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-rw-r--r--src/renderer/painter_text.cpp156
1 files changed, 0 insertions, 156 deletions
diff --git a/src/renderer/painter_text.cpp b/src/renderer/painter_text.cpp
deleted file mode 100644
index d5ad3db51f..0000000000
--- a/src/renderer/painter_text.cpp
+++ /dev/null
@@ -1,156 +0,0 @@
-#include <mbgl/renderer/painter.hpp>
-#include <mbgl/renderer/text_bucket.hpp>
-#include <mbgl/style/style_layer.hpp>
-#include <mbgl/geometry/glyph_atlas.hpp>
-#include <mbgl/map/map.hpp>
-#include <mbgl/util/math.hpp>
-#include <cmath>
-
-using namespace mbgl;
-
-void Painter::renderText(TextBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id) {
- // Abort early.
- if (pass == Opaque) return;
- if (!bucket.hasData()) return;
-
- const TextProperties &properties = layer_desc->getProperties<TextProperties>();
-
- mat4 exMatrix;
- matrix::copy(exMatrix, projMatrix);
- if (bucket.properties.path == TextPathType::Curve) {
- matrix::rotate_z(exMatrix, exMatrix, map.getState().getAngle());
- }
-
- // If layerStyle.size > bucket.info.fontSize then labels may collide
- float fontSize = std::fmin(properties.size, bucket.properties.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.max_size) / log(2);
-
- textShader->setAngle((int32_t)(angle + 256) % 256);
- textShader->setFlip(bucket.properties.path == TextPathType::Curve ? 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.halo_color[3] > 0.0f) {
- const float haloWidth = util::clamp((sdfOffset - properties.halo_width / (fontSize / sdfFontSize)) / 8.0f, 0.0f, 1.0f);
-
- if (properties.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.halo_blur / (fontSize / sdfFontSize)) / 8.0f / 2.0f);
- } else {
- textShader->setGamma(sdfGamma);
- }
-
- if (properties.opacity < 1.0f) {
- Color color = properties.halo_color;
- color[0] *= properties.opacity;
- color[1] *= properties.opacity;
- color[2] *= properties.opacity;
- color[3] *= properties.opacity;
- textShader->setColor(color);
- } else {
- textShader->setColor(properties.halo_color);
- }
- textShader->setBuffer(haloWidth);
- glDepthRange(strata, 1.0f);
- bucket.drawGlyphs(*textShader);
- }
-
- if (properties.color[3] > 0.0f) {
- // Then, we draw the text over the halo
- textShader->setGamma(gamma);
- if (properties.opacity < 1.0f) {
- Color color = properties.color;
- color[0] *= properties.opacity;
- color[1] *= properties.opacity;
- color[2] *= properties.opacity;
- color[3] *= properties.opacity;
- textShader->setColor(color);
- } else {
- textShader->setColor(properties.color);
- }
- textShader->setBuffer((256.0f - 64.0f) / 256.0f);
- glDepthRange(strata + strata_epsilon, 1.0f);
- bucket.drawGlyphs(*textShader);
- }
-}