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path: root/src/mbgl/shaders/symbol_sdf.cpp
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Diffstat (limited to 'src/mbgl/shaders/symbol_sdf.cpp')
-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp208
1 files changed, 64 insertions, 144 deletions
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index bae01a5b59..b4158bacc5 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -9,11 +9,9 @@ const char* symbol_sdf::name = "symbol_sdf";
const char* symbol_sdf::vertexSource = R"MBGL_SHADER(
const float PI = 3.141592653589793;
-// NOTE: the a_data attribute in this shader is manually bound (see https://github.com/mapbox/mapbox-gl-js/issues/4607).
-// If removing or renaming a_data, revisit the manual binding in painter.js accordingly.
attribute vec4 a_pos_offset;
-attribute vec2 a_label_pos;
attribute vec4 a_data;
+attribute vec3 a_projected_pos;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
@@ -21,17 +19,14 @@ attribute vec4 a_data;
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
-// text-size(upperZoomStop, feature),
-// layoutSize == text-size(layoutZoomLevel, feature) ]
-attribute vec3 a_size;
+// text-size(upperZoomStop, feature) ]
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_layout_size; // used when size is feature constant
-#ifdef HAS_UNIFORM_u_fill_color
+#ifndef HAS_UNIFORM_u_fill_color
uniform lowp float a_fill_color_t;
attribute highp vec4 a_fill_color;
varying highp vec4 fill_color;
@@ -39,8 +34,7 @@ varying highp vec4 fill_color;
uniform highp vec4 u_fill_color;
#endif
-
-#ifdef HAS_UNIFORM_u_halo_color
+#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float a_halo_color_t;
attribute highp vec4 a_halo_color;
varying highp vec4 halo_color;
@@ -48,8 +42,7 @@ varying highp vec4 halo_color;
uniform highp vec4 u_halo_color;
#endif
-
-#ifdef HAS_UNIFORM_u_opacity
+#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
@@ -57,8 +50,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-
-#ifdef HAS_UNIFORM_u_halo_width
+#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float a_halo_width_t;
attribute lowp vec2 a_halo_width;
varying lowp float halo_width;
@@ -66,8 +58,7 @@ varying lowp float halo_width;
uniform lowp float u_halo_width;
#endif
-
-#ifdef HAS_UNIFORM_u_halo_blur
+#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float a_halo_blur_t;
attribute lowp vec2 a_halo_blur;
varying lowp float halo_blur;
@@ -75,168 +66,100 @@ varying lowp float halo_blur;
uniform lowp float u_halo_blur;
#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 highp float u_zoom;
-uniform bool u_rotate_with_map;
uniform bool u_pitch_with_map;
uniform highp float u_pitch;
-uniform highp float u_bearing;
-uniform highp float u_aspect_ratio;
uniform highp float u_camera_to_center_distance;
-uniform highp float u_max_camera_distance;
uniform highp float u_collision_y_stretch;
-uniform vec2 u_extrude_scale;
uniform vec2 u_texsize;
-varying vec2 v_tex;
-varying vec2 v_fade_tex;
-varying float v_gamma_scale;
-varying float v_size;
-
-// Used below to move the vertex out of the clip space for when the current
-// zoom is out of the glyph's zoom range.
-highp float clipUnusedGlyphAngles(const highp float render_size,
- const highp float layout_size,
- const highp float min_zoom,
- const highp float max_zoom) {
- highp float zoom_adjust = log2(render_size / layout_size);
- highp float adjusted_zoom = (u_zoom - zoom_adjust) * 10.0;
- // result: 0 if min_zoom <= adjusted_zoom < max_zoom, and 1 otherwise
- return 2.0 - step(min_zoom, adjusted_zoom) - (1.0 - step(max_zoom, adjusted_zoom));
-}
+varying vec4 v_data0;
+varying vec2 v_data1;
void main() {
-
+
#ifndef HAS_UNIFORM_u_fill_color
fill_color = unpack_mix_vec4(a_fill_color, a_fill_color_t);
#else
highp vec4 fill_color = u_fill_color;
#endif
-
#ifndef HAS_UNIFORM_u_halo_color
halo_color = unpack_mix_vec4(a_halo_color, a_halo_color_t);
#else
highp vec4 halo_color = u_halo_color;
#endif
-
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
-
#ifndef HAS_UNIFORM_u_halo_width
halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t);
#else
lowp float halo_width = u_halo_width;
#endif
-
#ifndef HAS_UNIFORM_u_halo_blur
halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t);
#else
lowp float halo_blur = u_halo_blur;
#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 vec2 angle_labelminzoom = unpack_float(a_projected_pos[2]);
+ highp float segment_angle = -angle_labelminzoom[0] / 255.0 * 2.0 * PI;
+ mediump float a_labelminzoom = angle_labelminzoom[1];
+ float size;
- highp vec2 label_data = unpack_float(a_data[2]);
- highp float a_labelminzoom = label_data[0];
- highp float a_lineangle = (label_data[1] / 256.0 * 2.0 * PI);
- highp vec2 a_zoom = unpack_float(a_data[3]);
- highp float a_minzoom = a_zoom[0];
- highp float a_maxzoom = a_zoom[1];
-
- // 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.
- highp float layoutSize;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
- v_size = mix(a_size[0], a_size[1], u_size_t) / 10.0;
- layoutSize = a_size[2] / 10.0;
+ size = mix(a_size[0], a_size[1], u_size_t) / 10.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
- v_size = a_size[0] / 10.0;
- layoutSize = v_size;
+ size = a_size[0] / 10.0;
} else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
- v_size = u_size;
- layoutSize = u_layout_size;
+ size = u_size;
} else {
- v_size = u_size;
- layoutSize = u_size;
+ size = u_size;
}
- float fontScale = u_is_text ? v_size / 24.0 : v_size;
-
- vec4 projectedPoint = u_matrix * vec4(a_label_pos, 0, 1);
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
- highp float perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
-
- // pitch-alignment: map
- // rotation-alignment: map | viewport
- if (u_pitch_with_map) {
- highp float angle = u_rotate_with_map ? a_lineangle : u_bearing;
- highp float asin = sin(angle);
- highp float acos = cos(angle);
- mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);
- vec2 offset = RotationMatrix * a_offset;
- vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (offset / 64.0);
-
- gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
- gl_Position.z += clipUnusedGlyphAngles(v_size*perspective_ratio, layoutSize, a_minzoom, a_maxzoom) * 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
- highp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));
-
- // 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(a_lineangle), sin(a_lineangle)), 0, 1);
- highp float angle = atan((b[1] / b[3] - a[1] / a[3]) / u_aspect_ratio, b[0] / b[3] - a[0] / a[3]);
- highp float asin = sin(angle);
- highp float acos = cos(angle);
- mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);
- highp float foreshortening = (1.0 - pitchfactor) + (pitchfactor * cos(angle * 2.0));
-
- vec2 offset = RotationMatrix * (vec2(foreshortening, 1.0) * a_offset);
- vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (offset / 64.0);
-
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
- gl_Position.z += clipUnusedGlyphAngles(v_size * perspective_ratio, layoutSize, a_minzoom, a_maxzoom) * gl_Position.w;
- // pitch-alignment: viewport
- // rotation-alignment: viewport
- } else {
- vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (a_offset / 64.0);
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
- }
-
- gl_Position.z +=
- step(u_max_camera_distance * u_camera_to_center_distance, camera_to_anchor_distance) * gl_Position.w;
-
- v_gamma_scale = gl_Position.w / perspective_ratio;
-
- v_tex = a_tex / u_texsize;
+ // If the label is pitched with the map, layout is done in pitched space,
+ // which makes labels in the distance smaller relative to viewport space.
+ // We counteract part of that effect by multiplying by the perspective ratio.
+ // If the label isn't pitched with the map, we do layout in viewport space,
+ // which makes labels in the distance larger relative to the features around
+ // them. We counteract part of that effect by dividing by the perspective ratio.
+ 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;
+
+ highp float angle_sin = sin(segment_angle);
+ highp float angle_cos = cos(segment_angle);
+ 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);
+ float gamma_scale = gl_Position.w;
+
+ vec2 tex = a_tex / u_texsize;
// incidence_stretch is the ratio of how much y space a label takes up on a tile while drawn perpendicular to the viewport vs
// how much space it would take up if it were drawn flat on the tile
// Using law of sines, camera_to_anchor/sin(ground_angle) = camera_to_center/sin(incidence_angle)
@@ -256,8 +179,12 @@ void main() {
highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch);
// Floor to 1/10th zoom to dodge precision issues that can cause partially hidden labels
- highp float perspective_zoom_adjust = floor(log2(perspective_ratio * collision_adjustment) * 10.0);
- v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
+ highp float collision_perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
+ highp float perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
+ vec2 fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
+
+ v_data0 = vec4(tex.x, tex.y, fade_tex.x, fade_tex.y);
+ v_data1 = vec2(gamma_scale, size);
}
)MBGL_SHADER";
@@ -273,73 +200,66 @@ varying highp vec4 fill_color;
uniform highp vec4 u_fill_color;
#endif
-
#ifndef HAS_UNIFORM_u_halo_color
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
-
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
-
#ifndef HAS_UNIFORM_u_halo_width
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
-
#ifndef HAS_UNIFORM_u_halo_blur
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
-
uniform sampler2D u_texture;
uniform sampler2D u_fadetexture;
uniform highp float u_gamma_scale;
uniform bool u_is_text;
-varying vec2 v_tex;
-varying vec2 v_fade_tex;
-varying float v_gamma_scale;
-varying float v_size;
+varying vec4 v_data0;
+varying vec2 v_data1;
void main() {
-
+
#ifdef HAS_UNIFORM_u_fill_color
highp vec4 fill_color = u_fill_color;
#endif
-
#ifdef HAS_UNIFORM_u_halo_color
highp vec4 halo_color = u_halo_color;
#endif
-
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
-
#ifdef HAS_UNIFORM_u_halo_width
lowp float halo_width = u_halo_width;
#endif
-
#ifdef HAS_UNIFORM_u_halo_blur
lowp float halo_blur = u_halo_blur;
#endif
+ vec2 tex = v_data0.xy;
+ vec2 fade_tex = v_data0.zw;
+ float gamma_scale = v_data1.x;
+ float size = v_data1.y;
- float fontScale = u_is_text ? v_size / 24.0 : v_size;
+ float fontScale = u_is_text ? size / 24.0 : size;
lowp vec4 color = fill_color;
highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
@@ -350,9 +270,9 @@ void main() {
buff = (6.0 - halo_width / fontScale) / SDF_PX;
}
- lowp float dist = texture2D(u_texture, v_tex).a;
- lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;
- highp float gamma_scaled = gamma * v_gamma_scale;
+ lowp float dist = texture2D(u_texture, tex).a;
+ lowp float fade_alpha = texture2D(u_fadetexture, fade_tex).a;
+ highp float gamma_scaled = gamma * gamma_scale;
highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist) * fade_alpha;
gl_FragColor = color * (alpha * opacity);