From a6e85980a1bb542485d136fc768997c4d2d68901 Mon Sep 17 00:00:00 2001 From: Karim Naaji Date: Mon, 24 Feb 2020 14:36:57 -0500 Subject: [PATCH] Fix for issue #9327 (#9333) Revert "Hide glyphs behind the camera (#9229)" This reverts commit 1eed2ae8290f5a069284958708787bc2159e329f. --- src/shaders/symbol_icon.vertex.glsl | 4 ---- src/shaders/symbol_sdf.vertex.glsl | 4 ---- src/symbol/projection.js | 10 +--------- 3 files changed, 1 insertion(+), 17 deletions(-) diff --git a/src/shaders/symbol_icon.vertex.glsl b/src/shaders/symbol_icon.vertex.glsl index dc1a1e53097..16ab111429c 100644 --- a/src/shaders/symbol_icon.vertex.glsl +++ b/src/shaders/symbol_icon.vertex.glsl @@ -87,10 +87,6 @@ void main() { vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0); gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * max(a_minFontScale, fontScale) + a_pxoffset / 16.0), 0.0, 1.0); - // Symbols might end up being behind the camera. Modify z-value to be out of visible bounds - // if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1] - gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0)); - 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; diff --git a/src/shaders/symbol_sdf.vertex.glsl b/src/shaders/symbol_sdf.vertex.glsl index 36a46a6bde2..71ccf3c81d7 100644 --- a/src/shaders/symbol_sdf.vertex.glsl +++ b/src/shaders/symbol_sdf.vertex.glsl @@ -106,10 +106,6 @@ void main() { gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale + a_pxoffset), 0.0, 1.0); float gamma_scale = gl_Position.w; - // Symbols might end up being behind the camera. Modify z-value to be out of visible bounds - // if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1] - gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0)); - vec2 fade_opacity = unpack_opacity(a_fade_opacity); float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change; float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change)); diff --git a/src/symbol/projection.js b/src/symbol/projection.js index 92d840f1b1c..894e7ff345f 100644 --- a/src/symbol/projection.js +++ b/src/symbol/projection.js @@ -185,15 +185,7 @@ function updateLineLabels(bucket: SymbolBucket, fontSize / perspectiveRatio; const tileAnchorPoint = new Point(symbol.anchorX, symbol.anchorY); - const transformedTileAnchor = project(tileAnchorPoint, labelPlaneMatrix); - - // Skip labels behind the camera - if (transformedTileAnchor.signedDistanceFromCamera <= 0.0) { - hideGlyphs(symbol.numGlyphs, dynamicLayoutVertexArray); - continue; - } - - const anchorPoint = transformedTileAnchor.point; + const anchorPoint = project(tileAnchorPoint, labelPlaneMatrix).point; const projectionCache = {}; const placeUnflipped: any = placeGlyphsAlongLine(symbol, pitchScaledFontSize, false /*unflipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix,