[core] Use separate shaders for background and clipping
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47
src/mbgl/programs/background_program.cpp
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47
src/mbgl/programs/background_program.cpp
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#include <mbgl/programs/background_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(BackgroundLayoutVertex) == 4, "expected BackgroundLayoutVertex size");
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BackgroundPatternUniforms::Values
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BackgroundPatternUniforms::values(mat4 matrix,
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float opacity,
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Size atlasSize,
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const ImagePosition& a,
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const ImagePosition& b,
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const Faded<std::string>& fading,
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const UnwrappedTileID& tileID,
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const TransformState& state)
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{
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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 BackgroundPatternUniforms::Values {
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uniforms::u_matrix::Value{ matrix },
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uniforms::u_opacity::Value{ opacity },
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uniforms::u_texsize::Value{ atlasSize },
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uniforms::u_pattern_tl_a::Value{ a.tl() },
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uniforms::u_pattern_br_a::Value{ a.br() },
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uniforms::u_pattern_tl_b::Value{ b.tl() },
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uniforms::u_pattern_br_b::Value{ b.br() },
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uniforms::u_pattern_size_a::Value{ a.displaySize() },
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uniforms::u_pattern_size_b::Value{ b.displaySize() },
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uniforms::u_scale_a::Value{ fading.fromScale },
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uniforms::u_scale_b::Value{ fading.toScale },
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uniforms::u_mix::Value{ fading.t },
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uniforms::u_image::Value{ 0 },
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uniforms::u_pixel_coord_upper::Value{ std::array<float, 2> {{ float(pixelX >> 16), float(pixelY >> 16) }} },
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uniforms::u_pixel_coord_lower::Value{ std::array<float, 2> {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }} },
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uniforms::u_tile_units_to_pixels::Value{ 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()) },
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};
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}
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} // namespace mbgl
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