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-rw-r--r--src/mbgl/shaders/line_pattern.hpp228
1 files changed, 5 insertions, 223 deletions
diff --git a/src/mbgl/shaders/line_pattern.hpp b/src/mbgl/shaders/line_pattern.hpp
index 901d83702d..97d0261204 100644
--- a/src/mbgl/shaders/line_pattern.hpp
+++ b/src/mbgl/shaders/line_pattern.hpp
@@ -1,7 +1,7 @@
-#pragma once
-
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+#pragma once
+
#include <mbgl/gl/gl.hpp>
namespace mbgl {
@@ -9,227 +9,9 @@ namespace shaders {
class line_pattern {
public:
- static constexpr const char* name = "line_pattern";
- static constexpr const char* vertexSource = R"MBGL_SHADER(
-#ifdef GL_ES
-precision highp float;
-#else
-
-#if !defined(lowp)
-#define lowp
-#endif
-
-#if !defined(mediump)
-#define mediump
-#endif
-
-#if !defined(highp)
-#define highp
-#endif
-
-#endif
-
-float evaluate_zoom_function_1(const vec4 values, const float t) {
- if (t < 1.0) {
- return mix(values[0], values[1], t);
- } else if (t < 2.0) {
- return mix(values[1], values[2], t - 1.0);
- } else {
- return mix(values[2], values[3], t - 2.0);
- }
-}
-vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
- if (t < 1.0) {
- return mix(value0, value1, t);
- } else if (t < 2.0) {
- return mix(value1, value2, t - 1.0);
- } else {
- return mix(value2, value3, t - 2.0);
- }
-}
-
-// The offset depends on how many pixels are between the world origin and the edge of the tile:
-// vec2 offset = mod(pixel_coord, size)
-//
-// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
-// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
-//
-// The pixel_coord is passed in as two 16 bit values:
-// pixel_coord_upper = floor(pixel_coord / 2^16)
-// pixel_coord_lower = mod(pixel_coord, 2^16)
-//
-// The offset is calculated in a series of steps that should preserve this precision:
-vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
- const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
-
- vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
- return (tile_units_to_pixels * pos + offset) / pattern_size;
-}
-// floor(127 / 2) == 63.0
-// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
-// stored in a byte (-128..127). we scale regular normals up to length 63, but
-// there are also "special" normals that have a bigger length (of up to 126 in
-// this case).
-// #define scale 63.0
-#define scale 0.015873016
-
-// We scale the distance before adding it to the buffers so that we can store
-// long distances for long segments. Use this value to unscale the distance.
-#define LINE_DISTANCE_SCALE 2.0
-
-// the distance over which the line edge fades out.
-// Retina devices need a smaller distance to avoid aliasing.
-#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
-
-attribute vec2 a_pos;
-attribute vec4 a_data;
-
-uniform mat4 u_matrix;
-uniform mediump float u_ratio;
-uniform mediump float u_width;
-uniform vec2 u_gl_units_to_pixels;
-
-varying vec2 v_normal;
-varying vec2 v_width2;
-varying float v_linesofar;
-varying float v_gamma_scale;
-
-uniform lowp float a_blur_t;
-attribute lowp float a_blur_min;
-attribute lowp float a_blur_max;
-varying lowp float blur;
-uniform lowp float a_opacity_t;
-attribute lowp float a_opacity_min;
-attribute lowp float a_opacity_max;
-varying lowp float opacity;
-uniform lowp float a_offset_t;
-attribute lowp float a_offset_min;
-attribute lowp float a_offset_max;
-varying lowp float offset;
-uniform lowp float a_gapwidth_t;
-attribute mediump float a_gapwidth_min;
-attribute mediump float a_gapwidth_max;
-varying mediump float gapwidth;
-
-void main() {
- blur = mix(a_blur_min, a_blur_max, a_blur_t);
- opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
- offset = mix(a_offset_min, a_offset_max, a_offset_t);
- gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
-
- vec2 a_extrude = a_data.xy - 128.0;
- float a_direction = mod(a_data.z, 4.0) - 1.0;
- float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
-
- // We store the texture normals in the most insignificant bit
- // transform y so that 0 => -1 and 1 => 1
- // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
- // y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = mod(a_pos, 2.0);
- normal.y = sign(normal.y - 0.5);
- v_normal = normal;
-
- // these transformations used to be applied in the JS and native code bases.
- // moved them into the shader for clarity and simplicity.
- gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
- offset = -1.0 * offset;
-
- float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
-
- // Scale the extrusion vector down to a normal and then up by the line width
- // of this vertex.
- mediump vec2 dist = outset * a_extrude * scale;
-
- // Calculate the offset when drawing a line that is to the side of the actual line.
- // We do this by creating a vector that points towards the extrude, but rotate
- // it when we're drawing round end points (a_direction = -1 or 1) since their
- // extrude vector points in another direction.
- mediump float u = 0.5 * a_direction;
- mediump float t = 1.0 - abs(u);
- mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
-
- // Remove the texture normal bit to get the position
- vec2 pos = floor(a_pos * 0.5);
-
- vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
- gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
-
- // calculate how much the perspective view squishes or stretches the extrude
- float extrude_length_without_perspective = length(dist);
- float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
- v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
-
- v_linesofar = a_linesofar;
- v_width2 = vec2(outset, inset);
-}
-)MBGL_SHADER";
- static constexpr const char* fragmentSource = R"MBGL_SHADER(
-#ifdef GL_ES
-precision mediump float;
-#else
-
-#if !defined(lowp)
-#define lowp
-#endif
-
-#if !defined(mediump)
-#define mediump
-#endif
-
-#if !defined(highp)
-#define highp
-#endif
-
-#endif
-uniform vec2 u_pattern_size_a;
-uniform vec2 u_pattern_size_b;
-uniform vec2 u_pattern_tl_a;
-uniform vec2 u_pattern_br_a;
-uniform vec2 u_pattern_tl_b;
-uniform vec2 u_pattern_br_b;
-uniform float u_fade;
-
-uniform sampler2D u_image;
-
-varying vec2 v_normal;
-varying vec2 v_width2;
-varying float v_linesofar;
-varying float v_gamma_scale;
-
-varying lowp float blur;
-varying lowp float opacity;
-
-void main() {
-
-
-
- // Calculate the distance of the pixel from the line in pixels.
- float dist = length(v_normal) * v_width2.s;
-
- // Calculate the antialiasing fade factor. This is either when fading in
- // the line in case of an offset line (v_width2.t) or when fading out
- // (v_width2.s)
- float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
- float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
-
- float x_a = mod(v_linesofar / u_pattern_size_a.x, 1.0);
- float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);
- float y_a = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_a.y);
- float y_b = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_b.y);
- vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));
- vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));
-
- vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
-
- gl_FragColor = color * alpha * opacity;
-
-#ifdef OVERDRAW_INSPECTOR
- gl_FragColor = vec4(1.0);
-#endif
-}
-)MBGL_SHADER";
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
};
} // namespace shaders