summaryrefslogtreecommitdiff
path: root/src/mbgl/shaders/symbol_icon.cpp
blob: bc570cf361cb34159e9157e591db27328a2153ae (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
// 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(

attribute vec4 a_pos_offset;
attribute vec4 a_data;

// icon-size data (see symbol_sdf.vertex.glsl for more)
attribute vec3 a_size;
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform mediump float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform mediump float u_size; // used when size is both zoom and feature constant
uniform mediump float u_layout_size; // used when size is feature constant


#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

// matrix is for the vertex position.
uniform mat4 u_matrix;

uniform bool u_is_text;
uniform mediump float u_zoom;
uniform bool u_rotate_with_map;
uniform vec2 u_extrude_scale;

uniform vec2 u_texsize;

varying vec2 v_tex;
varying vec2 v_fade_tex;

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;
    mediump vec2 label_data = unpack_float(a_data[2]);
    mediump float a_labelminzoom = label_data[0];
    mediump vec2 a_zoom = unpack_float(a_data[3]);
    mediump float a_minzoom = a_zoom[0];
    mediump float a_maxzoom = a_zoom[1];

    float size;
    // In order to accommodate placing labels around corners in
    // symbol-placement: line, each glyph in a label could have multiple
    // "quad"s only one of which should be shown at a given zoom level.
    // The min/max zoom assigned to each quad is based on the font size at
    // the vector tile's zoom level, which might be different than at the
    // currently rendered zoom level if text-size is zoom-dependent.
    // Thus, we compensate for this difference by calculating an adjustment
    // based on the scale of rendered text size relative to layout text size.
    mediump float layoutSize;
    if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
        size = mix(a_size[0], a_size[1], u_size_t) / 10.0;
        layoutSize = a_size[2] / 10.0;
    } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
        size = a_size[0] / 10.0;
        layoutSize = size;
    } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
        size = u_size;
        layoutSize = u_layout_size;
    } else {
        size = u_size;
        layoutSize = u_size;
    }

    float fontScale = u_is_text ? size / 24.0 : size;

    mediump float zoomAdjust = log2(size / layoutSize);
    mediump float adjustedZoom = (u_zoom - zoomAdjust) * 10.0;
    // result: z = 0 if a_minzoom <= adjustedZoom < a_maxzoom, and 1 otherwise
    mediump float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom));

    vec2 extrude = fontScale * u_extrude_scale * (a_offset / 64.0);
    if (u_rotate_with_map) {
        gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
        gl_Position.z += z * gl_Position.w;
    } else {
        gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
    }

    v_tex = a_tex / u_texsize;
    v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
}

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


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

varying vec2 v_tex;
varying vec2 v_fade_tex;

void main() {

#ifdef HAS_UNIFORM_u_opacity
    lowp float opacity = u_opacity;
#endif

    lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
    gl_FragColor = texture2D(u_texture, v_tex) * alpha;

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

)MBGL_SHADER";

} // namespace shaders
} // namespace mbgl