diff options
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r-- | src/mbgl/shaders/symbol_icon.cpp | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp index 47b9c9b331..5b34d490bb 100644 --- a/src/mbgl/shaders/symbol_icon.cpp +++ b/src/mbgl/shaders/symbol_icon.cpp @@ -10,5 +10,147 @@ const char* symbol_icon::name = "symbol_icon"; const char* symbol_icon::vertexSource = source() + 70714; const char* symbol_icon::fragmentSource = source() + 74120; +// Uncompressed source of symbol_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; + +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 highp float u_camera_to_center_distance; +uniform highp float u_pitch; +uniform bool u_rotate_symbol; +uniform highp float u_aspect_ratio; +uniform float u_fade_change; + + +#ifndef HAS_UNIFORM_u_opacity +uniform lowp float a_opacity_t; +attribute lowp vec2 a_opacity; +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +uniform mat4 u_matrix; +uniform mat4 u_label_plane_matrix; +uniform mat4 u_gl_coord_matrix; + +uniform bool u_is_text; +uniform bool u_pitch_with_map; + +uniform vec2 u_texsize; + +varying vec2 v_tex; +varying float v_fade_opacity; + +void main() { + +#ifndef HAS_UNIFORM_u_opacity + opacity = unpack_mix_vec2(a_opacity, a_opacity_t); +#else + lowp float opacity = u_opacity; +#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; + + 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[0], a_size[1], u_size_t) / 256.0; + } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { + size = a_size[0] / 256.0; + } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { + size = u_size; + } else { + size = u_size; + } + + vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1); + highp float camera_to_anchor_distance = projectedPoint.w; + // See comments in symbol_sdf.vertex + 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 = u_is_text ? size / 24.0 : size; + + highp float symbol_rotation = 0.0; + if (u_rotate_symbol) { + // See comments in symbol_sdf.vertex + 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_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0); + + v_tex = a_tex / u_texsize; + vec2 fade_opacity = unpack_opacity(a_fade_opacity); + float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change; + v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change)); +} + +*/ + +// Uncompressed source of symbol_icon.fragment.glsl: +/* +uniform sampler2D u_texture; + + +#ifndef HAS_UNIFORM_u_opacity +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +varying vec2 v_tex; +varying float v_fade_opacity; + +void main() { + +#ifdef HAS_UNIFORM_u_opacity + lowp float opacity = u_opacity; +#endif + + + lowp float alpha = opacity * v_fade_opacity; + gl_FragColor = texture2D(u_texture, v_tex) * alpha; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +*/ + } // namespace shaders } // namespace mbgl |