#include #include #include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderSDF(SymbolBucket &bucket, const UnwrappedTileID &tileID, const mat4 &matrix, float sdfFontSize, std::array texsize, SDFShader& sdfShader, void (SymbolBucket::*drawSDF)(SDFShader&, gl::GLObjectStore&), // Layout RotationAlignmentType rotationAlignment, float layoutSize, // Paint float opacity, Color color, Color haloColor, float haloWidth, float haloBlur, std::array translate, TranslateAnchorType translateAnchor, float paintSize) { mat4 vtxMatrix = translatedMatrix(matrix, translate, tileID, translateAnchor); bool skewed = rotationAlignment == RotationAlignmentType::Map; mat4 exMatrix; float s; float gammaScale; if (skewed) { matrix::identity(exMatrix); s = tileID.pixelsToTileUnits(1, state.getZoom()); gammaScale = 1.0f / std::cos(state.getPitch()); } else { exMatrix = extrudeMatrix; s = state.getAltitude(); gammaScale = 1.0f; matrix::rotate_z(exMatrix, exMatrix, state.getNorthOrientationAngle()); } matrix::scale(exMatrix, exMatrix, s, s, 1); // If layerStyle.size > bucket.info.fontSize then labels may collide float fontSize = paintSize; float fontScale = fontSize / sdfFontSize; matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); config.program = sdfShader.getID(); sdfShader.u_matrix = vtxMatrix; sdfShader.u_exmatrix = exMatrix; sdfShader.u_texsize = texsize; sdfShader.u_skewed = skewed; sdfShader.u_texture = 0; // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / layoutSize) / std::log(2); sdfShader.u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level if (frame.mapMode == MapMode::Continuous) { FadeProperties f = frameHistory.getFadeProperties(frame.timePoint, util::DEFAULT_FADE_DURATION); sdfShader.u_fadedist = f.fadedist * 10; sdfShader.u_minfadezoom = std::floor(f.minfadezoom * 10); sdfShader.u_maxfadezoom = std::floor(f.maxfadezoom * 10); sdfShader.u_fadezoom = (state.getZoom() + f.bump) * 10; } else { // MapMode::Still sdfShader.u_fadedist = 0; sdfShader.u_minfadezoom = state.getZoom() * 10; sdfShader.u_maxfadezoom = state.getZoom() * 10; sdfShader.u_fadezoom = state.getZoom() * 10; } // 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 = 0.105 * sdfFontSize / fontSize / frame.pixelRatio; const float sdfPx = 8.0f; const float blurOffset = 1.19f; const float haloOffset = 6.0f; // We're drawing in the translucent pass which is bottom-to-top, so we need // to draw the halo first. if (haloColor[3] > 0.0f && haloWidth > 0.0f) { sdfShader.u_gamma = (haloBlur * blurOffset / fontScale / sdfPx + gamma) * gammaScale; if (opacity < 1.0f) { haloColor[0] *= opacity; haloColor[1] *= opacity; haloColor[2] *= opacity; haloColor[3] *= opacity; } sdfShader.u_color = haloColor; sdfShader.u_buffer = (haloOffset - haloWidth / fontScale) / sdfPx; setDepthSublayer(0); (bucket.*drawSDF)(sdfShader, glObjectStore); } // Then, we draw the text/icon over the halo if (color[3] > 0.0f) { sdfShader.u_gamma = gamma * gammaScale; if (opacity < 1.0f) { color[0] *= opacity; color[1] *= opacity; color[2] *= opacity; color[3] *= opacity; } sdfShader.u_color = color; sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f; setDepthSublayer(1); (bucket.*drawSDF)(sdfShader, glObjectStore); } } void Painter::renderSymbol(SymbolBucket& bucket, const SymbolLayer& layer, const UnwrappedTileID& tileID, const mat4& matrix) { // Abort early. if (pass == RenderPass::Opaque) { return; } const auto& paint = layer.paint; const auto& layout = bucket.layout; config.depthMask = GL_FALSE; // TODO remove the `true ||` when #1673 is implemented const bool drawAcrossEdges = (frame.mapMode == MapMode::Continuous) && (true || !(layout.textAllowOverlap || layout.iconAllowOverlap || layout.textIgnorePlacement || layout.iconIgnorePlacement)); // Disable the stencil test so that labels aren't clipped to tile boundaries. // // Layers with features that may be drawn overlapping aren't clipped. These // layers are sorted in the y direction, and to draw the correct ordering near // tile edges the icons are included in both tiles and clipped when drawing. if (drawAcrossEdges) { config.stencilTest = GL_FALSE; } else { config.stencilOp.reset(); config.stencilTest = GL_TRUE; } if (bucket.hasIconData()) { if (layout.iconRotationAlignment == RotationAlignmentType::Map) { config.depthFunc.reset(); config.depthTest = GL_TRUE; } else { config.depthTest = GL_FALSE; } bool sdf = bucket.sdfIcons; const float angleOffset = layout.iconRotationAlignment == RotationAlignmentType::Map ? state.getAngle() : 0; const float fontSize = layer.iconSize; const float fontScale = fontSize / 1.0f; SpriteAtlas* activeSpriteAtlas = layer.spriteAtlas; const bool iconScaled = fontScale != 1 || frame.pixelRatio != activeSpriteAtlas->getPixelRatio() || bucket.iconsNeedLinear; const bool iconTransformed = layout.iconRotationAlignment == RotationAlignmentType::Map || angleOffset != 0 || state.getPitch() != 0; config.activeTexture = GL_TEXTURE0; activeSpriteAtlas->bind(sdf || state.isChanging() || iconScaled || iconTransformed, glObjectStore); if (sdf) { renderSDF(bucket, tileID, matrix, 1.0f, {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }}, *sdfIconShader, &SymbolBucket::drawIcons, layout.iconRotationAlignment, layout.iconSize, paint.iconOpacity, paint.iconColor, paint.iconHaloColor, paint.iconHaloWidth, paint.iconHaloBlur, paint.iconTranslate, paint.iconTranslateAnchor, layer.iconSize); } else { mat4 vtxMatrix = translatedMatrix(matrix, paint.iconTranslate, tileID, paint.iconTranslateAnchor); bool skewed = layout.iconRotationAlignment == RotationAlignmentType::Map; mat4 exMatrix; float s; if (skewed) { matrix::identity(exMatrix); s = tileID.pixelsToTileUnits(1, state.getZoom()); } else { exMatrix = extrudeMatrix; matrix::rotate_z(exMatrix, exMatrix, state.getNorthOrientationAngle()); s = state.getAltitude(); } matrix::scale(exMatrix, exMatrix, s, s, 1); matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); // 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) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2))); float x = state.getHeight() / 2.0f * std::tan(state.getPitch()); float extra = (topedgelength + x) / topedgelength - 1; config.program = iconShader->getID(); iconShader->u_matrix = vtxMatrix; iconShader->u_exmatrix = exMatrix; iconShader->u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }}; iconShader->u_skewed = skewed; iconShader->u_extra = extra; iconShader->u_texture = 0; // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / layout.iconSize) / std::log(2); iconShader->u_zoom = (state.getZoom() - zoomAdjust) * 10; // current zoom level iconShader->u_fadedist = 0 * 10; iconShader->u_minfadezoom = state.getZoom() * 10; iconShader->u_maxfadezoom = state.getZoom() * 10; iconShader->u_fadezoom = state.getZoom() * 10; iconShader->u_opacity = paint.iconOpacity; setDepthSublayer(0); bucket.drawIcons(*iconShader, glObjectStore); } } if (bucket.hasTextData()) { if (layout.textRotationAlignment == RotationAlignmentType::Map) { config.depthFunc.reset(); config.depthTest = GL_TRUE; } else { config.depthTest = GL_FALSE; } config.activeTexture = GL_TEXTURE0; glyphAtlas->bind(glObjectStore); renderSDF(bucket, tileID, matrix, 24.0f, {{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }}, *sdfGlyphShader, &SymbolBucket::drawGlyphs, layout.textRotationAlignment, layout.textSize, paint.textOpacity, paint.textColor, paint.textHaloColor, paint.textHaloWidth, paint.textHaloBlur, paint.textTranslate, paint.textTranslateAnchor, layer.textSize); } if (bucket.hasCollisionBoxData()) { config.stencilOp.reset(); config.stencilTest = GL_TRUE; config.program = collisionBoxShader->getID(); collisionBoxShader->u_matrix = matrix; // TODO: This was the overscaled z instead of the canonical z. collisionBoxShader->u_scale = std::pow(2, state.getZoom() - tileID.canonical.z); collisionBoxShader->u_zoom = state.getZoom() * 10; collisionBoxShader->u_maxzoom = (tileID.canonical.z + 1) * 10; config.lineWidth = 1.0f; setDepthSublayer(0); bucket.drawCollisionBoxes(*collisionBoxShader, glObjectStore); } }