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path: root/src/mbgl/shaders/symbol_sdf.cpp
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-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp174
1 files changed, 80 insertions, 94 deletions
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index cce6b769a6..441eaf7aac 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -11,6 +11,8 @@ const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
+attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
@@ -18,14 +20,11 @@ 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 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
#ifndef HAS_UNIFORM_u_fill_color
@@ -36,6 +35,7 @@ varying highp vec4 fill_color;
uniform highp vec4 u_fill_color;
#endif
+
#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float a_halo_color_t;
attribute highp vec4 a_halo_color;
@@ -44,6 +44,7 @@ varying highp vec4 halo_color;
uniform highp vec4 u_halo_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -52,6 +53,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float a_halo_width_t;
attribute lowp vec2 a_halo_width;
@@ -60,6 +62,7 @@ varying lowp float halo_width;
uniform lowp float u_halo_width;
#endif
+
#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float a_halo_blur_t;
attribute lowp vec2 a_halo_blur;
@@ -68,150 +71,125 @@ 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 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 highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
+uniform highp float u_camera_to_center_distance;
+uniform float u_fade_change;
uniform vec2 u_texsize;
-varying vec4 v_data0;
-varying vec2 v_data1;
+varying vec2 v_data0;
+varying vec3 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;
- mediump vec2 label_data = unpack_float(a_data[2]);
- mediump float a_labelminzoom = label_data[0];
- mediump float a_labelangle = label_data[1];
-
- mediump vec2 a_zoom = unpack_float(a_data[3]);
- mediump float a_minzoom = a_zoom[0];
- mediump float a_maxzoom = a_zoom[1];
+ 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;
+ // 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;
- 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
- // Used below to move the vertex out of the clip space for when the current
- // zoom is out of the glyph's zoom range.
- mediump float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom));
-
- // pitch-alignment: map
- // rotation-alignment: map | viewport
- if (u_pitch_with_map) {
- lowp float angle = u_rotate_with_map ? (a_labelangle / 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 = fontScale * 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_labelangle / 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 = fontScale * 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 = fontScale * u_extrude_scale * (a_offset / 64.0);
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
+ // To figure out that angle in projected space, we draw a short horizontal line in tile
+ // space, project it, and measure its angle in projected space.
+ 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 / 64.0 * fontScale), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 tex = a_tex / u_texsize;
- vec2 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;
+ float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
- v_data0 = vec4(tex.x, tex.y, fade_tex.x, fade_tex.y);
- v_data1 = vec2(gamma_scale, size);
+ v_data0 = vec2(tex.x, tex.y);
+ v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
}
)MBGL_SHADER";
@@ -227,64 +205,73 @@ 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 vec4 v_data0;
-varying vec2 v_data1;
+varying vec2 v_data0;
+varying vec3 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 fade_opacity = v_data1[2];
float fontScale = u_is_text ? size / 24.0 : size;
@@ -298,11 +285,10 @@ void main() {
}
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;
+ highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
- gl_FragColor = color * (alpha * opacity);
+ gl_FragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);