diff options
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r-- | src/mbgl/shaders/symbol_icon.cpp | 97 |
1 files changed, 53 insertions, 44 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp index bc570cf361..f5c2bbe22d 100644 --- a/src/mbgl/shaders/symbol_icon.cpp +++ b/src/mbgl/shaders/symbol_icon.cpp @@ -7,17 +7,22 @@ namespace shaders { const char* symbol_icon::name = "symbol_icon"; const char* symbol_icon::vertexSource = R"MBGL_SHADER( +const float PI = 3.141592653589793; attribute vec4 a_pos_offset; attribute vec4 a_data; +attribute vec3 a_projected_pos; +attribute float a_fade_opacity; -// icon-size data (see symbol_sdf.vertex.glsl for more) -attribute vec3 a_size; uniform bool u_is_size_zoom_constant; uniform bool u_is_size_feature_constant; -uniform mediump float u_size_t; // used to interpolate between zoom stops when size is a composite function -uniform mediump float u_size; // used when size is both zoom and feature constant -uniform mediump float u_layout_size; // used when size is 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 @@ -28,84 +33,86 @@ varying lowp float opacity; uniform lowp float u_opacity; #endif -// matrix is for the vertex position. + uniform mat4 u_matrix; +uniform mat4 u_label_plane_matrix; +uniform mat4 u_gl_coord_matrix; uniform bool u_is_text; -uniform mediump float u_zoom; -uniform bool u_rotate_with_map; -uniform vec2 u_extrude_scale; +uniform bool u_pitch_with_map; uniform vec2 u_texsize; varying vec2 v_tex; -varying vec2 v_fade_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; - mediump vec2 label_data = unpack_float(a_data[2]); - mediump float a_labelminzoom = label_data[0]; - mediump vec2 a_zoom = unpack_float(a_data[3]); - mediump float a_minzoom = a_zoom[0]; - mediump float a_maxzoom = a_zoom[1]; + vec2 a_size = a_data.zw; + + highp float segment_angle = -a_projected_pos[2]; float size; - // In order to accommodate placing labels around corners in - // symbol-placement: line, each glyph in a label could have multiple - // "quad"s only one of which should be shown at a given zoom level. - // The min/max zoom assigned to each quad is based on the font size at - // the vector tile's zoom level, which might be different than at the - // currently rendered zoom level if text-size is zoom-dependent. - // Thus, we compensate for this difference by calculating an adjustment - // based on the scale of rendered text size relative to layout text size. - mediump float layoutSize; if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { size = mix(a_size[0], a_size[1], u_size_t) / 10.0; - layoutSize = a_size[2] / 10.0; } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { size = a_size[0] / 10.0; - layoutSize = size; } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { size = u_size; - layoutSize = u_layout_size; } else { size = u_size; - layoutSize = 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 = 0.5 + 0.5 * distance_ratio; + + size *= perspective_ratio; + float fontScale = u_is_text ? size / 24.0 : size; - mediump float zoomAdjust = log2(size / layoutSize); - mediump float adjustedZoom = (u_zoom - zoomAdjust) * 10.0; - // result: z = 0 if a_minzoom <= adjustedZoom < a_maxzoom, and 1 otherwise - mediump float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom)); + 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 extrude = fontScale * u_extrude_scale * (a_offset / 64.0); - if (u_rotate_with_map) { - gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1); - gl_Position.z += z * gl_Position.w; - } else { - gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); + 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 / 64.0 * fontScale), 0.0, 1.0); + v_tex = a_tex / u_texsize; - v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0); + 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)); } )MBGL_SHADER"; const char* symbol_icon::fragmentSource = R"MBGL_SHADER( uniform sampler2D u_texture; -uniform sampler2D u_fadetexture; #ifndef HAS_UNIFORM_u_opacity @@ -114,16 +121,18 @@ varying lowp float opacity; uniform lowp float u_opacity; #endif + varying vec2 v_tex; -varying vec2 v_fade_tex; +varying float v_fade_opacity; void main() { - + #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif - lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity; + + lowp float alpha = opacity * v_fade_opacity; gl_FragColor = texture2D(u_texture, v_tex) * alpha; #ifdef OVERDRAW_INSPECTOR |