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-rw-r--r--src/renderer/painter_symbol.cpp202
1 files changed, 202 insertions, 0 deletions
diff --git a/src/renderer/painter_symbol.cpp b/src/renderer/painter_symbol.cpp
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+++ b/src/renderer/painter_symbol.cpp
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+#include <mbgl/renderer/painter.hpp>
+#include <mbgl/renderer/symbol_bucket.hpp>
+#include <mbgl/style/style_layer.hpp>
+#include <mbgl/geometry/glyph_atlas.hpp>
+#include <mbgl/geometry/sprite_atlas.hpp>
+#include <mbgl/map/map.hpp>
+#include <mbgl/util/math.hpp>
+#include <cmath>
+
+namespace mbgl {
+
+void Painter::renderSymbol(SymbolBucket &bucket, std::shared_ptr<StyleLayer> layer_desc,
+ const Tile::ID &id) {
+ // Abort early.
+ if (pass == Opaque) {
+ return;
+ }
+
+ if (bucket.hasTextData()) {
+ const SymbolProperties &properties = layer_desc->getProperties<SymbolProperties>();
+
+ mat4 exMatrix;
+ matrix::copy(exMatrix, projMatrix);
+ if (bucket.properties.placement == PlacementType::Line) {
+ matrix::rotate_z(exMatrix, exMatrix, map.getState().getAngle());
+ }
+
+ // 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);
+
+ // TODO: figure out whether we actually need to account for this while painting; we might
+ // already have
+ // done this during label placement.
+ // const mat4 &vtxMatrix = translatedMatrix(properties.translate, id,
+ // properties.translateAnchor);
+
+ useProgram(textShader->program);
+ textShader->setMatrix(matrix);
+ textShader->setExtrudeMatrix(exMatrix);
+
+ GlyphAtlas &glyphAtlas = *map.getGlyphAtlas();
+ glyphAtlas.bind();
+ textShader->setTextureSize(
+ {{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);
+
+ textShader->setAngle((int32_t)(angle + 256) % 256);
+ textShader->setFlip(bucket.properties.placement == PlacementType::Line ? 1 : 0);
+ textShader->setZoom((map.getState().getNormalizedZoom() - zoomAdjust) *
+ 10); // current zoom level
+
+ // Label fading
+ const timestamp duration = 300_milliseconds;
+ const timestamp currentTime = util::now();
+
+ std::deque<FrameSnapshot> &history = frameHistory.history;
+
+ // Remove frames until only one is outside the duration, or until there are only three
+ while (history.size() > 3 && history[1].t + duration < currentTime) {
+ history.pop_front();
+ }
+
+ if (history[1].t + duration < currentTime) {
+ history[0].z = history[1].z;
+ }
+
+ assert("there should never be less than three frames in the history" &&
+ (history.size() >= 3));
+
+ // Find the range of zoom levels we want to fade between
+ float startingZ = history.front().z;
+ const FrameSnapshot lastFrame = history.back();
+ float endingZ = lastFrame.z;
+ float lowZ = std::fmin(startingZ, endingZ);
+ float highZ = std::fmax(startingZ, endingZ);
+
+ // Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one
+ // duration
+ float zoomDiff = endingZ - history[1].z, timeDiff = lastFrame.t - history[1].t;
+ float fadedist = zoomDiff / (timeDiff / duration);
+
+#if defined(DEBUG)
+ if (std::isnan(fadedist))
+ fprintf(stderr, "fadedist should never be NaN\n");
+#endif
+
+ // At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
+ // bump is how much farther it would have been if it had continued zooming at the same rate
+ float bump = (currentTime - lastFrame.t) / duration * fadedist;
+
+ textShader->setFadeDist(fadedist * 10);
+ textShader->setMinFadeZoom(std::floor(lowZ * 10));
+ textShader->setMaxFadeZoom(std::floor(highZ * 10));
+ textShader->setFadeZoom((map.getState().getNormalizedZoom() + bump) * 10);
+
+ // This defines the gamma around the SDF cutoff value.
+ const float sdfGamma = 0.75f / 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.
+ textShader->setGamma((properties.text.halo_blur / (fontSize / sdfFontSize)) / 8.0f /
+ 2.0f);
+ } else {
+ textShader->setGamma(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;
+ textShader->setColor(color);
+ } else {
+ textShader->setColor(properties.text.halo_color);
+ }
+ textShader->setBuffer(haloWidth);
+ glDepthRange(strata, 1.0f);
+ bucket.drawGlyphs(*textShader);
+ }
+
+ if (properties.text.color[3] > 0.0f) {
+ // Then, we draw the text over the halo
+ textShader->setGamma(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;
+ textShader->setColor(color);
+ } else {
+ textShader->setColor(properties.text.color);
+ }
+ textShader->setBuffer((256.0f - 64.0f) / 256.0f);
+ glDepthRange(strata + strata_epsilon, 1.0f);
+ bucket.drawGlyphs(*textShader);
+ }
+ }
+
+ if (bucket.hasIconData()) {
+ SpriteAtlas &spriteAtlas = *map.getSpriteAtlas();
+
+ useProgram(iconShader->program);
+ iconShader->setMatrix(matrix);
+
+ // TODO: update
+ iconShader->setColor({{1, 1, 1, 1}});
+ iconShader->setImage(0);
+ iconShader->setRatio(map.getState().getPixelRatio());
+ iconShader->setDimension({{
+ spriteAtlas.getTextureWidth(), spriteAtlas.getTextureHeight(),
+ }});
+
+ spriteAtlas.bind(map.getState().isChanging());
+
+ // TODO: remove hardcoded icon size.
+ const float iconSize = 12 * map.getState().getPixelRatio();
+ iconShader->setSize(iconSize);
+#ifndef GL_ES_VERSION_2_0
+ glPointSize(iconSize);
+ glEnable(GL_POINT_SPRITE);
+#endif
+
+ glDepthRange(strata, 1.0f);
+ bucket.drawIcons(*iconShader);
+ }
+}
+}