diff options
Diffstat (limited to 'src/mbgl/shaders/circle.cpp')
-rw-r--r-- | src/mbgl/shaders/circle.cpp | 60 |
1 files changed, 53 insertions, 7 deletions
diff --git a/src/mbgl/shaders/circle.cpp b/src/mbgl/shaders/circle.cpp index 2e0c76122c..c14335914b 100644 --- a/src/mbgl/shaders/circle.cpp +++ b/src/mbgl/shaders/circle.cpp @@ -9,7 +9,9 @@ const char* circle::name = "circle"; const char* circle::vertexSource = R"MBGL_SHADER( uniform mat4 u_matrix; uniform bool u_scale_with_map; +uniform bool u_pitch_with_map; uniform vec2 u_extrude_scale; +uniform highp float u_camera_to_center_distance; attribute vec2 a_pos; @@ -22,6 +24,7 @@ varying highp vec4 color; uniform highp vec4 u_color; #endif + #ifndef HAS_UNIFORM_u_radius uniform lowp float a_radius_t; attribute mediump vec2 a_radius; @@ -30,6 +33,7 @@ varying mediump float radius; uniform mediump float u_radius; #endif + #ifndef HAS_UNIFORM_u_blur uniform lowp float a_blur_t; attribute lowp vec2 a_blur; @@ -38,6 +42,7 @@ varying lowp float blur; uniform lowp float u_blur; #endif + #ifndef HAS_UNIFORM_u_opacity uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; @@ -46,6 +51,7 @@ varying lowp float opacity; uniform lowp float u_opacity; #endif + #ifndef HAS_UNIFORM_u_stroke_color uniform lowp float a_stroke_color_t; attribute highp vec4 a_stroke_color; @@ -54,6 +60,7 @@ varying highp vec4 stroke_color; uniform highp vec4 u_stroke_color; #endif + #ifndef HAS_UNIFORM_u_stroke_width uniform lowp float a_stroke_width_t; attribute mediump vec2 a_stroke_width; @@ -62,6 +69,7 @@ varying mediump float stroke_width; uniform mediump float u_stroke_width; #endif + #ifndef HAS_UNIFORM_u_stroke_opacity uniform lowp float a_stroke_opacity_t; attribute lowp vec2 a_stroke_opacity; @@ -70,63 +78,87 @@ varying lowp float stroke_opacity; uniform lowp float u_stroke_opacity; #endif + varying vec3 v_data; void main(void) { - + #ifndef HAS_UNIFORM_u_color color = unpack_mix_vec4(a_color, a_color_t); #else highp vec4 color = u_color; #endif + #ifndef HAS_UNIFORM_u_radius radius = unpack_mix_vec2(a_radius, a_radius_t); #else mediump float radius = u_radius; #endif + #ifndef HAS_UNIFORM_u_blur blur = unpack_mix_vec2(a_blur, a_blur_t); #else lowp float blur = u_blur; #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_stroke_color stroke_color = unpack_mix_vec4(a_stroke_color, a_stroke_color_t); #else highp vec4 stroke_color = u_stroke_color; #endif + #ifndef HAS_UNIFORM_u_stroke_width stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t); #else mediump float stroke_width = u_stroke_width; #endif + #ifndef HAS_UNIFORM_u_stroke_opacity stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t); #else lowp float stroke_opacity = u_stroke_opacity; #endif + // unencode the extrusion vector that we snuck into the a_pos vector vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0); // multiply a_pos by 0.5, since we had it * 2 in order to sneak // in extrusion data - gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1); - - if (u_scale_with_map) { - gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale; + vec2 circle_center = floor(a_pos * 0.5); + if (u_pitch_with_map) { + vec2 corner_position = circle_center; + if (u_scale_with_map) { + corner_position += extrude * (radius + stroke_width) * u_extrude_scale; + } else { + // Pitching the circle with the map effectively scales it with the map + // To counteract the effect for pitch-scale: viewport, we rescale the + // whole circle based on the pitch scaling effect at its central point + vec4 projected_center = u_matrix * vec4(circle_center, 0, 1); + corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance); + } + + gl_Position = u_matrix * vec4(corner_position, 0, 1); } else { - gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w; + gl_Position = u_matrix * vec4(circle_center, 0, 1); + + if (u_scale_with_map) { + gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance; + } else { + gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w; + } } // This is a minimum blur distance that serves as a faux-antialiasing for @@ -146,74 +178,88 @@ varying highp vec4 color; uniform highp vec4 u_color; #endif + #ifndef HAS_UNIFORM_u_radius varying mediump float radius; #else uniform mediump float u_radius; #endif + #ifndef HAS_UNIFORM_u_blur varying lowp float blur; #else uniform lowp float u_blur; #endif + #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif + #ifndef HAS_UNIFORM_u_stroke_color varying highp vec4 stroke_color; #else uniform highp vec4 u_stroke_color; #endif + #ifndef HAS_UNIFORM_u_stroke_width varying mediump float stroke_width; #else uniform mediump float u_stroke_width; #endif + #ifndef HAS_UNIFORM_u_stroke_opacity varying lowp float stroke_opacity; #else uniform lowp float u_stroke_opacity; #endif + varying vec3 v_data; void main() { - + #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif + #ifdef HAS_UNIFORM_u_radius mediump float radius = u_radius; #endif + #ifdef HAS_UNIFORM_u_blur lowp float blur = u_blur; #endif + #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif + #ifdef HAS_UNIFORM_u_stroke_color highp vec4 stroke_color = u_stroke_color; #endif + #ifdef HAS_UNIFORM_u_stroke_width mediump float stroke_width = u_stroke_width; #endif + #ifdef HAS_UNIFORM_u_stroke_opacity lowp float stroke_opacity = u_stroke_opacity; #endif + vec2 extrude = v_data.xy; float extrude_length = length(extrude); |