#include #include #include #include #include #include #include #include using namespace mbgl; template void Painter::renderSDF(SymbolBucket &bucket, const Tile::ID &id, const mat4 &matrix, const BucketProperties& bucketProperties, const StyleProperties& styleProperties, float sdfFontSize, std::array texsize, SDFShader& sdfShader, void (SymbolBucket::*drawSDF)(SDFShader&)) { mat4 vtxMatrix = translatedMatrix(matrix, styleProperties.translate, id, styleProperties.translate_anchor); mat4 exMatrix; matrix::copy(exMatrix, projMatrix); bool aligned_with_map = (bucketProperties.rotation_alignment == RotationAlignmentType::Map); const float angleOffset = aligned_with_map ? state.getAngle() : 0; if (angleOffset) { matrix::rotate_z(exMatrix, exMatrix, angleOffset); } // If layerStyle.size > bucket.info.fontSize then labels may collide float fontSize = std::fmin(styleProperties.size, bucketProperties.max_size); float fontScale = fontSize / sdfFontSize; matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); useProgram(sdfShader.program); sdfShader.u_matrix = vtxMatrix; sdfShader.u_exmatrix = exMatrix; sdfShader.u_texsize = texsize; // Convert the -pi..pi to an int8 range. float angle = std::round(state.getAngle() / M_PI * 128); // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / bucketProperties.max_size) / std::log(2); sdfShader.u_flip = (aligned_with_map && bucketProperties.keep_upright) ? 1 : 0; sdfShader.u_angle = (int32_t)(angle + 256) % 256; sdfShader.u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level FadeProperties f = frameHistory.getFadeProperties(300_milliseconds); 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.getNormalizedZoom() + f.bump) * 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 / state.getPixelRatio(); 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 (styleProperties.halo_color[3] > 0.0f) { sdfShader.u_gamma = styleProperties.halo_blur * blurOffset / fontScale / sdfPx + gamma; if (styleProperties.opacity < 1.0f) { Color color = styleProperties.halo_color; color[0] *= styleProperties.opacity; color[1] *= styleProperties.opacity; color[2] *= styleProperties.opacity; color[3] *= styleProperties.opacity; sdfShader.u_color = color; } else { sdfShader.u_color = styleProperties.halo_color; } sdfShader.u_buffer = (haloOffset - styleProperties.halo_width / fontScale) / sdfPx; depthRange(strata, 1.0f); (bucket.*drawSDF)(sdfShader); } // Then, we draw the text/icon over the halo if (styleProperties.color[3] > 0.0f) { sdfShader.u_gamma = gamma; if (styleProperties.opacity < 1.0f) { Color color = styleProperties.color; color[0] *= styleProperties.opacity; color[1] *= styleProperties.opacity; color[2] *= styleProperties.opacity; color[3] *= styleProperties.opacity; sdfShader.u_color = color; } else { sdfShader.u_color = styleProperties.color; } sdfShader.u_buffer = (256.0f - 64.0f) / 256.0f; depthRange(strata + strata_epsilon, 1.0f); (bucket.*drawSDF)(sdfShader); } } void Painter::renderSymbol(SymbolBucket &bucket, util::ptr layer_desc, const Tile::ID &id, const mat4 &matrix) { // Abort early. if (pass == RenderPass::Opaque) { return; } const SymbolProperties &properties = layer_desc->getProperties(); glDisable(GL_STENCIL_TEST); if (bucket.hasIconData()) { bool sdf = bucket.sdfIcons; const float angleOffset = bucket.properties.icon.rotation_alignment == RotationAlignmentType::Map ? state.getAngle() : 0; // If layerStyle.size > bucket.info.fontSize then labels may collide const float fontSize = properties.icon.size != 0 ? properties.icon.size : bucket.properties.icon.max_size; const float fontScale = fontSize / 1.0f; spriteAtlas.bind(state.isChanging() || bucket.properties.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf); std::array texsize = {{ float(spriteAtlas.getWidth()), float(spriteAtlas.getHeight()) }}; if (sdf) { renderSDF(bucket, id, matrix, bucket.properties.icon, properties.icon, 1.0f, texsize, *sdfIconShader, &SymbolBucket::drawIcons); } else { mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translate_anchor); mat4 exMatrix; matrix::copy(exMatrix, projMatrix); if (angleOffset) { matrix::rotate_z(exMatrix, exMatrix, angleOffset); } matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); useProgram(iconShader->program); iconShader->u_matrix = vtxMatrix; iconShader->u_exmatrix = exMatrix; iconShader->u_texsize = texsize; // Convert the -pi..pi to an int8 range. const float angle = std::round(state.getAngle() / M_PI * 128); // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / bucket.properties.icon.max_size) / std::log(2); iconShader->u_angle = (int32_t)(angle + 256) % 256; bool flip = (bucket.properties.icon.rotation_alignment == RotationAlignmentType::Map) && bucket.properties.icon.keep_upright; iconShader->u_flip = flip ? 1 : 0; iconShader->u_zoom = (state.getNormalizedZoom() - zoomAdjust) * 10; // current zoom level iconShader->u_fadedist = 0 * 10; iconShader->u_minfadezoom = state.getNormalizedZoom() * 10; iconShader->u_maxfadezoom = state.getNormalizedZoom() * 10; iconShader->u_fadezoom = state.getNormalizedZoom() * 10; iconShader->u_opacity = properties.icon.opacity; depthRange(strata, 1.0f); bucket.drawIcons(*iconShader); } } if (bucket.hasTextData()) { glyphAtlas.bind(); renderSDF(bucket, id, matrix, bucket.properties.text, properties.text, 24.0f, {{ float(glyphAtlas.width) / 4, float(glyphAtlas.height) / 4 }}, *sdfGlyphShader, &SymbolBucket::drawGlyphs); } glEnable(GL_STENCIL_TEST); }