[general] moving ios and android project under ./platform folder
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127
src/mbgl/programs/line_program.cpp
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127
src/mbgl/programs/line_program.cpp
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#include <mbgl/programs/line_program.hpp>
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#include <mbgl/style/layers/line_layer_properties.hpp>
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#include <mbgl/renderer/render_tile.hpp>
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#include <mbgl/renderer/image_atlas.hpp>
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#include <mbgl/map/transform_state.hpp>
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#include <mbgl/util/mat2.hpp>
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#include <mbgl/geometry/line_atlas.hpp>
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namespace mbgl {
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using namespace style;
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static_assert(sizeof(LineLayoutVertex) == 8, "expected LineLayoutVertex size");
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template <class Values, class...Args>
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Values makeValues(const style::LinePaintProperties::PossiblyEvaluated& properties,
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const RenderTile& tile,
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const TransformState& state,
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const std::array<float, 2>& pixelsToGLUnits,
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const float pixelRatio,
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Args&&... args) {
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return Values {
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uniforms::matrix::Value(
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tile.translatedMatrix(properties.get<LineTranslate>(),
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properties.get<LineTranslateAnchor>(),
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state)
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),
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uniforms::ratio::Value( 1.0f / tile.id.pixelsToTileUnits(1.0, state.getZoom()) ),
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uniforms::units_to_pixels::Value({ {1.0f / pixelsToGLUnits[0], 1.0f / pixelsToGLUnits[1]} }),
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uniforms::device_pixel_ratio::Value( pixelRatio ),
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std::forward<Args>(args)...
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};
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}
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LineProgram::LayoutUniformValues
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LineProgram::layoutUniformValues(const style::LinePaintProperties::PossiblyEvaluated& properties,
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const RenderTile& tile,
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const TransformState& state,
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const std::array<float, 2>& pixelsToGLUnits,
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const float pixelRatio) {
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return makeValues<LineProgram::LayoutUniformValues>(
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properties,
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tile,
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state,
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pixelsToGLUnits,
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pixelRatio
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);
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}
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LineSDFProgram::LayoutUniformValues
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LineSDFProgram::layoutUniformValues(const style::LinePaintProperties::PossiblyEvaluated& properties,
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float pixelRatio,
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const RenderTile& tile,
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const TransformState& state,
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const std::array<float, 2>& pixelsToGLUnits,
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const LinePatternPos& posA,
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const LinePatternPos& posB,
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const CrossfadeParameters& crossfade,
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float atlasWidth) {
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const float widthA = posA.width * crossfade.fromScale;
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const float widthB = posB.width * crossfade.toScale;
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std::array<float, 2> scaleA {{
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1.0f / tile.id.pixelsToTileUnits(widthA, state.getIntegerZoom()),
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-posA.height / 2.0f
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}};
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std::array<float, 2> scaleB {{
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1.0f / tile.id.pixelsToTileUnits(widthB, state.getIntegerZoom()),
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-posB.height / 2.0f
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}};
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return makeValues<LineSDFProgram::LayoutUniformValues>(
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properties,
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tile,
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state,
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pixelsToGLUnits,
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pixelRatio,
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uniforms::patternscale_a::Value( scaleA ),
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uniforms::patternscale_b::Value( scaleB ),
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uniforms::tex_y_a::Value( posA.y ),
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uniforms::tex_y_b::Value( posB.y ),
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uniforms::mix::Value( crossfade.t ),
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uniforms::sdfgamma::Value( atlasWidth / (std::min(widthA, widthB) * 256.0f * pixelRatio) / 2.0f )
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);
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}
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LinePatternProgram::LayoutUniformValues LinePatternProgram::layoutUniformValues(
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const style::LinePaintProperties::PossiblyEvaluated& properties,
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const RenderTile& tile,
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const TransformState& state,
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const std::array<float, 2>& pixelsToGLUnits,
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const float pixelRatio,
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const Size atlasSize,
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const CrossfadeParameters& crossfade) {
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const auto tileRatio = 1 / tile.id.pixelsToTileUnits(1, state.getIntegerZoom());
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return makeValues<LinePatternProgram::LayoutUniformValues>(
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properties,
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tile,
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state,
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pixelsToGLUnits,
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pixelRatio,
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uniforms::scale::Value ({ {pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale} }),
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uniforms::texsize::Value( atlasSize ),
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uniforms::fade::Value( crossfade.t )
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);
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}
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LineGradientProgram::LayoutUniformValues LineGradientProgram::layoutUniformValues(
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const style::LinePaintProperties::PossiblyEvaluated& properties,
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const RenderTile& tile,
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const TransformState& state,
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const std::array<float, 2>& pixelsToGLUnits,
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const float pixelRatio) {
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return makeValues<LineGradientProgram::LayoutUniformValues>(
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properties,
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tile,
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state,
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pixelsToGLUnits,
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pixelRatio
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);
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}
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} // namespace mbgl
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