t > 0.0 ? height : base; gl_Position = u_matrix * vec4(a_pos, z, 1); - vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0 + vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0 ? a_pos // extrusion top - : vec2(a_edgedistance, z * u_height_factor); // extrusion side + : vec2(edgedistance, z * u_height_factor); // extrusion side v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos); v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos); v_lighting = vec4(0.0, 0.0, 0.0, 1.0); - float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0); + float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0); directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional); - if (a_normal.y != 0.0) { + if (normal.y != 0.0) { directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0); } |