diff options
Diffstat (limited to 'src/mbgl/shaders/line_pattern.hpp')
-rw-r--r-- | src/mbgl/shaders/line_pattern.hpp | 228 |
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 |