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-rw-r--r--src/renderer/painter_symbol.cpp305
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);
}
-}