[general] moving ios and android project under ./platform folder
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188
src/mbgl/programs/symbol_program.cpp
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188
src/mbgl/programs/symbol_program.cpp
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#include <mbgl/programs/symbol_program.hpp>
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#include <mbgl/renderer/render_tile.hpp>
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#include <mbgl/map/transform_state.hpp>
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#include <mbgl/style/layers/symbol_layer_impl.hpp>
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#include <mbgl/layout/symbol_projection.hpp>
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#include <mbgl/tile/tile.hpp>
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#include <mbgl/util/enum.hpp>
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#include <mbgl/math/clamp.hpp>
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namespace mbgl {
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using namespace style;
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static_assert(sizeof(SymbolLayoutVertex) == 24, "expected SymbolLayoutVertex size");
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std::unique_ptr<SymbolSizeBinder> SymbolSizeBinder::create(const float tileZoom,
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const style::PropertyValue<float>& sizeProperty,
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const float defaultValue) {
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return sizeProperty.match(
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[&] (const Undefined& value) -> std::unique_ptr<SymbolSizeBinder> {
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return std::make_unique<ConstantSymbolSizeBinder>(tileZoom, value, defaultValue);
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},
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[&] (float value) -> std::unique_ptr<SymbolSizeBinder> {
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return std::make_unique<ConstantSymbolSizeBinder>(tileZoom, value, defaultValue);
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},
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[&] (const style::PropertyExpression<float>& expression) -> std::unique_ptr<SymbolSizeBinder> {
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if (expression.isFeatureConstant()) {
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return std::make_unique<ConstantSymbolSizeBinder>(tileZoom, expression, defaultValue);
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} else if (expression.isZoomConstant()) {
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return std::make_unique<SourceFunctionSymbolSizeBinder>(tileZoom, expression, defaultValue);
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} else {
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return std::make_unique<CompositeFunctionSymbolSizeBinder>(tileZoom, expression, defaultValue);
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}
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}
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);
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}
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template <class Values, class...Args>
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Values makeValues(const bool isText,
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const bool hasVariablePacement,
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const style::SymbolPropertyValues& values,
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const Size& texsize,
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const std::array<float, 2>& pixelsToGLUnits,
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const bool alongLine,
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const RenderTile& tile,
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const TransformState& state,
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const float symbolFadeChange,
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Args&&... args) {
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std::array<float, 2> extrudeScale;
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if (values.pitchAlignment == AlignmentType::Map) {
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extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom()));
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} else {
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extrudeScale = {{
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pixelsToGLUnits[0] * state.getCameraToCenterDistance(),
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pixelsToGLUnits[1] * state.getCameraToCenterDistance()
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}};
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}
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const float pixelsToTileUnits = tile.id.pixelsToTileUnits(1.0, state.getZoom());
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const bool pitchWithMap = values.pitchAlignment == style::AlignmentType::Map;
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const bool rotateWithMap = values.rotationAlignment == style::AlignmentType::Map;
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// Line label rotation happens in `updateLineLabels`/`reprojectLineLabels``
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// Pitched point labels are automatically rotated by the labelPlaneMatrix projection
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// Unpitched point labels need to have their rotation applied after projection
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const bool rotateInShader = rotateWithMap && !pitchWithMap && !alongLine;
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mat4 labelPlaneMatrix;
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if (alongLine || hasVariablePacement) {
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// For labels that follow lines the first part of the projection is handled on the cpu.
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// Pass an identity matrix because no transformation needs to be done in the vertex shader.
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matrix::identity(labelPlaneMatrix);
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} else {
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labelPlaneMatrix = getLabelPlaneMatrix(tile.matrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits);
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}
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mat4 glCoordMatrix = getGlCoordMatrix(tile.matrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits);
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return Values {
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uniforms::matrix::Value( tile.translatedMatrix(values.translate,
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values.translateAnchor,
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state) ),
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uniforms::label_plane_matrix::Value(labelPlaneMatrix),
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uniforms::coord_matrix::Value( tile.translateVtxMatrix(glCoordMatrix,
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values.translate,
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values.translateAnchor,
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state,
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true) ),
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uniforms::extrude_scale::Value( extrudeScale ),
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uniforms::texsize::Value( texsize ),
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uniforms::fade_change::Value( symbolFadeChange ),
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uniforms::is_text::Value( isText ),
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uniforms::camera_to_center_distance::Value( state.getCameraToCenterDistance() ),
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uniforms::pitch::Value( state.getPitch() ),
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uniforms::pitch_with_map::Value( pitchWithMap ),
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uniforms::rotate_symbol::Value( rotateInShader ),
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uniforms::aspect_ratio::Value( state.getSize().aspectRatio() ),
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std::forward<Args>(args)...
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};
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}
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SymbolIconProgram::LayoutUniformValues
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SymbolIconProgram::layoutUniformValues(const bool isText,
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const bool hasVariablePacement,
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const style::SymbolPropertyValues& values,
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const Size& texsize,
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const std::array<float, 2>& pixelsToGLUnits,
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const bool alongLine,
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const RenderTile& tile,
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const TransformState& state,
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const float symbolFadeChange) {
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return makeValues<SymbolIconProgram::LayoutUniformValues>(
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isText,
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hasVariablePacement,
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values,
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texsize,
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pixelsToGLUnits,
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alongLine,
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tile,
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state,
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symbolFadeChange
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);
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}
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template <class Name, class PaintProperties>
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typename SymbolSDFProgram<Name, PaintProperties>::LayoutUniformValues
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SymbolSDFProgram<Name, PaintProperties>::layoutUniformValues(const bool isText,
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const bool hasVariablePacement,
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const style::SymbolPropertyValues& values,
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const Size& texsize,
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const std::array<float, 2>& pixelsToGLUnits,
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const float pixelRatio,
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const bool alongLine,
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const RenderTile& tile,
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const TransformState& state,
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const float symbolFadeChange,
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const SymbolSDFPart part) {
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const float gammaScale = (values.pitchAlignment == AlignmentType::Map
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? std::cos(state.getPitch()) * state.getCameraToCenterDistance()
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: 1.0);
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return makeValues<SymbolSDFProgram<Name, PaintProperties>::LayoutUniformValues>(
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isText,
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hasVariablePacement,
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values,
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texsize,
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pixelsToGLUnits,
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alongLine,
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tile,
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state,
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symbolFadeChange,
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uniforms::gamma_scale::Value( gammaScale ),
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uniforms::device_pixel_ratio::Value( pixelRatio ),
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uniforms::is_halo::Value( part == SymbolSDFPart::Halo )
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);
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}
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SymbolTextAndIconProgram::LayoutUniformValues SymbolTextAndIconProgram::layoutUniformValues(
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const bool hasVariablePacement,
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const style::SymbolPropertyValues& values,
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const Size& texsize,
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const Size& texsize_icon,
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const std::array<float, 2>& pixelsToGLUnits,
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const float pixelRatio,
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const bool alongLine,
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const RenderTile& tile,
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const TransformState& state,
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const float symbolFadeChange,
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const SymbolSDFPart part) {
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return {SymbolSDFProgram<SymbolSDFTextProgram, style::TextPaintProperties>::layoutUniformValues(true,
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hasVariablePacement,
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values,
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texsize,
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pixelsToGLUnits,
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pixelRatio,
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alongLine,
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tile,
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state,
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symbolFadeChange,
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part)
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.concat(gfx::UniformValues<SymbolTextAndIconProgramUniforms>(uniforms::texsize::Value(texsize_icon)))};
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}
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template class SymbolSDFProgram<SymbolSDFIconProgram, style::IconPaintProperties>;
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template class SymbolSDFProgram<SymbolSDFTextProgram, style::TextPaintProperties>;
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} // namespace mbgl
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