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Diffstat (limited to 'src/mbgl/shaders/symbol_sdf.cpp')
-rw-r--r-- | src/mbgl/shaders/symbol_sdf.cpp | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp new file mode 100644 index 0000000000..5258d792c9 --- /dev/null +++ b/src/mbgl/shaders/symbol_sdf.cpp @@ -0,0 +1,193 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/shaders/symbol_sdf.hpp> + +namespace mbgl { +namespace shaders { + +const char* symbol_sdf::name = "symbol_sdf"; +const char* symbol_sdf::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; +} +const float PI = 3.141592653589793; + +attribute vec2 a_pos; +attribute vec2 a_offset; +attribute vec2 a_texture_pos; +attribute vec4 a_data; + + +// matrix is for the vertex position. +uniform mat4 u_matrix; + +uniform mediump float u_zoom; +uniform bool u_rotate_with_map; +uniform bool u_pitch_with_map; +uniform mediump float u_pitch; +uniform mediump float u_bearing; +uniform mediump float u_aspect_ratio; +uniform vec2 u_extrude_scale; + +uniform vec2 u_texsize; + +varying vec2 v_tex; +varying vec2 v_fade_tex; +varying float v_gamma_scale; + +void main() { + vec2 a_tex = a_texture_pos.xy; + mediump float a_labelminzoom = a_data[0]; + mediump vec2 a_zoom = a_data.pq; + mediump float a_minzoom = a_zoom[0]; + mediump float a_maxzoom = a_zoom[1]; + + // u_zoom is the current zoom level adjusted for the change in font size + mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom)); + + // pitch-alignment: map + // rotation-alignment: map | viewport + if (u_pitch_with_map) { + lowp float angle = u_rotate_with_map ? (a_data[1] / 256.0 * 2.0 * PI) : u_bearing; + lowp float asin = sin(angle); + lowp float acos = cos(angle); + mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos); + vec2 offset = RotationMatrix * a_offset; + vec2 extrude = u_extrude_scale * (offset / 64.0); + gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1); + gl_Position.z += z * gl_Position.w; + // pitch-alignment: viewport + // rotation-alignment: map + } else if (u_rotate_with_map) { + // foreshortening factor to apply on pitched maps + // as a label goes from horizontal <=> vertical in angle + // it goes from 0% foreshortening to up to around 70% foreshortening + lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75)); + + lowp float lineangle = a_data[1] / 256.0 * 2.0 * PI; + + // use the lineangle to position points a,b along the line + // project the points and calculate the label angle in projected space + // this calculation allows labels to be rendered unskewed on pitched maps + vec4 a = u_matrix * vec4(a_pos, 0, 1); + vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1); + lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]); + lowp float asin = sin(angle); + lowp float acos = cos(angle); + mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos); + + vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset); + vec2 extrude = u_extrude_scale * (offset / 64.0); + gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); + gl_Position.z += z * gl_Position.w; + // pitch-alignment: viewport + // rotation-alignment: viewport + } else { + vec2 extrude = u_extrude_scale * (a_offset / 64.0); + gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); + } + + v_gamma_scale = gl_Position.w; + + v_tex = a_tex / u_texsize; + v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0); +} + +)MBGL_SHADER"; +const char* symbol_sdf::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 sampler2D u_texture; +uniform sampler2D u_fadetexture; +uniform lowp vec4 u_color; +uniform lowp float u_opacity; +uniform lowp float u_buffer; +uniform lowp float u_gamma; + +varying vec2 v_tex; +varying vec2 v_fade_tex; +varying float v_gamma_scale; + +void main() { + lowp float dist = texture2D(u_texture, v_tex).a; + lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a; + lowp float gamma = u_gamma * v_gamma_scale; + lowp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha; + + gl_FragColor = u_color * (alpha * u_opacity); + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +)MBGL_SHADER"; + +} // namespace shaders +} // namespace mbgl |