diff options
Diffstat (limited to 'src/renderer/painter_symbol.cpp')
-rw-r--r-- | src/renderer/painter_symbol.cpp | 305 |
1 files changed, 161 insertions, 144 deletions
diff --git a/src/renderer/painter_symbol.cpp b/src/renderer/painter_symbol.cpp index bf88b0e135..4fce66217f 100644 --- a/src/renderer/painter_symbol.cpp +++ b/src/renderer/painter_symbol.cpp @@ -7,7 +7,110 @@ #include <mbgl/util/math.hpp> #include <cmath> -namespace mbgl { +using namespace mbgl; + +template <typename BucketProperties, typename StyleProperties> +void Painter::renderSDF(SymbolBucket &bucket, + const Tile::ID &id, + const mat4 &matrix, + const BucketProperties& bucketProperties, + const StyleProperties& styleProperties, + float sdfFontSize, + std::array<float, 2> texsize, + SDFShader& sdfShader, + void (SymbolBucket::*drawSDF)(SDFShader&)) +{ + mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translate_anchor); + + mat4 exMatrix; + matrix::copy(exMatrix, projMatrix); + + const float angleOffset = + bucketProperties.rotation_alignment == RotationAlignmentType::Map + ? map.getState().getAngle() + : 0; + + if (angleOffset) { + matrix::rotate_z(exMatrix, exMatrix, angleOffset); + } + + // If layerStyle.size > bucket.info.fontSize then labels may collide + float fontSize = std::fmin(styleProperties.size, bucketProperties.max_size); + float fontScale = fontSize / sdfFontSize; + matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); + + useProgram(sdfShader.program); + sdfShader.u_matrix = vtxMatrix; + sdfShader.u_exmatrix = exMatrix; + sdfShader.u_texsize = texsize; + + // Convert the -pi..pi to an int8 range. + float angle = std::round(map.getState().getAngle() / M_PI * 128); + + // adjust min/max zooms for variable font sies + float zoomAdjust = std::log(fontSize / bucketProperties.max_size) / std::log(2); + + sdfShader.u_angle = (int32_t)(angle + 256) % 256; + sdfShader.u_flip = (bucket.properties.placement == PlacementType::Line ? 1 : 0); + sdfShader.u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level + + FadeProperties f = frameHistory.getFadeProperties(300_milliseconds); + sdfShader.u_fadedist = f.fadedist * 10; + sdfShader.u_minfadezoom = std::floor(f.minfadezoom * 10); + sdfShader.u_maxfadezoom = std::floor(f.maxfadezoom * 10); + sdfShader.u_fadezoom = (map.getState().getNormalizedZoom() + f.bump) * 10; + + // The default gamma value has to be adjust for the current pixelratio so that we're not + // drawing blurry font on retina screens. + const float gamma = 0.105 * sdfFontSize / fontSize / map.getState().getPixelRatio(); + + const float sdfPx = 8.0f; + const float blurOffset = 1.19f; + const float haloOffset = 6.0f; + + // We're drawing in the translucent pass which is bottom-to-top, so we need + // to draw the halo first. + if (styleProperties.halo_color[3] > 0.0f) { + sdfShader.u_gamma = styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma; + + if (styleProperties.opacity < 1.0f) { + Color color = styleProperties.halo_color; + color[0] *= styleProperties.opacity; + color[1] *= styleProperties.opacity; + color[2] *= styleProperties.opacity; + color[3] *= styleProperties.opacity; + sdfShader.u_color = color; + } else { + sdfShader.u_color = styleProperties.halo_color; + } + + sdfShader.u_buffer = (haloOffset - styleProperties.halo_width / fontScale) / sdfPx; + + depthRange(strata, 1.0f); + (bucket.*drawSDF)(sdfShader); + } + + // Then, we draw the text/icon over the halo + if (styleProperties.color[3] > 0.0f) { + sdfShader.u_gamma = gamma; + + if (styleProperties.opacity < 1.0f) { + Color color = styleProperties.color; + color[0] *= styleProperties.opacity; + color[1] *= styleProperties.opacity; + color[2] *= styleProperties.opacity; + color[3] *= styleProperties.opacity; + sdfShader.u_color = color; + } else { + sdfShader.u_color = styleProperties.color; + } + + sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f; + + depthRange(strata + strata_epsilon, 1.0f); + (bucket.*drawSDF)(sdfShader); + } +} void Painter::renderSymbol(SymbolBucket &bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID &id, const mat4 &matrix) { // Abort early. @@ -20,173 +123,87 @@ void Painter::renderSymbol(SymbolBucket &bucket, std::shared_ptr<StyleLayer> lay glDisable(GL_STENCIL_TEST); if (bucket.hasTextData()) { - mat4 vtxMatrix = translatedMatrix(matrix, properties.text.translate, id, properties.text.translate_anchor); - - mat4 exMatrix; - matrix::copy(exMatrix, projMatrix); - - const float angleOffset = - bucket.properties.text.rotation_alignment == RotationAlignmentType::Map - ? map.getState().getAngle() - : 0; - - if (angleOffset) { - matrix::rotate_z(exMatrix, exMatrix, angleOffset); - } - - // If layerStyle.size > bucket.info.fontSize then labels may collide - float fontSize = std::fmin(properties.text.size, bucket.properties.text.max_size); - matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f); - - useProgram(sdfShader->program); - sdfShader->u_matrix = vtxMatrix; - sdfShader->u_exmatrix = exMatrix; - GlyphAtlas &glyphAtlas = *map.getGlyphAtlas(); glyphAtlas.bind(); - sdfShader->u_texsize = {{ - static_cast<float>(glyphAtlas.width), - static_cast<float>(glyphAtlas.height) - }}; - - // Convert the -pi..pi to an int8 range. - float angle = std::round((map.getState().getAngle()) / M_PI * 128); - - // adjust min/max zooms for variable font sies - float zoomAdjust = log(fontSize / bucket.properties.text.max_size) / log(2); - - sdfShader->u_angle = (int32_t)(angle + 256) % 256; - sdfShader->u_flip = (bucket.properties.placement == PlacementType::Line ? 1 : 0); - sdfShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level - - FadeProperties f = frameHistory.getFadeProperties(300_milliseconds); - sdfShader->u_fadedist = f.fadedist * 10; - sdfShader->u_minfadezoom = std::floor(f.minfadezoom * 10); - sdfShader->u_maxfadezoom = std::floor(f.maxfadezoom * 10); - sdfShader->u_fadezoom = (map.getState().getNormalizedZoom() + f.bump) * 10; - - // This defines the gamma around the SDF cutoff value. - const float sdfGamma = 1.0f / 10.0f; - - // Our signed distance fields are scaled so that 1 pixel is scaled to 32 pixels. - // Our cutoff between positive and negative values is hard coded to 64 (== 2 pixels). - // This means that our 6/8 of the value range lies outside the glyph outline. - const float sdfOffset = (256.0f - 64.0f) / 32.0f; - - // Currently, all of our fonts are rendered with a font size of 24px. - const float sdfFontSize = 24.0f; - - // The default gamma value has to be adjust for the current pixelratio so that we're not - // drawing - // blurry font on retina screens. - const float gamma = sdfGamma * sdfFontSize / fontSize / map.getState().getPixelRatio(); - - // We're drawing in the translucent pass which is bottom-to-top, so we need - // to draw the halo first. - if (properties.text.halo_color[3] > 0.0f) { - const float haloWidth = util::clamp( - (sdfOffset - properties.text.halo_width / (fontSize / sdfFontSize)) / 8.0f, 0.0f, - 1.0f); - - if (properties.text.halo_blur != 0.0f) { - // We are converting the halo_blur value to current screen pixels. - // Then we're dividing it by two because the gamma value is added/subtracted into - // both - // directions in the shader, but the halo_blur describes the entire width of the - // blur. - // Note that this does *not* have to be adjusted for retina screens, because we want - // the - // same blur width when we explicitly specify one. - sdfShader->u_gamma = (properties.text.halo_blur / (fontSize / sdfFontSize)) / 8.0f / 2.0f; - } else { - sdfShader->u_gamma = sdfGamma; - } - - if (properties.text.opacity < 1.0f) { - Color color = properties.text.halo_color; - color[0] *= properties.text.opacity; - color[1] *= properties.text.opacity; - color[2] *= properties.text.opacity; - color[3] *= properties.text.opacity; - sdfShader->u_color = color; - } else { - sdfShader->u_color = properties.text.halo_color; - } - sdfShader->u_buffer = haloWidth; - depthRange(strata, 1.0f); - bucket.drawGlyphs(*sdfShader); - } - if (properties.text.color[3] > 0.0f) { - // Then, we draw the text over the halo - sdfShader->u_gamma = gamma; - if (properties.text.opacity < 1.0f) { - Color color = properties.text.color; - color[0] *= properties.text.opacity; - color[1] *= properties.text.opacity; - color[2] *= properties.text.opacity; - color[3] *= properties.text.opacity; - sdfShader->u_color = color; - } else { - sdfShader->u_color = properties.text.color; - } - sdfShader->u_buffer = (256.0f - 64.0f) / 256.0f; - depthRange(strata + strata_epsilon, 1.0f); - bucket.drawGlyphs(*sdfShader); - } + renderSDF(bucket, + id, + matrix, + bucket.properties.text, + properties.text, + 24.0f, + {{ float(glyphAtlas.width) / 4, float(glyphAtlas.height) / 4 }}, + *sdfGlyphShader, + &SymbolBucket::drawGlyphs); } if (bucket.hasIconData()) { - mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor); - - mat4 exMatrix; - matrix::copy(exMatrix, projMatrix); + bool sdf = bucket.sdfIcons; const float angleOffset = bucket.properties.icon.rotation_alignment == RotationAlignmentType::Map ? map.getState().getAngle() : 0; - if (angleOffset) { - matrix::rotate_z(exMatrix, exMatrix, angleOffset); - } - // If layerStyle.size > bucket.info.fontSize then labels may collide const float fontSize = properties.icon.size != 0 ? properties.icon.size : bucket.properties.icon.max_size; const float fontScale = fontSize / 1.0f; - matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); - - useProgram(iconShader->program); - iconShader->u_matrix = vtxMatrix; - iconShader->u_exmatrix = exMatrix; SpriteAtlas &spriteAtlas = *map.getSpriteAtlas(); - spriteAtlas.bind(map.getState().isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1); - iconShader->u_texsize = {{ - static_cast<float>(spriteAtlas.getWidth()), - static_cast<float>(spriteAtlas.getHeight()) + spriteAtlas.bind(map.getState().isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf); + + std::array<float, 2> texsize = {{ + float(spriteAtlas.getWidth()), + float(spriteAtlas.getHeight()) }}; - // Convert the -pi..pi to an int8 range. - const float angle = std::round((map.getState().getAngle()) / M_PI * 128); + if (sdf) { + renderSDF(bucket, + id, + matrix, + bucket.properties.icon, + properties.icon, + 1.0f, + texsize, + *sdfIconShader, + &SymbolBucket::drawIcons); + } else { + mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor); + + mat4 exMatrix; + matrix::copy(exMatrix, projMatrix); + + if (angleOffset) { + matrix::rotate_z(exMatrix, exMatrix, angleOffset); + } - // adjust min/max zooms for variable font sies - float zoomAdjust = log(fontSize / bucket.properties.icon.max_size) / log(2); + matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); - iconShader->u_angle = (int32_t)(angle + 256) % 256; - iconShader->u_flip = bucket.properties.placement == PlacementType::Line ? 1 : 0; - iconShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level + useProgram(iconShader->program); + iconShader->u_matrix = vtxMatrix; + iconShader->u_exmatrix = exMatrix; + iconShader->u_texsize = texsize; - iconShader->u_fadedist = 0 * 10; - iconShader->u_minfadezoom = map.getState().getNormalizedZoom() * 10; - iconShader->u_maxfadezoom = map.getState().getNormalizedZoom() * 10; - iconShader->u_fadezoom = map.getState().getNormalizedZoom() * 10; - iconShader->u_opacity = properties.icon.opacity; + // Convert the -pi..pi to an int8 range. + const float angle = std::round(map.getState().getAngle() / M_PI * 128); - depthRange(strata, 1.0f); - bucket.drawIcons(*iconShader); + // adjust min/max zooms for variable font sies + float zoomAdjust = std::log(fontSize / bucket.properties.icon.max_size) / std::log(2); + + iconShader->u_angle = (int32_t)(angle + 256) % 256; + iconShader->u_flip = bucket.properties.placement == PlacementType::Line ? 1 : 0; + iconShader->u_zoom = (map.getState().getNormalizedZoom() - zoomAdjust) * 10; // current zoom level + + iconShader->u_fadedist = 0 * 10; + iconShader->u_minfadezoom = map.getState().getNormalizedZoom() * 10; + iconShader->u_maxfadezoom = map.getState().getNormalizedZoom() * 10; + iconShader->u_fadezoom = map.getState().getNormalizedZoom() * 10; + iconShader->u_opacity = properties.icon.opacity; + + depthRange(strata, 1.0f); + bucket.drawIcons(*iconShader); + } } glEnable(GL_STENCIL_TEST); } -} |