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Diffstat (limited to 'src/mbgl/shaders/circle.cpp')
-rw-r--r--src/mbgl/shaders/circle.cpp60
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);