#include #include #include #include namespace mbgl { using namespace style; static_assert(sizeof(SymbolLayoutVertex) == 16, "expected SymbolLayoutVertex size"); template Values makeValues(const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state, Args&&... args) { std::array extrudeScale; const float scale = values.paintSize / values.sdfScale; if (values.pitchAlignment == AlignmentType::Map) { extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * scale); } else { extrudeScale = {{ pixelsToGLUnits[0] * scale * state.getCameraToCenterDistance(), pixelsToGLUnits[1] * scale * state.getCameraToCenterDistance() }}; } // adjust min/max zooms for variable font sies float zoomAdjust = std::log(values.paintSize / values.layoutSize) / std::log(2); return Values { uniforms::u_matrix::Value{ tile.translatedMatrix(values.translate, values.translateAnchor, state) }, uniforms::u_opacity::Value{ values.opacity }, uniforms::u_extrude_scale::Value{ extrudeScale }, uniforms::u_texsize::Value{ std::array {{ float(texsize.width) / 4, float(texsize.height) / 4 }} }, uniforms::u_zoom::Value{ float((state.getZoom() - zoomAdjust) * 10) }, uniforms::u_rotate_with_map::Value{ values.rotationAlignment == AlignmentType::Map }, uniforms::u_texture::Value{ 0 }, uniforms::u_fadetexture::Value{ 1 }, std::forward(args)... }; } SymbolIconProgram::UniformValues SymbolIconProgram::uniformValues(const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state) { return makeValues( values, texsize, pixelsToGLUnits, tile, state ); } static SymbolSDFProgram::UniformValues makeSDFValues(const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state, float pixelRatio, Color color, float buffer, float gammaAdjust) { // 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 gammaBase = 0.105 * values.sdfScale / values.paintSize / pixelRatio; const float gammaScale = (values.pitchAlignment == AlignmentType::Map ? 1.0 / std::cos(state.getPitch()) : 1.0) / state.getCameraToCenterDistance(); return makeValues( values, texsize, pixelsToGLUnits, tile, state, uniforms::u_color::Value{ color }, uniforms::u_buffer::Value{ buffer }, uniforms::u_gamma::Value{ (gammaBase + gammaAdjust) * gammaScale }, uniforms::u_pitch::Value{ state.getPitch() }, uniforms::u_bearing::Value{ -1.0f * state.getAngle() }, uniforms::u_aspect_ratio::Value{ (state.getSize().width * 1.0f) / (state.getSize().height * 1.0f) }, uniforms::u_pitch_with_map::Value{ values.pitchAlignment == AlignmentType::Map } ); } SymbolSDFProgram::UniformValues SymbolSDFProgram::haloUniformValues(const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state, float pixelRatio) { const float scale = values.paintSize / values.sdfScale; const float sdfPx = 8.0f; const float blurOffset = 1.19f; const float haloOffset = 6.0f; return makeSDFValues( values, texsize, pixelsToGLUnits, tile, state, pixelRatio, values.haloColor, (haloOffset - values.haloWidth / scale) / sdfPx, values.haloBlur * blurOffset / scale / sdfPx ); } SymbolSDFProgram::UniformValues SymbolSDFProgram::foregroundUniformValues(const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state, float pixelRatio) { return makeSDFValues( values, texsize, pixelsToGLUnits, tile, state, pixelRatio, values.color, (256.0f - 64.0f) / 256.0f, 0 ); } } // namespace mbgl