[general] moving ios and android project under ./platform folder
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37
src/mbgl/programs/fill_program.cpp
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37
src/mbgl/programs/fill_program.cpp
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#include <mbgl/programs/fill_program.hpp>
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#include <mbgl/renderer/image_atlas.hpp>
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#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
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#include <mbgl/tile/tile_id.hpp>
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#include <mbgl/map/transform_state.hpp>
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namespace mbgl {
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using namespace style;
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static_assert(sizeof(FillLayoutVertex) == 4, "expected FillLayoutVertex size");
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FillPatternProgram::LayoutUniformValues
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FillPatternProgram::layoutUniformValues(mat4 matrix,
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Size framebufferSize,
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Size atlasSize,
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const CrossfadeParameters& crossfade,
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const UnwrappedTileID& tileID,
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const TransformState& state,
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const float pixelRatio) {
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const auto tileRatio = 1 / tileID.pixelsToTileUnits(1, state.getIntegerZoom());
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int32_t tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
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int32_t pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
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int32_t pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
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return {
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uniforms::matrix::Value( matrix ),
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uniforms::world::Value( framebufferSize ),
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uniforms::texsize::Value( atlasSize ),
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uniforms::scale::Value({ {pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale} } ),
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uniforms::fade::Value( crossfade.t ),
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uniforms::pixel_coord_upper::Value( std::array<float, 2> {{ float(pixelX >> 16), float(pixelY >> 16) }}),
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uniforms::pixel_coord_lower::Value( std::array<float, 2> {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }} )
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};
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}
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} // namespace mbgl
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