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-rw-r--r--src/mbgl/programs/attributes.hpp1
-rw-r--r--src/mbgl/programs/line_program.cpp2
-rw-r--r--src/mbgl/programs/line_program.hpp12
-rw-r--r--src/mbgl/renderer/line_bucket.cpp6
-rw-r--r--src/mbgl/shaders/line.cpp20
-rw-r--r--src/mbgl/shaders/line_pattern.cpp19
-rw-r--r--src/mbgl/shaders/line_sdf.cpp19
7 files changed, 39 insertions, 40 deletions
diff --git a/src/mbgl/programs/attributes.hpp b/src/mbgl/programs/attributes.hpp
index a0b2b93e16..53eae49b77 100644
--- a/src/mbgl/programs/attributes.hpp
+++ b/src/mbgl/programs/attributes.hpp
@@ -23,6 +23,7 @@ inline uint16_t packUint8Pair(T a, T b) {
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_extrude);
MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_offset);
+MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_pos_normal);
MBGL_DEFINE_ATTRIBUTE(uint16_t, 2, a_texture_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_normal);
MBGL_DEFINE_ATTRIBUTE(uint16_t, 1, a_edgedistance);
diff --git a/src/mbgl/programs/line_program.cpp b/src/mbgl/programs/line_program.cpp
index d9778ba7ce..d18dc1e7eb 100644
--- a/src/mbgl/programs/line_program.cpp
+++ b/src/mbgl/programs/line_program.cpp
@@ -10,7 +10,7 @@ namespace mbgl {
using namespace style;
-static_assert(sizeof(LineLayoutVertex) == 8, "expected LineLayoutVertex size");
+static_assert(sizeof(LineLayoutVertex) == 10, "expected LineLayoutVertex size");
template <class Values, class...Args>
Values makeValues(const LinePaintProperties::Evaluated& properties,
diff --git a/src/mbgl/programs/line_program.hpp b/src/mbgl/programs/line_program.hpp
index b2e55a4f3b..0a56ae5dad 100644
--- a/src/mbgl/programs/line_program.hpp
+++ b/src/mbgl/programs/line_program.hpp
@@ -31,7 +31,7 @@ MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_gl_units_to_pixels);
} // namespace uniforms
struct LineLayoutAttributes : gl::Attributes<
- attributes::a_pos,
+ attributes::a_pos_normal,
attributes::a_data<uint8_t, 4>>
{};
@@ -52,14 +52,16 @@ public:
/*
* @param p vertex position
* @param e extrude normal
- * @param t texture normal
+ * @param round whether the vertex uses a round line cap
+ * @param up whether the line normal points up or down
* @param dir direction of the line cap (-1/0/1)
*/
- static LayoutVertex layoutVertex(Point<int16_t> p, Point<double> e, Point<bool> t, int8_t dir, int32_t linesofar = 0) {
+ static LayoutVertex layoutVertex(Point<int16_t> p, Point<double> e, bool round, bool up, int8_t dir, int32_t linesofar = 0) {
return LayoutVertex {
{{
- static_cast<int16_t>((p.x * 2) | t.x),
- static_cast<int16_t>((p.y * 2) | t.y)
+ p.x,
+ p.y,
+ static_cast<int16_t>(attributes::packUint8Pair(round ? 1 : 0, up ? 1 : 0))
}},
{{
// add 128 to store a byte in an unsigned byte
diff --git a/src/mbgl/renderer/line_bucket.cpp b/src/mbgl/renderer/line_bucket.cpp
index 7bb4e2f202..c80b8900ea 100644
--- a/src/mbgl/renderer/line_bucket.cpp
+++ b/src/mbgl/renderer/line_bucket.cpp
@@ -398,7 +398,7 @@ void LineBucket::addCurrentVertex(const GeometryCoordinate& currentCoordinate,
Point<double> extrude = normal;
if (endLeft)
extrude = extrude - (util::perp(normal) * endLeft);
- vertices.emplace_back(LineProgram::layoutVertex(currentCoordinate, extrude, { round, false }, endLeft, distance * LINE_DISTANCE_SCALE));
+ vertices.emplace_back(LineProgram::layoutVertex(currentCoordinate, extrude, round, false, endLeft, distance * LINE_DISTANCE_SCALE));
e3 = vertices.vertexSize() - 1 - startVertex;
if (e1 >= 0 && e2 >= 0) {
triangleStore.emplace_back(e1, e2, e3);
@@ -409,7 +409,7 @@ void LineBucket::addCurrentVertex(const GeometryCoordinate& currentCoordinate,
extrude = normal * -1.0;
if (endRight)
extrude = extrude - (util::perp(normal) * endRight);
- vertices.emplace_back(LineProgram::layoutVertex(currentCoordinate, extrude, { round, true }, -endRight, distance * LINE_DISTANCE_SCALE));
+ vertices.emplace_back(LineProgram::layoutVertex(currentCoordinate, extrude, round, true, -endRight, distance * LINE_DISTANCE_SCALE));
e3 = vertices.vertexSize() - 1 - startVertex;
if (e1 >= 0 && e2 >= 0) {
triangleStore.emplace_back(e1, e2, e3);
@@ -434,7 +434,7 @@ void LineBucket::addPieSliceVertex(const GeometryCoordinate& currentVertex,
std::size_t startVertex,
std::vector<TriangleElement>& triangleStore) {
Point<double> flippedExtrude = extrude * (lineTurnsLeft ? -1.0 : 1.0);
- vertices.emplace_back(LineProgram::layoutVertex(currentVertex, flippedExtrude, { false, lineTurnsLeft }, 0, distance * LINE_DISTANCE_SCALE));
+ vertices.emplace_back(LineProgram::layoutVertex(currentVertex, flippedExtrude, false, lineTurnsLeft, 0, distance * LINE_DISTANCE_SCALE));
e3 = vertices.vertexSize() - 1 - startVertex;
if (e1 >= 0 && e2 >= 0) {
triangleStore.emplace_back(e1, e2, e3);
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp
index dce6046257..ce62ecb3bd 100644
--- a/src/mbgl/shaders/line.cpp
+++ b/src/mbgl/shaders/line.cpp
@@ -21,7 +21,7 @@ const char* line::vertexSource = R"MBGL_SHADER(
// #define scale 63.0
#define scale 0.015873016
-attribute vec2 a_pos;
+attribute vec3 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -107,20 +107,21 @@ void main() {
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
- // We store the texture normals in the most insignificant bit
- // transform y so that 0 => -1 and 1 => 1
+ vec2 pos = a_pos_normal.xy;
+
+ // transform y normal so that 0 => -1 and 1 => 1
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = mod(a_pos, 2.0);
+ mediump vec2 normal = unpack_float(a_pos_normal.z);
normal.y = sign(normal.y - 0.5);
- v_normal = normal;
+ v_normal = normal;
- // these transformations used to be applied in the JS and native code bases.
- // moved them into the shader for clarity and simplicity.
+ // these transformations used to be applied in the JS and native code bases.
+ // moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float width = u_width / 2.0;
- offset = -1.0 * offset;
+ offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
@@ -137,9 +138,6 @@ void main() {
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
- // Remove the texture normal bit to get the position
- vec2 pos = floor(a_pos * 0.5);
-
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp
index 1c07b4f515..f43b3a3cf7 100644
--- a/src/mbgl/shaders/line_pattern.cpp
+++ b/src/mbgl/shaders/line_pattern.cpp
@@ -23,7 +23,7 @@ const char* line_pattern::vertexSource = R"MBGL_SHADER(
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
-attribute vec2 a_pos;
+attribute vec3 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -97,19 +97,21 @@ void main() {
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
- // We store the texture normals in the most insignificant bit
- // transform y so that 0 => -1 and 1 => 1
+ vec2 pos = a_pos_normal.xy;
+
+ // transform y normal so that 0 => -1 and 1 => 1
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = mod(a_pos, 2.0);
+ mediump vec2 normal = unpack_float(a_pos_normal.z);
normal.y = sign(normal.y - 0.5);
+
v_normal = normal;
- // these transformations used to be applied in the JS and native code bases.
- // moved them into the shader for clarity and simplicity.
+ // these transformations used to be applied in the JS and native code bases.
+ // moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float width = u_width / 2.0;
- offset = -1.0 * offset;
+ offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
@@ -126,9 +128,6 @@ void main() {
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
- // Remove the texture normal bit to get the position
- vec2 pos = floor(a_pos * 0.5);
-
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp
index b37bf688d4..24b7153c7f 100644
--- a/src/mbgl/shaders/line_sdf.cpp
+++ b/src/mbgl/shaders/line_sdf.cpp
@@ -23,7 +23,7 @@ const char* line_sdf::vertexSource = R"MBGL_SHADER(
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
-attribute vec2 a_pos;
+attribute vec3 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -116,20 +116,22 @@ void main() {
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
- // We store the texture normals in the most insignificant bit
- // transform y so that 0 => -1 and 1 => 1
+ vec2 pos = a_pos_normal.xy;
+
+ // transform y normal so that 0 => -1 and 1 => 1
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = mod(a_pos, 2.0);
+ mediump vec2 normal = unpack_float(a_pos_normal.z);
normal.y = sign(normal.y - 0.5);
+
v_normal = normal;
- // these transformations used to be applied in the JS and native code bases.
- // moved them into the shader for clarity and simplicity.
+ // these transformations used to be applied in the JS and native code bases.
+ // moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float width = u_width / 2.0;
offset = -1.0 * offset;
-
+
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
@@ -145,9 +147,6 @@ void main() {
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
- // Remove the texture normal bit to get the position
- vec2 pos = floor(a_pos * 0.5);
-
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;