#include #include #include #include #include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderLine(LineBucket& bucket, const LineLayer& layer, const TileID& id, const mat4& matrix) { // Abort early. if (pass == RenderPass::Opaque) return; config.stencilOp.reset(); config.stencilTest = GL_TRUE; config.depthFunc.reset(); config.depthTest = GL_TRUE; config.depthMask = GL_FALSE; const auto& properties = layer.properties; const auto& layout = bucket.layout; // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. float antialiasing = 1.0 / data.pixelRatio; float blur = properties.blur + antialiasing; float edgeWidth = properties.width / 2.0; float inset = -1; float offset = 0; float shift = 0; if (properties.gap_width != 0) { inset = properties.gap_width / 2.0 + antialiasing * 0.5; edgeWidth = properties.width; // shift outer lines half a pixel towards the middle to eliminate the crack offset = inset - antialiasing / 2.0; } float outset = offset + edgeWidth + antialiasing / 2.0 + shift; Color color = properties.color; color[0] *= properties.opacity; color[1] *= properties.opacity; color[2] *= properties.opacity; color[3] *= properties.opacity; float ratio = state.getScale() / std::pow(2, id.z) / 8.0 * id.overscaling; mat2 antialiasingMatrix; matrix::identity(antialiasingMatrix); matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch())); matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle()); // calculate how much longer the real world distance is at the top of the screen // than at the middle of the screen. float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4 * (1 + std::pow(state.getAltitude(), 2))); float x = state.getHeight() / 2.0f * std::tan(state.getPitch()); float extra = (topedgelength + x) / topedgelength - 1; mat4 vtxMatrix = translatedMatrix(matrix, properties.translate, id, properties.translateAnchor); setDepthSublayer(0); if (!properties.dash_array.from.empty()) { config.program = linesdfShader->program; linesdfShader->u_matrix = vtxMatrix; linesdfShader->u_exmatrix = extrudeMatrix; linesdfShader->u_linewidth = {{ outset, inset }}; linesdfShader->u_ratio = ratio; linesdfShader->u_blur = blur; linesdfShader->u_color = color; LinePatternPos posA = lineAtlas->getDashPosition(properties.dash_array.from, layout.cap == CapType::Round); LinePatternPos posB = lineAtlas->getDashPosition(properties.dash_array.to, layout.cap == CapType::Round); lineAtlas->bind(); float patternratio = std::pow(2.0, std::floor(::log2(state.getScale())) - id.z) / 8.0 * id.overscaling; float scaleXA = patternratio / posA.width / properties.dash_line_width / properties.dash_array.fromScale; float scaleYA = -posA.height / 2.0; float scaleXB = patternratio / posB.width / properties.dash_line_width / properties.dash_array.toScale; float scaleYB = -posB.height / 2.0; linesdfShader->u_patternscale_a = {{ scaleXA, scaleYA }}; linesdfShader->u_tex_y_a = posA.y; linesdfShader->u_patternscale_b = {{ scaleXB, scaleYB }}; linesdfShader->u_tex_y_b = posB.y; linesdfShader->u_image = 0; linesdfShader->u_sdfgamma = lineAtlas->width / (properties.dash_line_width * std::min(posA.width, posB.width) * 256.0 * data.pixelRatio) / 2; linesdfShader->u_mix = properties.dash_array.t; linesdfShader->u_extra = extra; linesdfShader->u_antialiasingmatrix = antialiasingMatrix; bucket.drawLineSDF(*linesdfShader); } else if (!properties.image.from.empty()) { SpriteAtlasPosition imagePosA = spriteAtlas->getPosition(properties.image.from, true); SpriteAtlasPosition imagePosB = spriteAtlas->getPosition(properties.image.to, true); float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z) * id.overscaling; config.program = linepatternShader->program; linepatternShader->u_matrix = vtxMatrix; linepatternShader->u_exmatrix = extrudeMatrix; linepatternShader->u_linewidth = {{ outset, inset }}; linepatternShader->u_ratio = ratio; linepatternShader->u_blur = blur; linepatternShader->u_pattern_size_a = {{imagePosA.size[0] * factor * properties.image.fromScale, imagePosA.size[1]}}; linepatternShader->u_pattern_tl_a = imagePosA.tl; linepatternShader->u_pattern_br_a = imagePosA.br; linepatternShader->u_pattern_size_b = {{imagePosB.size[0] * factor * properties.image.toScale, imagePosB.size[1]}}; linepatternShader->u_pattern_tl_b = imagePosB.tl; linepatternShader->u_pattern_br_b = imagePosB.br; linepatternShader->u_fade = properties.image.t; linepatternShader->u_opacity = properties.opacity; linepatternShader->u_extra = extra; linepatternShader->u_antialiasingmatrix = antialiasingMatrix; MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0)); spriteAtlas->bind(true); bucket.drawLinePatterns(*linepatternShader); } else { config.program = lineShader->program; lineShader->u_matrix = vtxMatrix; lineShader->u_exmatrix = extrudeMatrix; lineShader->u_linewidth = {{ outset, inset }}; lineShader->u_ratio = ratio; lineShader->u_blur = blur; lineShader->u_extra = extra; lineShader->u_antialiasingmatrix = antialiasingMatrix; lineShader->u_color = color; bucket.drawLines(*lineShader); } }