void Painter::renderSymbol(SymbolBucket& bucket, const SymbolLayer& layer, const TileID& id, const mat4& matrix) {
    // Abort early.
    if (pass == RenderPass::Opaque) {
        return;
    }

    const auto& properties = layer.paint;
    const auto& layout = bucket.layout;

    config.depthMask = GL_FALSE;

    if (bucket.hasCollisionBoxData()) {
        config.stencilOp.reset();
        config.stencilTest = GL_TRUE;

        config.program = collisionBoxShader->program;
        collisionBoxShader->u_matrix = matrix;
        collisionBoxShader->u_scale = std::pow(2, state.getNormalizedZoom() - id.z);
        collisionBoxShader->u_zoom = state.getNormalizedZoom() * 10;
        collisionBoxShader->u_maxzoom = (id.z + 1) * 10;
        config.lineWidth = 1.0f;

        setDepthSublayer(0);
        bucket.drawCollisionBoxes(*collisionBoxShader);

    }

    // TODO remove the `true ||` when #1673 is implemented
    const bool drawAcrossEdges = true || !(layout.text.allowOverlap || layout.icon.allowOverlap ||
          layout.text.ignorePlacement || layout.icon.ignorePlacement);

    // 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.icon.rotationAlignment == RotationAlignmentType::Map) {
            config.depthFunc.reset();
            config.depthTest = GL_TRUE;
        } else {
            config.depthTest = GL_FALSE;
        }

        bool sdf = bucket.sdfIcons;

        const float angleOffset =
            layout.icon.rotationAlignment == RotationAlignmentType::Map
                ? state.getAngle()
                : 0;

        const float fontSize = properties.icon.size;
        const float fontScale = fontSize / 1.0f;

        SpriteAtlas* activeSpriteAtlas = layer.spriteAtlas;
        activeSpriteAtlas->bind(state.isChanging() || layout.placement == PlacementType::Line
                || angleOffset != 0 || fontScale != 1 || sdf || state.getPitch() != 0);

        if (sdf) {
            renderSDF(bucket,
                      id,
                      matrix,
                      layout.icon,
                      properties.icon,
                      1.0f,
                      {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }},
                      *sdfIconShader,
                      &SymbolBucket::drawIcons);
        } else {
            mat4 vtxMatrix = translatedMatrix(matrix, properties.icon.translate, id, properties.icon.translateAnchor);

            bool skewed = layout.icon.rotationAlignment == RotationAlignmentType::Map;
            mat4 exMatrix;
            float s;

            if (skewed) {
                matrix::identity(exMatrix);
                s = 4096.0f / util::tileSize / id.overscaling / std::pow(2, state.getZoom() - id.z);
            } else {
                exMatrix = extrudeMatrix;
                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->program;
            iconShader->u_matrix = vtxMatrix;
            iconShader->u_exmatrix = exMatrix;
            iconShader->u_texsize = {{ float(spriteAtlas->getWidth()) / 4.0f, float(spriteAtlas->getHeight()) / 4.0f }};
            iconShader->u_skewed = skewed;
            iconShader->u_extra = extra;

            // adjust min/max zooms for variable font sies
            float zoomAdjust = std::log(fontSize / layout.icon.size) / std::log(2);

            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;

            setDepthSublayer(0);
            bucket.drawIcons(*iconShader);
        }
    }

    if (bucket.hasTextData()) {
        if (layout.text.rotationAlignment == RotationAlignmentType::Map) {
            config.depthFunc.reset();
            config.depthTest = GL_TRUE;
        } else {
            config.depthTest = GL_FALSE;
        }

        glyphAtlas->bind();

        renderSDF(bucket,
                  id,
                  matrix,
                  layout.text,
                  properties.text,
                  24.0f,
                  {{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }},
                  *sdfGlyphShader,
                  &SymbolBucket::drawGlyphs);
    }

}
Пример #2
0
void Painter::renderSymbol(SymbolBucket &bucket, const StyleLayer &layer_desc, const TileID &id, const mat4 &matrix) {
    // Abort early.
    if (pass == RenderPass::Opaque) {
        return;
    }

    const auto &properties = layer_desc.getProperties<SymbolProperties>();
    const auto &layout = bucket.layout;

    config.depthTest = true;
    config.depthMask = GL_FALSE;

    if (bucket.hasCollisionBoxData() && (
                (bucket.hasIconData() && properties.icon.opacity) ||
                (bucket.hasTextData() && properties.text.opacity))) {
        config.stencilTest = true;

        useProgram(collisionBoxShader->program);
        collisionBoxShader->u_matrix = matrix;
        collisionBoxShader->u_scale = std::pow(2, state.getNormalizedZoom() - id.z);
        collisionBoxShader->u_zoom = state.getNormalizedZoom() * 10;
        collisionBoxShader->u_maxzoom = (id.z + 1) * 10;
        lineWidth(3.0f);

        config.depthRange = { strata, 1.0f };
        bucket.drawCollisionBoxes(*collisionBoxShader);

    }

    // TODO remove the `|| true` when #1673 is implemented
    const bool drawAcrossEdges = !(layout.text.allow_overlap || layout.icon.allow_overlap ||
          layout.text.ignore_placement || layout.icon.ignore_placement) || true;

    // 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.
    config.stencilTest = drawAcrossEdges ? false : true;

    if (bucket.hasIconData()) {
        bool sdf = bucket.sdfIcons;

        const float angleOffset =
            layout.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 : layout.icon.max_size;
        const float fontScale = fontSize / 1.0f;

        spriteAtlas->bind(state.isChanging() || layout.placement == PlacementType::Line || angleOffset != 0 || fontScale != 1 || sdf);

        if (sdf) {
            renderSDF(bucket,
                      id,
                      matrix,
                      layout.icon,
                      properties.icon,
                      1.0f,
                      {{ float(spriteAtlas->getWidth()) / 4.0f, float(spriteAtlas->getHeight()) / 4.0f }},
                      *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 = {{ float(spriteAtlas->getWidth()) / 4.0f, float(spriteAtlas->getHeight()) / 4.0f }};

            // adjust min/max zooms for variable font sies
            float zoomAdjust = std::log(fontSize / layout.icon.max_size) / std::log(2);

            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;

            config.depthRange = { strata, 1.0f };
            bucket.drawIcons(*iconShader);
        }
    }

    if (bucket.hasTextData()) {
        glyphAtlas->bind();

        renderSDF(bucket,
                  id,
                  matrix,
                  layout.text,
                  properties.text,
                  24.0f,
                  {{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }},
                  *sdfGlyphShader,
                  &SymbolBucket::drawGlyphs);
    }

}
Пример #3
0
void Painter::renderSymbol(PaintParameters& parameters,
                           SymbolBucket& bucket,
                           const SymbolLayer& layer,
                           const RenderTile& tile) {
    // Abort early.
    if (pass == RenderPass::Opaque) {
        return;
    }

    const auto& paint = layer.impl->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 == AlignmentType::Map) {
            config.depthFunc.reset();
            config.depthTest = GL_TRUE;
        } else {
            config.depthTest = GL_FALSE;
        }

        bool sdf = bucket.sdfIcons;

        const float angleOffset =
            layout.iconRotationAlignment == AlignmentType::Map
                ? state.getAngle()
                : 0;

        const float fontSize = layer.impl->iconSize;
        const float fontScale = fontSize / 1.0f;

        SpriteAtlas* activeSpriteAtlas = layer.impl->spriteAtlas;
        const bool iconScaled = fontScale != 1 || frame.pixelRatio != activeSpriteAtlas->getPixelRatio() || bucket.iconsNeedLinear;
        const bool iconTransformed = layout.iconRotationAlignment == AlignmentType::Map || angleOffset != 0 || state.getPitch() != 0;
        activeSpriteAtlas->bind(sdf || state.isChanging() || iconScaled || iconTransformed, store, config, 0);

        if (sdf) {
            renderSDF(bucket,
                      tile,
                      1.0f,
                      {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }},
                      parameters.shaders.sdfIcon,
                      &SymbolBucket::drawIcons,
                      layout.iconRotationAlignment,
                      // icon-pitch-alignment is not yet implemented
                      // and we simply inherit the rotation alignment
                      layout.iconRotationAlignment,
                      layout.iconSize,
                      paint.iconOpacity,
                      paint.iconColor,
                      paint.iconHaloColor,
                      paint.iconHaloWidth,
                      paint.iconHaloBlur,
                      paint.iconTranslate,
                      paint.iconTranslateAnchor,
                      layer.impl->iconSize);
        } else {
            mat4 vtxMatrix = tile.translatedMatrix(paint.iconTranslate,
                                                   paint.iconTranslateAnchor,
                                                   state);

            std::array<float, 2> extrudeScale;

            const bool alignedWithMap = layout.iconRotationAlignment == AlignmentType::Map;
            if (alignedWithMap) {
                extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()) * fontScale);
            } else {
                extrudeScale = {{
                    pixelsToGLUnits[0] * fontScale * state.getAltitude(),
                    pixelsToGLUnits[1] * fontScale * state.getAltitude()
                }};
            }

            auto& iconShader = parameters.shaders.icon;

            config.program = iconShader.getID();
            iconShader.u_matrix = vtxMatrix;
            iconShader.u_extrude_scale = extrudeScale;
            iconShader.u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }};
            iconShader.u_rotate_with_map = alignedWithMap;
            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_opacity = paint.iconOpacity;

            frameHistory.bind(store, config, 1);
            iconShader.u_fadetexture = 1;

            setDepthSublayer(0);
            bucket.drawIcons(iconShader, store, isOverdraw());
        }
    }

    if (bucket.hasTextData()) {
        if (layout.textRotationAlignment == AlignmentType::Map) {
            config.depthFunc.reset();
            config.depthTest = GL_TRUE;
        } else {
            config.depthTest = GL_FALSE;
        }

        glyphAtlas->bind(store, config, 0);

        renderSDF(bucket,
                  tile,
                  24.0f,
                  {{ float(glyphAtlas->width) / 4, float(glyphAtlas->height) / 4 }},
                  parameters.shaders.sdfGlyph,
                  &SymbolBucket::drawGlyphs,
                  layout.textRotationAlignment,
                  layout.textPitchAlignment,
                  layout.textSize,
                  paint.textOpacity,
                  paint.textColor,
                  paint.textHaloColor,
                  paint.textHaloWidth,
                  paint.textHaloBlur,
                  paint.textTranslate,
                  paint.textTranslateAnchor,
                  layer.impl->textSize);
    }

    if (bucket.hasCollisionBoxData()) {
        config.stencilOp.reset();
        config.stencilTest = GL_TRUE;

        auto& collisionBoxShader = shaders->collisionBox;
        config.program = collisionBoxShader.getID();
        collisionBoxShader.u_matrix = tile.matrix;
        // TODO: This was the overscaled z instead of the canonical z.
        collisionBoxShader.u_scale = std::pow(2, state.getZoom() - tile.id.canonical.z);
        collisionBoxShader.u_zoom = state.getZoom() * 10;
        collisionBoxShader.u_maxzoom = (tile.id.canonical.z + 1) * 10;
        config.lineWidth = 1.0f;

        setDepthSublayer(0);
        bucket.drawCollisionBoxes(collisionBoxShader, store);

    }
}