diff options
Diffstat (limited to 'src/mbgl/programs/gl/symbol_text_and_icon.cpp')
-rw-r--r-- | src/mbgl/programs/gl/symbol_text_and_icon.cpp | 353 |
1 files changed, 353 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/symbol_text_and_icon.cpp b/src/mbgl/programs/gl/symbol_text_and_icon.cpp new file mode 100644 index 0000000000..bff5f3ce7a --- /dev/null +++ b/src/mbgl/programs/gl/symbol_text_and_icon.cpp @@ -0,0 +1,353 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. +// clang-format off +#include <mbgl/programs/symbol_text_and_icon_program.hpp> +#include <mbgl/programs/gl/preludes.hpp> +#include <mbgl/programs/gl/shader_source.hpp> +#include <mbgl/gl/program.hpp> + +namespace mbgl { +namespace programs { +namespace gl { + +template <typename> +struct ShaderSource; + +template <> +struct ShaderSource<SymbolTextAndIconProgram> { + static constexpr const char* name = "symbol_text_and_icon"; + static constexpr const uint8_t hash[8] = {0x7e, 0xbe, 0x72, 0x43, 0x55, 0x8e, 0xb5, 0xeb}; + static constexpr const auto vertexOffset = 59063; + static constexpr const auto fragmentOffset = 63119; +}; + +constexpr const char* ShaderSource<SymbolTextAndIconProgram>::name; +constexpr const uint8_t ShaderSource<SymbolTextAndIconProgram>::hash[8]; + +} // namespace gl +} // namespace programs + +namespace gfx { + +template <> +std::unique_ptr<gfx::Program<SymbolTextAndIconProgram>> +Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programParameters) { + return std::make_unique<gl::Program<SymbolTextAndIconProgram>>(programParameters); +} + +} // namespace gfx +} // namespace mbgl + +// Uncompressed source of symbol_text_and_icon.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 +uniform mat4 u_matrix; +uniform mat4 u_label_plane_matrix; +uniform mat4 u_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; +uniform vec2 u_texsize_icon; + +varying vec4 v_data0; +varying vec4 v_data1; + + +#ifndef HAS_UNIFORM_u_fill_color +uniform lowp float u_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 u_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 u_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 u_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 u_halo_blur_t; +attribute lowp vec2 a_halo_blur; +varying lowp float halo_blur; +#else +uniform lowp float u_halo_blur; +#endif + + +void main() { + +#ifndef HAS_UNIFORM_u_fill_color + fill_color = unpack_mix_color(a_fill_color, u_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, u_halo_color_t); +#else + highp vec4 halo_color = u_halo_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity + opacity = unpack_mix_vec2(a_opacity, u_opacity_t); +#else + lowp float opacity = u_opacity; +#endif + + +#ifndef HAS_UNIFORM_u_halo_width + halo_width = unpack_mix_vec2(a_halo_width, u_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, u_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; + + float a_size_min = floor(a_size[0] * 0.5); + float is_sdf = a_size[0] - 2.0 * a_size_min; + + 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_min, a_size[1], u_size_t) / 128.0; + } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { + size = a_size_min / 128.0; + } 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 = size / 24.0; + + 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_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 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.xy = a_tex / u_texsize; + v_data0.zw = a_tex / u_texsize_icon; + v_data1 = vec4(gamma_scale, size, interpolated_fade_opacity, is_sdf); +} + +*/ + +// Uncompressed source of symbol_text_and_icon.fragment.glsl: +/* +#define SDF_PX 8.0 + +#define SDF 1.0 +#define ICON 0.0 + +uniform bool u_is_halo; +uniform sampler2D u_texture; +uniform sampler2D u_texture_icon; +uniform highp float u_gamma_scale; +uniform lowp float u_device_pixel_ratio; + +varying vec4 v_data0; +varying vec4 v_data1; + + +#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 + + +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 + + + float fade_opacity = v_data1[2]; + + if (v_data1.w == ICON) { + vec2 tex_icon = v_data0.zw; + lowp float alpha = opacity * fade_opacity; + gl_FragColor = texture2D(u_texture_icon, tex_icon) * alpha; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif + return; + } + + vec2 tex = v_data0.xy; + + float EDGE_GAMMA = 0.105 / u_device_pixel_ratio; + + float gamma_scale = v_data1.x; + float size = v_data1.y; + + float fontScale = size / 24.0; + + 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 +} + +*/ +// clang-format on |