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path: root/src/mbgl/shaders/symbol_icon.cpp
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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.

#include <mbgl/shaders/symbol_icon.hpp>

namespace mbgl {
namespace shaders {

const char* symbol_icon::name = "symbol_icon";
const char* symbol_icon::vertexSource = R"MBGL_SHADER(
const float PI = 3.141592653589793;

attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec3 a_projected_pos;
attribute float a_fade_opacity;

uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform highp float u_size; // used when size is both zoom and feature constant
uniform highp float u_camera_to_center_distance;
uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform float u_fade_change;


#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif


uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_gl_coord_matrix;

uniform bool u_is_text;
uniform bool u_pitch_with_map;

uniform vec2 u_texsize;

varying vec2 v_tex;
varying float v_fade_opacity;

void main() {
    
#ifndef HAS_UNIFORM_u_opacity
    opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
    lowp float opacity = u_opacity;
#endif


    vec2 a_pos = a_pos_offset.xy;
    vec2 a_offset = a_pos_offset.zw;

    vec2 a_tex = a_data.xy;
    vec2 a_size = a_data.zw;

    highp float segment_angle = -a_projected_pos[2];

    float size;
    if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
        size = mix(a_size[0], a_size[1], u_size_t) / 10.0;
    } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
        size = a_size[0] / 10.0;
    } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
        size = u_size;
    } else {
        size = u_size;
    }

    vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
    highp float camera_to_anchor_distance = projectedPoint.w;
    // See comments in symbol_sdf.vertex
    highp float distance_ratio = u_pitch_with_map ?
        camera_to_anchor_distance / u_camera_to_center_distance :
        u_camera_to_center_distance / camera_to_anchor_distance;
    highp float perspective_ratio = clamp(
            0.5 + 0.5 * distance_ratio,
            0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
            4.0);

    size *= perspective_ratio;

    float fontScale = u_is_text ? size / 24.0 : size;

    highp float symbol_rotation = 0.0;
    if (u_rotate_symbol) {
        // See comments in symbol_sdf.vertex
        vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);

        vec2 a = projectedPoint.xy / projectedPoint.w;
        vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;

        symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
    }

    highp float angle_sin = sin(segment_angle + symbol_rotation);
    highp float angle_cos = cos(segment_angle + symbol_rotation);
    mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);

    vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
    gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);

    v_tex = a_tex / u_texsize;
    vec2 fade_opacity = unpack_opacity(a_fade_opacity);
    float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
    v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
}

)MBGL_SHADER";
const char* symbol_icon::fragmentSource = R"MBGL_SHADER(
uniform sampler2D u_texture;


#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif


varying vec2 v_tex;
varying float v_fade_opacity;

void main() {
    
#ifdef HAS_UNIFORM_u_opacity
    lowp float opacity = u_opacity;
#endif


    lowp float alpha = opacity * v_fade_opacity;
    gl_FragColor = texture2D(u_texture, v_tex) * alpha;

#ifdef OVERDRAW_INSPECTOR
    gl_FragColor = vec4(1.0);
#endif
}

)MBGL_SHADER";

} // namespace shaders
} // namespace mbgl