[general] moving ios and android project under ./platform folder

This commit is contained in:
Petr Pokorny
2020-12-20 12:38:56 +01:00
parent 8e759a51e4
commit 41f0be34e7
9877 changed files with 141 additions and 2889 deletions

View File

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