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-rw-r--r--src/mbgl/programs/gl/symbol_sdf_text.cpp317
1 files changed, 317 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/symbol_sdf_text.cpp b/src/mbgl/programs/gl/symbol_sdf_text.cpp
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+++ b/src/mbgl/programs/gl/symbol_sdf_text.cpp
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+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/symbol_sdf_text_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<SymbolSDFTextProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<SymbolSDFTextProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "symbol_sdf_text",
+ programs::gl::shaderSource() + 53059, programs::gl::shaderSource() + 57099);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of symbol_sdf_text.vertex.glsl:
+/*
+const float PI = 3.141592653589793;
+
+attribute vec4 a_pos_offset;
+attribute vec4 a_data;
+attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
+
+// contents of a_size vary based on the type of property value
+// used for {text,icon}-size.
+// For constants, a_size is disabled.
+// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
+// For composite functions:
+// [ text-size(lowerZoomStop, feature),
+// text-size(upperZoomStop, feature) ]
+uniform bool u_is_size_zoom_constant;
+uniform bool u_is_size_feature_constant;
+uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
+uniform highp float u_size; // used when size is both zoom and feature constant
+
+
+#ifndef HAS_UNIFORM_u_fill_color
+uniform lowp float a_fill_color_t;
+attribute highp vec4 a_fill_color;
+varying highp vec4 fill_color;
+#else
+uniform highp vec4 u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+uniform lowp float a_halo_color_t;
+attribute highp vec4 a_halo_color;
+varying highp vec4 halo_color;
+#else
+uniform highp vec4 u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+uniform lowp float a_halo_width_t;
+attribute lowp vec2 a_halo_width;
+varying lowp float halo_width;
+#else
+uniform lowp float u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+uniform lowp float a_halo_blur_t;
+attribute lowp vec2 a_halo_blur;
+varying lowp float halo_blur;
+#else
+uniform lowp float u_halo_blur;
+#endif
+
+
+uniform mat4 u_matrix;
+uniform mat4 u_label_plane_matrix;
+uniform mat4 u_gl_coord_matrix;
+
+uniform bool u_is_text;
+uniform bool u_pitch_with_map;
+uniform highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
+uniform highp float u_camera_to_center_distance;
+uniform float u_fade_change;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_data0;
+varying vec3 v_data1;
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_fill_color
+ fill_color = unpack_mix_color(a_fill_color, a_fill_color_t);
+#else
+ highp vec4 fill_color = u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+ halo_color = unpack_mix_color(a_halo_color, a_halo_color_t);
+#else
+ highp vec4 halo_color = u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+ halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t);
+#else
+ lowp float halo_width = u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+ halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t);
+#else
+ lowp float halo_blur = u_halo_blur;
+#endif
+
+
+ vec2 a_pos = a_pos_offset.xy;
+ vec2 a_offset = a_pos_offset.zw;
+
+ vec2 a_tex = a_data.xy;
+ vec2 a_size = a_data.zw;
+
+ highp float segment_angle = -a_projected_pos[2];
+ float size;
+
+ if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = mix(a_size[0], a_size[1], u_size_t) / 256.0;
+ } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = a_size[0] / 256.0;
+ } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
+ size = u_size;
+ } else {
+ size = u_size;
+ }
+
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ // If the label is pitched with the map, layout is done in pitched space,
+ // which makes labels in the distance smaller relative to viewport space.
+ // We counteract part of that effect by multiplying by the perspective ratio.
+ // If the label isn't pitched with the map, we do layout in viewport space,
+ // which makes labels in the distance larger relative to the features around
+ // them. We counteract part of that effect by dividing by the perspective ratio.
+ highp float distance_ratio = u_pitch_with_map ?
+ camera_to_anchor_distance / u_camera_to_center_distance :
+ u_camera_to_center_distance / camera_to_anchor_distance;
+ highp float perspective_ratio = clamp(
+ 0.5 + 0.5 * distance_ratio,
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
+ 4.0);
+
+ size *= perspective_ratio;
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
+ // To figure out that angle in projected space, we draw a short horizontal line in tile
+ // space, project it, and measure its angle in projected space.
+ vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
+
+ vec2 a = projectedPoint.xy / projectedPoint.w;
+ vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
+
+ symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
+ }
+
+ highp float angle_sin = sin(segment_angle + symbol_rotation);
+ highp float angle_cos = cos(segment_angle + symbol_rotation);
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
+
+ vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
+ float gamma_scale = gl_Position.w;
+
+ vec2 tex = a_tex / u_texsize;
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
+
+ v_data0 = vec2(tex.x, tex.y);
+ v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
+}
+
+*/
+
+// Uncompressed source of symbol_sdf_text.fragment.glsl:
+/*
+#define SDF_PX 8.0
+#define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO
+
+uniform bool u_is_halo;
+
+#ifndef HAS_UNIFORM_u_fill_color
+varying highp vec4 fill_color;
+#else
+uniform highp vec4 u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+varying highp vec4 halo_color;
+#else
+uniform highp vec4 u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+varying lowp float halo_width;
+#else
+uniform lowp float u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+varying lowp float halo_blur;
+#else
+uniform lowp float u_halo_blur;
+#endif
+
+
+uniform sampler2D u_texture;
+uniform highp float u_gamma_scale;
+uniform bool u_is_text;
+
+varying vec2 v_data0;
+varying vec3 v_data1;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_fill_color
+ highp vec4 fill_color = u_fill_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_color
+ highp vec4 halo_color = u_halo_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_width
+ lowp float halo_width = u_halo_width;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_blur
+ lowp float halo_blur = u_halo_blur;
+#endif
+
+
+ vec2 tex = v_data0.xy;
+ float gamma_scale = v_data1.x;
+ float size = v_data1.y;
+ float fade_opacity = v_data1[2];
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ lowp vec4 color = fill_color;
+ highp float gamma = EDGE_GAMMA / (fontScale * 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) / (fontScale * u_gamma_scale);
+ buff = (6.0 - halo_width / fontScale) / SDF_PX;
+ }
+
+ lowp float dist = texture2D(u_texture, tex).a;
+ highp float gamma_scaled = gamma * gamma_scale;
+ highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
+
+ gl_FragColor = color * (alpha * opacity * fade_opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+